Post by CHAE SOON-JA on Jul 29, 2013 18:21:05 GMT -5
For reference:
Shikai:
Seiryoku Kyūryū as a whole straightens, widening significantly near the tip to make room for a large circular hole that forms. A reinforced steel spine, etched with detailed swirling clouds, forms opposite the cutting edge. Once complete, the blade of the Zanpakuto more closely resembles a khanda than a katana. The circular guard of the weapon grows a pair of wispy tendrils that curl and harden around the disk. The hilt gains a few extra centimeters, but otherwise remains the same, keeping the hole from its sealed form.
Bankai:
In addition to the hole already in existence, a line of perforations appear from the guard to the tip of Seiryoku Kyūryū. The holes are separated by couple of centimeters, arranged growing diameter from the base of the blade to the tip. The guard is replaced by a mass of wind that constantly churns as it swirls about the Zanpakuto. The spine from the Shikai remains in place, along with the changes to the blade itself.
Ten translucent orbs filled with swirling winds appear above Soon-ja’s head, forming a slowly rotating halo that serves as a basis for the majority of her powers. As they are consumed, the space between the remaining orbs is kept equal and the rotation kept constant. Once all the orbs are used, the Bankai is forcefully ended regardless of Soon-ja’s own will.
For: Shikai
Name: 弾く(Hajiku) Snap
Type: Offensive
Cooldown: 1 post
Cost: Minimal
Range: None
Description:
Hajiku produces a directed explosion of air pressure in the hollow tip of Seiryoku Kyūryū, accelerating the blade by a substantial amount in a chosen direction. The force is strictly linear once the technique has been activated; in fact drastically altering the swinging arc of the weapon becomes more difficult without further use of Hajiku. The amount of force can be scaled for each use to give the user more control over the weapon’s movement. This technique is accompanied by an audible crack that emanates from the tip of Seiryoku Kyūryū upon activation.
For: Shikai
Name: 震とう衝撃波 (Shintō Shōgekiha) Concussive Shockwave
Type: Offensive/Defensive
Cooldown: 3 posts
Cost: Moderate
Range: Short
Description:
Shintō Shōgekiha causes the tip of Seiryoku Kyūryū to produce a rapidly expanding burst of concussive wind. The force of the blast is enough to repel many weaker attacks, though stronger attacks will merely be hindered. While the technique is often used in a defensive manner, it can easily be used offensively assuming the target is close enough. Shintō Shōgekiha can deal moderate blunt damage as long as the target is within the range of the short range of two (2) meters from the tip of the blade.
For: Shikai
Name: 風球大砲 (Kaze-Kyū Taihō) Windsphere Cannon
Type: Offensive
Cooldown: 6 posts
Cost: Moderate
Range: Long
Description:
Kaze-Kyū Taihō manifests an orb of compressed wind, slowly growing from the tip of Seiryoku Kyūryū to a diameter of one (1) meter. This process generally takes a single post to finish. Once complete, the sphere uses its own stored wind to propel itself forward at a terrifying rate, slowly losing mass and power as it moves forward. This means that the size and strength of the attack falls as it moves farther away from its origin point. At around fifty (50) meters the sphere runs completely out of power, dissipating into the surrounding air.
Upon contact with any solid object, the sphere will release any remaining energy in the form of a directed, conical blast of slicing winds and blunt force. At pointblank range, Kaze-Kyū Taihō is capable of extreme lacerations and severe impact damage. At long ranges, however, the technique would be more like a pleasant breeze than an actual attack.
For: Bankai
Name: 権限弾く(Kengen Hajiku) Empowered Snap
Type: Offensive
Cooldown: 1 post
Cost: Minimal
Range: None
Description:
Using Kengen Hajiku uses no orbs. Kengen Hajiku is functionally identical to the Shikai version, though there is a notable increase in the power of the directed blast and, thus, the power of the swing. Upon activation, the technique releases a resounding boom rather than the crack of the lesser version. This can be fairly disruptive from a concentration standpoint, but is otherwise just an obvious tell.
For: Bankai
Name: 大風球大砲 (Ōkaze-Kyū Taihō) Great Windsphere Cannon
Type: Offensive
Cooldown: 2 posts
Cost: Moderate
Range: Long
Description:
Ōkaze-Kyū Taihō consumes a single orb, rematerializing it at the tip of Seiryoku Kyūryū. The technique is very similar to its Shikai counterpart with a few key differences. Ōkaze-Kyū Taihō has no charge time; the orb is fired immediately upon materialization. The projectile is only about five (5) centimeters in diameter, but it moves incredibly fast and loses no strength as it travels.
Upon contact with any solid object, the sphere will release its energy in the form of a directed, conical blast of slicing winds and blunt force. The entire power of the explosion is directed forward in a tight cone, focusing all the destructive force of the sphere into a tiny area.
For: Bankai
Name: 風鉱山フィールド(Kaze Kōzan Fīrudo) Windmine Field
Type: Offensive
Cooldown: 10 posts
Cost: Moderate
Range: Medium
Description:
Kaze Kōzan Fīrudo consumes two (2) orbs, expanding and dissipating them into the air. After a brief pause, two dozen “mines” manifest randomly within a twenty (20) meter radius. They will never be created inside or touching already existing objects or people. Each “mine” is roughly half a meter in diameter, completely spherical, and filled with a cloudy storm of compressed wind. Their outlines are clearly defined by their translucent shell making it easy for all but the most unobservant opponents detect them.
The “mines” react to high amounts of reiatsu, violently exploding when a sufficient amount comes into contact with one. Generally the cause would be an opponent, however reiatsu-based attacks can just as easily trigger them. When a “mine” is triggered, it releases a torrent of slicing winds immediately followed by a powerful concussive blast within a small radius. All “mines” last for five (5) posts.
For: Bankai
Name: 大風球刑務所 (Ōkaze-Kyū Keimusho) Great Windsphere Prison
Type: Offensive
Cooldown: 6 posts
Cost: High
Range: Medium
Description:
Ōkaze-Kyū Keimusho uses four (4) orbs, reforming them in any space within twenty (20) meters. A massive vortex sucks everything within a ten (10) meter radius towards the cluster. The pull of the wind is fairly powerful, but certainly escapable. A single post later, a translucent shell, ten (10) meters in diameter, forms around the eye of the vortex. Anything partially inside the shell is stuck when the shell forms. Objects and people are not sucked in, nor are they ejected out; they’re simply stuck. Attempting to move in or out of the shell is met with extreme resistance and, while not impossible, it is very difficult.
Inside the shell, the vortex becomes a raging storm of slicing winds that decimates anything unfortunate enough to be trapped inside. A post after the shell is complete, the technique ends and whatever remains inside the shell is released. Characters with REI or HAK equal to the user's SEI can break free of the shell when partially trapped, however a REI or HAK greater than the user's SEI is required if the character is entirely encased.
Shikai:
Seiryoku Kyūryū as a whole straightens, widening significantly near the tip to make room for a large circular hole that forms. A reinforced steel spine, etched with detailed swirling clouds, forms opposite the cutting edge. Once complete, the blade of the Zanpakuto more closely resembles a khanda than a katana. The circular guard of the weapon grows a pair of wispy tendrils that curl and harden around the disk. The hilt gains a few extra centimeters, but otherwise remains the same, keeping the hole from its sealed form.
Bankai:
In addition to the hole already in existence, a line of perforations appear from the guard to the tip of Seiryoku Kyūryū. The holes are separated by couple of centimeters, arranged growing diameter from the base of the blade to the tip. The guard is replaced by a mass of wind that constantly churns as it swirls about the Zanpakuto. The spine from the Shikai remains in place, along with the changes to the blade itself.
Ten translucent orbs filled with swirling winds appear above Soon-ja’s head, forming a slowly rotating halo that serves as a basis for the majority of her powers. As they are consumed, the space between the remaining orbs is kept equal and the rotation kept constant. Once all the orbs are used, the Bankai is forcefully ended regardless of Soon-ja’s own will.
For: Shikai
Name: 弾く(Hajiku) Snap
Type: Offensive
Cooldown: 1 post
Cost: Minimal
Range: None
Description:
Hajiku produces a directed explosion of air pressure in the hollow tip of Seiryoku Kyūryū, accelerating the blade by a substantial amount in a chosen direction. The force is strictly linear once the technique has been activated; in fact drastically altering the swinging arc of the weapon becomes more difficult without further use of Hajiku. The amount of force can be scaled for each use to give the user more control over the weapon’s movement. This technique is accompanied by an audible crack that emanates from the tip of Seiryoku Kyūryū upon activation.
For: Shikai
Name: 震とう衝撃波 (Shintō Shōgekiha) Concussive Shockwave
Type: Offensive/Defensive
Cooldown: 3 posts
Cost: Moderate
Range: Short
Description:
Shintō Shōgekiha causes the tip of Seiryoku Kyūryū to produce a rapidly expanding burst of concussive wind. The force of the blast is enough to repel many weaker attacks, though stronger attacks will merely be hindered. While the technique is often used in a defensive manner, it can easily be used offensively assuming the target is close enough. Shintō Shōgekiha can deal moderate blunt damage as long as the target is within the range of the short range of two (2) meters from the tip of the blade.
For: Shikai
Name: 風球大砲 (Kaze-Kyū Taihō) Windsphere Cannon
Type: Offensive
Cooldown: 6 posts
Cost: Moderate
Range: Long
Description:
Kaze-Kyū Taihō manifests an orb of compressed wind, slowly growing from the tip of Seiryoku Kyūryū to a diameter of one (1) meter. This process generally takes a single post to finish. Once complete, the sphere uses its own stored wind to propel itself forward at a terrifying rate, slowly losing mass and power as it moves forward. This means that the size and strength of the attack falls as it moves farther away from its origin point. At around fifty (50) meters the sphere runs completely out of power, dissipating into the surrounding air.
Upon contact with any solid object, the sphere will release any remaining energy in the form of a directed, conical blast of slicing winds and blunt force. At pointblank range, Kaze-Kyū Taihō is capable of extreme lacerations and severe impact damage. At long ranges, however, the technique would be more like a pleasant breeze than an actual attack.
For: Bankai
Name: 権限弾く(Kengen Hajiku) Empowered Snap
Type: Offensive
Cooldown: 1 post
Cost: Minimal
Range: None
Description:
Using Kengen Hajiku uses no orbs. Kengen Hajiku is functionally identical to the Shikai version, though there is a notable increase in the power of the directed blast and, thus, the power of the swing. Upon activation, the technique releases a resounding boom rather than the crack of the lesser version. This can be fairly disruptive from a concentration standpoint, but is otherwise just an obvious tell.
For: Bankai
Name: 大風球大砲 (Ōkaze-Kyū Taihō) Great Windsphere Cannon
Type: Offensive
Cooldown: 2 posts
Cost: Moderate
Range: Long
Description:
Ōkaze-Kyū Taihō consumes a single orb, rematerializing it at the tip of Seiryoku Kyūryū. The technique is very similar to its Shikai counterpart with a few key differences. Ōkaze-Kyū Taihō has no charge time; the orb is fired immediately upon materialization. The projectile is only about five (5) centimeters in diameter, but it moves incredibly fast and loses no strength as it travels.
Upon contact with any solid object, the sphere will release its energy in the form of a directed, conical blast of slicing winds and blunt force. The entire power of the explosion is directed forward in a tight cone, focusing all the destructive force of the sphere into a tiny area.
For: Bankai
Name: 風鉱山フィールド(Kaze Kōzan Fīrudo) Windmine Field
Type: Offensive
Cooldown: 10 posts
Cost: Moderate
Range: Medium
Description:
Kaze Kōzan Fīrudo consumes two (2) orbs, expanding and dissipating them into the air. After a brief pause, two dozen “mines” manifest randomly within a twenty (20) meter radius. They will never be created inside or touching already existing objects or people. Each “mine” is roughly half a meter in diameter, completely spherical, and filled with a cloudy storm of compressed wind. Their outlines are clearly defined by their translucent shell making it easy for all but the most unobservant opponents detect them.
The “mines” react to high amounts of reiatsu, violently exploding when a sufficient amount comes into contact with one. Generally the cause would be an opponent, however reiatsu-based attacks can just as easily trigger them. When a “mine” is triggered, it releases a torrent of slicing winds immediately followed by a powerful concussive blast within a small radius. All “mines” last for five (5) posts.
For: Bankai
Name: 大風球刑務所 (Ōkaze-Kyū Keimusho) Great Windsphere Prison
Type: Offensive
Cooldown: 6 posts
Cost: High
Range: Medium
Description:
Ōkaze-Kyū Keimusho uses four (4) orbs, reforming them in any space within twenty (20) meters. A massive vortex sucks everything within a ten (10) meter radius towards the cluster. The pull of the wind is fairly powerful, but certainly escapable. A single post later, a translucent shell, ten (10) meters in diameter, forms around the eye of the vortex. Anything partially inside the shell is stuck when the shell forms. Objects and people are not sucked in, nor are they ejected out; they’re simply stuck. Attempting to move in or out of the shell is met with extreme resistance and, while not impossible, it is very difficult.
Inside the shell, the vortex becomes a raging storm of slicing winds that decimates anything unfortunate enough to be trapped inside. A post after the shell is complete, the technique ends and whatever remains inside the shell is released. Characters with REI or HAK equal to the user's SEI can break free of the shell when partially trapped, however a REI or HAK greater than the user's SEI is required if the character is entirely encased.