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    Default [BitP:R] BleachITP Reborn: OOC Thread 10

    There was discussion of a reboot for the BleachITP-verse. A new beginning, more structured and with an overall lower power level. Similar deal to Ultimate Marvel.

    This thread is for discussing that, to keep it out of the main thread.

    Important stuff so far:

    OOC THREADS

    IC THREADS
    Spoiler
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    Mortal World:
    Thread 1
    Soul Society:
    Thread 1
    Hueco Mundo:
    Thread 1

    EPISODES

    OTHER HELPFUL LINKS
    Character Registry
    Wiki - Password "foamy".

    A while ago we chose Central 5, a group of five people who work as a governing body for the Soul Society. They are Kasanip, Zarah, Callos_DeTerran, Sucrose and Frozen_Feet. They are tasked with such tasks as deciding Captain promotions and upholding laws of Seireitei. Details can be found below.

    In the second last thread people voted and decided that there would not be a Quincy vs Shinigami war before the actual start of the story/roleplay unlike in canon. It was also decided through a vote that Quincy arrows would destroy souls as they do in canon through a vote. People are open to the possibility of future conflicts between the two factions and the Quincy learning how to purify souls with their arrows. Learning how to do so would likely be a significant plot point.

    Quincy players have decided that anyone that makes a Quincy should write up a description of their family/clan's history.

    Souls that are fully absorbed and become part of a hollow permanently fuse with it. When a hollow is purified the souls it absorbed are not split up. They are reborn as a single entity.

    Frozen_Feet's proposed take on this:
    Spoiler
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    Life Cycle of Hollows.

    Canny Hollows:
    these are beings like Grand Fisher and Shrieker - normal Hollows that stay behind in Mortal World much longer than usual. Why? Either they still have unfinished business... or they were already crooked in life.

    My reasoning is as follows: when a good Plus turns into a Hollow, it seeks to destroy its loved ones like any other Hollow. However, the mind of the good souls can't hold together once they're done with that. They lack killer's instinct, and might even feel guilt for breaking what was once dear to them in life. This is why they seek oblivion.

    Evil souls, on the other hand, gain much more pleasure from tormenting living beings. Even after they've killed those they had a personal beef with, they stay in Mortal World, because their bestial desires won't let them leave. In a way, they still have something to do that defines them and stops them from losing their inviduality, even if it's only "kill all things":

    Menos Grande Gillians: When a soul becomes Hollow, the first thing it does is destroy all things it held dear in mortal life. In most cases, having lost their purpose and consumed by their own loneliness, Hollows wander into Hueco Muendo, where they instinctively seek out other souls who died in the same way. Seeking embrace of sweet oblivion, they engage in cannibalistic orgy and fuse into Menos Grande Gillian. Fusion of souls is permanent; once eaten by a Gillian, a soul cannot be separated again.

    Menos Grande Gillian's have no identity, only scattered fragments of negative memories and emotions. When such a Gillian is purified, its soul passes into Soul Society as essentially blank slate. However, due to originally being gestalt of multiple entities, such soul has much vaster Reiryoku than normal and is more likely to fragment into Zanpakuto spirit and Inner Hollow. Thus, a purified Menos Grande Gillian is very likely to become a shinigami.

    Adjuchas and Vasto Lordes: As noted, Menos Grande Gillians are gestalt formed from people who died in the same way. Adjuchas happens when the amount of souls reaches a critical mass, causing a new personality to bloom from the fragmented memories. This being is effectively personification of its "cause of death". However, Adjuchas aren't stable, and must keep absorbing other Hollows who died the same way to increase in power. Should they fail to absorb other Hollows, starvation will make them regress, reducing them back to mindless beasts. Once Adjuchas has eaten enough souls, it evolves into a Vasto Lorde. However, this requires that they beat all of their challengers, letting none who manage to eat a bit of them to get away.

    So, why can't Adjuchas who gets a bit of itself eaten become a Vasto Lorde? It's because losing to another Hollow means there's another being with same Aspect of Death who is more powerful. A Vasto Lorde is a Menos who has absorbed or proven itself to be stronger than all other Hollows with the same aspect of death. They are, effectively, anthropomorphic personifications of their Aspect of Death, and rule supreme over lost souls who died that way. As long as they remain undefeated, they are stable; if a Vasto Lorde does lose, it begins to regress like Adjuchas until it can destroy the Hollow that defeated it.

    Arrancars: A Hollow can become an Arrancar in any point of its life, as long as it has a personality at the time. An Arrancar is a Hollow who learns to define itself by way other than its Aspect of Death, thus rising above its bestial instincts.

    All Arrancars are stable. While an Arrancar can keep eating souls to increase in power, it no longer fuses new souls with the core of its person - the nommed soul only loses its reiryoku. A soul eaten by Arrancar is usually reborn as a new Hollow. In any case, eating Pluses or other Hollows is pretty much voluntary for an Arrancar - they mostly do so because there is no other food in Hueco Muendo. Because of this, Arrancars can't be held as inherently worse than humans or Shinigami.

    Menos and Purification: Shinigami who don't remember their lives were Menos who got purified. As the identity of a Menos is effectively a new entity and is only born after death, Konso unfortunately wipes that all away. For purposes of Redemption, a soul which has gone through Oblivion of the Gillian phase is exempt from Hell's punishment. They become Shinigami because of huge amount of Reiryoku they accumulated as a Hollow.

    Resurreccion and Segunda Etapa: Resurreccion is an Arrancars ability to retake its form as a Hollow, and consequently as the manifestation of its aspect. The power of an Arrancars resurreccion is in part directly proportional to how much the Arrancar's behaviour reflects its Aspect.

    While achieving Segunda Etapa is only typical for Vasto Lordes who already rule over their Aspect, theoretically any Arrancar can achieve it through meticulous training and self realization.


    Soul Society and the inhabitants of Las Noches (The King of Hollows, the Epsada and their underlings) have a truce between each other at the start of the game/story but both sides want to break as soon as they gain a substantial upper hand on the other.

    People that want to make captain entries should write up a history for their preferred division including duties, a past captain or two and whatever else you might think important to add. It can be significantly different from canon.

    Strawberryman would like input on how to revise his S.W.O.R.D. faction:
    Spoiler
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    Anyway. In light of some recent changes to our world, it occurs to me I also need to update S.W.O.R.D's writeup. Just so we don't have more clashes;

    I'd like people's feedback/input on the new writeup for S.W.O.R.D.

    So everyone can be happy.

    For reference, the old writeup. The faction itself will be in my sig from now on.


    General
    Spoiler
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    Originally Posted by Zarah
    We need a clearly directed plot in order to keep things trucking along without getting stalled, and I had a thought of a way to help accomplish that. Basically, we come up with some central themes for this game. This isn't a revolutionary idea, and some people were already doing just that in the previous game, but I'm saying we all come up with and agree on two or three major themes for this story. Ones that will continue to appear again and again across many of the plotlines throughout the entire game. It'll help direct the plot and could potentially give some good ideas for other characters. Not to mention, it'll give much more of a satisfying payoff in the end once the themes are fully realized.

    Whatever they are, they should be fairly general, so they can be adapted to as many of the plots that we have going. Of course, we can expand to include as many motifs and themes as we want in our own stories, but if we have a set of continuous themes to draw from, then it'll really help make things much more connected. Even more coherent.

    Obviously, the one I'm gunning for with Kujo is "Law vs. Chaos," and Bleach in of itself has tons of themes we can pick from. "Inner Conflict" is a big one, for example. But hey, I'm open to other suggestions. Any thoughts?
    Quote:
    Originally Posted by KnightDisciple
    I think "Law vs. Chaos" is good.

    I'd like to play off of strawberryman's suggested faction, as well as off of what we've seen in our current game, and suggest something dealing with the question: How far do you go to accomplish something? Do you do evil in the name of a greater good? (Sorry. I couldn't help myself.) Or do you make sure to never compromise your principles, large and small, no matter the cost?

    Not sure how to compress that into a pithy phrase, but there we go.
    Quote:
    Originally Posted by KnightDisciple
    The following came about in a discussion about the nature of various Shinigami and Arrancar hybrids and such.

    The Hougyoku is a substance used to perfect the hybridization of hollow and shinigami. It might have been created, or not. If it has, the creators were most likely vanquished by the powers of the Seireitei and Las Noches, who then sealed the thing off into some forsaken spot of some forsaken demiplane, with only the Ghost King and the Commander General being aware of its location. Both factions had problems with mad or power-hungry Artificial Arrancar and Stable Vizards, deciding that it better to forget the thing.

    Shinigami Hybrids:

    Unstable Vizard
    An unstable vizard is a shinigami who, through some sort of accident or other means, has gained minor hollow powers.
    An unstable vizard has access to a personal hollow mask, but does not have any unique powers and his hollowfication never progresses sufficiently to make a resurreccion or segunda etapa possible, and the unstable vizard gains access only to cero and garganta.
    Becoming an Unstable Vizard is dangerous and hardly ever intentional, as the name implies, most accidents that would result in an unstable vizard result in a dead shinigami or a hollow, instead. Unstable Vizards must fight off their inner hollow and hollowifcation fully, to prevent the being from overcoming them utterly, but this is a fight that never truly ends.

    Stable Vizard
    A stable vizard has been created through use of the hougyoku. They do not have to fight off the hollowfication or an inner hollow, which is melded into their person completely.
    A stable vizard has access to all hollow powers (cero, bala, sonido, garganta and hierro), and their masks might grant them a unique power, they also have the power to achieve resurreccion and even segunda etapa.

    ---

    Hollow Hybrids

    Natural Arrancar
    Natural arrancar are hollows who arrancarised themselves, or with the help of other hollows who know how to speed up the process. The arrancar gains an arrancar zanpakutou, which has no spirit, and is merely most of the arrancar's unique powers sealed into sword shape.
    Natural arrancar have access to resurreccion and may develop segunda etapa. But do not have access to shinigami abilities.

    Artificial Arrancar
    Artificial arrancar are created through the Hougyoku. They have the potential to sunder off one of the souls that forms their colective and form it into a second zanpakutou capable of granting shikai and even bankai. Artificial arrancar have the potential to learn shinigami techniques such as Hoho, Kido and Hakuda.

    ---

    Mortal/Hollow Hybrids

    Living Vizard
    A Living Vizard is a mortal with a hollow mask, the mask comes with an innate, unique power, and when on, it gives the normal boosts and hollow abilities. Living Vizards can, eventualy, achieve resurreccion. A vizard mask cannot ever be lost, and if broken it can be resummoned almost instantly.

    Living Arrancar
    A living arrancar gains an arrancar zanpakuto (no spirit), hollow abilities (sonido, cero, hierro, bala) and the power of resurreccion. Resurreccion relies on the zanpakuto, which, unlike the vizard mask, can be broken (in which case it needs awhile to regrow).

    Hollowing
    A hollowing is a mortal who gains the power to turn some body part into a hollow-like version with greater strenght, speed and resilience. The powers in this hollowlike limb can be bolstered through training, but only up to a limit. As this limit is reached the hollowing must, in order to increase her powers, absorb hollow reishi, either form the atmosphere of hueco mundo or through the cannibalization of hollows, which allows even more of the Hollowing's body to turn into hollow-like parts.
    The powers of the hollowing come at a risk, for, when enough of the hollowing's body becomes hollowlike, he risks becoming trapped into the monstrous shape.

    Shinigami/ Mortal Hybrids:

    Substitute Shinigami
    This should be pretty basic and obvious.

    Living Shinigami
    Living shinigami are mortals with access to a shinigami zanpakutou while still in their mortal bodies.


    Sereitei
    Spoiler
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    Quote:
    Originally Posted by Zarah
    Also, I'm reposting my Central 46 idea, since it got lost two OOC threads ago, and it's far more relevant here. So once again:
    Anyway, we've been going on about all of this and that in the Bleach universe, but I came to the realization that we completely forgot about a little group of people hiding away in Soul Society: The Central 46. Probably because in both canon and our game, they've done next to nothing other than... Well, die. However, I felt that if we were going to go with a new setting, why not actually make them practical?

    Here's what I suggest: We nominate three or four trusted players to act as the Central 46. Any of these people can post as the entire body, and essentially act as an administrative organization both in and out of character. You might think that doesn't make sense, but in actuality, the duties would cross-over a lot more than you might imagine. For example, say a player wants his character to be promoted to a captain at some point in the RPG. The Central 46 would be the ones who analyze the situation and make a decision, but they'd have to look closely at both the character and the player to see if they're ready for the responsibilities. As another example, imagine that a group of rogue Shinigami appear in the mortal world and start causing trouble. The 46 would decide whether or not Soul Society goes to war with them, and thus whether or not any of the more powerful characters get involved in the plot. Think of them like a set of unofficial moderators for the RPG, who keep things in check both ICly and OOCly.

    I think it could also add a whole new layer of role-playing opportunities. Let's say a group of low-powered academy students are training in the mortal world when one classmate decides to do something reckless and ends up getting them into dire straits. They make it back to Soul Society alive and in one piece, but now they have to answer to the Central 46 and explain their actions. Having actual players behind the council instead of just mindless NPCs (or corpses) makes it a bit of a nagging threat in the back of people's minds, and could even indirectly prevent players from going overboard. Since I know that if I were sitting on the council, I would not be a gracious host.

    EDIT: I forgot to mention. I wanted to do something with the central 46 that wasn't "kill them all," and this seems like a pretty practical application of them.
    Quote:
    Originally Posted by Shades of Gray + Frozen_Feet
    Gotei divisions and their tasks:
    1) Administrative.
    2) Ninjas.
    3) Execution?
    4) Healing+Hospitality.
    5) Messengers.
    6) Reinforcements.
    7) Logistics.
    8) Tactical planning
    9) Recon.
    10) Internal Police.
    11) Fight.
    12) Science.
    13) Patrol.


    Hollow, Arrancar and Las Noches
    Spoiler
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    Laws of Las Noches
    1. Only a victory in singular combat entitles one to take the position of espada from another.
    2. The espada are not allowed to conspire against one another.
    3. Killing a fellow citizen is a crime, unless it is self-defense, or you don't get caught on the act (drow influence: The real crime is being caught). The espada can add other exclusions of culpability for their sectors (including and up to any reason, LAW*). *Laws as Written.
    4. Vandalism is a crime. See above for excludents.
    5. Thievery is a crime. See above for details.
    The espada and privaron have equal authority over all numeros. The espada have sole authority over their own fraccion. The espada have sole authority over the citizens of their own districts. The fraccion have authority beneath the espada and privaron over all other citizens of Las Noches who live in own their districts. The fraccion have authority beneath that of the espada and privaron over the numeros. The privaron have sole authority over those designated to them by the King and Queen. The King and Queen have authority over all.


    Originally Posted by Draken
    Now, on to other matters, we need to decide how a few things work. For instance, the menos fusion. When first someone asked what happened to the souls that form a menos, we decided, back then, to have it so that they remain separate (which means when the menos is destroyed all souls are released). But I think it is best if (save exceptions) we have it so that they all permanently fuse.

    This has two benefits:

    1. It adds a depth of moral doubt to the destruction of an arrancar. They aren't mindless monsters like hollows, they can be argued with, and destroying them won't fre thousands of innocent souls. Just erase their memories.

    2. It creates a good "soul number check". We assume that, along with the reincarnations, new souls are, indeed, created. But then... There are only means to increase the number of souls in place. None to reduce them (save awful, vile acts and stuff). The menos "singularity of souls" would be a decent means of keeping the soul population under control.
    Quote:
    Originally Posted by Draken
    On Las Noches, I was thinking of this organization:

    The King of Hollows: The King of Hollows, duh.
    The Espada: Captain/Nobility Equivalents.
    Fraccion: The liutenants, officers and close persons to the Espada.
    Numeros: The soldiers of Las Noches.
    Rest: The rest.

    I perceive Las Noches as a city in Hueco Mundo, a city governed by arrancar and open to shinigami, mortal and hollow alike. A city where all beneath the artificial sun is under scrutiny of the law enforcement of the city, but where the shady alleys are hive to scum of the worst sort, criminals, traitors, traficants. A place where the Commander General and the Big Bad can look face to face and not be expected to try to kill each other on the risk of losing free access to this (mostly) safe haven.

    The idea here isn't that arrancar and hollows are friendly.

    The idea is that one vasto lorde decided to open his domain to other spiritual beings. Mainly because rational menos actually have very little reason to fight shinigami except spite, this is because your average menos won't ever leave Hueco Mundo unless goaded out by some other force. Menos have no interest in plus or living souls, they eat other hollows.
    Quote:
    Originally Posted by Draken View Post
    1. I will be assigning the Espada, most likely.

    2. I will also, probably, not keep the numbers strongly tied to the power of each character.

    3. The Ghost King will not be the primera.

    4. My main arrancar character (King's gonna stay in the background) will be the Queen of Hollows, and she will not be an espada either. I will keep those positions for other players.
    Quote:
    Originally Posted by Frozen_Feet View Post
    About Aspects of Death: it's established that once a Hollow has destroyed things that were dear to it, they wander into Hueco Muendo and seek out other Hollows to ease their pain / to forget about their lives. I propose they instinctively seek out others who died in the same way, and thus their suffering condenses into their Aspect. Arrancars gain power when the ascended personality realizes this and works around / with it.

    Fae
    Spoiler
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    Okay, I think I now have enough to bring this for discussion.

    The Fae
    Spoiler
    The State of the Afterlife of the British Isles
    Britain’s afterlife is stable – just. Long periods of internal strife between the psychopomps of Britain, known to themselves as the mac Lir or fab Lly^r, and to others as the Fae, left ample time for Hollows to develop and grow. Now, Britain faces a deep-rooted infestation of well-hidden Menos, but the Houses of the British Isles are united in their desire to rid the islands of these threats.

    Annwn – the Afterlife
    The British afterlife is called Annwn, a place that reflects the most untouched corners of the British Isles in its geography. The four courts of monarchs are located in a roughly central location within a few hours journey of each other by normal walking speed. Passage between Annwn and the mortal world is achieved by passing through thick banks of mist that function as the Fae equivalent of Senkaimon. The mac Lir make use of ravens, rather than butterflies, to guide them through the misty realm between Annwn and the mortal world.

    The Organisation of the Fae
    The British Isles are ruled by four monarchs – one each for Ireland, Scotland, England and Wales. Each of these monarchs governs passage of souls into Annwn in the country they are tied to. They each possess three Houses under their command, each ruled by a Tiarna or Pennaeth, individuals equal to the captains of Soul Society. A Tiarna or Pennaeth is directly supported by their Dara or Ail, equivalents to the Japanese Vice-Captains. The rest of the House is made up of thirteen mionn cheangal or lw rhwymo, equivalents to seated officers, plus any other Fae who are members of the House but deemed unworthy of the distinction of the upper ranks. The specialisations of each House vary depending on the current Tiarna or Pennaeth, but it is very rare for their not to be at least one House dedicated to combat in each country at any given time. The ranks of the Houses are held for life, unless the bearer of a rank forfeits it. A House member is usually given a title and land in Annwn upon forfeiting a rank. These titles are hereditary, and their bearers and their family often become the British equivalent of the Noble Houses of Soul Society.

    Every year, a randomly selected twenty members of each House are chosen to leave Annwn and go out into the mortal world and deal with Hollows as they see fit. Fae on such leave from their House are known as Fianna, and are exempt from all laws of their lords until the end of their sojourn and return to Annwn.

    Each monarch also rules a small Royal House. Tiarna or Pennaeth who truly distinguish themselves are promoted to this rank to serve as the monarch’s guardians and personal champions.

    Alongside the House structure exists the Aois-dŕna, a loose affiliation of bards and druids that serve as advisors to the lords of the Houses, historians, genealogists, legal specialists, and experts in Ealaín, the British form of kido.

    Capabilities of the Fae
    All abilities the Fae possess are mirrors of the abilities of shinigami. They can walk on air like their Japanese counterparts, and focus their training on Scileanna Laochra (Zanjutsu), Ystwythder (Hoho), Gan a Arm (Hakudo) and Ealaín (Kido).

    --------------------------
    A Note on Language
    Whilst most of the terminology for the Fae is based on Celtic languages, some, particularly the specifics and names of Ealaín, were brought to Britain from elsewhere. These use Ancient Sumerian.
    --------------------------

    In addition, every Fae possesses a Treoir Anam, their equivalent of a zanpakutou. These possess the potential for a Rhyddhau (shikai) and a Nerthol Rhyddhau (bankai) as a zanpakutou does. The only notable difference between a Treoir Anam and a zanpakutou is that the former are quite likely to take a shape other than a sword even when sealed, spears and axes in particular being quite common, and no small number of Aois-dŕna druids possessing sickles.

    Ealaín
    The mystic arts of Britain function identically to kido, the spells of a given path and number function the same as their foreign counterpart.

    Spoiler
    Silakus: “Way of Destruction”
    1, Taka (Push)
    4, Sagir (Pale Lightning Flash): Balor! Unlid the third eye that graces your brow, and let forth the spite of clouds!
    11, Nuhuš Gír (Tamed Lightning)
    31, Urinti (Blood Arrow): Balor! Unlid the third eye that graces your brow, and let forth the tide of chaos!
    33, Nissati (Blue Arrow): Balor! Unlid the third eye that graces your brow, and let the west crash forth!
    54, Su-luh Izi (Cleansing Flames): Balor! Unlid the third eye that graces your brow, and empower me to remove impurity from your sight!
    58, Imiuru (Windstorm)
    63, Anurimiriu (Threefold Storm Roar)
    73, Erim Nissati (Host of Blue Arrows): Balor! Unlid the third eye that graces your brow, drown out the sun, and call forth the sundering west winds!
    88, Aralimiriutil (Apocalyptic Threefold Netherworld Storm)
    90, Gitil (Black Ending)
    96, Ašgir Mŕnu (Single Sword Immolation)

    Girserusu: “Path of Shielding Arts”
    1, Šaga (Captive)
    4, Sigulul (Golden Chain)
    8, Tamšen (Reflecting Mirror)
    9, Eda (Paralysis): Balor! Lid your third eye, call up the hounds of Annwn, and grace us with the living death!
    21, Urinimi (Blood Cloud)
    26, Zah Bu (Hiding Light): Balor! Lid your third eye, turn your gaze away, and put the sun in their eyes!
    30, Ešhu Ulul (Three-Bird Restraint)
    37, Ulgu (Star Net)
    39, Senbu (Shielding Light): Balor! Lid your third eye, turn your gaze to me, and guard me with thine wrath!
    58, Igisar Lasar (Seeing the World, Knowing All): Balor! Lid your third eye, extend your sight forth, whisper in my ear, and let me see thine sight! The sun and moon are my eyes, the trembling ground my ear!
    61, Asni E-kurbu (Six-Body Prison of Light): Balor! Lid your third eye, gift the sun unto to me, and let its halo trap them!
    62, Űšukur (Hundred Spear Fence)
    63, Gisigulul (Locking Golden Chain)
    73, Išibalsig (Rotated Mountain Wall)
    75, Aš Barzilba-an (Five Adamant Pillars)
    77, Kadigir (Mouth of the Gods): Balor! Lid your third eye, and gift me with your voice! The clouds are as my mouth, and the skies are as my lungs!
    81, Barů-la (Splitting Nothingness)


    Geasa
    Unlike shinigami, the Fae bear an additional restraint upon their power: geasa (sing. geis). These are taboos for the Fae in question that they must not commit, or lose access to spiritual power or suffer some other misfortune. Anyone can bring a geasa on a Fae, though the Fae in question must willingly accept it. Treoir Anam spirits often require their wielder to agree to a geis before granting Rhyddhau or Nerthol Rhyddhau. They also pay a part in Fae society, geasa often being included in oaths to one’s lord or in marriage vows.

    Samsara
    Spoiler
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    Originally Posted by Innis Cabal View Post
    As far as the plot is concerned. Here is my contribution, or at least, hopefully. The Samsara plot, and reasoning for their dark activity.

    As much as I personally loathe the name of our new city, I figured it could be incorporated into the plot. With a little brain storming with Callos, and a look at the set up of the new game, I’ve noticed there are –a lot- of spiritually aware children. This led to me thinking –why- that might be the case. Its not a normal occurrence. So, here me out.

    Phoenix Town () is a center of reincarnation, both out going and inbound to the spiritual world. This inundates the area with spirit particles, thus leading to the relatively high number of the spiritually aware. The Samsara’s main plot in the first game, and the carry over here, is to rebalance the passage of souls, destroying the Valley of Screams, and removing the Blanks from the Cycle of Reincarnation. Thus fixing the balance of the spiritual world. To do this, their plot is to flood the city with Blanks, and over time detonate them once a certain number of highly aware mortal souls are collected. This puts them in direct conflict with the mortal characters for several reasons.

    1. The humans –are- those souls, thus making them prime targets for the Samsara to go after.
    2. This will blow up the city, killing off the whole area. That’s bad for those living inside the city, with family and friends. Making this a plot that –all- mortal characters can get involved in early on.

    Well, that’s my idea for the Samsara plot. Innis tested, Callos Approved. Now, to the playground, think it’ll work?
    Quote:
    Originally Posted by Innis Cabal View Post
    The Samsara


    Leadership: “The Boss”
    Second in Command: Go Nagi
    Mortal World Relations:

    Primary Grunt Force: Blanks (Augmented Blanks)
    Physical Location: The Valley of Screams

    Overview: The Cycle of Reincarnation is not a simple or perfect thing. Souls traveling between the worlds sometimes fragment, their memories fading into some unknown location, the soul falling into a realm that should never exist. These are the blanks, souls without memories, lost forever from the Cycle of Reincarnation, unable to return for they cannot remember how. It is unknown how, but when a number of these memory less shells accumulate, a separate realm, the Valley of Screams, is created to house them. This realm, lies between Soul Society and the Mortal World. But the memories of these creatures are not destroyed or lost forever. The swirling mass of memories and experience’s coalesces into an object known as the Memory Rosary, the accumulation of all memories lost between Reincarnation and the journey there in.

    The Samsara

    The Samsara are akin to Arrancar in that they are an artificial creation, Blanks granted the copies of memories from the Rosary itself. The likeness between themselves, Shimigami, and Arrancar end at this small analogy, not truly meant to exist the Samsara are the thinking force behind the Valley of Screams, the heralds of those cast out by an imperfect system.

    Standard Powers of the Samsara
    Blank Manipulation: Every member of the Samsara is capable of utilizing Blanks for various purposes. They may duplicate Kido (if their memories contain such information), create weapons or simple items, duplicate flashstep or sonido (again based purely on their memories), or fly. Samsara may also heal with the power of the Blanks, capable of restoring even lost limbs if given proper time and concentration.

    Individual Powers


    The powers of a Samsara depends entirely on his or her memories, granting each a highly individualized level of capabilities and powers.

    What this is, is a simple dolling up of what seems to be the first Villian team of the Reborn game. We're looking for member's currently. So, if anyone's interested, roll a character up and lets see where it goes

    Mortals
    Spoiler
    Show

    Quote:
    Originally Posted by strawberryman View Post
    ...Okay, well, I assume because there was little reaction it would help if I actually explained what the faction I was planning is.

    It's more or less like the Men In Black... It's a multi-national secret organization that deploys agents to clean up after the various mishaps that Soul Reapers can't. As such, the various Soul Reaper organizations usually leave them well enough alone.

    ...That's their cover op, though. What they are really trying to do is make Mortals able to fend for themselves, and be self-sufficient on the matters of the spiritual. Which meshed pretty well with Ran's goal during the last cycle... but, that's an aside. They track and recruit various spiritual humans: Quincies (in fact that may possibly be a large base of their agents), Living Vizards, various anomalies, just plain spiritually aware humans, or maybe even Bount.

    ...As for why they may be considered villainous or antagonistic to the Enclave is their willingness to do literally anything to achieve their ends; assassinations, theft... etc. And it's likely that the various runes they possess will be like their Holy Grail. For reasons I don't feel like fully explaining, I would like to keep some secrets.
    Quote:
    Originally Posted by Zarah View Post
    Well, I was under the assumption that Phoenix Town was going to be another spiritual hot spot, which explains why so many mortals are developing their own powers. Of course, the introduction of outside forces will help as a catalyst, but it's mostly just the fact of where the people live more than anything. The same abundance of spiritual power in the city would also explain why there might be various factions vying for power in the region even from the beginning.

    Also, about the idea of the cold war turning hot, I like that plan. I like it a lot. It fits perfectly with Kujo's intentions, and is more or less what I was planning to work toward anyway, so I'm giving it a hearty thumbs up.
    Quote:
    Originally Posted by Innis Cabal View Post
    Well, here is what I was thinking for the over all "History". Its diluted yes, and I'll extrapolate more on it when I can sit down and really pound it out.

    Spoiler
    The Quincy Bloodlines, as they were, are connected to the ancient Ninja Clans of the Sengoku Jidai, now far removed and interbred with the general populace of Japan, the Quincy themselves would retain lasting familial alliances, hatreds and pacts with other blood lines


    Translators: Word Reference is a pretty good one for English to Spanish. Just don't translate phrases with it.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Okay, I'm just going to say this:

    When I came up with the idea of an arena tournament, I was intending it to be a relatively low key thing. Like I said in the other thread, I just wanted some fights and socialization.
    We're also still in the opening stage- making big plots isn't such a good idea.

    Now, it's my wish, and apparently the wish of other people, to have this arena fight just be an arena fight. I don't think anyone minds some scheming on how to win, but beyond that is going to messing with the purpose of the event.

    So please don't turn this into something more. This applies to anyone who might be thinking of it. >.>
    If no one intended to, good, then we can just drop the issue. Otherwise... just reconsider. Make other plans. Make plans later.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by Rebonack View Post
    It's a mortal medium! Totally not Chad... Tum dee dum...

    Spoiler
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    Name: [Filler], Minoru (found a nice place for first names, not so sure about family names. Open to any suggestions.)
    Gender: Male
    Height: 193 cm (6'4")
    Weight: 105 kg (231 pounds)
    Hair: Black bleached blond (someone had to do it)
    Age: 16
    Speech/Reiatsu: Bold Gold in the form of ethereal petals that drift lazily around him.

    Appearance: Imposing. That's the first thing that usually comes to mind when one lays eyes on Minoru. The guy is big. Really big. Could probably flatten people in American football if anyone actually played American football in Phoenix Town. Powerfully built, a wall of muscle.

    Minoru is usually clad in a pair of faded blue jeans and a sleeveless green and black jacket, the look rounded off by a pair of loud orange and purple sneakers. Apparently no one has ever spoken to him about clashing colors. His bleached blond hair bares a rather stubborn curl in the front that refuses to lay down in spite of liberal application of hair cement. Apart from that Minoru usually wears a rather cheerful demeanor which leads to...

    Personality: Fun. That's the second word that one thinks of when trying to describe this giant. Fun loving, jovial, and intensely competitive. Minoru can turn just about anything into a game or a competition. And given his physical conditioning he can give most a run for their money. While he isn't stupid by any stretch of the imagination Minoru would much favor running in the hills surrounding Phoenix Town than being bottled up in a room doing school-work. Especially in those little desks that are always too small. Oddly enough the only subject that Minoru has ever shown keen interest in is history, mythology in particular. He's always explained that he likes to learn about how other people have defeated the challenges that have faced them.

    History: Minoru was born and raised in Phoenix Town, his parents owning a small sports shop on the outskirts of the city. As a child he always favored the outdoors whether it involved swimming, running, biking, or just climbing over whatever obstacle presented itself to him. No real tragedies. No lost loved ones apart from the death of his grand parents some years ago. Only a life full of life and potential. Mountains to conquer and dulls home-work assignments to complete.

    Powers: Presently Minoru is able to hear spiritual beings. While he can't see them he does get a sense of a presence in the case of the benign and a feeling of wrongness around those spirits that are more malevolent.

    Later he'll gain the use of several Hollow-like aspects. At first he'll only be able to use one aspect at a time, requiring some practice and luck to figure out how to manifest each aspect. As he grows in strength he'll be able to employ more of them at a time. All the aspects offer an all around boost to Minoru's physical abilities, though each has a specialty.

    Aegis of the Immortal
    Using this aspect causes a shield-like armor to grow over Minoru's right arm. The shield is impressive in its durability and generally increases Minoru's ability to shrug off damage and injury. This aspect represents his will to press on in the face of adversity.

    Arm of the Titan
    Using this aspect causes a gauntlet-like armor to grow over Minoru's left arm, sporting a curved blade that folds back against his forearm. Not only is the weapon dangerously keen, but it also boosts his strength to stunning levels. This aspect represents his will to conquer every challenge that stands in his way.

    Tail of Ouroborus
    Calling on this aspect results in Minoru gaining a powerful, lithe tail tipped with a wicked scythe. The tail is a potent weapon in and of itself, but it also increases his speed to break-neck levels. This aspect represents his reckless competitive spirit.

    Helm of the Olympian
    Summoning the power of the helm covers Minoru's head and face with silvery armor, bathing all but his eyes in a deep obsidian shadow. The helm increases all of his physical attributes in a well rounded fashion, though it doesn't come close to matching the zenith of power offered by the other aspects. This aspect represents his desire to be the best that he can be for his loved ones.

    Other Useful Information: Even without his aspects active Minoru is impressive physically. Not talking Chad level here, though. That was just nuts. He has a soft spot for small animals, cats especially. One of the few things that can draw Minoru's ire is people using their physical abilities to harass those weaker than themselves. Bullies beware.


    I've got his power growth planned out pretty well in an incremental fashion, a rather nice five step evolution from sort-of aware of spirits at the start to smashing face some months and many plawts down the road.

    The third phase will introduce some new tricks to his bag, though given how long before that will come into play I'm not sure if I should jot it down yet or not. If so editing it in should be easy enough.

    Any thoughts on Chad Minoru?
    Seems pretty solid. Probably will want to, at some point, give some "benchmarks" on things like strength, speed, etc.

    Also, he would be classified as a "Hollowing" type Mortal/Hollow Hybrid. Just as an FYI.

    Quote Originally Posted by OverWilliam View Post
    Mmhmm.

    Ryoichi Yasu, Unseated, Kido Corps
    Spoiler
    Show
    Name: Ryoichi Yasu (First Name, 安, meaning "Peaceful")
    Affiliation: Shinigami
    Rank: Unseated
    Gender: Male
    Reatsu/Speech Color: Blue Ash

    Appearance: Yasu is a bookish, but distinctly handsome Specimen of a Reaper; he stands at just below average height, but has a Presence of Personality that makes up for his nonthreatening stature. Though Shinigami age can be somewhat subjective considering their long lifespans, Yasu has a sense of Mature Youthfulness matched evenly by inner Experience (particularly in his eyes) that can only be born from Centuries of life. His wrinkled, dirty Blonde hair usually grows a little long from neglect, but he wears it with a roguish charm to match his inquisitive, dark Blue eyes and subtly delicate features. His hands are steady and dexterous, a sign of his expertise in the various Gestures and hand Arrays that he has mastered over his centuries. Though he seldom gives attention to his personal appearance, it takes several weeks for even the faintest glimmer of facial hair to begin appearing on his chin; this is one sign to those more familiar with him that he's been obsessing with some project for longer than is healthy, if he begins to display any sort of chin scruff.

    Yasu carries his Zanpaktou standardly on his Left side, and can also at times be seen carrying any of a variety of Walking Staffs that have only enhanced his reputation as a 'Reclusive Wizard' type. These can range from simple Wooden creations all the way to more refined pieces set with colored Gems at the crown, but are universally Thin and lightweight. Though he has perfect eyesight, he can sometimes be seen wearing a pair of silver spectacles as he goes about his work. Other similar devices or bits of jewelry have been known to appear and vanish from his wardrobe from time to time, but these are the exception to the rule.

    Personality: Yasu is pleasant and peaceful in nature, but is instilled with a ferocious drive and Focus that can rub those with thin skin the wrong way, if they see the wrong side of it. Yasu's primary Passion is in his Research and pursuit of Knowledge in the Demon Arts, and all other pursuits take back seat to this Driving motivation.

    Yasu often sequesters himself away from the world so he can be alone to think; most often this means closing himself in his Private Study, but multiple times this need to be alone has expressed itself as setting out on wandering journeys throughout the furthest reaches of the world that surrounds Soul Society, and even the Mortal World and beyond, taking time to himself to organize his thoughts and experiment with his Kidou. He does not brag nor is attention brought to the fact, but he is likely the most well-traveled Shinigami currently alive, and his extensive experience (essentially 'been there, done that') is nothing to gloss over. Though Yori is naturally very peaceful in disposition, he can be irritable if he is interrupted or called away from his research. Despite this he is always willing to help, so long as there is something in it for him. In seemingly direct contradiction to his preference for solitude, Yori is often called on for Personal favors (and even, at rare times, asked to assist his Division, though they usually tend to leave him to himself), but always looks to turn a Profit in some way. A few people in particular have learned what to bribe him with, and sometimes even get Return Customer discounts.

    The thing that can be counted on most reliably to distract Yasu from his work are the Charms pf the Fairer sex. Yasu treats women like Fine Wine; they are valuable, delicate, refined... and he samples as many of them as he can. Yasu treats the few women he regularly works with with Respect and Dignity, but does not deny the Intoxicating effect that they can have on him... especially with increasing quantities. Females will receive unabashed preference and special attention from him, as well as being the first that he will jump to save or hesitate to put in harm's way. He is immediately attracted to the hurting and vulnerable, loving nothing more than to offer his support and comfort in time of need in any way he can. However, Yasu will never, never cross the line with any woman who is not fully willing to, and, young or otherwise, he will, under no circumstances take advantage of anyone.

    Background: Yasu started as an upstart Academy student with Big Ideas about the way things really worked, and was always willing to gush said ideas on anyone who would listen... much to the chagrin of his classmates and teachers, who all knew him to be completely wrong. Since those early days he himself has discovered that back then, yes, he was in fact Completely Wrong. However, the courage to challenge the dogma of the Established, along with the foundations upon which his further understanding built upon, are valuable traits that Yasu took with him out of the Academy and straight into the Kidou corps. In the intervening decades and centuries, Yasu has built his functional understanding of Kidou to a level rivaling Specialist Captains in its advancement. While Yasu is technically of an overall level equal (and in some ways far surpassing) established Vice-Captain level, he has refused to involve himself in Division-baseed Politics in any way, and politely refuses nearly all forms of Responsibility requested of him. He explains this as being because any such responsibility would only detract from his personal studies, which is impermissible in his mind, but there may be a deeper reason for his refusal to accept ranking or recognition within his division. Whatever his motivations, he is technically an Unseated in his Division, and likes it that way.

    Once, a long time ago, Yasu accepted a position in the Academy teaching Kidou Practice and Theory to students there. However, in addition to detracting from his Research freedoms, this eventually landed him in some sticky situations concerning underage female students, and while he unabashedly enjoyed said situations at first, could not continue in good Conscience and left.

    Yasu does enjoy explaining his findings and Theorems to those who are eager to gain more understanding in Kidou, but has long since come to understand that most people grow bored or confused with his more thorough explanations. Usually he refrains from discussion of Kidou at all, for various reasons, and when he is dragged into any level of explanation, he resorts to 'nutshell' analogies to get the basic, basic, basic point across.

    Through his travels through the Seireitei, the Mortal World, and even perhaps to Other lands to which Shinigami Do Not Travel (including at least one that the majority of Shinigami do not know exists), Yasu has taken an interest in the capabilities and powers of a variety of creatures, including Quincies, Spiritually Aware humans, and even Hollows, all the way up to Arrancar level (though he has not seen many of the latter in action). A few or more of his own developed abilities were designed to mimic or duplicate effects he has witnessed being used by members of these other factions, to diversify and strengthen his powerset.


    Abilities:
    Spoiler
    Show
    Kidou Master: As an Advanced member of the Gotai 13's Kidou Corps, Yasu is extremely proficient with Kidou, and uses it even more than his Zanpaktou when it comes to direct combat. He believes Kidou to be much more versatile and efficient than most Shinigami's Zanpaktou in most respects, but also recognizes the times when his Soul Cutter is the better choice. Through his Self-training and advances in understanding, Yasu has discovered various Short-cuts and Energy-saving techniques that allow him to create a Kidou of equal strength for less energy. This, combined with a great capacity for Kidou to begin with, lets him use many, many Kidou before getting fatigued. Yasu does not claim to have mastered every single known Kidou, nor has he even learned to cast them all quickly enough to be combat applicable, but through his Centuries Yasu has successfully cast every single Hado and Bakudou from 1 to 99 at least once.

    Advanced Kidou Theory: This has been Yasu's primary focus for nearly the entirety of his time with the Kidou Corps. He believes that Kidou on the whole is much stronger and has much more potential than the majority of the Gotai 13 understands yet. Yasu has been developing his understanding of Kidou for many years, and the results of this understanding and Practice are wide and far-reaching. In addition to making radical and hugely beneficial alterations to existing kidou on the fly without power reduction, Yasu has learned a startling variety of applications for Advanced Kidou Theory, including the ability to Counter-Kidou in a manner remotely similar to the Legendarily rare Hanki (Reverse Demon) technique-- a Kidou technique he claims to have improved upon.

    Shunpo Practitioner: Yasu's Shunpo is rather Average in speed and distance, but as a side-effect of his great Control in Kidou, he has a very efficient Shunpo and can execute a very high number back to back before getting tired.

    Basic Hand-to-Hand: Yasu has a very basic skill in Hand-to-Hand combat, but is very easily overwhelmed by anyone with even average skill.

    Stoneskin: In an attempt to mimic the Arrancar Hierro, Yasu has discovered an (admittedly less effective, but still quite useful) Shinigami variant that protects him from physical damage. Yasu has learned how to maintain this technique subconsciously, meaning it is always active, but can be enhanced with conscious concentration.


    Zanpaktou:
    Name: Teitoushu (Razor Paw)

    Release Phrase: "Listen: Teitoushu!"
    Shikai: Yasu is nearly always seen with a simple, standard-looking Zanpaktou on his left hip, the only thing to set it apart from the nameless Zanpaktou carried by Unseated is its reduced length; in all other respects it is a standard Katana, save that the length of its blade is reduced to just over a foot instead of the standard 3 1/2 - 4 foot range most occupy, leaving the handle at least as long as the blade itself. What most people fail to realize is that this simple form is Yasu's Shikai.
    Shikai Special Abilities: Yasu's shikai largely lacks combat ability, instead almost entirely focusing on Tertiary Utility capabilities and augmenting Yasu's Kidou versatility. The primary ability is something Yasu describes as being able to 'hear' Kidou happening-- similar to a Dolphin's Sonar or a Bat's Echolocation, Teitoushu's blade reverberates subtly in reaction to Kidou in the area, giving Yasu an instant instinctive understanding of the general direction and distance, nature, and strength of any Kidou used in its area of effect. Teitoushu also acts as a focus for certain Kidou, allowing Yasu to 'anchor' Kidou requiring constant concentration on the Zanpaktou instead, freeing his own attention span to concentrate on other things, allowing him to maintain multiple ongoing effects at once.

    Yasu has achieved a level of Mastery over Teitoushu that far surpasses the standard 'Sealed, Shikai, Bankai' tiered release system in terms of control and efficiency. His exact methods of doing so are known only to himself, but he maintains Shikai at all times without strain or even conscious effort.

    Sealed Form: In its fully sealed form, which it seldom if ever reverts to, is a completely standard Zanpaktou.
    Sealed Abilities: None.

    Bankai: Not achieved.


    Intended Changes to the Character from Last Game...
    Spoiler
    Show
    In the last game, Yasu came off more as an immature, juvenile sort of character, which, while fun and certainly a part of his personality, is not the feel I am largely shooting for with this concept. For this time around, I want to play him more as a somewhat older, more mature, more wizened sort of 'Wizard' character who keeps most of his many, many sober thoughts tucked away behind a Peaceful and cheerful personality, with a little well-meaning Lechery thrown in just for endearment.

    His Zanpaktou has been completely rehauled, and now ties in much more nicely with his Limit Break-esque 'Let's Get Dangerous' ace-in-the-hole. I do have a Bankai thought up for him, though as with most of my characters, he will probably never unlock it.

    The main purpose of this character is to get dragged along on Wacky Hijinks by other members of the cast, when he'd rather be left alone to study. However if he got what he wanted he'd be really boring to play, so I'm counting on you guys to interrupt him constantly, to his chagrin. He really has been almost everywhere and seen almost everything at least once, so even though he doesn't want or get a lot of recognition for it, he's one of the big dogs on campus where Kidou (among other things) is concerned, and should absolutely be pestered accordingly.
    Quote Originally Posted by Frozen_Feet View Post
    Spoiler
    Show
    Few things:

    In 'advanced Kido theory', you refer to Hanki as 'legendarily rare'; I've been under the impression that the technique is, infact, rather basic, and technically more of a principle underlying several spells rather than a singular ability. You can't get much simpler than 'equal-but-opposite force', after all. What's your source of information for this - Innis, some obscure Wiki entry, or what?

    The concept of 'permanent release zanpakuto' is already established, and seems to be more a matter of vast Reiryoku than skill - Yasu having achieved the same result by different means is fine, but I don't see the need of stressing how he 'far surpasses the standard 'Sealed, Shikai, Bankai' tiered release system in terms of control and efficiency'.

    Also, you refer to Yasu as Yori at several points - accident?

    The character seems to be bit higher on the power curve than is strictly necessary, but otherwise seems interesting. Could Sayuri perhaps bribe seduce persuade him to join her 'Kitano Takeshi is a twit unprofessional and must be spanked taught a lesson' club? They seem like they could know each other.

    (For the record, Yamamoto Sayuri is 1st Division Vice-Captain, former Corps member and Cell leader, and hates Takeshi's guts.)
    Frozen hit most all of the points.

    I'd just remind you to keep in mind the current structure and culture of the Kido Corps.

    As well, hopefully we won't see too many alternate dimensions brought into things. That might get messy.

    Finally, I see Yasu and Yoshi potentially having interesting debates.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by Vael View Post
    Okay, I'm just going to say this:

    When I came up with the idea of an arena tournament, I was intending it to be a relatively low key thing. Like I said in the other thread, I just wanted some fights and socialization.
    We're also still in the opening stage- making big plots isn't such a good idea.

    Now, it's my wish, and apparently the wish of other people, to have this arena fight just be an arena fight. I don't think anyone minds some scheming on how to win, but beyond that is going to messing with the purpose of the event.

    So please don't turn this into something more. This applies to anyone who might be thinking of it. >.>
    If no one intended to, good, then we can just drop the issue. Otherwise... just reconsider. Make other plans. Make plans later.
    My plan makes me win even if I lose. Problem is will anyone take it...
    Sir Dan Avatar by Mrgone!

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    So it doesn't get lost in the haze:
    Quote Originally Posted by OverWilliam View Post
    Mmhmm.

    Ryoichi Yasu, Unseated, Kido Corps
    Spoiler
    Show
    Name: Ryoichi Yasu (First Name, 安, meaning "Peaceful")
    Affiliation: Shinigami
    Rank: Unseated
    Gender: Male
    Reatsu/Speech Color: Blue Ash

    Appearance: Yasu is a bookish, but distinctly handsome Specimen of a Reaper; he stands at just below average height, but has a Presence of Personality that makes up for his nonthreatening stature. Though Shinigami age can be somewhat subjective considering their long lifespans, Yasu has a sense of Mature Youthfulness matched evenly by inner Experience (particularly in his eyes) that can only be born from Centuries of life. His wrinkled, dirty Blonde hair usually grows a little long from neglect, but he wears it with a roguish charm to match his inquisitive, dark Blue eyes and subtly delicate features. His hands are steady and dexterous, a sign of his expertise in the various Gestures and hand Arrays that he has mastered over his centuries. Though he seldom gives attention to his personal appearance, it takes several weeks for even the faintest glimmer of facial hair to begin appearing on his chin; this is one sign to those more familiar with him that he's been obsessing with some project for longer than is healthy, if he begins to display any sort of chin scruff.

    Yasu carries his Zanpaktou standardly on his Left side, and can also at times be seen carrying any of a variety of Walking Staffs that have only enhanced his reputation as a 'Reclusive Wizard' type. These can range from simple Wooden creations all the way to more refined pieces set with colored Gems at the crown, but are universally Thin and lightweight. Though he has perfect eyesight, he can sometimes be seen wearing a pair of silver spectacles as he goes about his work. Other similar devices or bits of jewelry have been known to appear and vanish from his wardrobe from time to time, but these are the exception to the rule.

    Personality: Yasu is pleasant and peaceful in nature, but is instilled with a ferocious drive and Focus that can rub those with thin skin the wrong way, if they see the wrong side of it. Yasu's primary Passion is in his Research and pursuit of Knowledge in the Demon Arts, and all other pursuits take back seat to this Driving motivation.

    Yasu often sequesters himself away from the world so he can be alone to think; most often this means closing himself in his Private Study, but multiple times this need to be alone has expressed itself as setting out on wandering journeys throughout the furthest reaches of the world that surrounds Soul Society, and even the Mortal World and beyond, taking time to himself to organize his thoughts and experiment with his Kidou. He does not brag nor is attention brought to the fact, but he is likely the most well-traveled Shinigami currently alive, and his extensive experience (essentially 'been there, done that') is nothing to gloss over. Though Yori is naturally very peaceful in disposition, he can be irritable if he is interrupted or called away from his research. Despite this he is always willing to help, so long as there is something in it for him. In seemingly direct contradiction to his preference for solitude, Yori is often called on for Personal favors (and even, at rare times, asked to assist his Division, though they usually tend to leave him to himself), but always looks to turn a Profit in some way. A few people in particular have learned what to bribe him with, and sometimes even get Return Customer discounts.

    The thing that can be counted on most reliably to distract Yasu from his work are the Charms pf the Fairer sex. Yasu treats women like Fine Wine; they are valuable, delicate, refined... and he samples as many of them as he can. Yasu treats the few women he regularly works with with Respect and Dignity, but does not deny the Intoxicating effect that they can have on him... especially with increasing quantities. Females will receive unabashed preference and special attention from him, as well as being the first that he will jump to save or hesitate to put in harm's way. He is immediately attracted to the hurting and vulnerable, loving nothing more than to offer his support and comfort in time of need in any way he can. However, Yasu will never, never cross the line with any woman who is not fully willing to, and, young or otherwise, he will, under no circumstances take advantage of anyone.

    Background: Yasu started as an upstart Academy student with Big Ideas about the way things really worked, and was always willing to gush said ideas on anyone who would listen... much to the chagrin of his classmates and teachers, who all knew him to be completely wrong. Since those early days he himself has discovered that back then, yes, he was in fact Completely Wrong. However, the courage to challenge the dogma of the Established, along with the foundations upon which his further understanding built upon, are valuable traits that Yasu took with him out of the Academy and straight into the Kidou corps. In the intervening decades and centuries, Yasu has built his functional understanding of Kidou to a level rivaling Specialist Captains in its advancement. While Yasu is technically of an overall level equal (and in some ways far surpassing) established Vice-Captain level, he has refused to involve himself in Division-baseed Politics in any way, and politely refuses nearly all forms of Responsibility requested of him. He explains this as being because any such responsibility would only detract from his personal studies, which is impermissible in his mind, but there may be a deeper reason for his refusal to accept ranking or recognition within his division. Whatever his motivations, he is technically an Unseated in his Division, and likes it that way.

    Once, a long time ago, Yasu accepted a position in the Academy teaching Kidou Practice and Theory to students there. However, in addition to detracting from his Research freedoms, this eventually landed him in some sticky situations concerning underage female students, and while he unabashedly enjoyed said situations at first, could not continue in good Conscience and left.

    Yasu does enjoy explaining his findings and Theorems to those who are eager to gain more understanding in Kidou, but has long since come to understand that most people grow bored or confused with his more thorough explanations. Usually he refrains from discussion of Kidou at all, for various reasons, and when he is dragged into any level of explanation, he resorts to 'nutshell' analogies to get the basic, basic, basic point across.

    Through his travels through the Seireitei, the Mortal World, and even perhaps to Other lands to which Shinigami Do Not Travel (including at least one that the majority of Shinigami do not know exists), Yasu has taken an interest in the capabilities and powers of a variety of creatures, including Quincies, Spiritually Aware humans, and even Hollows, all the way up to Arrancar level (though he has not seen many of the latter in action). A few or more of his own developed abilities were designed to mimic or duplicate effects he has witnessed being used by members of these other factions, to diversify and strengthen his powerset.


    Abilities:
    Spoiler
    Show
    Kidou Master: As an Advanced member of the Gotai 13's Kidou Corps, Yasu is extremely proficient with Kidou, and uses it even more than his Zanpaktou when it comes to direct combat. He believes Kidou to be much more versatile and efficient than most Shinigami's Zanpaktou in most respects, but also recognizes the times when his Soul Cutter is the better choice. Through his Self-training and advances in understanding, Yasu has discovered various Short-cuts and Energy-saving techniques that allow him to create a Kidou of equal strength for less energy. This, combined with a great capacity for Kidou to begin with, lets him use many, many Kidou before getting fatigued. Yasu does not claim to have mastered every single known Kidou, nor has he even learned to cast them all quickly enough to be combat applicable, but through his Centuries Yasu has successfully cast every single Hado and Bakudou from 1 to 99 at least once.

    Advanced Kidou Theory: This has been Yasu's primary focus for nearly the entirety of his time with the Kidou Corps. He believes that Kidou on the whole is much stronger and has much more potential than the majority of the Gotai 13 understands yet. Yasu has been developing his understanding of Kidou for many years, and the results of this understanding and Practice are wide and far-reaching. In addition to making radical and hugely beneficial alterations to existing kidou on the fly without power reduction, Yasu has learned a startling variety of applications for Advanced Kidou Theory, including the ability to Counter-Kidou in a manner remotely similar to the Legendarily rare Hanki (Reverse Demon) technique-- a Kidou technique he claims to have improved upon.

    Shunpo Practitioner: Yasu's Shunpo is rather Average in speed and distance, but as a side-effect of his great Control in Kidou, he has a very efficient Shunpo and can execute a very high number back to back before getting tired.

    Basic Hand-to-Hand: Yasu has a very basic skill in Hand-to-Hand combat, but is very easily overwhelmed by anyone with even average skill.

    Stoneskin: In an attempt to mimic the Arrancar Hierro, Yasu has discovered an (admittedly less effective, but still quite useful) Shinigami variant that protects him from physical damage. Yasu has learned how to maintain this technique subconsciously, meaning it is always active, but can be enhanced with conscious concentration.


    Zanpaktou:
    Name: Teitoushu (Razor Paw)

    Release Phrase: "Listen: Teitoushu!"
    Shikai: Yasu is nearly always seen with a simple, standard-looking Zanpaktou on his left hip, the only thing to set it apart from the nameless Zanpaktou carried by Unseated is its reduced length; in all other respects it is a standard Katana, save that the length of its blade is reduced to just over a foot instead of the standard 3 1/2 - 4 foot range most occupy, leaving the handle at least as long as the blade itself. What most people fail to realize is that this simple form is Yasu's Shikai.
    Shikai Special Abilities: Yasu's shikai largely lacks combat ability, instead almost entirely focusing on Tertiary Utility capabilities and augmenting Yasu's Kidou versatility. The primary ability is something Yasu describes as being able to 'hear' Kidou happening-- similar to a Dolphin's Sonar or a Bat's Echolocation, Teitoushu's blade reverberates subtly in reaction to Kidou in the area, giving Yasu an instant instinctive understanding of the general direction and distance, nature, and strength of any Kidou used in its area of effect. Teitoushu also acts as a focus for certain Kidou, allowing Yasu to 'anchor' Kidou requiring constant concentration on the Zanpaktou instead, freeing his own attention span to concentrate on other things, allowing him to maintain multiple ongoing effects at once.

    Yasu has achieved a level of Mastery over Teitoushu that far surpasses the standard 'Sealed, Shikai, Bankai' tiered release system in terms of control and efficiency. His exact methods of doing so are known only to himself, but he maintains Shikai at all times without strain or even conscious effort.

    Sealed Form: In its fully sealed form, which it seldom if ever reverts to, is a completely standard Zanpaktou.
    Sealed Abilities: None.

    Bankai: Not achieved.


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    In the last game, Yasu came off more as an immature, juvenile sort of character, which, while fun and certainly a part of his personality, is not the feel I am largely shooting for with this concept. For this time around, I want to play him more as a somewhat older, more mature, more wizened sort of 'Wizard' character who keeps most of his many, many sober thoughts tucked away behind a Peaceful and cheerful personality, with a little well-meaning Lechery thrown in just for endearment.

    His Zanpaktou has been completely rehauled, and now ties in much more nicely with his Limit Break-esque 'Let's Get Dangerous' ace-in-the-hole. I do have a Bankai thought up for him, though as with most of my characters, he will probably never unlock it.

    The main purpose of this character is to get dragged along on Wacky Hijinks by other members of the cast, when he'd rather be left alone to study. However if he got what he wanted he'd be really boring to play, so I'm counting on you guys to interrupt him constantly, to his chagrin. He really has been almost everywhere and seen almost everything at least once, so even though he doesn't want or get a lot of recognition for it, he's one of the big dogs on campus where Kidou (among other things) is concerned, and should absolutely be pestered accordingly.
    Few things:

    In 'advanced Kido theory', you refer to Hanki as 'legendarily rare'; I've been under the impression that the technique is, infact, rather basic, and technically more of a principle underlying several spells rather than a singular ability. You can't get much simpler than 'equal-but-opposite force', after all. What's your source of information for this - Innis, some obscure Wiki entry, or what?

    The concept of 'permanent release zanpakuto' is already established, and seems to be more a matter of vast Reiryoku than skill - Yasu having achieved the same result by different means is fine, but I don't see the need of stressing how he 'far surpasses the standard 'Sealed, Shikai, Bankai' tiered release system in terms of control and efficiency'.

    Also, you refer to Yasu as Yori at several points - accident?

    The character seems to be bit higher on the power curve than is strictly necessary, but otherwise seems interesting. Could Sayuri perhaps bribe seduce persuade him to join her 'Kitano Takeshi is a twit unprofessional and must be spanked taught a lesson' club? They seem like they could know each other.

    (For the record, Yamamoto Sayuri is 1st Division Vice-Captain, former Corps member and Cell leader, and hates Takeshi's guts.)
    @Riccaru: Sayuri remarked Takeshi is 'a kid who needs to be spanked by his mother' pages ago in Soul Society thread. I thought it was obvious she's willing to take maternal role here. Or maybe she'll bribe Kiku to do it.

    EDIT: Dammit KD!
    Last edited by Frozen_Feet; 2010-07-08 at 02:47 PM.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by Frozen_Feet View Post
    So it doesn't get lost in the haze:


    @Riccaru: Sayuri remarked Takeshi is 'a kid who needs to be spanked by his mother' pages ago in Soul Society thread. I thought it was obvious she's willing to take maternal role here. Or maybe she'll bribe Kiku to do it.
    I still don't want to see a captain level getting paddled on his behind.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by InyutheBeatIs View Post
    And now for something completely different. How exactly is Arcelia's judging position going to affect everybody? I'm kinda seeing a big ol' honking hammer coming down on all of our plans should that happen.
    Well, Arcelia doesn't gain anything if you win or lose, so really she has no incentive other than to judge fairly. If she thinks your plan is within the rules (or maybe just clever enough to entertain her), she'll let it slide.
    Alternately, if she does have incentive to judge in someone's favor, then that changes the situation.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by riccaru View Post
    Why do things always bring up huge discussions, even if they're obviously jokes? Sereg knows attacking 9+ pther people is a bad idea. He's rebellious, but not that suicidal.
    If they're just jokes, why don't you say that when people seem to take you serious and avoid debating about it? Trying to make a case about how it would happen only makes it look like you're being serious. >_>
    Last edited by strawberryman; 2010-07-08 at 02:48 PM.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by InyutheBeatIs View Post
    And now for something completely different. How exactly is Arcelia's judging position going to affect everybody? I'm kinda seeing a big ol' honking hammer coming down on all of our plans should that happen.

    Edit: Wow. Delayed reaction much?
    Isn't it obvious? A judge who accepts bribes!
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by InyutheBeatIs View Post
    Okay, from what I've read, here is my opinion.

    Don't try and get yourself killed.

    Seriously, I don't think you have much of a reason to. If you don't like your character, there is always the wonderful thing called retcon. So far, your character seems to have some kind of death wish. I mean, let's look at what he has done so far...

    1) Attacked a Shinigami Training Session led by a Captain. Razes a village to the ground to get the Captain's attention to that end. Who knows what else he did beforehand to make Pico have to go after him.

    2) Insulted the Primera. To her face. Need I say more?

    3) Also insulted the Segunda in a fashion when Pico flipped out after his alienation of Talon. Made all the more glaring by the fact that you would think that he would call Pico an idiot for threatening someone so high up.

    Now, I'm not picking on you here, but come on. It seems like he is going out of his way to make himself Public Enemy Number 1 here. I guess what I'm trying to say is this. To riccaru, are you sure you want to play the character like this? To everyone else, I'm not even sure if the reason why we even started getting all bent out of shape is even valid. From what I've seen, he was making a joke.

    And now for something completely different. How exactly is Arcelia's judging position going to affect everybody? I'm kinda seeing a big ol' honking hammer coming down on all of our plans should that happen.
    Reposted here because we ran out of space, and I figured it needed to be said.

    We now go back to your scheduled programming.

    Edit: Wow. Again, delayed reaction much?
    Last edited by InyutheBeatIs; 2010-07-08 at 02:48 PM.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by riccaru View Post
    I still don't want to see a captain level getting paddled on his behind.
    "Said 'captain level' looks, acts, and for purposes of relative age, is a child, with far too much responsibility on his tiny shoulders. Furthermore, it is painfully clear his parental figures have failed to teach him manners and proper moral values. Unless said figures step in to redeem these issues, I feel it is my duty as his senior colleague to help him... correct his behaviour."

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by InyutheBeatIs View Post
    Reposted here because we ran out of space, and I figured it needed to be said.

    We now go back to your scheduled programming.

    Edit: Wow. Again, delayed reaction much?
    On the first one, that needed to be done by someone, and I wanted to role play.
    Sereg would have been toast if Pico didn't show up. He knows that. He now (secretly) feels he owes Pico something. No one else should know that, however. The second one, he didn't think she'd go that far. It was supposed to mean that so far, there isn't much for anyone to do, so there's no reason she couldn't sit there all day. >_> That's my story and I'm sticking to it.

    Third, Edward bugs me and Sereg. ( No offense... TOO MANY PUNS!!!!)
    Last edited by riccaru; 2010-07-08 at 02:54 PM.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by nothingclever View Post
    Oh yeah, and this Gran Ray Cero talk. I don't see it doing much of anything considering characters have been able to catch/deflect/absorb and reflect/extinguish each other's ceros and other projectiles. The top three Espada could probably just strike a cool pose together to repel one much lower ranked Espada's cero with their combined spiritual energy.
    Quote Originally Posted by tgva8889 View Post
    As much as I don't want this to ever be necessary, I now want to see it immortalized in imagery. Preferably sculpture or perhaps a carving.
    I'm glad I was able to amuse someone. So do I. Actually, I just really want to have some fun triple teaming occur against a suitable foe(s)/obstacle. Surely it wouldn't hurt to play up on the fact that the top three (sometimes) all share the same gender and have them work together.

    I'd also point out that the odds are further stacked against him because Genoveva and Arcelia are ladies and Edward can become one at will. Surely their combined women's intuition would allow them to counter whatever plan he had. Yeah, that's it for me, I'll say no more.
    Quote Originally Posted by riccaru View Post
    Third, Edward bugs me and Sereg. ( No offense... TOO MANY PUNS!!!!)
    Well don't worry, he won't be punning all the time. He'll use some alliteration, idioms, double entendres and innuendos. Really though, I've largely just had him speak the way he does because flattering someone with a million different variations of the word beautiful gets tedious.
    Last edited by nothingclever; 2010-07-08 at 02:59 PM.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by nothingclever View Post
    Surely it wouldn't hurt to play up on the fact that the top three (sometimes) all share the same gender and have them work together.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by Prime32 View Post
    Geister's Angels?
    And on a certain day of the month, all in Las Noches hide and tremble in fear. Yeah, I went there.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by Callos_DeTerran View Post
    That'd be Innis' write-up and...just the skill required to use Hanki considering it requires significant skill in Shunko which requires lots of skill/practice with Hakuda and Kido.

    Mostly cause Hanki is...yeah. Hanki can very easily lead to 'untouchable, muwhahahahahaha!' depending on how strong it's user is. I think people underestimate how good Shunko and Hanki are sometimes. ^.^;
    I don't see anything in either Innis's write up or canon* saying Shunko is required for Hanki. Indeed, using Hanki against physical attacks is just what we normal people call 'blocking' - it's slightly more elaborate when using it against Shunko, as it also involves nulligying raging magical energies, but still:

    Hanki reads and feels more of a general principle. It's countering a hostile spell with equal-but-opposite spell, and I'd say it always needs to be done faster than the opposing element.

    Using it probably requires one is intimately familiar with the spell being opposed, as well as great sense of timing. Due to these factors, it cannot lead to stalemates anymore than ordinary counters do in brawls.

    *) Yes, Yoruichi did use it against Soifon, when both were using Shunko. However, I don't see how you can extrapolate the two are intrinsincly linked from that. There's no dialogue, or anything else, to suggest so.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by Callos_DeTerran View Post
    And on a certain day of the month, all in Las Noches hide and tremble in fear. Yeah, I went there.
    The cycles do tend to mesh together... Remind Sereg to RLH every 28 days or so.

    Edit: Does Arrancar physiology match up alot with Mortals? How does their body react to things like sunlight? Could an Espada get sunburn? How does Ruwa tan under a painting of the sun? How does the painting give off light? Why are there so many questions in this post?
    Last edited by riccaru; 2010-07-08 at 03:07 PM.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    I would guess that Hanki is the equivalent of a "counterspell." Since many shinigami are barely skilled enough to cast spells chantless, much less use them effectively in combat, I'd imagine a specific skill like Hanki would be something that requires some special knowledge to use. I mean, you have to understand the specific energies of a Kido spell so well that you can alter and reverse them to stop the opponent's.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by tgva8889 View Post
    I would guess that Hanki is the equivalent of a "counterspell." Since many shinigami are barely skilled enough to cast spells chantless, much less use them effectively in combat, I'd imagine a specific skill like Hanki would be something that requires some special knowledge to use. I mean, you have to understand the specific energies of a Kido spell so well that you can alter and reverse them to stop the opponent's.
    Very true. However, there's a definite continuum of Kido availability and difficulty - using Hado 1: Sho without a chant is likely very common place, and similarly using Hanki against it would likely be nothing to bat an eye at; using Hanki against something like Garganta, which in itself is an ability probably only known to a handful of Shinigami, would be huge.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by Prime32 View Post
    Geister's Angels?
    I can only hope.
    Quote Originally Posted by InyutheBeatIs View Post
    Reposted here because we ran out of space, and I figured it needed to be said.
    Yeah, and he took a swing at Edward and Pico gave him a death threat. Edward is a pretty tolerant bro for someone that hates the company of men. He's even being nice and trying to help Pico get out of trouble with Genoveva. Those two are lucky Lalita is androgynous enough that he doesn't count as Edward's daily dose of exposure to them.
    Last edited by nothingclever; 2010-07-08 at 03:15 PM.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by Frozen_Feet View Post
    Very true. However, there's a definite continuum of Kido availability and difficulty - using Hado 1: Sho without a chant is likely very common place, and similarly using Hanki against it would likely be nothing to bat an eye at; using Hanki against something like Garganta, which in itself is an ability probably only known to a handful of Shinigami, would be huge.
    Using Hanki at all seems like something you have to learn to use. It also seems quite rare, as the only instance in canon is Yurouichi, who's kind of weird.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by Frozen_Feet View Post
    I don't see anything in either Innis's write up or canon* saying Shunko is required for Hanki. Indeed, using Hanki against physical attacks is just what we normal people call 'blocking' - it's slightly more elaborate when using it against Shunko, as it also involves nulligying raging magical energies, but still:

    Hanki reads and feels more of a general principle. It's countering a hostile spell with equal-but-opposite spell, and I'd say it always needs to be done faster than the opposing element.

    Using it probably requires one is intimately familiar with the spell being opposed, as well as great sense of timing. Due to these factors, it cannot lead to stalemates anymore than ordinary counters do in brawls.

    *) Yes, Yoruichi did use it against Soifon, when both were using Shunko. However, I don't see how you can extrapolate the two are intrinsincly linked from that. There's no dialogue, or anything else, to suggest so.
    Well there is the fact that ONLY Yoruichi has used it and she is the only one to have perfected her Shunko to suggest that the Hanki technique is part of Shunko. More importantly it just makes sense in my mind since shunko is using kido energy to enhance one's physical attacks and hanki is using that energy to perfectly negate an attack.

    More importantly it's hardly basic. It sounds simple in practice, but putting it to actual use?

    Lemme give two examples..

    Captain A tries to use Hanki to block a sword swing from Captain B. He needs to know how strong Captain B is in the first place, how much strength he/she is putting being, what environmental effects might affect it's force, does the zanpakuto have an ability working on it?

    Try the same example with a kido spell. You need to know all of the above, plus be familiar with the kido in question and how strong that kido can be.

    Hanki is not basic nor is it just 'blocking in a different fashion'.

    But then again, my argument that Hanki is a Shunko technique is based entirely that it was explained right after the character using it said their shunko was better, implying that her shunko was better because she had learned to use Hanki. That, and my one character from the last game uses Shunko in place of Shikai and Hanki in place of a bankai. Because those abilities really are worth that much and because Hanki can stop non-kido attacks too.
    Last edited by Callos_DeTerran; 2010-07-08 at 03:19 PM.
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by Callos_DeTerran View Post
    Well there is the fact that ONLY Yoruichi has used it and she is the only one to have perfected her Shunko to suggest that the Hanki technique is part of Shunko. More importantly it just makes sense in my mind since shunko is using kido energy to enhance one's physical attacks and hanki is using that energy to perfectly negate an attack.
    Kido, on itself, is explained very little in canon. Hanki is hardly the only thing that's been used only once, but sounds like something that'd be used more often. Caja Negacion is another example. Gran Rey Cero and Cero Oscuras belong to that heap, too.

    Quote Originally Posted by Callos_DeTerran View Post
    More importantly it's hardly basic. It sounds simple in practice, but putting it to actual use?
    One of my main arguments is that it would depend on the exact spell it's used against. Some Kido are easier, and more widely used, than others. Thus, it'd make sense counters are also easier, and more widely used. I agree that Hanki is an advanced technique - my main gripe is thinking of it as singular technique, when it sounds much more like a principle underlying several.

    Yes, Hanki used against physical attacks would be a major ability, but it requires three things: great expertise in Kido, great expertise in Hakuda, and either extra-sensory powers or great combat experience to judge exact timing and force of hostile attacks.

    Hanki alone is not a gamebreaker. A character capable of stopping physical blows with it is already head-above-shoulders his opponent, most likely.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by Frozen_Feet View Post
    Kido, on itself, is explained very little in canon. Hanki is hardly the only thing that's been used only once, but sounds like something that'd be used more often. Caja Negacion is another example. Gran Rey Cero and Cero Oscuras belong to that heap, too.



    One of my main arguments is that it would depend on the exact spell it's used against. Some Kido are easier, and more widely used, than others. Thus, it'd make sense counters are also easier, and more widely used. I agree that Hanki is an advanced technique - my main gripe is thinking of it as singular technique, when it sounds much more like a principle underlying several.

    Yes, Hanki used against physical attacks would be a major ability, but it requires three things: great expertise in Kido, great expertise in Hakuda, and either extra-sensory powers or great combat experience to judge exact timing and force of hostile attacks.

    Hanki alone is not a gamebreaker. A character capable of stopping physical blows with it is already head-above-shoulders his opponent, most likely.
    The real awesomeness would bee two Hanki users fighting. "You go first!"..." No you'll just stop it. You go first."... "No YOU." [...]
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    I think Frozen's on to something with making it a principle.

    I'm not a huge fan of this, but I point to the Dungeons and Dragons 3.5 Edition Counterspelling as a possible basic principle to consider.

    In other words, you can counter a particular Kido with a specially-cast version of the same Kido, with at least roughly the same force. Alternatively, there may be special Kido of higher levels designed to act as a broad counter to other Kido. These "Counter Kido" would be in the, oh, say, 50s (random number, not a hard definition!), and could be used to either "dispel" and existing effect of lower power (perhaps only up to the 40s, using the existing analogy), or to actively counter a Kido of equal or lower level.

    Of course, a skilled Kido user could get around this counter, but it is something to keep in mind.

    Making it one technique, rather than a broader skill, basically relegates it to a few characters. Making it a broad set of skills and techniques means it's available to anyone willing to have their character invest the skill in it.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Let me give few examples here: Sho is a telekinetic push. Based on the principle of Hanki, counter to Sho would be another push of equal force, just to opposing direction. This is something anyone using Sho could do.

    Enkosen conjures up a golden barrier. Using Hanki against it is much harder, as it effectively requires a completely different Kido - a negative simulacrum of the barrier that makes it vanish without a sound. Probably possible with the same spell, but much harder than previous example, as it requires much more precise evaluation of the opposing barrier, and as the barrier is not directly affecting anyone, extrasensory perception or prior knowledge of the user might be required.

    Wu Vei 80, on the other hand, is a special ritual that finds and summons forth a specific person, conjures up a specific gear, allows said person to communicate with telepathy and makes a metaphysically binding contract. The counter for that is so obscure and complicated it has its own spell and ritual.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by Frozen_Feet View Post
    Let me give few examples here: Sho is a telekinetic push. Based on the principle of Hanki, counter to Sho would be another push of equal force, just to opposing direction. This is something anyone using Sho could do.
    That's more countering the effects of the spell than the spell itself...
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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    @ Horngeek: If you don't mind, would you like to have Mei interact with Voz while she's waiting for Genoveva? It ought to kill some time, at least.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by Prime32 View Post
    That's more countering the effects of the spell than the spell itself...
    Hanki (Reverse Demon)
    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.
    I think you can see why I view it this way.

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    Default Re: [BitP:R] BleachITP Reborn: OOC Thread 10

    Quote Originally Posted by 13_CBS View Post
    @ Horngeek: If you don't mind, would you like to have Mei interact with Voz while she's waiting for Genoveva? It ought to kill some time, at least.
    Hmmm.... that could work. Feel free.


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