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Yurei Mizuhime [FINISHED]
Sun Jul 22, 2018 8:19 pm
Yurei Mizuhime
Substitute Shinigami
Substitute Shinigami
I. Basic Information
» Name: Yurei Mizuhime
» Height: 5’0” ft
» Age: “18”
» Gender: Female
» Race: Human
» Job: Substitute Shinigami
» Association: Gotei
Appearance Image
» Appearance Description:
Yurei is a rather short girl, at a height of about 5’0” feet, and just about or under 100 lbs. Despite her diminutive size already, she’s known to possess massive physical strength far beyond what her frame should logically possess. Once one gets past that jarring fact, they’d see the bright blue of her eyes, as it contrasts nicely with her somewhat pale skin, and the short white look of her hair. Beyond the the black ribbon she wears on her hair, there isn’t really one attire that she wears all too often. While she does own a Shinigami uniform, she doesn’t wear it all too often. Either because a lot of people don’t or because the fact that she’s a Human, it never really causes that much of an issue. Regardless, while she does transition from kimonos to shorts, to dresses, her most seen outfit is just a cute dress, or a top with a skirt. She does however tend to gravitate towards green colors, as it has always been among her favorite ones.
I. Personality
» Personality:
Like with most people, Yurei is an interesting case of rather likeable and unlikeable personality traits. Unlike some who are able to keep parts of their persona under veil, and so project largely a more positive or negative view about themselves, she hasn’t learned to do that well, mostly because she’s never cared to. The girl typically has no filter. Under most normal conversations she will say what she thinks regardless of how difficult or unsavory it may be to hear it. That being said, despite her age she’s smart enough to know there’s a time and a place for everything. For instance, when at work within the Seireitei, Yurei is able displays nearly unmatched professionalism and respect. Regardless of whether she agrees with decisions or not, she follows the order from the chain of command, and only questions when prompted.
In every mission, she’s always liable to place her companions safety over her own. The same is extended to the other Humans like her, and the souls in need of a safe transition into their afterlife. While she grew up on a rather average home, the young woman is aware of the difficulties in a world where wealth and benefits aren’t exactly shared evenly or distributed accordingly to the individual needs. Wealth and social status has no meaning to her, as respect is usually earned either out of actions that demand it, or though the obligation in her job as a substitute shinigami.
Most that know her characterize her by her eagerness and drive to train and learn of things most considered to be boring. Yurei simply has a fascination with the new and the unknown, especially when it revolves around combat arts such as swordsmanship and kido. Her interest in it has enabled her to progress as far as she had, and as quickly as he has. The same however isn’t as true for some of her other obligations she’s less likely to be in trouble for. For instance, while her room in the barracks is kept spotless, her room back in the world of the living is a complete and utter mess. Clothes typically line the floor, and dishes typically overflow from the sink until she has no choice but to do them all. Clearly, her work ethic and eagerness to do things is only matched by her laziness and her willingness to do nothing. It simply depends on the task. Training, playing video games and going out to eat are among her favorite things, while cleaning the house and paying her bills, certainly aren’t.
Its likely her behavior and reactions stem due to how little her parents are home. Growing up, and even now, their jobs almost exclusively keep them out at sea or abroad. Somehow she knows enough to clean the house right before they arrive. Still, while her demeanor in combat may present a relentless powerhouse within a little girl’s shell, Yurei is far more sensitive than her battle abilities would indicate. Spending almost no time with her parents, she has always treasured what little moments she gets to spend with them every year. Most tend to overlook that while most strong Shinigami and Humans are typically very old, she’s not even 20 yet.
Still, that love for her parents and her endearment to them was shown to a greater extent as she obtained her shikai. Due to the very peculiar look of her zanpakuto spirits, the girl spent as much time as she could conversing with it and trying to understand it. It didn’t really matter if at first most of their conversations didn’t make sense; soon they would. The girl was simply mesmerized by their look, and sought if only to see them for a moment longer each and every day. And while that certainly had the effect of allowing her to uncover her shikai far sooner, its effects were felt strongly on a completely different way. By seeing her zanpakuto spirits so frequently, she was able to come to terms with the sacrifice her parents continuously make for her. It made her appreciate them even more, and love them even more. Yurei is still growing into the person she needs to be.
I. History Of A Human
» History:
Rainy
Yurei was born in Japan to a loving couple of scientists. Her father was a climatologist, and her mother a marine biologist. The child was welcomed with open arms and showered with care and love from the very first day. However, despite their best intentions, their careers simply took a lot of their time, and it wasn’t something they were readily able or willing to give up. For both of their careers, each parent was typically asked to travel out and away from the city, and even abroad. As such it made it difficult for them to spend the amount of time with their daughter that perhaps they should. That didn’t mean they didn’t try; they did. But even when making their best efforts, the three of them only saw each other for a few months out of the year.
Luckily for the child, growing up largely without them meant becoming used to the notion that they typically wouldn’t be there. Even then, Yurei never showed any signs of mental stress because of it. The girl was very smart and possessed the means to understand the reasons her parents did what they did. Sure, she missed them every time, but she also knew they worked very hard because they loved their job, and because they loved her. Despite not being poor at all, the family wasn’t wealthy either. Their earnings made it possible for the girl to enjoy some of the best caretakers, as well as the toys and games she liked.
From about the age of six, the girl already had a pretty noticeable pull towards videogames. That didn’t include solely the ones she could play on her phone, but those she could play on her consoles, and her computer too. As it was common, the younger generation was more readily apt to learn and specialize in newer technology than the kids that came before. Unfortunately, gaming had to take a backseat to other activities that were deemed more important and necessary by the adults, such as going to school, doing homework, and learning English too.
In school, Yurei did relatively well. She never did try to go above and beyond in her studies and was simply content with getting a relatively high passing grade. After all, she figured she only needed a high enough score to keep her parents happy and earn her the privilege to continue playing. And while getting a bad grade was a surefire way to see them come home, it never became a habit. After a while, she did find a common ground with something she thought she’d like, while allowing her to see her parents a little more often: the sea.
Although her dad focused on hurricanes, tornadoes, and precipitation, he spent a lot of his time out on the open sea. And by nature of her work, her mother spent even more time out as well. In due time, somewhere around the age of eight, the little girl was taken out with them on trips. It was usually scheduled somewhere around the holidays or in the weekend. It made sense that given her parent’s careers, she was likely to grow up into the sort of person that would pursue something similar as well.
During one of her trips, something rather unfortunate would befell her. While she was filming the area with her mother’s cell phone, the girl slipped and fell over the edge of the boat and into the deep water. She could barely swim. In fact, despite all her swinging and kicking and reaching up, she just kept on sinking. It was cold, it was dark, and she was extremely scared. In between her own muffled underwater screams, her mom and her dad showed up, rescuing her out of the water and into safety. Yurei would not talk for the rest of the trip, and it was said it took a full week thereafter until she uttered the first word again.
“I hate the water. I’m not going back out there ever again.”
From that moment on, the girl wanted nothing to do with her parent’s careers and what they entailed. She still loved her parents, but not what they did. The fear she had experienced at such a young age had completely turned her off from the thought of ever pursuing that as a career. Interestingly enough, Yurei wasn’t an easily frightened girl with most other things. Shortly after her deadly encounter, the kid started noticing shapes she hadn’t seen before. Subtle movements on doors or signs she had seen before, now also possessed the figures of people in an oddly light-colored form. It didn’t take more than a few simple conversations to discover they were actually souls in their process to move on.
The notion that she could do such a thing did fill her with joy. Neither of her parents could see spirits as far as they had told her. And while not everyone was gifted with such a thing, the modern world was very well aware as to the existence of the spiritual world and the spiritual races. After all, halfway across the globe, the United States was essentially governed by the Demon Queen. Still, neither the thought of ghosts and demons, or even the zombies she saw on her videogames scared her much. She figured it was just the natural process. People died, and they moved onto wherever their actions in life led them. Sometimes a few of them got stuck and they needed to be helped by Shinigami. Of course, unless a Hollow got them first. She had seen a few of their kind from time to time, and they didn’t really look all that scary.
Cloudy
Her outlook and mentality would change just a year later at about the age of 10. One of her friends in school had been killed by a moving car while playing outside. Just a day after that, she had seen him wandering about as a soul. It was the very first time she had witnessed someone close to her be stuck, saddened, and unable to move on to the afterlife they deserved. She tried talking to him, comforting him, and even trying to convince him to move on, but it wouldn’t do. A couple of days later, a large Hollow had showed up on their neighborhood. And no matter how Much Yurei and her friend ran, the beast followed closely, almost as if it enjoyed the thrill of the hunt. That’s what the girl finally understood it. The Hollow kind wasn’t scary because of how they looked, or even because of what they did. She had seen and heard those things before, and it had not moved her still. They became scary once you understood that the terrible things they did could happen to either you or those you loved.
At just the right time, a Shinigami, dressed in their typical black haori had stepped in, and saved them. He was strong, kind, and the way he spoke made them feel as though everything was going to be alright. His black hair covered part of his face, but he could still see the sort of expression she would not soon forget. He was dedicated to his job, just as her parents were dedicated to theirs. After a few words, he performed konso on her friend, who moved on just as he deserved. Despite her pleas, the Shinigami would not stay to teach her how to help those in need. It wasn’t because he didn’t want to but rather because he had a duty to his people, and a job to do. At the very least, right before he left, the man shared his name with her, Henrex Astillon.
From that day on, other Shinigami would happen by the area from time to time, but she never saw the same guy again. She could only hope he had not been killed in battle as there were far too many people that needed his help. Still, Yurei made a promise to herself to try and help as best she could. Henrex had come just in time then, but there was no telling whether him or any other Shinigami would make it in time next time, or every time. More importantly, she knew that sooner or later, death could come to her parents. The thought of seeing them stuck out of worry for herself was unbearable. Being able to spot spiritual beings gave her an advantage they didn’t possess, but she did not possess the skill to defeat a Hollow… not yet.
Making sure to split her time more efficiently, she made sure to prioritize the things that mattered most to her. In school, she learned new means to study more efficiently and get her job done faster but done right. Finally, being able to sign up for extracurricular activities, kendo was her club of choice. Yurei demonstrated great aptitude on it and came to love it even more than her videogames. And while she still certainly sat down to play occasionally, it was done when everything else was taken care of and when time allowed it, as opposed to anytime. Her skill in Kendo became such that by the age of 13, she had already won several competitions among girls her age within the Osaka Prefecture.
However, while her skills had indeed improved tremendously, their effects were seen in different spheres than she had hoped. The girl did help, though mostly it was by defending innocent boys and girls from older bullies. When it came to helping souls, she was still at a great disadvantage. Her attacks were quick and powerful, easily able to wack strongly and push away any assailant Hollow of relatively low power. Actually, getting them to stop chasing them or taking them out completely was a different matter though. Yurei had no access to a katana. Unlike the Shinigami and the kids in the anime she watched, all she had was her bokken.
In short, all the teen could really do was help the souls run and hold off the beasts long enough for the Shinigami to arrive. Sometimes she was thanked for her act of courage, but other times she was reprimanded. She was told of the dangers doing such a thing possessed, and that sooner or later she could be killed. It only seemed natural to her then to ask them to train her. If she was trained to be like the Shinigami and fight like them, then she could help out too.
Every time she asked however, she always got a different and unsatisfactory answered. Some Shinigami seemed interested in her proposal and did mention they would bring it up to her superiors. But alas, Yurei never heard from any of them again. Others would simply look at her and laugh. There seemed to be a sort of skill and drive, and strength needed to become one of them, and they didn’t believe she possessed it. The realization only made her more eager to prove them wrong.
It didn’t take too long for the teenager to realize that Hollows were more drawn out because of her spiritual energy than that of the souls she was trying to save. By knowing that she could already make sure to place herself a bit further from those she wished to protect. Still, concealing her energy was not as simple as she thought. Without the help from Seireitei, she had to figure out things on her own through trial and error…mostly error. Her after school time had her come up against several Hollows, one at a time of course. And while her growing skills with the bokken enabled her to keep going, it came at a cost. She was typically bruised, with small cuts on different areas of her body, and in pain. To those that didn’t know any better she was simply a problem child. Most thought she was involved in gang activity of something of the sort. Luckily for her, Yurei’s parents were absent enough to miss out on the sight that would have certainly caused an issue.
Sunny
On a fateful night, seemingly like every other, Yurei had left her home after finishing her homework. Equipped only with her bokken, she scoured the city with careful aim. As far as she knew there weren’t any souls on the area that night, but she could be wrong. What she found instead was a Shinigami, on the brink of being killed by a rather powerful Hollow. If he hadn’t been able to best him, there was no realistic chance she could hope to do so. But beyond her better judgement she jumped in, smacking the beast across the face with her wooden sword, and knocking him back several feet. It hadn’t taken it out the fight, but it granted her enough time to help the wounded Shinigami to his feet.
The Hollow was unlike anything she had ever felt. No doubt it could have easily killed her and fed from her had she been on her own. Together, the Shinigami and Yurei attacked the beast, flanking it from the sides and using their respective skills to put it down. The battle took far longer than expected. But in the end, the reaper’s blade had finally stabbed through the beast and ended it. The encounter wasn’t devoid of a hefty price for both of them though. The guy had suffered great injuries and lost a lot of blood. His clothes by then actually looked redder than they did black. As for Yurei, she had received several cuts and lacerations throughout her body. She was in pain and could hardly even managed to move. But just before she would pass out, a number of Shinigami arrived on the scene to aid them. A smile captured on her expression as she managed to utter one last time to be considered for training.
By the time she awoke, all her injuries had been healed. All around her, a group of men in black haori and one with an insignia on his left arm approached her. She had fought valiantly and helped save one of their own. They were indeed thankful to her, but she had to understand becoming a Substitute Shinigami wasn’t just something offered up to just anyone. It was a privilege not many could claim to earn. That being said, she had demonstrated to have the passion and the drive necessary to earn it someday. And so, in an effort to meet her halfway, the Lieutenant would deliver a message from higher up in command.
If she agreed to it, Yurei would be placed under a form of trial. She would be allowed temporary permission to train with the Gotei as a Substitute Shinigami, under the supervision of others. She was to learn from the, respect them, and do her best to understand what her role was. If she managed to do not just well, but to exceed their expectations, then sooner or later she could come to earn the title that had been temporarily bestowed upon her. To no surprise, the teenager agreed in a heartbeat. That’s all she ever wanted, and she would do whatever it took to ensure she made them all proud.
During the next few years, the girl trained harder than she ever had. By then she made sure to tell her parents the truth about what she had been doing. They were upset at first, but with time they understood and supported her. They made sure to get her home schooled, in an effort to make the best out of the most important and necessary courses. While she still had some time here and there for playing videogames, she spent most of her time in Soul Society, learning as much as she could from the different arts. There was simply so much to learn, and everything was extremely interesting to her. Yurei saw the learning process somewhat like a videogame. She would try her best and learn better sword techniques and better kido spells. And when she finally was able to be proficient at those, then she moved up to the next level.
Luckily for her, the girl had a keen and natural ability to pick up on things relatively quickly. It was in part attributed to her ridiculously efficient work ethic, and the fact that she always listened, paid attention, and understood. Granted, there was just so much she could learn in just four to five years. Regardless of all the skill she possessed, the very ends of the spectrum of knowledge were still beyond her grasp. For now.
She did have help from some of the best tutors available at the time however. She trained with seated officers that specialized in hand to hand combat, zanjutusu, hoho, and kido. She even managed to find Henrex, now a Captain, and improve her skills a bit more from his advice. Her biggest and most noteworthy of accomplishments while training however was finally being able to learn the name and see the face of her zanpakuto spirit. Yurei had become extremely close to it in a short amount of time. Of course, if anyone could see what she saw when she peered into her zanpakuto they would understand why. The figure she saw within had much more meaning than a simple reflection of her soul. Given the very particular case of her zanpakuto, the woman spent almost every waking hour talking to it. At times, she would even go without sleep just so she could get a chance to see and play with them a little longer.
Before she knew it, she was approached yet again by the Gotei. She had been so devoted to her training, and so in love with the nature of her Shikai that she had completely forgotten about the trial. It came as a pleasant but expected surprise that she had passed her trial with flying colors. All the Shinigami had very great and positive comments about her. She was dedicated and committed, and it showed on her progress, even being able to awaken her Shikai. And so as finally an official member of the Seireitei, the girl was given the option to pick her squad or have it been chosen for her. Whatever path she chose, it was clear that the Soul Society would be better for it, and the souls in the Human world would be as well.
Coding BY: [THEFROST]
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Re: Yurei Mizuhime [FINISHED]
Mon Jul 23, 2018 12:37 am
Yurei Mizuhime
Substitute Shinigami
Substitute Shinigami
II. Natural Abilities Of The Human
Weather Ghost (passive): Among her the first abilities she ever discovered, the Weather Ghost is the one that sees the most use. After all, be it in battle or out of it, it’s always around her. Despite its name, Yurei hardly ever calls it by that name. Endearingly she refers to it as Casper, but just as often she also calls it the sperm blob given its rather ubiquitous look. Despite the rather jarring nickname, the blob looking construct is made entirely out of her energy. The girl its able to alter its shape, look, and even its size to make it as small as 1 centimeter or as long as 100 meters. Of course, increases of such a scale are subject to their own individual peculiarities and limitations as seen below. More importantly however, the blob can be altered and made to transition through the three stages of water on her command: liquid, solid, and gas. Only one change in state is allowed per post.
- Spoiler:
- TechniquesMaximum of four weather boons allowed per post
Vested Front (passive): The weather ghost and Yurei share a link that goes beyond just energy and its creator. The girl keeps the blob out at all times, mainly for company but also because it has a very peculiar skill. If the woman were to be cut, struck, or hurt in any way that would induce a form of physical or psychological pain, she would see its effects reduced roughly by ½. She’s still capable of feeling the pain caused by an excruciating circumstance, but it would feel half as much as it should’ve been. The way this works is not by destroying the pain however. Instead, the other half is shared and directed towards the weather ghost. The latter does not possess pain receptors and thus is not affected in the same way the Yurei would. But, nonetheless, any damage caused (only to the solid form) to the blob, like being cut in half or momentarily destroyed, would project the same level of pain to Yurei; ½ of what she should have felt of course.
Malleability: Depending on its state, or what Yurei wishes for it, the blob can take on a number of forms to fit her needs. It can be made a little fatter and rounder to become a form of cushion-like bean bag. She can made it a little softer and larger, and even colder to form a sort of water bed. On the other hand, she can certainly make him small enough to ride neatly atop her head, floating around her, or on her shoulders. Likewise, when needed, Yurei can influence the blob to grow up to 100 meters in length in any of its states for the effect she desires. However, as further detailed in the individual states, this technique will share a similar cooldown as it can only be used once per the three states’. Essentially, it cannot be used again until Yurei has used every state once, essentially refreshing the ability to expand to such a degree.
Liquid State: In its liquid state, the inside of the blob is largely made of water. On command, its able to fire out blasts of pressurized water at their opponents. The blasts can be controlled and manipulated to be extremely thin, increasing their pressure exponentially and allowing it to pierce through solid objects of great resistance. On the contrary, larger and more powerful water blasts can be made to destroy powerful and large rocky surfaces or even fight back against certain attacks. Every time the liquid state is accessed in battle, the blob gains one “weather boon” to be used by Yurei. If at any time the blob is made to switch out from its liquid state, it cannot be accessed again until the other states have seen their use at least once thereafter.
Solid State: In its solid state, the blob is largely made of ice. It doesn’t hinder the creature’s movement, as it still relies solely on Yurei’s energy for anything it does. In this form however, the creature is capable of taking on very powerful hits, often times stopping them or at least weakening them if they’re far too strong and end up destroying in the process. That being said, the blob can indeed be destroyed if the gap in power between Yurei and her opponent and the magnitude of the attack makes it simply impossible to avoid. However, much like water, the blob will sooner or later return to its solid state. Granted, if its ever broken, the blob will require an additional post before it can reform into its solid state again. Unlike the other stages where reforming is relatively simple due to their states, this one isn’t. Despite being energy and not science based, there are some aspects that do resemble the latter. By creating several smaller nanostructures within the blob, the ice form of its solid state can safely maintain its icy look despite facing temperatures that should have easily made it melt.
Beyond its defensive functionalities, in this state, the weather ghost is able to fire out ice and snow-based attacks at their opponents. However, its limited to the amount of variety it has with it. It can fire dense and sharp icicles no more than a foot in length, capable of piercing through incredible tough steel doors. Likewise, its able to blow powerful blizzards on the direction of Yurei’s choosing as it seeks to blow away and potentially freeze still anything caught in its wake. Unfortunately, the blob cannot create endless supply of ice or snow like dedicated ice users can. It can however take control of naturally existing forms of ice and snow not created and under the control of someone else. Like on its previous state, using the solid state would grant Yurei one “weather boon.” And just as before, if the woman has the blob switch out of this form, its unable to use it again until the other two states have seen use at least once.
Gas State: In the final state of the weather ghost, its gas state, the construct is largely made out of gas, specially water vapor. The functions of this form are very different from those of the other two, but it doesn’t mean its any less efficient in battle. The blob is able to move through objects it otherwise couldn’t. For instance, it can phase through solid inanimate or living objects, including those made from spiritual energy. This in turn allows it to remain largely unhindered and pass through forms of attack or defense without concern. Bare in mind the effects are only awarded to the blob, Yurei cannot replicate these effects on her person. Given the peculiarity of it however, this form possesses a separate cooldown on addition to the one shared with its other states. The weather ghost cannot phase through the intended target for an additional post after it successfully has. On top of that, the same sort of cooldown is also present in this form, just as is on the others. If Yurei switches the blob out of its gas state, it cannot return to it until she has made use of its other states at least once thereafter. Switching into the gas state, grants Yurei one additional “weather boon.”
Weather Girl: A pretty weird technique connected to her weather ghost ability, Yurei is essentially able to fuse with her blob temporarily. Typically this fusion makes itself notable due to the fact that once it’s used, her body from her waist down looks exactly like that of her blob. However that’s only at the very start, as she’s able to manipulate the white bubbly look of her lower body into that of legs and back again. The same can be done to any of her limbs in an effort to make her body a bit more useful in battle. Also, any and every technique usable by the blob becomes usable and displayed on Yurei’s body. Unlike when her blob is on her own however, she’s able to revisit a form without having to go into the other two. Rather than switching just once between states, she’s able to switch up to a maximum of two times per turn, securing an extra boon in the process. Unfortunately that means that by uniting the blob and Yurei, she’s then capable of feeling the full extent of a painful sensation as an ordinary person would. The effects of this technique can last up to four posts, and they incur a four post cool down before it can be used once more.
La Niña: This is one of the two ways in which she’s able to use up her water boons. By waving her hand over an affected or injured area, Yurei creates a smaller or larger temporary version of her weather ghost in order to heal herself. The extents and speed of the healing is entirely dependent on how serious the injury is, and how many boons she’s willing to use up. For instance, minor bruises and scratches can be made to heal up almost instantly by using up one boon. Large cuts or deeper stabs that bleed profusely can be closed up and healed during that post by giving up three booms. Alternatively, poisons that actively threaten major organs, or even greater injuries that if left unattended could leave to potentially fatal consequences deserve much more. Using up five boons would see those circumstances clear up after an additional post and using seven would make the effects happen much faster. As for damage the likes of a severed arm or leg, Yurei requires at least 10 boons for one limb, and 15 for two. The use of this technique creates one “weather boon.”
El Niño: Her last means of using up her water boons, this technique is meant as form of defense. Essentially, Yurei consumes the boons internalized within the blob through a form of energy transfer. In doing so, she’s able to stand up to and fight back against the onslaught of an attack she otherwise could not. However, the durability and defense she acquires with this technique is entirely dependent on how many boons she consumes in relation to the power of her opponent. For instance, consuming ten boons would allow her to internalize enough power to effectively block or swat away, either with her blade or her hands, an attack from an opponent whose tier does not exceed hers. If she were to consume 15 boons, she would be able to effectively do the same against someone a tier above hers. And finally, by using 20 boons, she’d see its effects available against opponent’s two tiers above hers. Due to the means through which she attains a single boon, the limitations on how often she can gather them, and the fact that different circumstances would force her to use it up on other techniques, this technique’s limited simply by the number of boons she possesses. The use of this technique creates a “weather boon.”
Final Front: A sort of last resort and rather dangerous technique. By manipulating the blob to become either as large as Yurei or bigger, she commands it to swallow her whole. The reason for this is that during the time in which the woman is within the weather ghost, she’s able to heal up just about any injury or ailment despite their severity, extraordinarily fast amount of time. There are however very serious downsides to such a technique. For starters, by being inside the blob, she essentially creates a target at which, if hit, would cause her extreme physical pain. Seeing as her pain sensitivity is shared between the two beings, and the fact that they’re connected in a strange fashion in the technique, it would mean she would feel the pain as anyone otherwise would, and twice as strong as she’s used to. The technique is also quite taxing as it pushes the limits of what the blob can realistically handle. Therefore, the technique is limited to two uses per thread. The use of this technique creates a weather boon.
Wind (passive): The woman cannot conjure up wind out of nothing. For instance, she can’t point her hand to the sky and cause massive gusts to ensue. However, she’s able to introduce her energy into existing gusts or currents of wind and enhancing them to extraordinary levels. Whether from naturally occurring winds, or the gusts she creates from her powerful sword swings, Yurei is able to build them up and manipulate them into truly colossal and devastating means of attack.
- Spoiler:
- Techniques
Wind Blade I: A somewhat self-explanatory technique, Yurei is able to manifest an extremely sharp and power blade of wind. The mechanisms through which this happens tend to vary. Since she’s unable to simply create the blade of wind where there isn’t any available of the latter, she has to rely on other methods. Instead, she makes use of the either the available wind, or simply whips up a gust through the swing of one of her swords. The actual wind blade is roughly 2 inches in width and with an overall length that can range from 2 feet to 20. The blade can be fired out straight down, in an arc, or horizontally just as a normal blade would. Upon impact, it’s usually capable of destroying medium size houses, leaving nothing but rubble at its wake. The use of this technique creates a weather boon.
The Vortex: By just whipping up a small gust of wind with her weapons or using one already available, Yurei is able to increase its size and make it spin at very fast speeds. The vortex is relatively small in comparison to true storms, but they’re very dangerous nonetheless. With two presents upon creation, each is roughly about 10 feet in height. Both of them spin at extremely fast speeds, forcing trees to uproot and houses to cave down in its vicinity. Due to their rapid, chainsaw-like spinning, they’re very efficient at dealing with physical combatants since it tends to shake them off balance and deal well with their advances. At the same time, they work as pretty efficient means of defense. For instance, the power of each vortex is such that Yurei can sacrifice one of them to stop attacks from opponents whose tier matches hers. And if she sacrifices both vortex at once, then she’s potentially able to face up to attacks from opponents a tier above hers. Unfortunately, once both vortexes have been destroyed, the technique incurs a four-post cool down. The use of this technique creates a weather boon.
Temperature Manipulation (passive): Yurei cannot cause an area to freeze, and neither can she cause it to catch on fire. Her ability does not create ice, and neither does it create flames. Instead, all she’s capable of doing is either increasing or decreasing the temperature of an object to great degrees much like the weather would at different parts of the globe. Typically, this reflects in her attempting to make herself feel cooler when it’s warm or warmer when it’s cooler. Unfortunately, her ability is further limited by its range, since it can only affect up to 100 meters from her. Regardless, while fire can still burn her, and ice can still freeze her, the girl is able to lower the temperature of fire by ¼ for every post that is within her range. Likewise, it influences ice to increase its temperature by ¼ for every post within her range. And more importantly, Yurei is able to apply her temperature control to her other abilities but to a much greater level. Half as effective against ice/fire generated by users.
The Perfect Storm (mixing abilities): The perfect storm isn’t really a true ability per say. Essentially, it is just Yurei’s way of mixing her abilities to create rather unique and useful techniques. Rather than focusing on one of her abilities specifically, she tries and mixes them together for a grander effect. In doing so, she has become extremely proficient at it, to the point of preferring it typically over the more natural and basic of her techniques.
- Spoiler:
Hot Load: By using her temperature manipulation when the blob is on its liquid state, it causes the liquid within to become superheated and way past its natural boiling point. Because of the skyrocketing temperature and the fact of it being a sealed container, the water temperature increases to a maximum of 374 degrees C (705 degrees F). At her command (or on her weather girl technique), powerful streams of scalding water are fired at her opponents and their attacks. The water is much hotter than most stoves and ovens can reach, and even nears the heat of most powerful fires. The fact that water behaves so erratically once it hits an object as it disperses around it, makes it an even more difficult attack to defend from. On contact, the hot load typically causes third degree burns the affected area. If enough water hits the opponent and for more than a few moments, then it’s certainly possible to see their flesh begins to melt off from some areas and deform. And when taking into account the sheer pressure of the blasts, typically able to hammer through steel doors and pierce through several dozen meters of concrete, it’s safe to assume that most of the flesh melting off would be thrown off their body at a moment’s notice.
Alternatively, rather than be fired off as a single water blast, Yurei can make sure to fire it as a number of water bubbles that travel at equally as extreme speeds. The reason for their speed is simple. Not only is the blob capable of projecting an attack of such a magnitude, but the sheer pressure buildup as the water heats up within brings it further. The bubbles however don’t behave exactly the same way as the water blast. Once they’re fired at their intended target, she’s able to will them into finally destabilizing and exploding. The superheated water when released in such a manner is just a bomb waiting to go off, and she simply takes control of when. Like with the blast, the burns created by such an attack easily fall within those of the third degree. Beyond that, the force of the explosions is powerful enough to destroy several houses, and crater in the ground for several dozen meters in radius. The size of the bubbles is entirely dependent on how many she creates per attack. A maximum of five can be created at once, at which point they possess a diameter of about one foot each, and an explosive range of about 10 feet each. For each less bubble she creates, the remaining increase by one foot in diameter, and by 10 feet in explosive range. In the end, if firing only one bubble, it maxes out at a diameter of 10 feet, and 100 feet in explosive range. The use of this technique creates a weather boon.
The Mist: If the blob or Yurei (in weather girl technique) are in their gaseous form, heating it with her temperature manipulation before expelling it results in tiny droplets of water that suspend in the air. Right away she reverses the process by rapidly cooling the air in her vicinity (to a maximum range of 100 meters from the source). In doing so, it creates a really dense mist that surrounds her and the area in some of the thickest fog imaginable. In just a second, Yurei is completely obscured from sight. In fact, the visibility is so poor in such a thick fog, that even standing a mere 10 feet from the person would show no signs of anyone being there, even with perfect visibility. Even individuals who specialize in energy sensing would have difficulties in finding her. And no, by no means is the technique superior to any devoted practitioner of such a skill. The reason why it works so well against them is simple. Just like with the blob, the mist is made entirely of essentially the same kind, feel, and vibe of spiritual signal as Yurei’s. Therefore, if anyone was trying to peer into it through those means to locate her, they would instead see her energy just about everywhere. Naturally there's always diminishing returns specially when up against people that are simply out of the norm. If the opponent's focus mastery is either Master or two masteries above hers, they should be able to sense her after a post has elapsed. Any higher mastery or differential would make the technique lacking in its effects.
There are however ways in which the enemy can see Yurei, though it takes someone with great skill and speed to be able to capitalize on the opportunities. Whenever an object or a person is within three feet of each other, they should be able to see the other. More importantly, the mist acts not just as a veil in which Yurei hides but as an extra form of sense. Being essentially her energy and connected to it, she can feel any movement that occurs within the area her mist occupies, and she’s able to see through it as well. Unfortunately, not even allies can see through the mist. The only way to allow some of her peers to navigate through it is by placing a rather peculiar seal on their person, giving them access for the technique’s duration. The technique is nonetheless limited by a number of factors. Typically, the mist can last for a maximum of five posts and can only be used once a thread. Trying to blow the mist away is not advice. Yurei continuously creates more mist on her surroundings, attributing the effort to the limited time it remains active, and the single use. The use of this technique creates a weather boon.
Hail: When in the solid form, Yurei can command either the blob or herself (in weather girl technique) to fire up a large amount of ice in a variety of shape and sizes. By using her wind ability in tandem with her temperature control, she’s able to create a large number of dangerous looking hails. Like during the blob’s solid state, each hailstone is created with carefully and with plenty of energy nanotubes within each. It’s the means through which they connect to Yurei and her spiritual commands. Because of this however, just like the blob, each hail is capable of remaining in a solid frozen state even when in the presence of temperatures that should have threatened their structures. Each hailstone is larger than usual, with an average diameter of about 1 foot. During each attack wave, roughly about 100 hailstones are fired down on the location of her choosing and spread out as desired. Given the unnatural speed at which they travel and their rugged composition, each hailstone is capable of breaking through solid rock and even several layers of concrete, making it likely to deliver powerful blows and even create wounds. If desired, Yurei can condense every hailstone into one massive, 100-foot hailstone to turn it into either a massive attack, or a very sturdy defensive maneuver. Regardless, only one wave of hailstones may be done per post, and if done consecutively for three posts, then a cool down of the three turns incurs as well. The use of this technique creates a weather boon.
IIII. Racial Abilities
» Great Spiritual Energy: From the very start, it was evident that Yurei possessed rather copious amounts of spiritual energy. It first became noticeable when souls started gravitating to her to talk and for help. Things became far clearer when even Hollows were constantly drawn to her location, and Shinigami too in order to secure the area. With time, she managed to fine tune her energy somewhat to be of use to those in need. But it wasn’t until her true involvement and training with the Gotei that it started to come into a place of its own. The hefty levels of energy she possessed, are now far more tamed and controlled thanks to the continuous instructions she receives in Soul Society. Nonetheless, Yurei possesses so much that even under her most calculated efforts to control it, it still spreads out wild and angry like a storm.
V. Zanjutsu & Hakuda
» Zanjutsu: Among all her skills, the art of the blade is quite easily her most aptly refined. From a very early age she took to practicing Kendo at her school. Yurei found that not only did she enjoy it, but that she possessed a natural skill for it. In due time, she even managed to win several competitions within her prefecture among girls her own age. Even as she started taking on the Hollows that appeared on her town, her main weapon in combat was the wooden bokken she possessed. Despite her other skills, she felt she was faster and far ready in an altercation with a blade by her side. As she joined the Gotei, the girl was able to push her skills to completely new heights. By training with individuals who specialized in the blade, and who had done it for several lifetimes longer than she had, Yurei truly came into a class of her own. She managed to learn far more than she thought she would have on Earth. And it wasn’t just about the right techniques for attacking and blocking though. She learned better stances, proper breathing, and an overall efficacy and power that translates well into battle. Needless to say, she’s a dangerous and formidable opponent with a blade, and should be approached on that regard with extreme caution.
Djem So: After learning of different styles and forms from her mentors, Yurie piled it all together and molded it to her liking. With several aspects from one style or another, each of her forms possesses certain advantages and disadvantages over certain areas of combat, and Djem So is no exception. It focuses on a combination of blocks and parries, while maintaining a proper defensive stance against ranged and melee attacks. Defensive maneuvers rapidly transition into an attack. Unlike some of her other styles and strategies, when using this form, there’s no care taken in using grace or allowing the opponent to essentially defeat itself. Great focus is placed on brute strength and raw power with powerful strikes and parries, as they transition into swift counterattacks. The girl simply continues on, using powerful blade combinations to overwhelm and overpower her opponents.
Vaapad: An extremely vicious style of combat Yurei uses only against the most heinous of opponents. This is something that’s not to be used against a friend, but only when the situation truly requires it. Although the form may seem chaotic and erratic to the untrained eye, its heavy focus on offense and its potential benefit in combat leave no doubt as to its usefulness. The unorthodox and largely unpredictable order of strikes and movements typically allow her to close in and strike at an opponent where and when they least expect it. The main reason as to why Yurie reserves it primarily for use against darker and more evil entities however is because of how it operates. She essentially accepts the fury of the opponent, allowing that feeling to circulate and flow through her. However, because of the amount of rage, fury, and pure murderous intent present in the technique, the woman has to make a very conscious effort to remain as focused as possible. Despite appearances hinting at the rather erratic and unpolished movements, the girl is actually exerting great control over herself even then. Vaapad is more than just a sword style, it's a state of mind that allows her to fight at the full extent of her sword wielding skill.
- Spoiler:
- TechniquesMaximum of four blade boons allowed per post
Blade Boom: By swing either one or more blades at her opponent, a peculiar slash of wind is created. The wind slash is simply created by the speed and the force behind her swing. Altering the wing surge on the spot with her wind ability gives rather useful properties. If the wind slash attack connects, then the opponent is likely to be stunned due to nature of the sudden impact, though just momentarily. The remainder of the attacks from the technique come within a fraction of a second, in the form of a sword slash to the upper thigh and the opposite shoulder, and a powerful kick that sends them several meters away as they come back to themselves. The use of this technique grants Yurei one “blade boon.”
Whirlwind Barrage: By turning her body and spinning almost like a top, Yurei drives her swords in that same spinning fashion at extremely fast speeds. In doing so, she’s able to exert control over the change in wind her movement creates, making her go even faster. The momentum she possesses plus the potential force of impact given her strength is typically enough to destroy most solid objects and push back or unbalance some of the most formidable and durable of foes. Otherwise the attack is likely to completely push back and sent flying most opponents for several dozen meters if they had the time to block. Otherwise, the strength of the chainsaw-like movement, along with the speed and the enhancement from her wind can certainly take off a limb from opponents without a physical mean to stop it (i.e. blut or hierro). For those that do, if they’re hit, they would simply see a somewhat deep cut that likely bleeds profusely. The potential damage however is only in the chance the opponent is hit/cut. Alternatively, for the few moments the technique is displayed, the rapid movements in such a spinning fashion are able to stop and parry physical attacks so long as their pertinent attack’s mastery (zanjutsu or Hakuda) isn’t higher than Yurei’s own zanjutsu mastery. As for energy attacks, she’s only able to do the same against blasts from opponent’s whose tier do not exceed hers. However, she can consume three or five “blade boons” to make it effective against energy blasts from opponents one or two tiers higher than hers respectively. The use of this technique grants Yurei one “blade boon.”
Blinding Strike: The woman uses her temperature manipulation to skyrocket the surface temperature of her blades. They become hot enough to even show a certain degree of red throughout the body of the blade. Of course, this is done carefully as to not make it hot enough to be a detriment to it. At the same time, her own temperature manipulation maintains the surface of her skin and her clothes unhindered by its effects. Regardless, the technique starts off with a solid swing from one or more of her blades. The blades will try and hit either the opponent’s weapons. However, Yurei may also simply choose to hit two of her swords together. However, for the latter, seeing as it doesn’t require the opponent, the girl has to make sure she’s within four feet of them. In either case, a successful clash against the opponent’s weapons, or if she makes her own clash within that certain proximity, would trigger the rest of the technique. The clash would expel a lot of that heat, which is then forced into the opponent’s eyes through the use of her wind ability and the force of the attack. If either clash is successfully done as stated prior, then the opponent would be blinded for an additional post, and with extremely blurry vision for the second one. By the third post their vision should return to normal. A great healing ability may be able to halve the effects, creating blindness only for the current post, and simply having an extremely blurry and impaired eyesight for the following turn. The use of this technique grants Yurei one “blade boon.”
Surprise Hurricane: By jumping lightly and swinging her body in a spiral, Yurei comes down with one ore more blades to try and deliver an extremely powerful swing. If it connects on its downward onslaught against an opponent’s weapon, it can create a crater of approximately a dozen meters. If it however manages to connect with their body, its evident that unless they possess the means to try and take such a blow, the injury, potential blood loss and danger of such a technique is rather significant. The technique has a secondary function however in how it deals with energy attacks. By using her sheer strength and the power and skill behind her blades, Yurei is essentially able to slice through and disperse some energy-based attacks or defenses in her wake. However, that aspect is rather limited through a number of factors as it checks the opponent’s tier against her own zanjutsu mastery. At a mastery of elite, she’s able to affect the energy attacks of opponents four tiers lower than her, three tiers lower at master, and two tiers lower at grandmaster. The use of this technique grants Yurei one “blade boon.”
Searing Strike: Yurei initiates the movement by swinging one or more blades towards the opponent. Her weapon is infused with her temperature manipulation to make it far hotter than an oven, a fire, or some even the temperatures at which some common sturdy metals melt at. It is of course safe enough to prevent the damage or melting of truly durable weapons such as those like a Shinigami or an Arrancar’s zanpakuto. The attack aims to hit either the weapon of the opponent or the hands and wrists of the later. If successful, either by traveling through the weapon or by striking the hands, the extremely high temperatures would have one of a number of effects. Typically, the temperature increase is so high and the rate at which it happens so exceedingly fast, that most would drop their weapons on the spot. However, those with a pain tolerance that either matches or exceeds her zanjutsu mastery are able to hold onto their weapon throughout the technique. Still, a resistance to pain has no effect on the outcome of persisting in holding something so exceedingly hot. As such, regardless of whether it’s the weapon or the hand that’s struck, if the opponent doesn’t drop their weapon and move away, it would result in painful blisters that cover the hand/s that held the weapon or in its absence, that which was struck.
The detailed effects that occur from being able to and choosing to keep a hold of the weapon relies on the comparison between the opponent’s durability mastery and Yurei’s zanjutsu mastery. Beginner: using the searing strike at a beginner’s level of zanjutsu is just as one would imagine, clumsy and inefficient. Its blow is certainly powerful be it in the temperature or it’s speed, department but it lacks a finesse to it. However, because it’s clumsy the depth of the burns is not as great as it could be. Adept: as one might expect, an adept zanjutsu user of searing strike is capable on controlling the soaring temperatures of this sword much better than they had been capable of doing before. Those that are hit by this are not assailed by blisters, but rather if they are beneath an adept durability, their skin will be burnt up to second degree burns, due to the user’s effectiveness of channeling the temperature downward. Advance: separating the novices from the practitioners of this art, the advanced level is a qualitative change that allows the temperatures to soar several hundred degrees beyond what they already could. Capable of causing adept durability users to experience third degree burns within moments. Elite: like advance separated the weak from the average, elite is the dividing line between the average and the experts. A user of this caliber has supreme control of the flux of heat on their blade. Those of advanced durability will feel intense heat and sustain severe burns from the flare of heat that this blade brings. Master: the top, those that have mastered the way of utilizing this technique for their sword-arts. Controlling their temperature range is second nature. They are capable of causing their sweltering inferno of a blade to scorch the air. Naturally as such, it makes it hard to deal with a blade like this. Opponents with an advanced durability will be dealt a heavy hand. Sustaining bone deep injuries from the blade while elite only will endure dangerous and blistering injuries from it. For those who match her zanjutsu mastery with their durability mastery, the results instead reflect those of a reddish looking burn, seemingly raw to the naked eye, and with a number of blisters present. The use of this technique grants Yurei one “blade boon.”
Bladed Onslaught: The girl starts swinging wildly but with some level of control, either with one though most often with at least two blades. When using only one, Yurei makes sure to alternate the powerful and quick strikes, with just as powerful and quick defensive stances. When using two, though both of them are placed on the attack, one of the two will try to assume a more recurrent defensive role while the other attempts to hammer down on the opponent. The use of this technique grants Yurei one “blade boon.”
Chaotic Slash: From a distance or up close, Yurei slashes with one or more of her blades in either a downward or upward motion. The slash is done quickly but with great finesse as it creates a massively powerful effect on the air itself from its force. Typically, the technique its used either to slash defenses and attacks in half, be it those made of energy or more naturally occurring objects. However, slashing and breaking through large and dense objects or powerful energy defenses or attacks isn’t quite that simple. In order to do so, Yurei’s zanjutsu mastery checks against the opponent’s reishi/kido/zakoa/release/etc [whatever mastery governs the technique being used] for the likeliness of the effect. At a zanjutsu mastery of advanced, she’s able to slice through effortlessly through natural constructs or energy-based attacks or defenses from opponents whose specific mastery [as shown above] is two masteries below Yurei's zanjutsu. At a mastery of elite, she’s only able to effect opponents one mastery below her zanjutsu, equivalent at master, and one higher at grandmaster. However, by consuming five blade boons, Yurei’s able to effect with her slash the attacks of opponents one mastery higher than she otherwise could at her current mastery. Cannot stack, so consuming 10 boons on this technique would have no added effect. The use of this technique grants Yurei one “blade boon.”
Empowered Swordsman: In one of the few ways she can consume her blade boons, Yurei uses it to further facilitate her combat abilities with her weapons. By consuming 15 blade boons, the girl is able to experience a sudden increase to her speed and her physical strength that’s roughly two times her amounts. Naturally, this reflects in Yurei being able to move and attack much faster, while delivering noticeably more powerful swings with her blades. As such, its not uncommon to see the level of destructiveness behind each of her swings to skyrocket during the technique, making it easier for her to deal with tough opponents and defenses, to try and come on top. Regardless the technique has a rather short duration of only four posts. And even then, the sheer number of boons needed to consume in order to activate it, and the limitations placed on how many kinds of boons can be acquired per turn, makes it an even more difficult technique to access once; let alone repeatedly in any recurrent fashion. The use of this technique grants Yurei one “blade boon.”
Mind of the Swordsman: Due to Yurei and her devotion to the blade, she has trained an extremely fortified mind. Sword arts, and mental control are typically synonymous with one another, and thus she boasts a high resistance against mind-altering states due to the training she has undergone throughout the years. This means that she has a high chance of resisting most kinds of mental abilities that are used to assail her. However, because her mental fortitude is so polished she is able to return to a state of “calm” which is as thanks to the years of training to sync the power and skill behind her blade swings, while tempering it with a still and focused calmness in her mind. Essentially, having trained with both handily has allowed her to temporarily improve the power and skill of her blade swings after focusing enough. Its no different from staying still and getting ready to deliver one strong blow to a dummy or a surface.
Call it being in the zone, or a state of hyper focus but, in this state, at beginner focus, her zanjutsu is bolstered by 20% for a post, at adept its 30% for two posts, advanced 40% for three, elite 50% for four posts, master 70% for five posts, and grandmaster 90% for five posts. Granted the secondary thing to consider is this is highly based off her focus mastery in order to raise her awareness and ability to perform better with her blade as opposed to rushing about. The tradeoff to this is that she can't simply access it at will. Yurei has to remain still, without moving an inch for a full post before being able to take advantage of this. Regardless of her mastery, a successful use would incur a three post cooldown. Creates one "blade boon".
Power Strike: A rather simple but dangerous technique that has Yurei raised either one or more of her blades, and swing them down with unyielding might. Unlike some of her other techniques, this one doesn’t rely on speed or agility but rather the sheer magnitude of the power behind her swings. The situational awareness before the strike, coupled with the control force behind the slash make this extremely powerful attack possess roughly three times the force to her swings than she otherwise would. But more importantly, the use of this technique earns her two blade boons, an incurs a two turn cooldown as well.
» Hakuda Techniques: The girl is pretty decent in her hand to hand combat. It wasn’t like the Shinigami to teach her in one area of combat and not the other. In the end, before she was fully accepted, officially, into their ranks, they made sure she understood each area and at least performed with some degree of skill. Granted, while Yurei can certainly kick ass against untrained or somewhat trained individuals in this category, her skill in hand to hand combat pales in comparison to her skill with the blade. As such, its more of something she does as a change of pace, or to try and confuse the opponent. And while she indeed continues to work to be better at the skill, it takes an easy back seat to other areas she prioritizes far more, such as her use of the blade or kido.
VI. Kido & Flashstep
» Kido: Kido: The art is among her favorite ones, second only to the art of the sword. Her interest primarily stemmed out of how different and foreign it was to her. The curiosity and its usefulness in combat and protecting others, made it something she quickly became invested in. Although possessing a natural knack for learning, Yurei doesn’t currently know as many kido techniques as some of her peers. However, that isn’t indicative of a weakness or a flaw in her ability to use it. Instead, she followed a very rigorous process with for an art that she enjoys. She made sure to train and practice a few kido spells until she was not only decent but extremely skilled at their use. Once she managed to do that, she ventured into other far more difficult spells, and repeated the same. As such, though her kido repertoire isn’t as vast just yet, the control and efficiency she exerts over those she does know make her a formidable opponent with its use.
- Spoiler:
- Maximum of four boons per type per postHadō
Hadō #33. Sōkatsui (蒼火墜, Blue Fire)
Incantation: "Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Truth and temperance, upon this sinless wall of dreams unleash but slightly the wrath of your claws."
Description: Blue flames discharge from the palm. The practitioner aims the palm of their hand at their target and generates a torrent of blue energy before firing it at their target. The energy moves like a direct blast or a large wave of energy, depending on the amount of power which is placed into it.
Hadō #63. Raikōhō (雷吼炮, Thunder Roar Sear)
Incantation: "Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle!"
Description: Generating an orb of yellow lighting above the palm of his/her hand, the practitioner fires the built-up energy at his/her target as a massive concentration of energy which resembles a lightning strike. The effect has devastatingly destructive results.Misc. Kido
Millón Escudo (ミジョン・エスクド, Mijon Esukudo)
Incantation: N/A
Description: A light green hexagonal barrier which is normally fixed to one central area and, when inactive, remains highly difficult to see. Upon contact with an outside force, the barrier enlarges to fully protect whatever it is affixed to. The barrier keeps the attack away from the target, gathers the energy in one area, and momentarily absorbs the energy from the attack before forcing the attack outward and away from the shield, dispersing the attack altogether.
Kokan (交換 Exchange)
Incantation: Rain down from the heavens. Infuse my blade and become my might, infuse my soul and become my will.
Description: Upon use, Yurei will exhibit a light green energy glow that surrounds her person for just a moment before the glow stops. Through this technique, she’s able to exchange, convert, rearrange, or organize her weather, blade, and power boons. For instance, if she had one weather boon and three blade boons, using this technique would allow her to have either four weather or blade boons and none of the other, or simply have two boons of each. Essentially, she’s able to convert certain boon types into the other and organize them as she sees fit. Kokan can only be used once every five turns.
Waki Agaruchi (湧き上がる血 Boiling Blood)
Incantation: Feast on your sins and accept the punishment.
Description: The technique is a three-part kido that’s very specific in how it needs to begin, but with flexibility in its final rendition. If at any time or through any means blood from the opponent touches or smears one of her blades, reciting the incantation kicks off its effects. First the blood would boil and evaporate. If the blood didn’t stay on the blade, the area that was touched by it would simply give off a faint red hue and a soft smoke that vanishes quickly. More importantly, by using the incantation on the blood that is or was once present on the blade to form a temporary connection to the opponent. In essence, when Yurei willed it, it would be as though the open cut in the opponent’s body was being cut or stab into again. The wound doesn’t get larger though since there’s no real visible cut being made. But the pain is very real. It’s a psychological cut, not a real cut, but again, the pain is real. If there’s no wound, the pain would be present regardless. It feels as though the wound is being made all over again, dug deeper and trashed in and about. The threshold of pain induced simply keeps going up as she’s able to induce it further. Regardless, Yurei can only induce the painful sensations once a turn for maximum duration of three turns.
There are however means to negate the pain either for the most part or outright. Typically, opponents whose pain tolerance mastery is higher than Yurei’s kido mastery will be able to ignore its effects, whereas those who mastery match hers would simply have rather noticeably, painful, but tolerable pain. On the flipside those whose mastery is below hers would experience excruciating pain that stuns them for the remainder of the technique (which can be escaped from by having either a Kido/Strength mastery that's above her Kido mastery). The stun could also be compared to passing out, like sensory overload, where a high enough level of pain can cause an individual to pass out momentarily. However, the opponent is only passed for the short moment until the technique finishes. The remainder of the technique is delivered in a single motion made almost within a fraction of a second, though certainly not automatically. The blade glows and Yurei swings it at the opponent. The power of the blade combines with the massive strength she delivers in each of her swings. A deep red hued kido slash made to look like blood is then swung at the opponent. The power behind the crescent slash is evident as it pushes up against the foe, attempting to slam into the and cut across their body with great force. As expected, as soon as the technique ends, those affected by the temporary stun are no longer are. Although the ones affected are only those whose pain tolerance mastery is below her kido mastery, spending 8 boons of any kind would enable her to affect those whose mastery match hers. But to be able to affect those whose mastery exceeds hers, she would need to spend a whopping 12 boons.
Ha No Arashi (刃の嵐 Blade Storm)
Incantation: Look once and be stricken with fear, look twice and petrify.
Description: On command, something rather unnatural begins to manifest from Yurei’s body. Half a foot below her arms, to each side, a new pair of arms extends forth. Each of its hands holds on its grip a katana similar to hers. The kido doesn’t create an illusion, they are real limbs that extend from her person. Not only do they add more power to her combined swings, but it allows for different and unique opportunities to approach combat. The technique has a duration of about four posts, with a cool down of about three.
Sajingu-ha (サージング波 Surging Wave)
Incantation: Flow and grow.
Description: By running her fingers down one of her blades, a trail of wave like scratches are left on its wake. The energy then resonates and glows on the very same weapon before the light vanishes. In practice, the kido enables Yurei to earn double the amount of boons on her next technique which grants it. This technique, if used three times consecutively will incur a three post cooldown. But even the technique which benefits from this one will incur a two post cooldown as well.
Taninguburedo (ターニングブレード Turning Blade)
Incantation: N/A
Description: If using only one sword Yurei runs her fingers over the blade, whereas with more, she simply runs the blades over each other. Regardless, the sword is then thrown at the opponent, where it begins spinning dozen thousand times per second. Needless to say, getting hit by such a fast spinning zanpakuto would cause quite a lot of damage, and perhaps even take off a limb as well. Regardless, whether the opponent tries to dodge or block, the blade seems to have something else planned for itself. If the opponent tries to block the blade will vanish from where it was. And if they dodge, it would simply vanish from where its trajectory led it to. The point of the technique is to, in case connecting initially is not possible, then the sword would be made to materialize on the opposite direction on which it was thrown, typically right behind the opponent since its usually thrown right at them. The sword would then begin spinning just as fast as it travels in the same path, this time towards Yurei trying to slash apart what it could or couldn’t. The use of this post incurs a three post cooldown and it grants one blade boon upon use.
» Flash Step: Speed is to a swordsman as light is to a human. While not absolutely necessary, it brings out some of the best in them. As for Yurei, she knew it was imperative to make training in that department a necessity. Luckily for her and as expected, most of her zanjutsu tutors were extremely proficient in hoho. With time, she learned to move exceedingly fast, to the point that to some, it may have seemed as though she never moved until it was too late. More recently she learned how to use her skills to the extent of creating after images that can occasionally fool certain opponents. All in all, her skill is continuously fostered and made to grow as the means to assist her swordsmanship and make her a better substitute shinigami as a whole.
- Spoiler:
Droplet step: Yurei has a special variant of flash-step which is compromised off of the water that she uses. When she utilizes this flash-step she is capable of moving at high speeds like the name-sake of this ability suggests. However, that is where the similarity ends. The utilization of this skill grants a weather boon as well as at the point that she appears she conjures up high-speed droplets. These droplets shoot out like a scatter shot in the surrounding radius. Given it takes roughly a cero's worth of energy this water can either A) Be used scatter shot, or B) Can be used with the express purpose of augmenting a high velocity water art by 15% after it's being used for that lone attack only.
Misutobērudansu (Mist Veil Dance) A secondary variant of Flash-Step which has to do with the intrinsic ability to manipulate water into a gaseous state as well as influence temperature. Within a set distance of 500 meters, the realm becomes enshrouded in mist. Within this radius which is super-saturated with Yurei's own spirit-energy it becomes very similar to that of a domain. Granted because this superlative space is saturated with both her technique and her energy she is capable of moving inside of it at extremely high speeds when utilizing flash-step. This movement becomes 25% faster in this set region, as well as the reason for the namesake mist-veil dance. As she moves her speed coupled with the mirage like affect which can generate from the temperature interplaying with the steam will cause after-images to form. These images are hard to discern from the original due to the entirety of the region being covered evenly with her spirit energy. But alas, those whose focus mastery is equivalent to hers should be able to discern who she is after a post has elapsed, while those whose mastery exceeds her can likely make her out rather quickly.
Ike sukippusuteppu (Pond Skip Step) A third variant of flash-step which intrinsically is based off her ability to manipulate water into variant streams. Unlike what the name suggests the concept of this flash step is between compression of water as seen with her high velocity water arts, and her ability to use flash-step to cover large distances at once. Before utilization of this technique it is preferred to be near a large body of water, or to be in a raining environment. However, once used, the user will condense a massive volume of water onto the surface of their legs before vanishing into the flash-step. Upon exiting flash-step the user becomes capable of "Skipping" meaning instantly using a second 20% faster flash-step by using the water that was stored as a jet. This movement as well causes a flash-step which looks like it is skipping over a pond as the large volume of water typically expelled will exceed 100 meters in circumference, making a small pond under the after image which fades as soon as the user appears once more.
Reijingu ribā dansu (Raging River Dance) By far the most devastating flash-step that yurei has in her arsenal, this works off the compounding force that is present when the user is leaving and entering flash-step and the faint amount of water that cloaks them at all times. Like a sponge after entering and exiting flash-step the amount of force compounded increases by a moderate amount each time. For example if after the first flash-step the discharge force was equal to what was needed to shatter a boulder, the second could shatter a small house. In this manner the amount of force will compound until it reaches the 5th flash-step. At that point all the energy is released as the water surges forth like a raging river into the environment around her, causing massive amounts of damage, capable of removing medium to somewhat larger rocks from the ground, destroying small to medium sized homes, and cars that might be in its path.
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Re: Yurei Mizuhime [FINISHED]
Mon Jul 23, 2018 1:10 am
Yurei Mizuhime
Substitute Shinigami
Substitute Shinigami
I. Equipment & Phantom Tech
» Equipment
Substitute Shinigami Badge: Substitute Shinigami Badge: Instead of carrying with her a physical and tangible item, Yurei had the insignia placed on her as a form of seal, bound to her flesh. Although positioned around the underside of her left arm, the mark is typically unseen unless she purposely wills energy to the area to access its effects. The use of this modern rendition allows her to essentially change her person and nature to that of a soul without having to leave a lifeless body behind in need of caretaking. The badge also possesses a number of functions deemed useful and required by the Seireitei.
Wherever Yurei is, the badge acts as a form of GPS signal, feeding information on her location only to the Captain Commander. If any members of the Hollow or the Demon kind are in her vicinity (~ ¼ of a mile), then badge would glow and vibrate on her arm, making her aware of potential danger. The function doesn’t deal solely with energy but rather it resonates with the very essence of a soul. In doing so it’s able to bypass the measures meant to keep a racial nature hidden. However, during such cases, Yurei is unable to pick out the signature from a crowd. She’s simply able to recognize the potential threat, and roughly estimate how close it is from her person.
» Phantom Tech
Storm Protocol: Due to yurei’s high attunement with any storm-related variant ability. Yurei’s phantom-tech naturally has been made custom retrofitted perfectly for the storm maiden. Naturally a phantom tech which is tailor made to boost, hone and increase variation to her naturally occuring forte, storms, is going to be made very differently. Storm protocol in essence is a software that enhances the effectiveness of her storm powers in certain situations. These situations naturally are based on things such as climate, barometric pressure, and the level charge in the atmosphere around it. Below are the key aspects of the storm protocol.
Enhancement Of Storm-Related Abilities: Due to a phantom tech naturally being capable of bolstering computative analysis, it’s unsurprising that her storm protocol allows her techniques to be bolstered. By giving her the optimal conditions, variable as well as energy control calculations to better suit her ability she becomes capable of optimizing her techniques so that they will function to the best of their ability. This does not mean she gets some absurd boost, however when storm protocol is in use she gains a 20% increase due to taking out extraneous energy, over use, misuse, and all these other variables and honing her respect techniques until they are using everything they need as effectively as they can. This is to say it’s like a stock model car and a performance model car, they are technically the similar in some regards, but entirely different kinds of animals.
Not only that, but because it is enhancing the abilities themselves it takes in variables of the environment and allows them to be better utilized by the user. Things like electrical charge in the air, and dew-point are taken into consideration and even siphoned slightly to bolster the techniques that she uses. This is how there is the 20% increase beyond merely just honing in and optimizing the technique it is bolstering it by pre-existing energy/ foreign matter that is found in the environment around her. Granted, this also means that if someone was to somehow manage to stop this ongoing process the effectiveness of her attack bolstering would drop to 10% because of the fact that, half of it approximately is due to optimization, and the other half is due to the naturally occuring energy that is being siphoned.
Now, of course because it is bolstering her technique capacity there is a downside to it. This downside is that because it is optimizing everything this storm protocol is also putting the body under extreme duress. Forcing her to maintain every variable needed to enhance her attacks to perfection naturally means the body is at a state of elevated awareness, and elevated physicality for the period of time that storm protocol is active. This means that the body is working at max, or close to max potential, as one might imagine this isn’t something that can be maintained indefinitely. Thus, storm protocol is usable for a maximum period of 8 turns before Yurei is extremely winded/fatigued; usable once per thread.
Enhancement Of Physical Capacity: Now, as touched upon before, Storm Protocol requires everything to be running at it’s optimal state. Now this also means that reaction time, and more importantly mental deduction see bolstering as well. This means that the user is capable of reacting 20% faster to attacks in comparison to what they previously were. Granted this is logically over-extending the user, and thus just like with her enhancement of her storm-related abilities this also garners fatigue. See the turn ratio to cooldown /fatigue in the enhancement of storm related abilities section. If the effects of this technique are used in combination with the above, then the eight post duration is reduced to five.
Storm Manipulation: A slightly less prominent aspect of her storm protocol is that it allows her to at some extent manipulate and generate storms. That is to say through some very long and complicated multi-variant equations she is able to dictate and utilize her energy to influence the electronic, barometric and to a certain extent temperature levels surrounding her. This means naturally Yurei is capable of generating conditions which are perfect for storm formation. Granted this ability since it’s using variables to influence the environment rather than like a nature user (like maybe the irasmasha of storms) which of course means that she is not controlling the environment she is influencing factors naturally available which in turn affect the environment around her. Think of it more like she’s changing key components and those components then in turn cause the shifting out an outcome. In this case the shifting of components can cause a sunny, normal day, to turn into a raging thunderstorm.
This is important because yurei is capable as touched upon in how she bolsters her storm natured abilities--which means she can borrow from the environment around her. Therefor by generating a storm she to a certain extent is capable of siphoning from the storm she has generated to decrease or increase the potency of her attacks. That is to say for example her high velocity water-arts she could effectively increase density by five feet on each master level. I.e Beginner would be 15, adept, 30, advanced, 45, and so on. Meaning just for that ability there is a drastic increase in potency. With other abilities they don’t see quite the dramatic increase as her sword-style does but all abilities have a marked increase in functionality, and more importantly so long as she had manipulated and generated this storm is reduces energy consumption by 5%. This means that every attack takes only 95% of the energy it normally would.
Granted this isn’t terribly magnificent in terms of boosts but, the key thing here is that free-floating water to an extent is one of the mutli-varient factors along with electricity that she is capable of manipulating. That is to say, she is entirely capable of manipulating the water that is in the storm, and using it free-form. This doesn’t mean she can create constructs from the water, but she can use it to add on to her attacks.
Drawbacks: As touched upon, this technique is highly straining. It can be used for 8 consecutive turns before it requires cooldown. Not only that, but the ability itself is almost entirely dictated off of the environment around them. Place yurei in a place that has none of the factos that this looks for, then she will not be capable of using the ability to its utmost potential. More importantly, the technique has a wait/hold time of one post, meaning she needs to wait an additional post after using it before seeing any actual effects. And on top of that, she cannot divert energy into an energy technique during that wait time.
VII. Sealed Powers Of A Substitute Shinigami
» Zanpakutô Name: Arashi no Okoku (嵐の王国 Storm Kingdom)
» Zanpakutô picture description: Yurei's sealed zanpakuto takes on the form of an odachi, which as expected is rather large. Despite her best efforts to control her energy, it simply manifests as far too wild and strong which is noted in the relatively long size of her blade. As for her zanpakuto spirits she has two of them, which together form the Storm Kingdom. Ironically enough, the look of her zanpakuto spirits greatly resemble that of her mother and father. Its a little known fact which led her to learning its name faster, since it was a way to feel closer to her parents. Her zanpakuto spirits even act as her real parents too, being both loving and firm, supporting yet difficult, and a lot more. Needless to say, Yurei has a wonderful relationship with them.
» Inner World Description: Her inner world resembles a city similar to those of ancient Japan. All the housing in the background is empty however, save for both of her zanpakuto spirits and herself. In a sort of plaza, a large number of cherry blossom trees bring beauty to the area from the dim lightning of a dark world with no sun, but rather a moon. The plaza ends in a very simple sort of shore, where empty open waters look out and extend farther than the eyes can see. It seems as though every possible meteorological phenomena, both the positive and the negatives can and do happen in this world, though which is up to Yurei's control.
Zanpakutô Appearance
» Sealed Zanpakutô Look
Typically, in her Substitute Shinigami form, Yurei's zanpakuto takes on the look of an odachi with a flower petal design on the tsuba. It stands in contrast to the more icicle or hail like design of her extra blade on her Shikai, mainly as a form of dissonance that make sense with the theme of her overall weather powers. However, when in her Human form, her zanpakuto is typically disguised as a wooden bokken. The bokken itself is used as a weapon, being as durable and strong as any other zanpakuto despite lacking the inherent sharpness. If required however, the bokken can be changed at will into the sealed form of her odachi. Bare in mind however that all of her zanpakuto abilities of Shikai are locked behind her substitute shinigami form. Whether its the bokken or the odachi form that are being used in Human form, they can only be used as a weapon would in the real world for an ordinary person.
» Sealed Zanpakutô Power
Dawn Strike: On command, Yurei is able to swing her blade and create powerful energy slashes on her vicinity. The slashes combine the astonishing level of strength she commands and the heft of the energy she exudes. The crescent slashes may hit as they are, creating rather powerful damage on their wake, though that’s not their limit. If desired, she needs only to will the energy to contort at a moment’s notice. By doing so it either attempts to wrap the attack around the opponent or turn into a dangerous energy whirlwind much larger than her. Regardless of which of the three choices she chooses, the attack maintains the sharp and powerful energy which makes it a dangerous asset in her arsenal.
VIII. Shikai
» Shikai Release Phrase: Open your gates, Storm Kingdom
» Shikai Appearance: Her appearance remains unchanged, though she gains a second blade in the form of a katana.
» Shikai Abilities
Name: Arashi no Okoku (嵐の王国 Storm Kingdom)
Description: Yurei’s zanpakuto rules over meteorological phenomena, particularly storms. Bear in mind however, that the power and extent of her zanpakuto abilities are not too different from her natural ones. Her Shikai cannot create an ocean or manipulate large bodies of water with it. She cannot cast lightning bolts into her hands or fill a field with electrical current without rhyme or reason. All of her powers revolve around the creation and control of storms as meteorological phenomena. The peculiarities of the elements or abilities involved within them allow Yurei to use them, but it doesn’t mean she has automatic control over all elements related to it. For instance, while she may be able to attack with a lightning bolt from one of her thunderstorms, it doesn’t mean she can create or control lightning in its absence, or even conjure and manipulate electrical currents outright. Typically, most of her Shikai techniques create a “power boon” upon use.
- Spoiler:
- Maximum of four power boons allowed per post
Thunderstorm: As the name implies, the technique deals with the creation and control of thunderstorms. Although the zanpakuto allows Yurei the ability to control present and naturally occurring thunderstorms, her area of effect is typically limited to the thunderstorms she creates. That being said, she cannot wrestle water or lightning away from an opponent who uses either. After all, neither her ability nor the technique revolves around the complete and total control over either. Instead, it’s the elements present in and because of her technique that allow her to bend them to her will. Of course, it also stands to reason that the elements created and manipulated through her technique cannot be wrestled from her either, seeing as it originates from her zanpakuto unique power set.
In any case, the technique whips up several thunderstorms into the sky that darken the area to very noticeable degrees. The area which they cover can range up to a maximum radius of 250 meters from wherever she stands. Although rain can be present, it doesn’t necessarily have to. When it does, the droplets of water, being made essentially from her own energy, act as a form of sensor, allowing her to catch onto sudden movement, noises, or increases in energy that could otherwise have been beyond her knowledge. From those clouds, Yurei is able to will powerful thunderbolts to rain down on her opponents. The power and range of the bolts of lightning are dependent on how many she creates at a time. For instance, the girl is capable of creating up to a maximum of five lightning bolts at once. However, due to the number, despite being exceedingly fast to the point of outclassing almost everything she has at her disposal, the electrifying blasts can only reach a maximum distance of about 50 meters. And due to their number, their destructive power is seen when each of the five is more than capable of destroying a medium to large building.
On the other hand, for each thunderbolt less she fires, the maximum range they can reach is extended by 50 meters. That means that if she were to fire only two thunderbolt, the maximum range would be of about 200 meters. The same is true for their speed and their destructive power. Even with the unreal speed they already possess, the less thunderbolts she fires, the faster the remaining ones become. That means that firing one or two would create such a fast speeds as to completely outclass the speeds possible when firing all five. The destruction seems to scale inversely proportional to the number of lightning bolts fired. Firing four lightning bolts causes enough destruction to destroy a few houses and crater the ground for about half a dozen meters across. Firing three would likely destroy a good portion of a city block with twice the previous crater size. Firing two would see a a city block largely destroyed, with only pieces of the former’s housing lying about. A single blast might be powerful enough to electrify an area as it destroys solid material, from concrete to hardened steals in its destructive onslaught. A sizable portion of a few blocks is likely left in ruins, with a crater large enough to create a sizable sinkhole. The technique can only be used once a post, and for how long and with what cool down, if any, is entirely dependent on how it’s used. Firing a total of 5/4/3/2/1 bolts on the post incurs a 2/3/4/5/6 post cooldown respectively. However, by consuming five power boons, she may be able to reduce the cool down of by one post (does not stack with extra boons for more reduction). P.S. The technique may be started for the purpose of simply darkening the sky with the clouds, which don’t necessarily have a time limit or a cool down so long as the defining delivery of the technique aren’t being used. The use of this technique earns Yurei a “power boon.”
Bolt One: A singular lightning bolt is fired from the skies and over Yurei. It doesn’t have the destructive power that some of her other similar techniques do but it’s pretty useful nonetheless. The electrical bolt zips throughout her body, electrifying her in such a positive way that completely revs ups her motor skills and reaction time. It essentially allows her to experience an increase to her speed that is roughly double what it once was. This technique does not stack with other similar techniques meant to increase her speed. Regardless, the effects only last for a maximum of four posts, at which point she incurs a cool down of about three posts. By consuming two power boons however, she’s able to reduce the cool down to two posts, and to one post if consuming four power boons.
Bolt Two: Through a similar process, a singular lightning bolt rains down over Yurei, making itself noticeable specially over her blades. The electricity is essentially her own unique energy as it takes on the attributes and functions known to such an element. The technique is a sort of two-step operation. As the bolt continues to course throughout her body, the girl will lunge in an attack to try and hit or slash at her opponent. If the foe is hit by her or her blade, then they’re likely to be temporarily stunned, as their muscles lock up, but only for the remaining of the technique. The remainder of the technique is delivered quickly in what seems like a fraction of a second [not automatically] in the form of a strong diagonal downward sword slash on the torso (from shoulder down), and a powerful kick that sends the opponent flying several dozen meters. A full successful use of Bolt Two would cause the electrical current to disappear, though an interrupted or uncompleted technique will leave the electrical current and its effects over Yurei’s weapons for about three posts. Consuming two power boons will extend the duration of the unused or uncompleted technique’s electrical current to five posts. The use of this technique grants Yurei one power boon.
Tsunami: As one might expect due to its namesake, it's a powerful technique. Upon use, surrounding her (front and back), a colossal wave fires out towards her opponent or their attacks/defenses. If the wave is made behind her, it simply moves through her without causing her damage due to their energy connection. The water however is far more powerful than even its appearance could suggest, dense, powerfully turbulent flows exist within the water; which is why it doesn’t come as a surprise when the technique destroys large swathes of land around them. With such a high density and the pressure its waves carry, its capable of causing quite a lot of large scale destruction. The magnitude and range of the wave is dependent on her tier. At tier 2, the wave can reach a maximum height of about 500 meters in height and width and cause its strongest damage for up to a mile. At tier one the height and width of the wave increase to 1,000 meters and the damage range up to two miles. And at tier 0, the height and width of the wave can reach up to a mile, and its strongest destructive range up to five miles. It crashes into and uproots trees, completely obliterates concrete housing and even rather strong foothills. Given the sheer magnitude of this technique, its limited to just once a thread.
The Flood: Despite its name, the technique isn’t as easily described by its title. By allowing rain to continuously fall from up above for the duration of the technique, Yurei gains control over it. The rain, it's essentially her energy as it looks as rain would thanks to the power of her zanpakuto. The rain however is made to be far denser and its nature modified so its far sharper as well. Regardless of how far her storm clouds, if any extend, and regardless of how far her rainfall reaches, the extent at which The Flood is useful is limited to 100 meters. However, bear in mind that each raindrop is extremely small, with Yurie’s being somewhat average at a diameter of about 2 millimeters. This special rain falls for a maximum of three posts, with each turn creating roughly about 2 million drops of rain within its 100 meter range; a far cry from what a normal rainstorm would produce within that distance in such a short amount of time. But of course, it makes sense Yurie is unable to make the more sensible number of raindrops that should easily double what she can manage, since despite their size they’re still related to her powers. Each raindrop can be extremely small blades used to either attack or defend. For instance, they can be fired in large numbers in a sort of column to try and deliver concussive and slashing blows to the enemy. At the same time they may be rotated together to provide a powerful means of defense or deterring an advanced. Also, if she were to use her swords or her hands to guide them, the attacks are bound to move roughly two times faster. And while their numbers can make their attacks quite dangerous, each of them individually can only make rather shallows incisions without the help of the rest. Once the three posts have elapsed, the 6 million raindrops will vanish from the field. And due to the magnitude of the technique, this is a one use only.
Frozen Barrier: By influencing her surroundings and allowing hail to fall on her vicinity, Yurei is able to freeze together for a form of defense. Wether to her front, back, or all around her, the hail is quickly piled together to create one of her most sturdy defensive techniques. The technique is primarily meant to ward off powerful attacks of natures the likes of which she may not choose to face up to directly. As for the forms, it can take either the form of a really thick sheet of ice, an ice box, or an igloo. How sturdy the defense is and how capable it is against different level of attacks however is decided based on on her tier, the opponent’s, and how many boons she’s willing to consume. Typically, without taking boons into account, Frozen Barrier is able to ward off against attacks from opponents three tiers lower than her without problem. However, against opponent’s whose tier matches hers, the barrier along with the attack would be destroyed in the process. And while the latter does seem like a beneficial outcome for the girl, the cooldown of four posts caused after every use of the technique make it something not to be wasted or likely to be overused. However, by consuming 8 boons, Yurei is able to increase the power of the technique, enabling it to easily tank a powerful attack from an opponent whose tier does not exceed her own. Beyond that, choosing to consume 12 boons makes it possible to do the same against an opponent a tier above hers. But, choosing to do the latter also increases the technique’s cooldown from 4 to 5 turns.
Electric Load: By projecting a powerful thunderbolt from above, Yurie makes it hit her Weather Ghost, Casper the white blob. The electrical shock doesn’t cause it or her damage, but it has a very interesting and useful effect on it. The technique needs the blob to be in its liquid state for it to work. Upon impact, the inside and outside of the blob becomes completely electrified in a unique energy commanded by the girl. Her companion is then sent off to pursue and try to hit her intended target. At any time, just as the blob can do normally, Yurie can command it to shrink to just 1 centimeter in diameter, or increase up to 50 meters in diameter. If any part of the blob connects with the opponent, then beyond the concussive damage, its effects on top of the surging electric-like energy would cause them to be potentially stunned but only for the remainder of the technique.
The remainder of the technique is delivered right away in just what seems to be quarter of a second [though certainly not automatic] in the form of a powerful blast of water surrounded by electricity. The powerful blast would hit the opponent straight on and send them flying several dozen meters away causing a limb to lock up and be unusable for two posts following its effects. Bear in mind the potential stun [assuming it happened] isn’t through a form of muscle lock up, but rather through a concussive plus huge surge in electricity. Due to the peculiarities as to how often and the process required to revisit a liquid form in the blob, it's a technique that can’t be used too frequently. Technique creates one boon.
High velocity Water Arts: Yurie has superb control over her water techniques when it comes to what she can manipulate and use for a blade. This technique branches off the concept of velocity. Given water when moved at high enough speeds gains the power to just about cut through anything, it isn’t surprising by using this art, shooting out water at extremely high speeds, she becomes capable of cutting through objects depending on her zanjutsu mastery in relation to her opponent’s tier. Now as briefly touched upon before, this functions off the concept of velocity and applies that to her blade. To an extent it’s physics, taking the concept that makes being hit by a power washer dangerous and then increasing that well over two hundred-fold. However, other than the concept of velocity + water = extremely power penetrative/cutting force, that is where the relation between physics and this ability part ways.
Given the ability functions almost entirely off of her sword arts, the water (unsurprisingly) is used in very small, very dense streams. This water takes, for all intents and purposes, streams about 10-foot pillars of water in diameter and condenses it to this tiny half foot tall, half an inch-wide blade of water. Naturally because the water itself is so dense, it means that the water, while circulating at the extreme velocity around the blade, allows for great devastation to its surroundings. At the lower end of the spectrum is able to cut through most metals, steels, and even to an extent, harder variants of gemstone. This is its base line.
However, because this ability is linked intrinsically with her zanjutsu mastery, this blade of water is simply brute-force without being utilized by a steadied hand. This means in the hands of a beginner this blade may as well be moving about clumsily, but in the hands of an almighty expert, this water could easily become a tool of absolute devastation to its surroundings being able to carve up even the hardest of objects. Now, this technique scales in two ways. The two ways are Control & Utilization and Cutting Force versus Tier.
Control and Utilization
As the name suggests the control of the blade, and to an extent the density and amount of blades is entirely based off of her zanjutsu skill, as described below.
Beginner Beginners can only do what was outlined in the technique as a baseline. As well, they are only able to control a single blade and even then, the potency of the blade is perhaps being utilized to a 5th of it’s true potential. Think of it like giving a toddler the families treasure sword that has been sharpened to a deadly edge. The kid certainly can-do damage with it, it’s sharp, duh. However, it’s not going to be on par with a grandmaster wielding the blade. That is an apt example of the intrinsic deficit that a beginner practitioner of this art will have.
Adept: If a beginner is a baby wielding a treasure sword, an adept is a toddler flailing that blade around. They still can’t use the technique to its full potential. Granted yes, they will be capable of causing more damage than our flailing beginner friend, but that's about as much better as it gets. At beginner feats such as slashing concrete, penetrating small steel objects are quite easily done based on the speed, velocity, and power of the water, not so much variation and control. In adept, a slight amount of variation can be seen. The user is capable of using up 20 feet in diameter stream of water. This means for all intents and purposes the density has doubled. More density + velocity = more cutting/penetrative force. Naturally this fact makes it so that, if beginners can cut through weak [3-4-inch-thick] plates of steel, we are looking at more like 6-8 inches of steel, or 3-4 inches of titanium. That’s a good reference of the capacity of an adept user.
Advanced: Advanced is like the little kid who has practiced for 3-4 years. They are pretty good at handling the blade, but it’s all repetition and not intuition, that is a good depiction of and advanced zanjutsu practitioner using High Velocity Water Arts. They are capable of manipulating the blade surrounding their own, increasing the distance from 40 feet to around 100 feet in terms of the size of the streams or (blades) of water that are being manipulated and condensed into its shape. As well as at this point our practitioner can manipulate up to two blades. Each blade has within it roughly a 30 foot in diameter condensed steam of water. Naturally this means at this point it’s not hard so long as our practitioner is of 2 tier for them to eviscerate through metals, be it titanium, steel, reinforced steel. All of these things can be simply hacked through, not quite easily as butter, but maybe more like cutting through a carrot with a recently sharpened knife. There will be resistance but it will not be that much. Advanced practitioners also can bring out about 60% of the full potential of this technique.
Advanced skill: Water Spout: At this point the user becomes capable of manipulating the streams of water to pull them into a high-velocity funnel. Rotating at high speeds this technique is capable of ripping through most known constructs as well as grind away at an opponent. Given this isn’t a true-blue technique and is rather a skill, it predominately bases it’s power off of the zanjutsu scaling that are outlined. However, because of the rotating factor in this ability it is capable of grinding through most objects durability that is on par with her zanjutsu skill. This is because her zanjutsu skill is the determining factor for both the density and the power of her blades. Logically this means that she can absolutely devastate those who have a significant durability gap in relation to her zanjutsu mastery.
Elite: A true expert would be of this level. They are near-masterful at handling the streams and blades of water and it’s more intuitive or reflex than simply because of constant repetition. At this point a practitioner is capable of manipulating up to three blades and each one will be of around a 40 foot in diameter, condensed into the previously mentioned dimensions. This means in comparison to beginner, the blades are not only 3x as numerous they are 4x as dense. This of course means that these blades are capable of wide-spread destruction. Extending upwards of 200 feet condensed into her swords' blade shape, they are able to completely destroy metals, ripping them into fragments under the onslaught of thousands upon thousands of water-droplets being sliced through them at extremely high velocities. Naturally this means that at elite they are capable of cutting through most known constructs. As well due to the spiritual energy that saturates the droplets to improve density they may also be capable of cutting through spiritual constructs. A Elite-class practitioner of High Velocity Water Arts can cleave through barrier on par with a kido 50 with moderate difficulty.
Master: A pinnacle expert. Logically the skill level of master denotes mastery over a skill. This is the same with a zanjutsu mastery level practitioner of the high velocity water arts. These practitioners are capable of manipulating the trajectory of the blades that are present. This goes beyond the intuitive handling that is seen in expert practitioners, instead, it is more simply they are capable of controlling these blades like someone who is breathing or eating. You don’t really need to think about it, which is why there is a high versatility in the master level water-arts. Not to mention at this point the density of these water blades are absolutely monstrous. 50 feet in diameter condensed into the previously mentioned dimensions means that at the pinnacle of her skill she is capable of 5x the density of beginner. Not to mention she is capable of manipulating up to four blades simultaneously. These blades can be extended at will to have a distance of 300 feet her, as well as are capable of being thrown off as powerful, sharp, and crescent waves. Now, at this point gemstone like diamond is a possibility for this art to cut through. It is capable of slicing through even some of the hardest known objects in this realm. To put this in perspective a Master level zanjutsu user who practices the high velocity water arts can, with moderate difficulty, cleave through kido of a #70 level in just a few strikes.
Cutting Force Versus Tier:
Naturally the other factor than her control and utility is the checking of her zanjutsu mastery with her opponent’s durability mastery. Because unless there are abilities that scale durability based on tier, there isn’t a correlation with someone’s tier in relation to how much weaker this attack is, it’s entirely based off their durability. So, those that are of the same durability mastery as her zanjutsu will find that they sustain moderate injuries from blows inflicted. In that case, its capable of cleaving through defenses, hierro and other techniques over the course of 2-3 turns due to the constant erosion from the blade slash. Those of a higher mastery level than hers will sustain minor to moderate injuries and it takes 3-4 turns to cleave through defenses. At A lower skill level versus her zanjutsu mastery she becomes a nightmare, capable of cleaving through defenses in 1-2 turns [depending on other durability measures that have been put into place].
VIIII. Bankai
» Bankai Release Phrase: [What is your shinigami's release phrase?]
» Bankai Release Action: [Does your Shinigami do any physical action to release their Bankai? Feel free to remove this.]
» Bankai Appearance: [What does your Shinigami look like when released in their bankai?]
» Bankai Abilities: [What abilities does your Shinigami attain in Bankai?]
Coding BY: [THEFROST]
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Re: Yurei Mizuhime [FINISHED]
Mon Jul 23, 2018 1:14 am
Yurei Mizuhime
Substitute Shinigami
Substitute Shinigami
X. Skill Sheet
- Spoiler:
- 6-Tier: Allowed 2 Beginner, 2 Untrained.
5-Tier: Allowed 1 Trained, 2 Beginner, 1 Untrained.
4-Tier: Allowed 1 Adept, 2 Trained. 1 Beginner
3-Tier: Allowed 1 Experienced, 2 Adept, 1 Trained
2-Tier: Allowed 1 Advanced, 2 Experienced, 1 Adept
1-Tier: Allowed 1 Expert, 2 Advanced, 1 Experienced
0-5 Tier: Allowed 1 Elite, 2 Expert, 1 Advanced.
General Skills
- Durability: Elite/Advanced/Adept/Trained/Beginner/Untrained
- General Speed: Elite/Advanced/Adept/Beginner/Untrained
- Strength: Elite/Advanced/Adept/Beginner/Untrained
- Weapon Skill: Elite/Advanced/Adept/Beginner/Untrained
Shinigami Skills
- Hoho: Elite/Advanced/Adept/Beginner/Untrained
- Kidō: Elite/Advanced/Adept/Beginner/Untrained
- Zanjutsu: Elite/Advanced/Adept/Beginner/Untrained
- Hakuda: Elite/Advanced/Adept/Beginner/Untrained
Will Skills
- Willpower/Determination: Elite/Advanced/Adept/Beginner/Untrained
- Mental Deduction: Elite/Advanced/Adept/Beginner/Untrained
- Pain Endurance: Elite/Advanced//Adept/Beginner/Untrained
- Focus: Elite/Advanced/Adept/Beginner/Untrained
Coding BY: [THEFROST]
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Re: Yurei Mizuhime [FINISHED]
Mon Jul 23, 2018 1:15 am
Claiming this post for Cooking Spray.
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Re: Yurei Mizuhime [FINISHED]
Mon Jul 23, 2018 1:16 am
Finished [also claiming this post].
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Re: Yurei Mizuhime [FINISHED]
Mon Jul 23, 2018 1:23 am
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Re: Yurei Mizuhime [FINISHED]
Tue Jul 31, 2018 10:29 pm
[mod]Sadly archiving as creator has left the site[/mod]
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Re: Yurei Mizuhime [FINISHED]
Thu Jan 31, 2019 1:42 pm
[adm]Moving to unchecked, as this was never checked before the creator had left the site.[/adm]
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Re: Yurei Mizuhime [FINISHED]
Thu Feb 14, 2019 4:52 pm
[mod]
[/mod]
« Application Checklist »
- Name [X]
- Appropriate Age [X]
- Gender [X]
- Appearance Present [X]
- Appearance Picture is Visible [X]
- Appearance is Not Claimed [X]
- 10 sentences for personality [X]
- History is of appropriate length [X]
- Powers are not Godmod/Overpowered [X]
- Powers are described reasonably enough [X]
- Application/RP Sample is not in First Person [X]
- Skills are not filled in (Omit if a Hollow)[X]
- Willpower/Determination:Adept
- Mental Deduction: Advanced
- Focus: Adept
- Comments/Notes: Approved
- Tier: 2-5
[/mod]
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