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Imakuran
Imakuran
Seasoned Member
Joined : 2012-10-02
Posts : 1018
Age : 84

Member Info
Platinum Points:
Kamui Cruor [0-5] [Hazard Rank B] Left_bar_bleue227620/999999Kamui Cruor [0-5] [Hazard Rank B] Empty_bar_bleue  (227620/999999)
Tiers:

Kamui Cruor [0-5] [Hazard Rank B] Empty Kamui Cruor [0-5] [Hazard Rank B]

Fri Jun 28, 2019 10:50 pm
Coding In Template By:
[THEFROST]


The Deceit

Kamui Cruor
中空アーチャー


I. The Host's Basic Information

Disclaimer: This remake is into a Spiritual Human, so functionally the character will be using Reiatsu, however I'd like the references to still use the "Chi" terminology in deference to the character's history and lineage

» Name: Kamui Cruor
» Titles: Crown Prince of the North, αποστροφή/Apostrofí̱


» Biological Age: 21
» Chronological Age: 4 Years Human World/ 17 years Sugiura World
» Gender: Male
» Affiliation/Rank: Rogue
» Origin: Deceit


» Appearance:

Kamui Cruor [0-5] [Hazard Rank B] 8fGqvVI




_____________________________


Kamui Cruor [0-5] [Hazard Rank B] Image4365-1


» Personality:

Kamui Cruor [0-5] [Hazard Rank B] Rg3DXok

Kamui, very much like his father, is an excitable young man to put it mildly. He is constantly moving and constantly smiling in the sort of angry way that only he can quite pull off. He will joyously jump around at the slight provocation and enjoys occasionally having conversations upside down. Unlike his father however, who thoroughly enjoys coming off as more of a buffoon than anything else, Kamui’s “Sagumi-esque” habits tends to be far more pointed and far more severe, no one would mistake the young Cruor to be an idiot.

Behind the excitable man is an incredibly acute and analytical mind. You don’t get very far in the Warrior world by being an idiot. He has very developed problem solving skills and is capable of quite a bit intellectually. His mind is capable of calculating numerous mathematical scenarios in extraordinarily short fashion and can often apply this to a fight.

Despite his exuberant and frequently rather childish behavior, beneath it the man is rather collected and calm. He is hard-working and studious, these traits forming his mind into the picture perfect example of an intelligent individual. This intelligence blesses him with rational thought, understanding, and combat intelligence and ability and while he frequently plays the role of a buffoon, there is always a sort of dignified and intellectual air about him that, while perhaps not immediately evident

With that intelligence, Kamui has a tendency to use excessively complicated words, words many people shouldn’t comprehend, and even fewer that would utilize them fluently in passing speech. Whether it is to make him feel superior to others or simply because an asset that goes unused is worthless, even he does not know. Most likely it is a bit of both. This also leads to a terrible amount of sarcasm and condescension. For lack of a better word, Kamui is quite the jerk. He’s not the best party guest sufficed to say.

That remarkable intelligence has allowed him to fully master the enormous repertoire of jutsu that he has at his command, but it also has given him an ugly chip on his shoulder. In a lot of ways, Kamui feels he’s unstoppable and he is really only truly afraid of one being in our universe. The arrogance is a weakness that will most likely eventually be his undoing.

Stoic is the best word to describe the Crown Prince of the Cruor. The man has what seems to be a permanently bored yet excited look glued to his face. Very rarely does anyone witness emotion past this from the man. Even when fighting, a perpetually simplistically amused mask is donned. Gleaning any form of intent or emotion from Kamui is terribly difficult because of this demeanor.

The man’s voice is heard as often as varied expression is seen upon his face. The few times he does actually speak with any amount of sincerity and not just sardonic whining, and those really are few and far between, he limits himself to a few short words or sentences. He gets straight to the point of the matter. His voice is always terribly calmed, almost comforting.

In cavalier combat, Kamui is again very much his father’s son. He plays with his food, he pokes at his opponents rather than seriously giving them the time of day, and he will usually employ perverted tactics instead of serious warfare. In serious combat, the man is quite cold and calculating and has his strange half smile half scowl constantly etched on his face. It takes an extreme amount of shock to shake that mask. He prefers to handle situations up close and personal and in a relatively quick fashion, usually not wishing to overstay his welcome in any scenario. This leads him to occasionally rush things or not be fully prepared before entering a conflict. Usually, this is balanced out by an immense ability to adapt and evolve mid-conflict, but it has gotten him into trouble many times before.

Kamui also possess an intense sense of determination and perseverance. He is one of the few cases where “give up” does not reside in his repertoire. Even retreats are not truly admittances of defeat.Kamui is the kind of person that cannot stand to leave a job unfinished and will always, always come back to finish the job. It might not be right away, it might not being for a long time. The only certain thing is that as long as there is breath in his body, he will continue to pursue his objective.

Being capable has not gone without leaving its negative marks however. Kamui is good and he knows it, this gives him a chip on his shoulder that is far too big for his own good. He isn’t a terribly arrogant person. Kamui neither boasts his own accolades and abilities neither does he make a habit of demeaning the accomplishments of others, but Kamui often falls victim to overconfidence in both his family and his own abilities. This has also often landed him in troubling spots.

Kamui is also very loyal to and very proud of his family. Being one of very few who have extraordinary powers of his environment, Kamui has developed a strong sense of identity as a Cruor and will quickly respond with violence, threatened or otherwise, if his family name is brought under scrutiny or insult. Often times, among his peers, this turns out to be more comical than menacing, but enemies aren’t privy to the same leniency. With this, Kamui is relatively easy to goad if the buttons to push are known.

With his pride and loyalty to his family(sans Sagumi) comes his natural affinity for his home. The terrain and environment of his home is what he became particularly attached to and, like a fish when it is removed from water, the man's usual happy disposition turns to a miserable mass of anxiety and restlessness. Kamui has matured as he's grown and he is no longer a complete mess once removed from the snowy environment he loves, but the man is visibly unhappy about the situation to the trained eye.

Kamui Cruor [0-5] [Hazard Rank B] 35CgtBx

The above, while not necessarily a lie, is most definitely not the whole truth. Every good lie maintains a kernel of truth and Kamui is no exception. The boy’s true origin, that of deception, shines through in this facet greatly. Kamui willingly adopted many of his father’s mannerisms and techniques, but it was a means to an end, not his genuine disposition. In reality he hates everything that his father stands for. He hates the humans, he hates the Earth, he wholeheartedly believes in militant subjugation or, ideally, eradication of the species in which he shares their blood. His objectives are far different than the man’s who sired him and, to an extent, even the rest of his family.

Kamui is a very cunning individual and it was something he did inherit from his father, unlike his father however he uses this cunning for considerably more nefarious purposes. Kamui seeks destruction, he seeks deception, and he is no stranger to using every weapon at his disposal to reach his objectives. He is familiar with how to sway the opposite sex(another trick he picked up from his father) and how to play upon people’s desires with relative ease, even going so far as to fashion himself as a sort of modern day criminal mastermind, able to handle complex and wide reaching plans and conspiracies to further his agenda of destabilizing the powers on Earth.

There is also an underlying sadism to the boy. He thoroughly enjoys inflicting pain and distress on to others and with the abilities passed down by his mother, he has both the perfect fuel and justification to feed his perverse and twisted impulses. Having inherited, in some small part, his mother’s hunger, Kamui in part sees himself as a parasite upon society and unlike the stigma, does not see this as a reprehensible thing. He intends to suck the world dry to sate his own whims and approaches everything like a game, never truly understanding the impact of his choices or developing the empathy to understand the impact it must have on the world around him. In that light, despite his incredible body and mental capacity, he is still very much a child.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

However, Earth was not the kindest to Kamui and, in a lot of ways, forced the boy to grow up. When on Earth, Kamui experienced more loss than he ever thought he was capable of feeling and gained things he never expected to have to deal with:

While he had long dreamed of when he would inevitably kill his father, Kamui had never truly entertained the idea that anyone in his family could actually die...or even truly be hurt. Even while, objectively, understanding that he and his family were not immortal; Kamui had never once paid it any mind. No one really thinks about breathing until they can no longer draw breath. Izayoi’s injuries and rendered vegatative state have weighed very heavily on Kamui and have caused the ridiculously brazen and arrogant young man to sober up, if only a small bit. Partially this revelation came on the back of it being Kamui’s actions that rendered his brother a vegetable, despite their differences he did love the little idiot, but primarily it served as a painful reminder that they were not invincible simply by being who they were. They could fall, they could be beaten. Kamui developed caution, even when dealing with inferior beings, and this has caused him to come off as much more reserved and far less boastful than he would have been previously, if only outwardly.

While one growth had cause sobriety however, another had caused anger. Kamui has endured one set back after another on the back of a momentous win and repeated failures, he lost his brother, he lost his world, and now he was forced to rely on his father’s wretched abilities and artifacts to even begin encroaching upon what he was when he had his magic. Never in Kamui’s whole life had he felt such impotence. This has only increased Kamui’s sense of spite toward Earth and its creatures and his determination to scour it of the lesser beings. He had always been a determined person, but now he had become almost obsessive in his fervor to bring about that Sugiuran Golden Age, to reclaim their world using Earth as their vessel. For once desperate for something in his life.

The biggest change however is that Kamui now shares a body with his brother’s symbiote. While Kamui’s personality is considerably more compatible with Erebus than his excitable and good natured sibling, having a roommate in his own body and mind is a dramatically difficult thing for the fiercely independent and masked Kamui to handle. Erebus is now the sole being that Kamui cannot lie to, which is perpetually an infuriating concept for the “The Deceit” to handle. While Kamui appreciates maintaining the legacy of his world and the power that Erebus provides, he can’t help but feel that sharing his body with him entirely undermines the very purpose of Kamui’s being, which is a constant source of friction and irritation for Kamui, making him even more prone to violence and cruelty to compensate.




_____________________________


I. Character History


Kamui Cruor [0-5] [Hazard Rank B] Kamui.%28Gin.Tama%29.full.1865719

» Background:

Kamui was born in to prestige. There were very few births of more exalt than the child of Aceldama, Crown Princess of the Cruor and the Northern Kingdom and Sagumi Sumashuu, the Martial Arts Nigga. However, the circumstances of his birth were...unusual. While the boy was gestating inside Aceldama's womb. His mother went through a change. The dark world energies corrupted her body, fusing her with her Saca Dila and while, on the surface, that seemed all well and good for the Princess, the impact it had upon her son was not. Pregnancy is a tumultuous time period normally, even the slightest variation could impact the child. The woman completely changing while pregnant completely impacted young Kamui. His mind, any semblance of sanity he might have had, was gone from him. His mind fractured, his cognitive functions changed, the boy, already genetically endangered from a hereditary stand point, was now even further morphed. He was born physically healthy and every indication was that Kamui was born fully healthy, fully normal given the circumstances and as such, the Crown Prince of the Cruor came to be.

From an early age, perhaps from the circumstances of his birth and more likely because of his heritage, Kamui was a prodigy. By the age of five his father had begun extensively training him in his family's techniques. Kamui had quickly grasped the fundamentals of Fuuinjutsu, developing his father's Chi control and his martial abilities and by the age of eleven, Kamui had completely grasped the style of Wing Chun and his father's aptitude with Weapons. That was when his father left. Kamui was never really told why it happened. He didn't understand and his mother, loving as she was, did not exactly do a good job explaining it. As much as she missed his father however, this was the best time to raise him as "her" son. Sagumi wasn't exactly fond of Aceldama's predatory proclivities, but with him out of the picture, Acel could fully immerse her son in to her world.

Kamui Cruor [0-5] [Hazard Rank B] Kamui.%28Gin.Tama%29.full.1818438

The two made their first foray in to the human world, hunting. Kamui by this point was already considerably stronger than not only children his age, but the majority of the adult world as well. Stalking a helpless human and incapacitating him as his mother directed was not difficult. It was a girl, barely at maturity, that Kamui had isolated from the world and pinned to the wall, stuck there with his Fuuinjutsu. His mother, doting as always, showered him with praise. It didn't make sense to him, it was like stepping on an ant, but he wasn't going to turn away his mother's attention. That was when she took a bite out of the girl. He'd known how to eat of course, he'd made it to the age of eleven, but he never really considered the idea before. Was this girl food? His mother seemed to think so and the look on her face was strangely content, as if she hadn't been able to relax for months. She didn't go for a vital area, it wasn't to kill the girl. The boy's soft, bright eyes flickered back and forth between his mother and the girl. What had captured his attention most however was not the idea of eating someone, it was the screaming. The unearthly wail that escaped the young girl was intense. It was music that he had never heard before...and he was entranced. When she stepped aside to offer him access, motioning him to do as she did, Kamui jumped forward. He was eager not to sink his teeth in to anywhere necessary to the girl's survival. Not because he particularly cared about her life, but because he did not want that sweet, sweet music to end. Bite after bite, Kamui tore in to the young girl, ripping chunks of flesh off her arms and legs with a fervor that could only be equated to a wild animal, but with a tact that befitted only the cruelest of monsters. As soon as she managed to catch her breath from the prior unearthly scream, and had been given a chance to process the pain, Kamui struck again, ripping another flank off in his teeth each time.

Kamui had made it last an hour. He wasn't sure if his mother was concerned by the pace at which he went or if she wrote it off as him being new to it and taking it slow, but either way nothing came of it that day. His mother had completely consumed what was left of the girl, leaving no trace of their activity, and the two quickly retreated back to the Sugiura realm. Their feedings grew fewer and fewer, Kamui not fully embracing his mother's predatory proclivities, but they did not end altogether. They kept to human prisoners however, for the longest time, so as not to risk drawing the ire from his father, a fact that the boy was quickly growing to resent. It was around this time that Kamui was put in to the Magus Program for the Suigiura. To keep things succinct, he obviously excelled. Kamui was the single greatest Magus to be born in to this generation. He hit the ground running with his studies, going through lessons and techniques that would take even the most venerated master decades to grasp as if he were learning simple addition. Kamui was heralded quite early as the most remarkable magus prospect of his generation and possibly that the world had ever seen. The boy had mastered the greater bulk of all Sugiura magic by the age of fourteen and had begun delving in to his own particular brand of magical ability. Weaving and crafting an intricate array of abilities and developing his own form of Magecraft, the Cantus, at around this time. The boy's prodigal abilities were beginning to gain more and more traction and he had quickly become something of a celebrity across the Sugiura Realm. All were oblivious to his more predatory and nefarious tendencies as his mother and he continued to consume trespassers and the condemned from the human realm.

It was also during this time that Kamui began taking an overprotective, somewhat obsessive approach to dealing with his younger siblings. Particularly his youngest sister. Incest was not exactly uncommon amongst Sugiura, but Kamui's affections for his sister tended to take it to a whole other level. While he couldn't outwardly portray his psychosis to the world, needing to maintain his persona as the Saintly Prince of the North, Kamui did use his private time to psychologically abuse his younger sister. While sparing details, the majority of her trauma and crying behaviors find their roots in her brother's abusive tendencies as he used his youngest sister for many of his "experiments" They were all fruitful, of course, his magical abilities progressed leaps and bounds based on what he did to his sister. However, the behavior was to be exclusively his right. Any outward threats to his family, especially the aforementioned sister, were met with swift reprisal. Not in the way you might expect from the progeny of Sagumi however. He beat them down of course, ended the conflict with Martial Might like his father would. However afterward, his assailants would all mysteriously disappear to places unknown, murdered and tormented for Kamui's sick delight.

Kamui Cruor [0-5] [Hazard Rank B] Kamui.%28Gin.Tama%29.600.790888

Then Sagumi returned. Something that brought his mother and his siblings far more joy than he. He had grown to detest his father, feeling like he abandoned them and his mother. He knew, objectively, that time passed differently in the human world. To his father had been gone but a year, to Kamui however he'd been gone nearly a lifetime. It was such that when the Vanguard rose to prominence, he stepped forward to be the North and by proxy the whole of Sugiura's liason to the Vanguard. They were the protectors of the humans his father loved so much, immersing himself in their world seemed like the wisest way to seek revenge on his father, to break what he loved at the root. It was also the field test for Kamui. Could he infiltrate the human world as its friend and bring it to heel. He had a dangerous game to play and he was excited. That was where his story in this world begins, on his way to make contact with the Vanguard, to assimilate himself into their ranks, and to see what fun he could use them in this new, human, realm.

And fun he had in that human world. The infiltration went well. His position and the Vanguard’s general need to keep potentially powerful allies gave him enough autonomy to begin influencing the Vanguard behind the scene and, eventually, break it. If he was going to lead the Sugiuran World to conquer Earth, he needed to begin by shattering their greatest defenders...or at least their most populated ones. The first act was to get them fighting and wasn’t especially difficult to achieve. Earth in general was fractured, unharmonious. The Vanguard fought the Shadow Fall which fought the Monsuta which fought the Yuudeshis. They were never not trying to kill each other. The first domino to fall was the fight over Greenland. Very few things were more pointless to fight over but logic and sense certainly weren’t the priority there. It was a loss for the Vanguard and they were pushed to their base on the moon. Engaging Shadowfall just enough to keep up appearances, Kamui broke away from the battlefield to cut the Vanguard’s head off once and for all, by quite literally relieving Azure of his head. Using Azure’s power on the very base he called home, Kamui proceeded to shatter the Vanguard’s base and the accompanying satellite, intending to make it look like a move of desperation on Azure’s behalf. The Vanguard as it was had been destroyed.

He had struck the first win for his people, even if they did not know it. Unfortunately, the win would be rather short lived and had cost Kamui much. He was not expecting to find himself in a hospital on Earth immediately following the assassination of Azure and the destruction of the moon, but word had reached him that his idiot younger brother had joined the fighting on what he thought was his beloved brother’s side, fighting for the Vanguard as Kamui sought to undermine them...and was caught in the destruction of the Moon. His injuries fighting Shadowfall kept him from being able to survive the resulting destruction of the moon. Erebus shielded him for the descent to Earth and kept the young Sugiuran’s body as intact as could be hoped for, but as woefully inept at Sugiuran physiology as the doctors on Earth were, even they could tell that the boy’s brain was dead and his body was fading fast. They couldn’t figure out what it was, but Kamui knew. Izayoi couldn’t bear the burden of Erebus any longer, he was no longer strong enough to house the Sugiuran deity. Erebus would burn him from the inside out, he had to be taken from him. He knew the seal his father used, he knew how to reverse it...and as the doctor left the siblings alone, Kamui took Erebus from his little brother into himself. He would never be as compatible or have the potential Izayoi had with Erebus, but he couldn’t let his idiot brother die. He chose to become a symbiote in a body that was not made for it, he became what the Earthlings called a Ziamichi.

As Kamui filtered into the populace of Earth, getting used to sharing his body with another consciousness, to wait for the repercussions to settle, the unimaginable happened. To this day, Kamui still does not know what happened as the world continued to deteriorate. Factions pitted themselves against each other, new, untested lands rose to fill the power vacuum and old foes primed for conflict and it all started coming to that glorious head that Kamui had waited for. Earth was ready to completely rip itself apart, to be ripe for the taking by the Sugiurans with little to no casualties. A new vessel for them to ride to the Promised Land. However, just as Kamui prepared to return home, to prepare his world for war and conquest...that very world was torn away from him.

As hostilities broke out, something happened that Kamui still did not fully have an explanation for. Every world tangentially attached to Earth, including his own, had their contact with it completely and utterly severed. For weeks, Kamui tried everything he could think of. Every spell to re-establish the connection, every power to bring them back into the fold, every idea he could think of...none of it worked. For all Kamui could tell, the Sugiuran world was just gone and as time continued to pass...so was Kamui’s connection to it. The man’s magic was slipping further and further away from him. The Magus Supreme went from the height of his powers to having barely enough magic in him to maintain his Bateria Szemek within naught but a few short weeks. He expended every power at his disposal, launched his sealing arts centuries ahead of their time...one time the man even tried to punch a fracture between the multi-verse. No solution presented itself. Kamui felt an emotion that he had never felt before, desperation.

For months the war raged around Kamui as he simply walked the Earth, seemingly with no goal, rhyme, or reason. It was difficult to determine what he was looking for, he wasn’t even sure himself. In his desperation, he turned to the one thing he told himself he would never turn to, his father. The man was in the Sugiuran World when the Second Schism began at the beginning of the Fourth World War and Kamui knew his energy was gone along with his world, but not entirely. Something still lingered on behind, several somethings to be exact. They were the only trace of a man who had completely vanished from existence a man who Kamui knew simply couldn’t vanish from existence. This had to mean something, this had to mean some connection was still there. So he searched scouring the earth for those energy signatures, letting his gut and intuition guide them there. Then he found one. Thankfully, the war raging around him and his own diminished state had done quite a bit to assist in his ability to travel unseen. He had already been remarkably talented at getting into places that he had no business being, and now with all the death and spiritual energy in the world, active...no one was going to notice him if he didn’t wish to be noticed.

Being drawn to the temple of his father, it did not take Kamui long to find the secluded and isolated place of power. Far withdrawn from the prying eyes of the Shinigami or the hands that had taken turns occupying this land, Kamui discovered the pristine work of art. His father had flair if nothing else, the temple standing testament to the man the ancient people of Thailand revered as a god. At the heart of the temple, Kamui found what he came for. Standing buried in a stone, very stereotypical Dad, Kamui found a long rune etched blade. This was the source of his father’s signal, this was the source of the power. He had heard Sagumi had left relics across the earth, immersed in his power but part of Kamui had never really accepted that this was a thing. He couldn’t deny it any longer as he reached for the hilt. He was powerful, he had long since believed he was as powerful as his father if he needed to be, but in his diminished state as he grasped his father’s ancestral weapon...he would never be able to describe the rush of pure energy that surged through him. He had never really been able to handle Sagumi’s chi techniques before and he’d impotently crashed into trigger shields time and time again. This time however, this time in his very soul he knew he could conjure one and the ironclad barrier of pure energy seemed to just manifest in front of him. A small, sadistic smile formed on the young man’s face. A whole new world had opened up to him now. Ignoring the new powers he would gain from collecting his father’s relics, these were direct pieces of Sagumi’s energy, Sagumi’s chi. They were a connection to the man lost behind the veil. If anything could drag the Sugiuran world back to Earth, this was it, he would rip Sagumi back to Earth and his people with him. He now had hope.

END OF THE PERSONAL INFORMATION


Last edited by Imakuran on Sat Jun 29, 2019 7:34 pm; edited 2 times in total
Imakuran
Imakuran
Seasoned Member
Joined : 2012-10-02
Posts : 1018
Age : 84

Member Info
Platinum Points:
Kamui Cruor [0-5] [Hazard Rank B] Left_bar_bleue227620/999999Kamui Cruor [0-5] [Hazard Rank B] Empty_bar_bleue  (227620/999999)
Tiers:

Kamui Cruor [0-5] [Hazard Rank B] Empty Re: Kamui Cruor [0-5] [Hazard Rank B]

Fri Jun 28, 2019 11:37 pm
The Deceit

Kamui Cruor
中空アーチャー


I. Host's Abilities


» Natural Attributes:

Kamui Cruor [0-5] [Hazard Rank B] Tumblr_n6gnmy4kvX1rayk5go1_500



  • Origin: Deceit - Kamui's origin is that of deceit, which in and of itself can occasionally be a difficult feat in a world full of spiritual beings. However, Kamui is uniquely capable of dealing with these situations. Provided there are no debilitating influences on his Willpower or Mental Deduction, any attempt to read his mind or in any way ferret out some inner truth will inherently fail when used on Kamui. In the case of simple mechanics involving detecting a lie, any supernatural attempt to read Kamui's actions will show as true. Any attempt to read his mind or his memories/personal traits will alert Kamui and allow him to filter and alter what the adversary sees when he attempts to read Kamui's mind and/or future, letting this ability completely and entirely obstruct his intentions and future from all forms of supernatural divination.

    Now, this in and of itself does not stop people from discovering that Kamui is lying using more conventional methods like facts, logic, and reasoning nor does it in any way influence how a person hearing something he says will feel about the words. The ability does nothing to convince someone of the lies he is speaking, it merely blocks off or manipulates any attempt to supernaturally ferret out one of Kamui's deceptions.

  • Cunning: Kamui's greatest weapon, before his talent with weapons, before his ridiculous energy potential, before his knowledge of the Sugiuran and Human arcane, before any of the myriad of of martial art prowess and learned abilities even become an inkling in the eyes of god, Kamui was blessed to be a master of misdirection and deceit. The point where Kamui differs most from his father, outside of the obvious personality quirks, is that he does not fight directly and fairly. Sagumi was all about matching his abilities against his opponent. He was very directly, very proud, very strong. Kamui does not share that, in his opinion, weakness. Kamui's objective is to win and he is very, very good at it. The boy is a master of battlefield strategy, a master at setting traps, and an equally terrifying master at seeing through his opponent's plans and strategies.

    Consequently, tricking Kamui is an incredibly difficult affair and the boy, in general, is very very convincing in terms of feints and misdirects. There is always some greater plan, some ulterior motive behind every action he takes, both in battle and outside of it. This immense cunning manifests in so many ways it is difficult to document every possible instance in a multiple paragraph entry, but interacting with Kamui must always be done carefully. What he says is rarely, rarely, what he actually means.

  • Abundant Energy Reserves: Kamui, though the prospect bothers him, is very much his father's son. He inherited the massive, massive energy reserves that epitomize his father, THE Chi Human. However, unlike his father, Kamui is not only a being of Chi. While Kamui is predominantly a Human, his Chi is not identical to his fathers or, for that matter, any other Chi Human's. His very essence is interlaced with his father's being and his mother's. While he is definitely a wielder of Chi, his Chi in and of itself is laced with his dual heritage. While Kamui can no longer access and wield his Sugiuran powers, the effect his genetics cause on his energy is still very much present, effectively making his energy "thicker" than that of other beings, making his presence or pressure noticeably heavier than others of his own tier without their own accompanying boons. This doesn't necessarily obstruct anyone more than pressure normally would, but it would be the difference between walking outside on a clear day and walking outside at one hundred percent humidity. Kamui's unleashed power is just noticeably uncomfortable. While this leads to a certain tumultuous nature within himself, it does afford him an absolutely ridiculous amount of energy and, by extension, potential. As such, when he reveals himself, Kamui's natural presence is completely and utterly overwhelming.

  • Master of Combat and Weapons: Kamui is, for all intents and purposes, one of the most prolific Sugiura in existence today. While his true strengths are heavily geared toward his magical pursuits and in the use of Seals, Kamui is one of the most renowned weapon masters in the Northern Kingdom at such a young age in no small part due to his heritage. Sagumi was one of, if not the most, foremost physical combatants this world had ever seen and he had gone through great lengths to impart that on to his son. While he had never been able to make Kamui his true heir in terms of physical ability, partially due to lack of time and partially due to lack of aspiration on the part of his son, Kamui is still more than a match for most enemies in terms of weaponry and martial arts.

    With weapons in particular however, he strayed away from his father's typical style and focused more on the abilities more akin to the world he came from. Kamui has a wide array of tricks and secret weapons at his disposal and he is incredibly talented at using them. While he does not necessarily share his father's raw talent and ability with martial arts and weapons in general, Kamui's disposition and cunning might make him an even more terrifying opponent than his revered parentage.

  • Extensive Knowledge of Seals: The one area where Kamui has truly bypassed and excelled beyond his father. Kamui's knowledge and abilities with Fuuinjutsu far, far outstrip his father's comparatively rudimentary knowledge of the subject. Kamui knows a wide array of more potent techniques utilizing seals and his abilities in the field are far more powerful and last far longer than his father's.

  • Incredible Agility: Kamui is not quite capable of rivaling his father in terms of raw physical speed and ability, Sagumi being one of the fastest creatures in existence. However, Kamui still maintains the family legacy of being a complete monster in terms of raw speed. As such, he is very talented at handling high speed combat and even abusing the speed advantages he naturally has against slower opponents. This, combined with his intellect and general disposition to manipulative combat, make him a genuinely terrifying opponent.


» Remnant Abilities:

  • Magus Supreme: Kamui’s true strength, outside of his intellect and cunning, is that he is, first and foremost, the most terrifying Magus Sugiura to come into existence in the last millenia. While still unrefined, the boy’s raw magical potential is above and beyond what any Sugiura before, and most likely after, will ever possess. At a young age, Kamui had mastered the fundamentals and even the intricacies of all forms of Sugiura magic, having picked up both offensive and defensive forms in mere months. As such, despite his relatively very young age, Kamui has had a long time to develop his own form of magic. In addition, he has displayed the most thorough understanding of the ancient Sugiuran magicks of the boundary and has even gone out of his way to, not especially legally, learn even their most forbidden arts, making Kamui the first Sugiuran since Shimura to develop such powers. As such, the prodigal magus has nearly complete control over his magical abilities and is renowned throughout the Sugiura lands and beyond not for his martial abilities he inherited from his father(whose existence is not a well known fact) but as the most devastatingly powerful magic entity coming from the realms of the Sugiura.

    Unfortunately, all of these abilities have been completely stripped from him when the Sugiura Realm was bifurcated from the Earthen Realm. All of Kamui’s substantial magical abilities and understanding are completely useless to him at this point, at least insofar as actually casting any magic spells. While Kamui can no longer cast his magic, his knowledge and understanding required to perform those spells is not gone from him. Consequently, Kamui knows a frankly ridiculous amount regarding the general laws of physics, causality, and the universe itself and these truths give Kamui not only immense latitude for creativity with his Seals, but an almost preternatural ability to analyze and understand the opponent's attacks.

  • Bateria Szemek: Kamui's Master Mystic Eyes, the Bateria Szemek is an impressively powerful ability. In addition to Kamui's own Causality Perception, the Bateria Szemek allows Kamui to "see" magic and energy in its own spectrum overlaid a top his own vision, but it's a little more intense than that simple description.

    Every action involves energy, whether it be kinetic, potential, heat, spiritual, psionic, et al, and whenever those actions take place they perform an inevitable action upon everything around them, causing new points of information to arise with each action. Kamui can see these points of information with his Bateria Szemek and expand them to extrapolate and understand the full breadth of an action as it happens. Consequently, the very nature of this ability allows Kamui to process and understand the full details of every action that comes under his sight in a fraction of a second. While this doesn't actually increase Kamui's reaction time in any way, having the entire array of information about causality and nature of an action most definitely aids him in the information war, allowing him to effectively “see” the “code” of the word around him and understand it on a purely mechanical level.

    It is, as the name would imply, limited to Kamui's field of vision. Anything that he cannot see(granted, what he can "see" is considerably more than conventional light) is not subjected to this heavy analysis. In addition, like most of Kamui’s Sugiuran abilities, his ability to use his Mystic Eyes is dramatically weakened. While the ability itself is as functional as ever, Kamui’s effectively strictly human body is simply not able to handle the mass influx of psions required to fully utilize the Bateria Szemek for more than a few moments at a time. As such, Kamui is only able to flare this ability for it’s intense information processing power for close to a single action before needing some time (two posts) to recover the strain it has on his eyes and body.

  • The Deceit: Partial Transformation
    Per Kamui's Origin, the man is able to physically alter bits and pieces of his genetic and physical make up to dampen or change how he appears to other people. This can be as simple as changing his height, weight, and facial features or as intense as changing the actual energy his body is outputting. Unlike other abilities that attempt to mask or hide their levels of power, this ability is actually physically changing Kamui's make up instead of hiding it behind and illusion or trying to hold back the power. Kamui's ability to obstruct his true nature is consequently far more effective than other methods simply because his version is not technically a lie.

    However, unlike others, because Kamui actually is in a different or dampened for instead of just pretending to be, if attacked in this state he would be forced to fight in the weakened state. Kamui has to take a full post to go back and forth between his true form and the partial transformation and cannot switch back and forth between forms seamlessly and as such, this ability holds very little practical application in combat and is useful exclusively useful for espionage and deception purposes.

  • The Deceit: Perfect Transformation
    The ability that earned Kamui his namesake, Kamui is completely able to completely control, alter, and reconfigure his genetic make up into whatever he, effectively desires. Unlike other abilities that mask the users presence or energy output, Kamui's transformation completely overwrites his normal pressure, genetic make up, and capabilities to BE whatever he transformed into. Unfortunately, there are limitations to this.

    First and foremost, while he theoretically could become anything, this does not afford Kamui powers or abilities that are not his own. Using a power, a skill, or a technique requires years upon years upon years of practice. Learning to walk requires practice. This technique can, for instance, turn Kamui into a Quincy, but he simply doesn't have the practice or aptitude to use any Quincy abilities.

    In addition, while Kamui can hold this transformation for quite some time, it is not indefinite. Kamui can only hold the transformation for twenty-four hours before needing to revert to his genuine form and requiring two hours before being able to reapply the transformation.



 photo Fuuinjutsu_zps8d703b42.png

Fuuinjutsu, literally translated as Sealing Technique, is the art of using a myriad of symbols that, when activated and laden with Chi, will perform a variety of different effects. Kamui, learned this ancestral ability from his father and adapted it heavily to suit his needs and talents, taking his abilities with the typical Fuuinjutsu and using them with Sugiuran magic, creating an absolutely terrifying combination.

The seals, or symbols, themselves vary depending on the specific technique that Kamui wishes to employ and these effects vary rather widely but a constant they share is that they each need to be marked upon a solid object. There are currently three ways for Kamui to apply a seal to an object. The first and probably most obvious is drawing the seal itself, either in ink, in pencil, in blood, carving it with a knife, the method does not especially matter but Kamui is capable of drawing the appropriate symbols and triggering the fuuinjutsu technique through them.

The other two options are a little more flexible and less time consuming, but carry their own problems. Kamui is capable of mentally creating a seal on whatever object he can place his palm against. The Cruor will visualize the seal he wishes to employ and upon placing his palm upon an object, that symbol will be etched into the object. Seals applied in this fashion will last for five posts and remain unless the structural integrity of the seal is destroyed(cutting the skin, breaking the object, etc).

The final method allows Kamui to etch one of the symbols into an object he is looking at by visualizing the seal and forcibly imposing it upon the object via eye sight. A remnant of Kamui's Cantus magecraft and it's ability to remotely generate spells. Unfortunately, this power is now quite as impressive as it seems. The first hurdle is that this power still needs a transference of energy to work, which means there is a delay. Consequently, actually marking a moving target is virtually impossible, especially at the speeds that spiritual beings are capable of reaching. In addition, as will all seals, Kamui is only able to mark an actually tangible object. Consequently, he cannot apply a seal to an energy attack or an equally incorporeal objects. Seals applied in this fashion will last for two posts and remain unless the structural integrity of the seal is destroyed(cutting the skin, breaking the object, etc).

Soaring Divine Bellow:

One of Kamui’s more potent Fuuinjutsu and quite handily his favorite, the Soaring Divine Bellow allows Kamui to instantly transport himself to one of the seals depicted above. Once Kamui has marked an object with the Soaring seal, he is capable of utilizing the technique to instantly teleport to the target location provided there is enough open space for his body to materialize. This technique is not movement in the sense that Kamui travels from point A to point B however and is instead a manipulation of space and time to forcibly insert himself in to existence at point B. Consequently this technique cannot be tracked by things that track movement optically or through energy signatures. Of course, Kamui is only capable of materializing at the location of the seals, making this technique somewhat obvious and slightly predictable if it is effectively analyzed. The technique is not only applicable to Kamui however as the man is capable of extending the teleportation effect unto others as well. Kamui can utilize the Soaring Diving Bellow to transport an object marked with the Soaring Seal to another object marked with the Soaring Seal. He is also capable of transporting anything touching a Soaring Seal to another Soaring Seal as well. At this time, only four Soaring Divine Bellow Seals can be active in combat.


Invert Seal:

Aptly named, this seal is one of Kamui’s more potent abilities and is directly counter to his opponent's desires to push their physical advantages beyond their limits. When applied to a target the seal will immediately invert any artificial changes to the victim's skills. For example, if someone afflicted with the Invert Seal had an ability that raised their speed from Adept to Advanced, the ability's effect is inverted, and instead lowers their speed from Adept to Beginner. This works on any and all modifiers that directly affect the victim's skills, both positively and negatively. If the victim does not have any of these modifiers however, then the seal is utterly useless and the seal itself does not lock these effects in place and instead simply influences the end result of the modifying abilities, so if the technique is figured out, the abilities can be disengaged until the seal expires at no cost to the victim and will revert them back to their neutral state. The amount of energy required to maintain the seal is proportional to the amount of ranks the invert seal is currently affecting and the seal itself is not capable of being used on Kamui himself. Why this would be the case is a little unclear, but it's mostly because someone said so.


Explosive Seal:

Unlike its predecessor on this list, the Explosive Seal is very, very aptly named. After marking an object, the Explosive seal, through use of Kamui’s chi, will detonate and the explosion actually has two phases. The Chi will initially expand at about [redacted because math is scary] feet per second ([redacted]), applying a huge amount of force to everything in the surrounding area(30 meters). The initial expansion inflicts most of the damage. It also creates a very low-pressure area around the explosion's origin -- the gases are moving outward so rapidly that they suck most of the gas out from the "middle" of the explosion. After the outward blast, chi and gases rush back into the partial vacuum, creating a second, less-destructive inward energy wave. In addition to this, Kamui is capable of layering multiple explosive seals on top of one another which, instead of generating a new explosion, allows him to exponentially increase the force and blast radius of the Explosive Seal. Weaving another seal into an existing seal is a taxing effort however and consequently makes it difficult to layer too many on top of one another and it takes time, each layer taking one post to form. At the present time, Kamui can only layer the seal three times before his Chi reserves are too taxed to continue.


Evil Restraining Seal:

Sagumi, Kamui's father, intially developed this technique to have a defense mechanism in place in the event his (ex)-wife were to succumb to the monster’s influence and the thing’s power needed to be further sealed away. While this was a weapon against others like his wife in the old world, it never saw much use. His wife maintained control over her beast, so the seal never saw much use for Sagumi. In this world however, many people with situations similar to it's original target exist, the word “Ziamichi” being prescribed to them. The Evil Restraining Seal is capable of completely shutting off the host body’s connection to their inhabiting spirit and completely severing the connection for as long as the seal is in place. This can also be used to block out all forms of possessions and other spiritual or otherwise bodies inhabiting another. Unlike his other seals, all methods of the Evil Restraining Seal are permanent unless physically destroyed. This is strictly a plot based skill and requires the permission of those it is applied to. It is possible to overpower the seal in times of duress or excessive energy release, but the result is typically power bleeding out to the person instead of completely blowing through the seal. The seal needs to be destroyed for full function to return.

Replacement Seal:

Following similar principles to the Soaring Divine Bellow, this technique takes it one step further and allowed Kamui to instantly switch the position of himself and the marked object. Once the technique is utilized, time will seem to stand still for a moment, if an attack were to hit him it would seem as if it had connected for a few moments before the reality that he had never actually been struck at all sets in. In a puff of smoke, Kamui's body will have completely replaced its position with the position of the marked object. There are some restrictions however. In order to utilize the technique, the object must be of similar mass to Kamui and must be within two hundred meters of his position in order to properly switch places with it. Can only be used 1-3 times per fight.

Suspension Seal:

One of the more basic Fuuinjutsu, once applied the object will elevate itself up to fifteen feet in to the air and will remain there until the seal is removed or broken through physical strength. Breaking it, while requiring conscious effort, is relatively simple for any being over the 4-3 threshold simply by surging their energy through their body and overpowering the seal. Consequently, its only real application in battle is a misdirection and a distraction. Usually, it is simply used to manipulate a weapon remotely, as the seal user can manipulate it to his whim, and to in general hold things aloft that the user doesn't especially feel like carrying. Once the effect expires, a cooldown of one post is incurred before another suspension seal can be applied.


Xíngróngcí Seal:

Kamui’s Xíngróngcí Seal is...weird...which given the owner shouldn’t come as even the most remote of surprises and his particular Chi ability draws heavily on both his Sugiuran Roots and his Patriarchal history. As such, Kamui’s Shiyong draws from his Fuuinjutsu and ridiculous mixed breed energy reserves to do something truly...well...round about for a being of his magnitude. Instead of a giant death laser or an impenetrable wall of walliness, Kamui uses the power of words to handle his opponent or, more specifically, adjectives.

Once Kamui has successfully applied the seal though, the effects that can take place are limited by the extent of written language and his own energy capacities, making for a very flexible power. For instance, Kamui could write the word “Blue” on to an object and the object would become blue. However, there are limitations to this ability and just what Kamui is able to accomplish. For instance, the ability itself does require energy. The adjective applied to an object needs a proportional amount of energy to the effect Kamui is trying to produce. For instance, writing the word “Dead” on a Kitten and having it die would be a rather simple matter, writing the same word on a 0 tier would require a considerably larger amount of energy, energy that no living being really has. As such, while Kamui is afforded a lot of flexibility with this ability, the scale to which he can perform these tasks is limited and requires more creativity than raw power.


END OF THE RACIAL ABILITIES


Last edited by Imakuran on Tue Jul 02, 2019 12:24 am; edited 10 times in total
Imakuran
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Sat Jun 29, 2019 12:28 am
The Deceit

Kamui Cruor
中空アーチャー


I. Host's Abilities


» Martial Arts:

Kamui Cruor [0-5] [Hazard Rank B] BuojLfn


Wing Chun:
Balance:
Wing Chun practitioners believe that the person with better body structure will win. A correct Wing Chun stance is like a piece of bamboo, firm but flexible, rooted but yielding. This structure is used to either deflect external forces or redirect them.

Balance is related to structure because a well-balanced body recovers quicker from stalled attacks and structure is maintained. Wing Chun trains the awareness of one's own body movement derived from muscular, tendon, and articular sources. Performing Wing Chun's forms such as Chum Kiu or the Wooden Dummy form greatly increase proprioception.

Stance:
Wing Chun favors a high, narrow stance with the elbows kept close to the body. Within the stance, arms are positioned across the vitals of the centerline. Shifting or turning within a stance is carried out with variants on the heels, balls, or middle (K1 or Kidney 1 point) of the foot depending on lineage. All attacks and counter-attacks are initiated from this firm, stable base. Wing Chun rarely compromises structure for more powerful attacks because this is believed to create defensive openings which may be exploited.

Structure:
Structure is viewed as important, not only for reasons of defense, but also for attack. When the practitioner is effectively "rooted", or aligned so as to be braced against the ground, the force of the hit is believed to be far more devastating. Additionally, the practice of "settling" one's opponent to brace them more effectively against the ground aids in delivering as much force as possible to them.

Relaxation:
Softness (via relaxation) and performing techniques in a relaxed manner, is fundamental to Wing Chun.Tension reduces punching speed and power. Muscles act in pairs in opposition to each other (e.g. biceps and triceps). If the arm is tensed, maximum punching speed cannot be achieved as the biceps will be opposing the extension of the arm. In Wing Chun, the arm should be relaxed before beginning the punching motion.Unnecessary muscle tension wastes energy and causes fatigue.Tense, stiff arms are less fluid and sensitive during trapping and chi sao. A tense, stiff limb provides an easy handle for an opponent to push or pull with, whereas a relaxed limb provides an opponent less to work with. A relaxed, but focused limb, affords the ability to feel "holes" or weaknesses in the opponent's structure (see Sensitivity section). With the correct forwarding these "holes" grant a path into attacking the opponent. Muscular struggle reduces a fight to who is stronger. Minimum brute strength in all movement becomes an equalizer in uneven strength confrontations.

Centerline:
While the existence of a "central axis" concept is unified in Wing Chun, the interpretation of the centerline concept itself is not. Many variations exist, with some lineages defining anywhere from a single "centerline" to multiple lines of interaction and definition. The most commonly seen interpretation emphasizes attack and defense along an imaginary horizontal line drawn from the center of the practitioner's chest to the center of the enemy's chest. The human body's prime striking targets are considered to be on or near this line, including eyes, nose, throat, solar plexus and groin.

Wing Chun techniques are generally "closed", with the limbs drawn in to protect the central area and also to maintain balance. In most circumstances, the hands do not move beyond the vertical circle that is described by swinging the arms in front, with the hands crossed at the wrists. To reach outside this area, footwork is used. A large emphasis and time investment in training Chi Sao exercise emphasizes positioning to dominate this centerline. The stance and guard all point at or through the center to concentrate physical and mental intent of the entire body to the one target.

Wing Chun practitioners attack within this central area to transmit force more effectively, since it targets the "core center" (or "mother line", another center defined in some lineages and referring to the vertical axis of the human body where the center of gravity lies). For example, striking an opponent's shoulder will twist the body, dispelling some of the force and weakening the strike, as well as compromising the striker's position. Striking closer to the center transmits more force directly into the body.

Punches:
Because of the emphasis on the center line, the vertical fist straight punch is the most common strike in Wing Chun. However, the principle of simultaneous attack and defense (Lin Sil Die Dar) suggests that all movements in the Siu Nim Tau with a forward execution flow into a strike if no effective resistance is met, without need for recomposure. Other explicit examples of punches can be found in the Chum Kiu and Bil Jee forms, although these punches may appear to be superficially different they are simply the result of the punch beginning from a different origin position while following the same fundamental idea, to punch in a straight line following the shortest distance between the fist and the opponent.

The vertical punch is the most basic and fundamental in Wing Chun and is usually thrown with the elbow down and in front of the body. Depending on the lineage, the fist is held anywhere from vertical to horizontal (palm side up). The contact points also vary from the top two knuckles, to the middle two knuckles, to the bottom three knuckles. In some lineages of Wing Chun, the fist is swiveled at the wrist on point of impact so that the bottom three knuckles are thrust forward adding power to the punch while it is at maximum extension.

The punches may be thrown in quick succession in a "straight blast" or "chain punching". When executed correctly, it can be used as a disorienting finisher.

However, it is often misunderstood and criticized for encouraging weaker punches that do not utilize the whole body. But in fact, the formal name of it in Chinese is translated as "The Sun-character Rushing Punch(or Hammer in Cantonese)", practitioner typically would rush forward with his full body weight "throwing" towards his opponent, with the fist as the "nail", and his full body weight as the "hammer". Also with each successive punch, practitioner would step in closer and closer to the opponent, and hence maximize the so-called "power in an inch" without the need of big swings or big punches.
Wing Chun favors the vertical punch for several reasons:

Directness. The punch is not "loaded" by pulling the elbow behind the body. The punch travels straight towards the target from the guard position (hands are held in front of the chest).

Protection. The elbow is kept low to cover the front midsection of the body. It is more difficult for an opponent to execute an elbow lock/break when the elbow occupies this position. This aids in generating power by use of the entire body structure rather than only the arm to strike. Also with the elbow down, it offers less opening for the body to be attacked while the forearm and punch intercept space towards the head and upper body.

Strength and Impact. Wing Chun practitioners believe that because the elbow is behind the fist during the strike, it is thereby supported by the strength of the entire body rather than just a swinging fist, and therefore has more impact. A common analogy is a baseball bat being swung at someone's head (a round-house punch), as opposed to the butt end of the bat being thrust forward into the opponent's face (wing chun punch), which would cause far more damage than a glancing hit and is not as easy to evade. Many skilled practitioners pride themselves on being able to generate "short power" or large amount of power in a short space. A common demonstration of this is the "one-inch punch", a punch that starts only an inch away from the target yet delivers an explosive amount of force.

Alignment & Structure. Because of Wing Chun's usage of stance, the vertical punch is thus more suitable. The limb directly in front of the chest, elbow down, vertical nature of the punch allows a practitioner to absorb the rebound of the punch by directing it through the elbows and into the stance. This is a desirable trait to a Wing Chun practitioner because it promotes use of the entire body structure to generate power. Whereas, the rebound of a horizontal punch uses only the arm to strike. In this elbow-out position the hinge-structure directs force outwards along the limb producing torque in the puncher's body.

Kicks:
Kicks can be explicitly found in the Chum Kiu and Mook Jong forms, though some have made interpretations of small leg movements in the Siu Nim Tau and Bil Jee to contain information on kicking as well. Depending on lineage, a beginner is often introduced to basic kicking before learning the appropriate form. Traditionally, kicks are kept below the waist. This is characteristic of southern Chinese martial arts, in contrast to northern systems which utilize many high kicks.

Variations on a front kick are performed striking with the heel. The body may be square and the knee and foot are vertical on contact (Chum Kiu), or a pivot may be involved with the foot and knee on a plane at an angle (Mook Jong). At short distances this can become a knee. A roundhouse kick is performed striking with the shin in a similar manner to the Muay Thai version with most of the power coming from the body pivot.

This kick is usually used as a finisher at closer range, targeting anywhere between the ribs and the back of the knee, this kick can also become a knee at close range. Other kicks include a stamping kick (Mook Jong) for very close range and a sweep performed with the heel in a circular fashion.

Every kick is both an attack and defense, with legs being used to check incoming kicks or to take the initiative in striking through before a more circular kick can land. Kicks are delivered in one movement directly from the stance without chambering/cocking.

Uncommitted techniques:
Wing Chun techniques are uncommitted. This means that if the technique fails to connect, the practitioner's position or balance is less affected. If the attack fails, the practitioner is able to "flow" easily into a follow-up attack. All Wing Chun techniques permit this. Any punches or kicks can be strung together to form a "chain" of attacks. According to Wing Chun theory, these attacks, in contrast to one big attack, break down the opponent gradually causing internal damage. Chained vertical punches are a common Wing Chun identifier.

Trapping skills and sensitivity:
The Wing Chun practitioner develops reflexes within the searching of unsecured defenses through use of sensitivity. Training through Chi Sao with a training partner, one practices the trapping of hands. When an opponent is "trapped", he or she becomes immobile.

Close range:
Wing Chun teaches practitioners to advance quickly and strike at close range. While the Wing Chun forward kick can be considered a long range technique, many Wing Chun practitioners practice "entry techniques"—getting past an opponent's kicks and punches to bring him within range of Wing Chun's close range repertoire. This means that theoretically, if the correct techniques are applied, a shorter person with a shorter range can defeat a larger person by getting inside his range and attacking him close to his body.


»» Techniques:

Kamui Cruor [0-5] [Hazard Rank B] Kamui.%28Gin.Tama%29.600.1807322

  • Name: Danketsu: Waist Turn [Gamaku]
    Description: An ancient technique that allows the user to pretend to stand on one leg, but actually stand on the other leg. The opponent is fooled by the stance and defends for the wrong leg, even thinking that the user is stepping forward but actually is taking a back step. They then see the wrong leg move forward when actually the opposite leg comes in unexpectedly. This move uses the oblique muscles to switch the leg with the center of gravity, separating the balance between the upper and lower body. When most people kick, the upper body leans to signal which leg is being used. However, the center of gravity is actually on the grounded leg, which kicks the opponent.

  • Name: Danketsu:Backward Roll [Ushiro Ukemi]
    Description: A technique derived from an ancient martial art, the Ushiro Ukemi allows the user to force themselves to hit the ground in a backward roll, providing an effective manner to reducing the impact from throws and falls.

  • Name: Danketsu:Sumokudori
    Description: A technique from an ancient style, this technique is used when an opponent has attacked with a punch and is used to counter it. The user grabs the opponent's arm, places the arm at the back of the user’s neck before lowering their center of gravity and then tripping the opponent with a sweep of the leg.

  • Name: Danketsu:Wrist Joint Throw
    Description: A Jujitsu technique, the user will grab hold of an opponent's strike by the wrist, apply pressure to the joint by curling the arm backward while simultaneously taking a step forward and placing their center of gravity behind their opponent's. They will then push forward and throw their opponent's to the ground.

  • Name: Danketsu: Bagua Steps[Baguazhang Kaiho]
    Description: A very basic footwork maneuver that the technique practitioner has been able to perfect through use of Chi enhanced movements. When an opponent attacks,the Bagua user will circle around his side, and appear behind him. When someone attacks with a punch, the practitioner will put his same sided foot behind their opposite sided foot, with his two feet pointing towards each other. After that, follow up with your left foot, circle behind your opponent's left side and you appear behind the opponent. This can be used as a starting point for a throw or a strike. Using Chi to enhance the movement makes it difficult to the untrained eye. The trained eye, I.E. Spiritually Aware opponents, will usually be able to follow the movement, but it is very useful for gaining better positioning in hand to hand combat.

  • Name: Danketsu: After-Image Dash[Kasumi Gake]
    Description: A useful technique, the Kasumi Gake causes the user the shoot forward in a straight line at greatly increased speed, leaving only an after-image of their body behind while their body seems to be a blur. This however needs to be a completely controlled movement and as such, cannot be used as an attack itself. The user needs to already be moving and building momentum to use the Kasumi Gake and all movement ceases completely once they exit the Kasumi Gake, leaving another lull before an attack can be executed, giving an opponent ample time to react if not caught completely off guard.

    Kamui Cruor [0-5] [Hazard Rank B] 48d55975d1c4ec1aa74f4646962bb815

  • Name: Danketsu: Illusionary Dash [Kaihou]
    Description: The name, while the technique is no illusion, is frighteningly accurate for this Technique maneuver. The human eye has a weakness, a blind spot. Light gets into the eye by passing through the pupil. It hits the retina at the back of the eye. The retina is covered with light-sensing proteins. They relay what they sense to the optic nerve which carries the information back into the brain. The problem is, the optic nerve ends in the field of the retina itself. This creates a dark spot in the human field of vision. When these dark spots overlap or if the person is forced to look out of one eye the brain just fills in the spot looking at the surrounding picture. This is the tendency with the human brain that the Illusionary Dash exploits. After a time of watching and studying the opponent’s optical tendencies (2 posts) the user of this technique will be able to locate that blind spot. From there, is where the illusionary dash takes place. By channeling Chi to their feet, the user will increase their speed by 10% for two posts while constantly moving into the dead spot in their opponent’s field of vision. Considering the dead spot changes whenever they move their head so much as an inch, it will seem as if the user of the Illusionary dash is flickering in and out of focus, making it difficult to effectively read the Illusionary dasher’s attacks. If the opponent loses or has lost functionality in one eye, the user can cause themselves to disappear from view entirely. Given the location of the blind spot, this Technique functions at a range of six feet.


  • Name: Danketsu: Palm Push [Sōtenshu]
    Description: A simple yet potentially devastating attack, the Sōtenshu greatly calls upon the Chi control of the user to incapacitate a foe in a non-lethal manner. Placing both palms on an opponent’s chest, the user will force their Chi out through their palms and into their opponent’s body, sending a concussive force through their victim and sufficiently knocking the wind out of them and at most, fracturing a few ribs. The use of this technique requires substantial amount of Chi control and can only be used by clans with immense Chi control or those who have under gone immense training and are specially characterized as having strong control over their Chi.

  • Name: Danketsu: Go no Sen
    Description: The Go no Sen is first a defensive technique and secondly a retaliatory one and it requires a keen and rhythmic mind. A practitioner of the Go no Sen has learned to feel the ebb and flow of their opponent’s attacks and will use rotational force to absorb and return some of the attacking energy let out by their opponent. While the traditional application is to rotate just outside of the force of the blow to completely avoid contact, the style has conditioned the user to take punishment as well.

  • Name: Danketsu: Kakei
    Description: A style designed entirely to defend the person from Technique and other kinetic forces, the Kakei is rooted in the cyclical movement of the arms to roll incoming attacks away from the user, turning blocks into parries and greatly reducing harm to the user. The Kakei practitioner, if the style is utilized properly, it will completely divert and negate the entirety of an opponent’s strike.

  • Name: Danketsu: Meotoude
    Description: One of the most practical methods to use one's body, it uses both hands for offense and defense. Meotude the opponent sees the front attack and in less than a second the second hand delivers an attack that makes them cough blood. This technique involves both hands to attack and defend. The front hand is used to fend off any incoming attacks, as well as to attack. The back hand is also used for defense, and it is used as the surprise attack.

  • Name: Danketsu: Raisei
    Description: An internal martial arts technique, the Raisei focuses Chi throughout the body, specifically the diaphragm, which allows the user to use their breath to cause their body to vibrate. This vibration greatly increases the destructive power of the user’s attacks, increasing the damage of these attacks dramatically and allows the user’s hands to effectively carve through an opponent’s body as if it were a knife.

  • Name: Danketsu: Lightning Legs [Hyakuretsukyaku]
    Description: This technique is, at its core, simply a kicking technique. The user will initiate a direct forward kick in front of their body. However, it will not remain a simple forward kick, as soon as the first kick finishes, the Technique will proceed to throw four more kicks that connect each a quarter of a second after the first, effectively kicking a target five times within a second. With more Chi applied, the technique strikes ten times within that second at a reduced power of a normal kick despite the thiccness implied.

  • Name: Danketsu: Mantis Slash [Tourouzan]
    Description:The user will dash into a target and deliver quick sequence of horizontal, knife hand slashes. The user will gather Chi to their hands in the process, giving their hands the properties of a blade and making them capable of cutting through flesh. This is one of the few techniques that can be repeated in one combo string and each successive attack costs one higher rank of Chi.

  • Name: Danketsu: One-handed Palm Push [Ichisōtenshu]
    Description: A simple yet potentially devastating attack, the Sōtenshu greatly calls upon the Chi control of the user to incapacitate a foe in a non-lethal manner. Placing both palms on an opponent’s chest, the user will force their Chi out through their palms and into their opponent’s body, sending a concussive force through their victim and sufficiently knocking the wind out of them and at most, fracturing a few ribs. Like its parent Technique, the Ichisotenshu carries a similar function, the more precise and less divided expulsion of Chi is far more dangerous however and can damage internal organs if the strike lands directly. The use of this technique requires substantial amount of Chi control and can only be used by clans with immense Chi control or those who have under gone immense training and are specially characterized as having strong control over their Chi.

  • Name: Danketsu: Twin Tiger Palm Strike [Kobokushi]
    Description:This Palm thrust is one of the most useful attacks in the entire Danketsu Chain. Pulling both hands into the chest and standing firmly in the horse stance, the user will coil their body back before thrusting their hands forward, releasing the mass of Chi gathered in the user’s hands in the form of a giant pulse. While being a lot of concussive power and the capacity to repel large objects and potentially end someone’s life, the sheer amount of energy released from the Kobokushi is great enough to dissipate many energy based attacks as well. The rigid form required and the start up time to initialize the move tend to make it difficult to perform on the fly however and as such it cannot be used while mobile.

    Kamui Cruor [0-5] [Hazard Rank B] 122421

  • Name: Danketsu: Upwards Punch [Fukiage]
    Description:
    The user will dash forward and position themselves under a launched opponent and, cocking their fist from the hip, will proceed to drive their strike under the dazed and launched opponent’s spine, ideally crippling it.

  • Name: Danketsu: Dash Punch [Hayate]
    Description: The user will shoot forward at thirty kilometers per hour up to fifteen meters and drive their fist into the opponent’s abdomen.

  • Name: Danketsu: Jaguar Kick
    Description: The user will, provided they aren’t already in the air, leap forward and his leg down in a violent axe kick. By channeling Chi to his feet in the same manner as the Water Walking/Tree Climbing technique, will seem to literally leave behind a trail of violent Chi in their kick’s wake. The Chi itself will cause a slightly painful burning sensation with whatever it hits.

  • Name: Dashing Elbow (Houzanto)
    Description: The user will shoot toward their target and in one clean motion will elbow them. The amount of force put into the strike varies with each use of the attack. The straight variation will be a simple accelerated elbow strike whereas the upward variation will launch the opponent into the air.

  • Name: Danketsu: Tiger Shot
    Description: The user will draw Chi to each hand before violently thrusting each palm toward the target. As each source of Chi collides, it will ignite and rocket toward the target at thirty kilometers per hour. This Technique will cause mild burns and the concussive force is enough to daze the target for a moment or two.

  • Name: Danketsu: Repeating Dash Punches (Rekka Ken)
    Description: The user will dash into a target and deliver a quick and painful punch to their target. This is one of the few techniques that can be repeated in one combo string and each use counts as one strike for the Danketsu and Super Meter.

  • Name: Danketsu: Running Palm (Senkugoshoha)
    Description: The user will adopt a strong and firm stand and will slide along the ground five meters toward the target. The user will then thrust his palm from the hip and out, causing a large amount of Chi pressure to emanate from the user forward in a meter long radius cone in front of the user. The pressure will act as a concussive force that will push the victim back up to fifteen meters away from the palm thrust and will also completely dissipate any projectiles in the zone.

  • Name: Danketsu: Seismic Hammer
    Description:The user will first gather Chi of the Electrical variety to their hand before violently slamming the ground. The user can control where the Chi goes anywhere in a twenty meter radius from the point of impact. When it reaches the designated spot, the Chi will effectively detonate underground causing a powerful upward concussive force. If caught near the outside of the blast radius, the victim will be forced backward but if caught directly, they will be launched into the air.

  • Name: Danketsu: Energy Grab [Raida]
    Description: First gathering a good deal of Chi to their hand, the user will create an intake of air that is powerful enough to suck a human being in from up to two meters away. Once the Chi has reached critical mass and the victim is close enough, the gathered energy will explode and violently crash into the victim, pushing them back and away while causing substantial damage.


  • Name: Danketsu: Cross Countah
    Description: Using the Chi control of the Sumashuu and the principles behind the Kage Buyou, this technique serves as a counter attack to an opponent’s melee or close range attack. A slight glimmer will radiate from the user while this technique is used, the glimmer itself being a two inch threshold around the user’s body. If any kinetic force punctures that barrier, the user will disappear and reappear behind the opponent in a similar function to the Kage Buyou and can strike from there. In order to maintain the membrane of Chi however, the user’s muscles must be perfectly still and consequently gives this counter a very telegraphed nature, limiting its overall functionality and practical application, especially considering the visual cues.

  • Name: Danketsu: Rising Jaguar
    Description: The user will quickly push off the ground into a violent knee strike that will launch the victim into the air. The move is rather quick and the explosive force to knock the victim into the air.

  • Name: Danketsu: Flame Kick (Shien Kyaku)
    Description: The user will collect Chi to his feet and violently perform an upwards kick. Mid kick, the Chi gathered at the foot will form a thin film and ignite, causing minor burns in addition to launching the target into the air. The film of fire only lasts for the duration of the kick before dissipating.

  • Name: Danketsu: Repeating Uppercut
    Description: The move is a jumping uppercut in which the user spins and rockets upwards with some horizontal movement as well, knocking the opponent into the air and launching them into a perfect position to be combo'd further. The move has an initial first hit that stuns the opponent on contact, and depending on rank, the attack can continue with 1 more hit [C rank] or 2 more hits . At the end the opponent will be launched into the air into a vulnerable position for a follow up.

  • Name: Danketsu: Sonic Boom
    Description: Using the advanced Chi control of the Sumashuu, the user will slice his hands through the air, one over top of the other while focusing Chi at the crossing point. The Chi will be forced forward when the hands push through it and cause it to be jettisoned at a target. The force itself will provide moderate concussive damage, enough to knock a person over and relieve them of their breath while it is capable of causing small cuts if not a direct hit.

  • Name: Danketsu: Sukuranburu
    Description: A movement technique, Sagumi is capable of sending a “phantom” of Chi from his body that is incorporeal and unable to be interacted with through any means short of sight. After sending the phantom out, Sagumi is able to take the place of the phantom, effectively teleporting himself to the location of the phantom, or allowing the phantom to fizzle out on its own. Sagumi is only capable of using one phantom at a time.

  • Name: Danketsu: Hop Kicks (Dankukyaku)
    Description: From an aerial position, the user will perform a series of bicycle kicks and knee strikes on a launched or airborne opponent. This is one of the few techniques that can be repeated in one combo string and each successive attack costs one higher rank of Chi.

    Kamui Cruor [0-5] [Hazard Rank B] C3TI

  • Name: Danketsu: Flying Kick (Chicken Wing)
    Description: The user will fling himself forward in an overarching and flipping kick that will strike down hard on the victim’s shoulders. This can be used immediately following an opponent being launcher or following an aerial with some extracurricular assistance in movement.

  • Name: Danketsu: Jaguar Tooth
    Description: The user will jump up into the air and using some form of immediate acceleration as a catalyst, will fire themselves at an opponent, feet first, and strike them like a human missile.

  • Name: Danketsu: Burning Kick
    Description: The user will draw Chi to their legs in a thin film before hopping into the air and performing a one hundred and eighty degree kick. During the kick, the film around their legs will ignite and add cause minor burns. This technique can either be used incredibly low to the ground following a ground maneuver or can be used on a suspended and launched opponent.

  • Name: Danketsu: THE Knee
    Description: The user will gather an immense amount of Electrical Chi to their right knee cap before driving their knee square into the opponent. Upon impact, the Chi will discharge and course through the opponent and cause rampant cellular damage and will violently blow the victim away from the point of impact. This Technique, unlike it's weaker cousin, does extreme amount of damage regardless of how it struck and will do absolutely devastating damage.

  • Name: Danketsu: The Knee
    Description: The user will gather an immense amount of Electrical Chi to their left knee cap before driving their knee square into the opponent. Upon impact, the Chi will discharge and course through the opponent and cause rampant cellular damage and will violently blow the victim away from the point of impact. The Technique requires a direct strike and any form of glancing blow will be no more effective than a simple love tap.

  • Name: Seikūken [Control of the Air Sphere]
    Description: The Seikūken is a defensive style of combat that involves controlling the entire radius within one's arm length/the length of a weapon, creating a metaphorical spherical shield around oneself. This style dramatically speeds up the the user’s reaction time to any attack that enters his sphere of control by absurd levels, allowing the user rather difficult to assail. The Seikūken can only be erected with a calm, still mind. If the practitioner’s mind is not calm, it would be impossible for him or her to erect the Seikūken. Consequently, this technique is meant to be used while stationary and is incredibly difficult and impossible naturally to be used while moving quickly, consequently, slow walking is the full extent of movement possible with this technique.


Kamui Cruor [0-5] [Hazard Rank B] Giphy


END OF THE RACIAL ABILITIES


Last edited by Imakuran on Sat Jul 06, 2019 12:50 am; edited 3 times in total
Imakuran
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Sat Jun 29, 2019 12:51 am
The Deceit

Kamui Cruor
中空アーチャー


Sagumibutsu: Danzai no Kōken


Spoiler:

The Danzai, its Japanese name, is a storied weapon in Thai mythology. Before recorded time, men were wicked and cruel. A great deity destroyed them with a flood, leaving only three worthy chiefs who were preserved in heaven to be the founders and guides for a new race of people. The deity sent the three chiefs back to the earth with a buffalo to help them till the land.

The chiefs and the buffalo arrived in the legendary land of Muang Thèn, located at today's Điện Biên Phủ, Vietnam. Once the land had been prepared for rice cultivation, the buffalo died and a bitter gourd vine grew from his nostril. From the gourds on the vine, the new human race emerged. Relatively dark-skinned aboriginal peoples emerging from gourds cut open with a hot skewer and the lighter skinned Tai peoples emerging from cuts made with a chisel.

The gods then taught the Tai peoples how to build houses and cultivate rice. They were instructed in proper rituals and behavior, and grew prosperous. As their population grew, they needed aid in governing their relations and resolving disputes. Phagna Thèn, the king of the gods, sent his son, Khoun Borôm, to be the ruler of the Tai people. Khoun Borôm ruled the Tai people for 25 years, teaching them to use new tools and other arts. After this quarter-century span, Khoun Borôm divided the kingdom among his seven sons, giving each one of them a portion of the kingdom to rule, passing down his godly relics to his children.

How accurate this depiction as the origin of mankind is would be up to debate, but one thing thing that was provably true is that Khoun Borôm was not a god. As with many myths in human history, Sagumi's fingerprints were all over Thailand's history, having brought his knowledge to early man to help them survive. When his body was made to pass for that life time, Sagumi passed down his relics to his children. The only known surviving relic is the Danzai no Kōken, The Sword of Light's Judgement.

The sword, a rune-engraved Dha, surges with Sagumi's Chi and dramatically increases both the durability and the cutting power, allowing it to stand toe to toe with spiritual weapons such as Zanpakuto and allows it to properly injure spiritual beings. As well, the weapon gives its wielder some of its creator's power, allowing Kamui to use the Light Techniques of the Hikaryu.


  • Hikaryu Form I: Split Ciel The first form of the Hikaryu, The Split Ciel, is the most frequent skill used and the catalyst for every other ability in the Hikaryu line of techniques. Channeling the power in the sword, the Split Ciel generates a tangible glyph in the air that serves as a bright, shining barrier of energy in space. The Barriers themselves can be generated anywhere up to fifteen meters away from the user's body and can be used to block a wide variety of attacks.

    Unless those attacks come from the Hikaryu. Most techniques in the Hikaryu has a base technique and modified, stronger technique if they pass through a Hikaryu, dramatically increasing the potency of the techniques into truly devastating agents of destruction. Causing many of the techniques to rely on frequent use of the Split Ciel to reach their true potential. Up to ten Split Ciels can be active at a time and whenever a modified Hikaryu form passes through a Split Ciel to utilize its modified form, the Split Ciel is shattered and dissipates, forcing multiple Split Ciels to perform multiple modified forms.

  • Hikaryu Form II: Stun Edge

    Base Stun Edge: The Stun Edge uses the energy of the Danzai to generate pockets of hyper compressed air, collectively concentrating the carbon dioxide and nitrogen in to super heated blasts of air and energy. The user can then jettison the bullets of compressed energy at a target and releasing the metaphorical pressure valve at the target location, generating a massive explosion at the location, the turbulent gases and pressure exploding outward. Up to seven Stun Edges can formed at a time before they are forced to be fired.

    Split Ciel Stun Edge: If fired through a Split Ciel, the power of the Stun Edge is dramatically improved and the sheer amount of explosive power shoots through the roof, reaching to the point of an equivalently ranked Cero while not sacrificing any of the speed or accuracy that the Bala-esque Stun Edge typically possesses. Turning them in to a very dangerous weapon. However, the projectile does have to pass through Split Ciel in order to reach this state of power, which makes their trajectory fairly predictable once fired relative to other projectiles.

  • Hikaryu Form III: Growl Flash

    Base Growl Flash: A Supplemental technique, the Growl Flash is an incredibly annoying ability to deal with and is one that the user is completely immune to. When activated, the Danzai begins to emit a brilliantly, painfully so, light from its blade. This light constantly courses from the blade and attempting to follow its movements solely from optical eyesight will prove difficult to do effectively and will exhaust and eventually blind those who attempt to follow it while not affecting the user of the Danzai in the slightest.

    Modified Growl Flash: When the user, with this technique active, travels through a Split Ciel a dramatically painful and disorienting sound will explode from the Split Ciel. If not protected against, this can completely destroy the ear drums of weaker creatures (3-5 and below) and disorient all others. As with the base form, the modified form does not affect the wielder of the Danzai in any way.

  • Hikaryu Form IV: Radiant Clap

    Base Radiant Clap: The most simple ability attached to the Danzai and probably the most frequently used. In a flash of light, the user's body seems to blip out of existence then reappear at a target location. This is equivalent to a Shunpo or Shunpo equivalent tied to the Weapon Skill attribute.

    Modified Radiant Clap: What differentiates the Radiant Clap from other techniques of that ilk is the pure speed of it. If the Danzai's wielder passes through a Split Ciel in their movement, they accelerate rapidly to up to three times that of an equivalently ranked Shunpo ability. Despite its potency however, its movements, due to needing to use the Split Ciel as a gate, are considerably more predictable and once the Radiant Clap passes through the gate, the users trajectory is fixed, trading maneuverability for raw speed, making it a powerful but risky ability.

  • Hikaryu Form V: Greed Sever

    The first of two forms that does not have an accompanying interaction with the split seal, but it is by no means lacking in potency. The Greed Sever dramatically increases the damage potential available to the Danzai. Each swing of the Greed Sever causes three "phantom" blades to trail behind the weapon, each one made of pure energy and carrying the same destructive force as the physical blade, each blade trailing a quarter of a second behind the previous. This effectively makes every attack hit five times, making prolonged fights with clashing blades against the Greed Sever incredibly dangerous and incredibly exhausting. However, there is a slight delay between each subsequent attack and especially quicker opponents could evade the some of the attacks even if they were hit or forced to block the previous one(s).


  • Hikaryu Form VI: Bright Spiral

    The second and equally beautiful looking form that does not have an interaction with the Split Ciel. When this form is activated, swords similar to the phantom blades of the Greed Sever will rotate around Kamui's form at a relatively high speed, turning the wielder into a rotating swarm of bladed death, forming a high impact simultaneous defense and offense that is very difficult to properly approach and break through. However, these swords are not indefinite. They are capable of being blocked and parried and knocked aside and once the blades break formation, they diffused into heat and are lost unless Kamui makes a conscious decision to reform them, which takes time and focus and is not something he can really do while being attacked, forcing him to gain separation before replacing the lost swords.


  • Hikaryu Form VII: Meteor Stream

    Base Meteor Stream: A simple yet complicated attack, but most importantly a devastating one with near unparalleled thrusting power. Channeling the user's energy into the blade, the blade itself slowly fades away to be replaced by a translucent stream of visible light that constantly flows from the end of the blade before diffusing at the end of where the blade would typically be. This light is in no way tangible and cannot be used to block, parry, slice, cut, whatever painful or useful verbs you can think of. However, it can pierce, and it can pierce very, very well.

    The effective zone of application exists solely in the tip of the "blade," specifically the three inch area that would typically first make contact with a target. The essence of the form lies in forcing the redistribution of light, where the coordinates for light to be in are set as little balls and lines are then drawn between them. Anything in the space the light passes through is modified as the light is transmitted: regardless of the hardness of the object, heat resistance, plasticity, or resilience; a hole is drilled through. Not even highly transparent glass holds an optical transparency of 100%, and cannot escape the event modification that 'light has passed through' and therefore 'a hole was made'.

    Looking at the logic behind this form, rather than the phenomenon itself, it can be concluded that the ability interferes with the structural information of the object via the distribution of light, directly vaporizing solids and liquids without affecting heat or pressure; in other words a type of decomposition magic which decomposes targets into gas. Since it's defined as a 'ray of distributed light', it cannot be defended against via blocking, reflecting or refracting. Due to the manner in which this ability works, it is near impossible to actually defend against it.

    Unfortunately, this ability does not come without its, numerous, share of drawbacks. The first and most obvious of these weaknesses is that the technique effectively removes any other functionality of the weapon to be able to perform it. The weapon loses all tangibility, cannot attack or defend, and cannot access any other forms while the technique is active cannot be used, an existing Split Ciel needs to be used for the modified version. In addition, while the piercing power is very potent, the actual damage is still just a three inch wide hole, requiring the strikes to be ridiculously precise to actually be deadly enough against beings that frequently lose limbs and seemingly function alright.

    Modified Meteor Stream: Unlike its wordier base form, the Modified Meteor Stream is simpler, but no less powerful. Retaining all the rules that the base form carried, if the Meteor Stream sword is stabbed through a Split Ciel, it will extend as a pure stream of light, carrying the exact same effect as the base form, but turning itself into a projectile of light. The range, as it is light, is indefinitely and travel time is, well, the speed of light. However the attack is still forced to be a straight line and predictable needs to pass through a Split Ciel, making the attack considerably easier to predict and avoid than that nature would otherwise suggest.

    Permission/Event/Death Only.






Other Weapons

» Di̱li̱tí̱rio: The Northern Sugiuran Kingdom has always been known for its technological prowess and that does not preclude chemistry. As the Crown Prince and Paragon of the North, Kamui's studies most definitely delved in to chemistry and, in particular, poisons. His personal favorite is one of his own design, the Di̱li̱tí̱rio. Able to be transmitted in both aerosol and liquid form, the Di̱li̱tí̱rio is a fast acting muscle relaxant that will manifest in stages before ultimately climaxing at complete paralysis through neuron interference followed by a remission period. The Di̱li̱tí̱rio itself is not fatal, though its effects certainly lend more opportunities for death to strike. Kamui has long since immunized himself to the effects of his own poison. Once the poison has run its course, its victims are temporarily inoculated until Kamui tweaks the formula(future fights/threads)

  • Post One: Muscles begin to feel heavy, symptoms similar to alcohol intoxication begin to form, tactile response is heavily dimmed.
  • Post Two: Motor Functions begin to be impaired, dropping all combat parameters related to physical activity down one level.
  • Post Three: Motor Functions are further impaired, dropping all combat parameters related to physical activity down one more level.
  • Post Four: Complete and utter paralysis
  • Post Five: Return to the symptoms of Post Two
  • Post Six: Effects are completely removed.


Oppressive Smoke Bomb: The Northern Kingdom has always been known for its technological prowess and in turn has developed many potent weapons but most importantly to Kamui seems to be the utility and misdirection items that they have developed. His personal favorite is the smoke bomb. Upon concussive impact with a surface, the small orbs will release the copious amounts of a gaseous substance. This substance will quickly expand out to a ten meter radius and quickly cover the ground in a haze of gray smoke. While visibly no different than real smoke, Kamui's smoke carries the unique ability to disrupt all energy sensing techniques. The smoke itself is laced with a very vibrant energy source, making it impossible to pinpoint anyone's location through energy sensing in the smoke, as energy is being sensed everywhere.

Gas Bomb: Similar in function to the smoke bomb. Upon concussive impact with a surface, the small orbs will release the copious amounts of a gaseous substance. This substance will quickly expand out to a ten meter radius and quickly cover the ground in a haze of purple gas. This gas in a concentrated, aerosol form of the Di̱li̱tí̱rio gas. Should anyone breathe in the gas, they will be subject to the phases that Di̱li̱tí̱rio poisoning inflicts upon a victim.

Caltrops: Wrapped in a cloth usually hidden on his person is a seal. When the cloth is unraveled, the seal is triggered and will begin spitting caltrops all over the ground. These caltrops are laced with the Di̱li̱tí̱rio poison and should they successfully punch through the opponent's feet and enter the bloodstream, they will be subject to the phases that Di̱li̱tí̱rio poisoning inflicts upon a victim.

» Universal Weapon Techniques:

  • Name: Danketsu: Gatotsu Ishiki
    Description: The first attack in the Gatotsu Chain, Kamui will prepare his blow by dropping into a partial crouch, with both knees bent, right arm drawn back and his left extended forward. Kamui’s right hand will slide down the hilt of his weapon before grasping the kashira or end cap of his sword and as he rests the tips of the fingers of his right hand on the blade near its tip. Kamui will then thrust himself and his weapon forward in a powerful thrusting attack. This attack can also be used in a barehanded capacity.

  • Name: Danketsu: Gatotsu Nishiki
    Description:One potential follow up attack to the Gatotsu: Ishiki. Using the momentum from the first Gatotsu, the user will force Chi to their feet and jettison themselves forward while twisting the point of the sword or fist downward to the ground. The burst of Chi will double the speed the user was moving at for the thrust while the twisting motion of the Gatotsu will cause a wider wound when the weapon strikes its target.

  • Name: Danketsu: Gatotsu Sanshiki
    Description: One potential follow up attack to the Gatotsu: Ishiki. Kamui will slide down into a low crouch before exploding upward, twisting the tip of his sword or fist upward and shooting it into an upward stab, using the power from the earth in his stance to propel himself upward, thrusting up at double the speed of his first Gatotsu.

  • Name: Danketsu: Gatotsu Zeroshiki
    Description: Can either be used as a standalone strike or part of a Gatotsu combination. The user will gather a large amount of Chi to their weapon or fist and thrust that Chi either through the weapon or their fist, allowing them to generate a frighteningly powerful thrust with almost no arm movement, easily punching a massive hole through the human body.

  • Name: Danketsu: Split Step [Supuritto Suteppu]
    Description:A simple technique, the Split Step is performed by lightly bouncing on the user’s toes. The use of this technique puts the user in a better position to move and react to incoming attacks, giving them an extra half second of reaction time, which is often a big difference between life and death.

  • Name: Danketsu: One-Footed Split Step [Kata Ashi Supuritto Suteppu]
    Description:A slightly more difficult technique when compared to its multi-footed cousin, the Kata Ashi Supuritto Suteppu is performed by quickly bouncing on one foot at the moment of reaction instead of one. This gives almost three fourths of a second extra in reaction time in a specific direction.

  • Name: Danketsu: Buggy Whip Shot
    Description: A simple but tricky and potentially devastating technique. The user will perform a simple slice of their sword that in actuality is far from simple. At the start of the actual swinging motion, the user will pump a wave of Chi from the length of the blade. The blade of Chi will then travel in a wide arc and strike the opponent from an odd angle. For example: If the swing was a horizontal slash across the midriff from the opponent’s left, the blade of Chi will arc one meter to the opponent’s left and strike him in the side. Whichever angle the sword is swung will determine the path of the blade of wind. The projectile itself is not capable of cutting through bone or other strong tissues. Skin and other soft and fleshy tissue however is easily sliced through.

  • Name: Danketsu: Rondo Towards Destruction [Hametsu e no rondo]
    Description: A very situational technique, the Rondo Towards Destruction is potentially a very viable killing stroke. The user will channel Electrical Chi into his sword and right before the weapon would make contact with another blocking weapon, the Electrical Chi will jump from the user’s sword into the target’s weapon, forcing it away. This move is not without substantial drawbacks however. In order to maintain the amount of Chi in the weapon, the user is required to maintain almost absolute focus on it. Consequently, the user’s body must be completely inert before the strike and a few moments after, which makes the move highly impractical unless the user is being propelled by an outside force. Typically, this outside force is gravity, but ingenuity can lend to the move being slightly more practical.

  • Name: Danketsu: Triple Counter: Swallow Return [Danketsu: Sanjuu Tentou: Tsubame Gaishi]
    Description:
    The first of the Triple Counters, Tsubame Gaishi is a riposte maneuver. When an attack, generally another weapon based manuever, is aimed at the user’s midriff or legs, the Tsubame Gaishi becomes available. The user will quickly hop into the air and parry the incoming blow, typically guiding the blow beneath his airborne self. From there, using the supreme Chi control of the Sumashuu, the user’s sword will glide up the opponent’s weapon and lead into a slice to the opponent’s chest.

  • Name: Danketsu: Triple Counter: Bear Drop [Danketsu: Sanjuu Tentou: Higuma Otoshi]
    Description:
    The second of the Triple Counters, Higuma Otoshi is strictly a parry, but a powerful one and is meant to react to an overhead strike. The user will meet the overhead strike with the flat of his sword. Instead of the two blades actually connecting however, using the supreme Chi control of the Sumashuu, a small pocket of Chi will form at the point of impact. From there, the user of the Higuma Otoshi will sweep his sword to the side, causing the pocket of Chi to violently jerk and rip the opponent’s weapon from their hand.

  • Name: Danketsu: Triple Counter: Dragonfly Illusion [Danketsu: Sanjuu Tentou: Kagerō Zutsumi]
    Description:
    The fourth of the Triple Counters, the Kagerō Zutsumi is a rather flashy technique. After blocking an opposing weapon, the user will create a force a negative charge into the opponent’s weapon while inserting a positive charge into his own. This will keep the weapons effectively stuck together. Then, using proper leverage and ideally surprise, the user will rip the weapon from their opponent’s hands.

  • Name: Danketsu: Triple Counter: Star Fireworks [Danketsu: Sanjuu Tentou: Hoshi Hanabi]
    Description:
    The fifth of the triple counters, the Hoshi Hanabi effectively counters projectiles and physical Technique. By channeling Electrical Chi into the blade, the user will lower the tip of the blade to the ground before swinging in an upward, violent arc. By combining a powerful swing with the enhanced cutting power of Electrical, the counter will cleave through lesser weapons or jolt the weapon out of the opponent’s hands. Any common weapons will be immediately broken and anything more potent will be forced out of an opponent’s hand. Any other weapon will simply be knocked from the opponent’s hand. Given the relatively slow nature of the counter, the opponent’s attack needs to be slower and heavily telegraphed for this technique to have use.

  • Name: Samurai Zone [Samurai Zōn]
    Description: A very potent Technique, the Samurai Zone is supremely effective against other KenTechnique users. Upon making contact with an opponent’s weapon, the user of the technique will selectively charge an opponent’s metal weapon with electrons while maintaining a positive charge in his own weapon. This effectively allows the user of the Samurai Zone to funnel his opponent’s blade into the general area that the user wishes, making it very easy to parry and negate an opponent’s offense. The effect lasts until dispelled.

  • Name: Kamuibattou
    Description: An advanced form of Iaido, the Kamuibattou is a style fixated around using the sword sheathe as a funnel to reduce movement and air resistance in the sword slash. The release for the Kamuibattou however is far gentler than a typical Iaido draw with less wasted movement, effectively making it faster than a normal Iaido draw through completely refined movements. Because of the lack of wasted movement, the free hand does not need to brace the sheathe for the draw to be efficient.

  • Name: Nitōryū: Two Swords Style
    Description:
    Requirements: Ambidexterity
    Unlike the name suggests, this style only involves one sword. It does however focus on the capacity to switch sword hands effortless and promotes the capacity for using the momentum given by being able to swiftly and effortlessly transition from one hand to another. Masters of this style tend to be much more defensively sound, being able to cover all angles of attack with little trouble and have effectively improved reaction time.


END OF THE WEAPONS


Last edited by Imakuran on Tue Jul 02, 2019 12:02 am; edited 7 times in total
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Sat Jun 29, 2019 1:11 am
The Deceit

Erebus
中空アーチャー



I. The Spirit's Basic Information


» The Spirit's Name: Erebus
» The Spirit's Race: Sugiuran Deity or N/A
» The Spirit's Gender: Uses Male Pronouns
» The Spirit's Age: Time immemorial

Kamui Cruor [0-5] [Hazard Rank B] UYCxb6j

I. The Spirit's Personality


» The Spirit's Personality: Erebus is both the peculiar Sugiuran’s Guardian Beast AND his Sacred weapon. At first, through a combination of Izayoi’s rather unique heritage and his inborn natural aptitude for destruction, Izayoi was not born with a sacred weapon. Perhaps the Gods thought his body as a whole was weapon enough. For whatever reason he was not graced with a weapon at birth, however, Izayoi would not stay without his weapon for long. During his first fit of destruction, a fit that required Sagumi to etch the Restriction Seal into his very being, Izayoi’s sacred weapon and by extension his Guardian Beast, came into existence. Beyond Sagumi’s foresight, the excess energy that the restriction seal would remove from Izayoi and filter off into areas unknown caused the formation of Izayoi’s Guardian Beast and Sacred weapon, Erebus.

While the two did not have the greatest of relationships, Izayoi is very much a being of light, joy, happiness, laughter, and exhilaration, Erebus is the polar opposite, representing all the negative energy that is cast off by the restriction seal, they did seem to form a sort of bond. They were opposites, but as much as Erebus hated the happiness and light that was young Izayoi, its very existence was the obnoxious amount of energy that Izayoi's very existence output. Without Izayoi, Erebus had no hope of existing. On the opposite side, as much as Izayoi hated the creature of darkness and shadow that seemed inexplicably bound to him, Erebus HAD saved him on multiple occasions in multiple fights since his engagement with the Water Serpent. As such, the two tend to detest each other to alarming degrees. However, because Izayoi’s energy output is the only thing keeping Erebus in existence, the creature is obligated through survival instinct to protect Izayoi. This is the primary manifestation of its power.

However, since Izayoi's demise, Erebus has experienced a new phenomenon that he never really expected to, loss. His relationship with Kamui is considerably more functional than what he had engaged in with Izayoi, the elder brother engages in many of the same violent, malicious, and hateful practices that Erebus himself is oh so fond of, but he had developed a sort of kinship with Izayoi that he had never expected to and felt a sort of power he never expected to. Kamui was not Symbiote they'd never achieve the synchronicity that he could have with Izayoi, and knowing that he would never likely achieve the power he one day hope to hold is a profoundly sad notion.

However, with that loss, he is even more driven than perhaps Kamui to reopen the schism to the Sugiuran world. While Kamui wants to return home himself and bring the real war to Earth, Erebus just wants to get Izayoi back to his home where he has hope of healing properly. To get his proper host back. It is why he tolerates Kamui being his vessel for the time being, despite ultimately (and accurately) blaming him for Izayoi's state. If it can get him back to Izayoi, his proper home, he would raise the entirety of Earth and most of his motivations and interactions indicate that, demonstrating ruthless efficiency and hatred that would make his very host blush.

I. The Spirit's History


» The Spirit's History: Long ago, when the Sugiuran World was still whole, Erebus was a “God of Old.” When Zha’til had formed, a time long before the Sugiurans, the legend states that Erebus was among the founding pantheon of the Multi-verse. As the legend goes, when the Gods created their World, their many universes, Erebus was the glue, the thing that held them all together. His being seeped into every crevice between the worlds and was the veritable ocean of dark that held the very Multi-verse together.

Whether or not this Erebus is a “God” is entirely debatable, but he is most definitely the being that the myth was based upon if it wasn’t the Deity himself. What is undeniable is that Erebus is very old, very malicious, and very powerful. Omens constantly refer to how Erebus leaked through the seams of the Multi-verse and stole children and ruined crops and old travelers across worlds used to pray to Erebus to spare them on their travel. The validity of either of those beliefs or practices is certainly debatable, but Erebus himself is proven to exist. When the world was forcibly separated from the multi-verse by the Sugiurans, Erebus, the glue, was dragged with them.

Erebus had roamed for a time, while he tried to fit between the crevices of this Multi-verse, it most definitely did not feel like home and more and more Erebus began to creep into the universes themselves and this quickly made him a target. The more and more this creature of legend began to show itself, the more fear began to perforate amongst the people and at the same time, the greed. Expeditions were sent to capture the creature and eventually, in a hilariously twisted turn of events, Erebus was captured.

It was then that they sought to turn him into a weapon. Erebus was forcibly bound to a young Suigura who, at the time, they believed to be a failure. Young prince Izayoi had lived his entire life in his Elder Brother’s shadow and by comparison was deemed to be quite inept. So they did the best thing they could think of to salvage him AND utilize their newfound prize. They turned the young prince into a catalyst for a monster, the first engineered Bio-Weapon.

It definitely was met with success, at least in the eyes of the Sugiuran populace. Erebus didn’t exactly share their enthusiasm, bound to a whelp and Izayoi by comparison wasn’t exactly happy to be stuck with a “God” that children were taught to be terrified of. Which brings us to the present day, where the two attempt to not get each other killed, either directly or indirectly.

He spent five years with Izayoi, subject to his foolish and idiotic whims, forced to be completely subservient to the boy and engage his enemies, but as time went on he was becoming more and more content with his situation. He had grown a sort of, protective attachment to the boy...which was why it became so much more devastating when, against his advice, Izayoi rushed to "help" his brother on the moon. Squaring up against a demon, the boy held his own quite well, joining with the Vanguard to face off against them, however his luck would not hold out. Injuring himself in order to chase off his opponent, he was not strong enough to fully survive the explosion of the moon. It took everything Erebus had to keep him alive as he was flung from the moon toward Earth and the re-entry that entailed.

Expending too much energy, Erebus went into hibernation and did not wake until, he found, was a week later. He was now looking down at Izayoi instead of through him. He was taken from Izayoi and sealed within Kamui, his power was coming back and Izayoi's fragile body could not house it without completely burning out. It was then that Kamui made him the promise, he was going to bring Izayoi home, where they could re-establish the connection to his Sugiuran powers and restore him to consciousness, they were going to drag the Sugi world back here or drag Earth to it. They were going to save Izayoi. Erebus knew the brother too well for that, he knew that wasn't his ultimate goal, but he also knew that it was the best chance to save the boy. He didn't have any other options. So began his journey with Kamui to bring back their home and Erebus was going to be what they used to glue it together, fulfilling his duty of old.

I. The Spirit's Powers


» Ziamichi Spirit Powers:


Encompassing Darkness: Erebus was the glue that held Universes together and that nature persists to this day. While Erebus’s most common form is the shadowy image of a wolf, that is not his actual form. Erebus’s physical body will permeate around the perimeter of any area he is in up to a radius of five hundred meters. It is from this that all of Erebus’s abilities are founded and this is the area that he is able to strike from. However, this ability follows some very strict rules for allowing Erebus to manifest in his transient state. First and foremost, Erebus’s body must always be connected to the perimeter of a circular(note two dimensions) area around Kamui’s body. Consequently, in a completely open field, Erebus will always only be able to manifest two hundred meters away from Kamui at any given point in the Flimkien.

The exception to this is terrain. Erebus is able to travel along any object that is a solid and is currently touching the surface of the ground within his five hundred meter radius and is able to use any piece of terrain in his “area” as a springboard for any of his abilities and redefine the boundaries of his Encompassing Darkness. However, for something to qualify as “Terrain” it needs to be at least one foot tall, Erebus is not yet able to manifest on blades of grass and skewer people as they walk.

Umbrakinesis: Erebus is darkness himself and Erebus is violent. Erebus is able to project his body of darkness outward and use it as a kinetic force in various ways. The most prominent method of which is to jettison tendrils of darkness from his Encompassing Darkness at his foes. These tendrils, depending on the form the darkness takes, are capable of lacerating or bludgeoning his opponents with an absolutely startling efficiency making it absolutely dangerous to venture near the boundary that Erebus innately sets up around Kamui. However, there are many inherent weaknesses to this ability.

The darkness is a kinetic force, and as such it can be interacted with by other kinetic forces. While normally swinging a sword at darkness would be pointless and undoubtedly result in a padded room and a particularly constricting jacket, in this case what that sword will hit is very much there and the defusing kinetic energy will deflect the danger that the victim would face. So while the sword is not technically hitting the darkness, it is hitting and diffusing the kinetic energy that Erebus creates, consequently sparing themselves from harm. In addition, the effective range of Erebus’s Umbrakinesis is fifty meters. Putting yourself at least fifty meters away from wherever Erebus’s boundary is will prevent the Beast from ever being able to touch you.

Photo-Absorption: Conventional wisdom would maintain that you combat darkness with light, conventional wisdom is an idiot. Darkness in and of itself is the destruction of light. Darkness is not synonymous with “Shadow.” As such it is not possible to “banish” Erebus with light sources as his body will simply absorb and destroy light particles as simply as a human would breathe or poop or contemplate driving a rusty nail through their temple if they have to listen to “Is it too late to say I’m sooooooooooooooooooooooorry” one more time on the damn radio. It's almost as infuriating as outright refusing to chance out a very, very dated pop culture reference from the application.

Darkness Defender 2417: Transitioning to a solid state robs Erebus of some of his abilities, however, with a solid state, Erebus is able to contribute in quite a different way. Any incoming attacks will be met with the shadow manifesting for a moment and blocking the attack. However, the overall strength of the attack has very little bearing on whether or not it is blocked, when struck the shadow will insert an equal and opposite energy signature into the attack, regardless of whether that is spiritual energy or even kinetic energy. While the shadow can theoretically block any form of attack, regardless of strength or type,the shadow itself, when materialized, can be destroyed. Every time the shadow blocks an attack or hits something, it loses its “charge” for materializing in this world. So regardless of whether the attack was a massive cero or someone flicking it with a finger, the shadow loses a charge and can potentially be destroyed. Erebus’s charges are dependent on Kamui’s use of the Atomizer. Every time Kamui uses the ability, Erebus gains a single charge. Whenever an altercation begins, Kamui's Erebus will always begin at zero charges. Given the unstable nature of the energy Erebus wields, storing any charges on the Erebus shadow is impossible for him at this time, forcing Erebus to build up his defenses through in the moment offense.

I. Ziamichi Powers


» Unique Traits:

Symbiotic Unity: Unlike most Ziamichi's, Kamui's relationship with Erebus is far closer to the Symbiotic relationship of the Sugiurans than it is a typical Ziamichi relationship with two species vying for control. As such, Kamui himself does not actually have access to any abilities that Erebus possesses or vis-versa and the two are not able to modify or "buff" each other in any way shape or form in their typical state. However, the two, despite sharing a body, are both able to interact with the world and can function autonomously and independently of each others consent and actions. Erebus is fully capable of using all of his abilities without input from Kamui in anyway. While not having the strengths that many Ziamichi would have as a result, fighting against Kamui very much feels like fighting against two people.

» Forms:

Maxima Syndicat:
Kamui Cruor [0-5] [Hazard Rank B] Siddharth-prabhu-aster-demon-form

Kamui's Maxima Syndicat is something of a misnomer. Unlike a True Symbiotic Maxima Syndicat, Kamui and Erebus are unable to achieve true unity of self. They will never fully achieve that 100% synchronicity rate that is emblematic of the true ability. They can however accomplish something close to it and combine their powers together in one body in a way the amplifies their powers and abilities, dramatically increasing Kamui's physical capabilities almost as if it were a release of some form. Erebus will condense his form around half of Kamui's body, bifurcated vertically down the middle, and wrap his left side drastically in darkness, seeping into his very being and soul. This surge of energy causes Kamui's attributes to surge through the roof and makes him even more dangerous. In addition, when wielded by Kamui's darkened left arm, the relic weapons lose access to their innate powers and abilities and are instead replaced by Erebus centric abilities. If the weapon changes hands back to Kamui's right however, they regain their original abilities.



  • Yamimatoi I: Absolution

    Erebus’s chief ability while wielding the Danzai is his ability to break down, split, and utterly destroy atoms that the sword physically comes into contact with, effectively making the sword's mere existence in his hands a walking nuclear explosion.

    The first representation is in the destructive capabilities of Yamimatoi’s physical destructive capability. With every strike the sword makes, regardless of physical exertion applied, Erebus will split the atoms in the air around his strike, effectively generating a low scale nuclear explosion with each hit. The sword will channel and reduce the impact radius, scrub away any residual radiation and temper the overall destructive capability of the sword so much as brushing against his leg, but it does not nearly do enough to stop the destructive energy’s strikes from being some of the most devastating in our world. Kamui is capable of delivering a strike equivalent to a quarter of a kiloton nuclear explosion in this form. However, because actually containing the strength of the sword in a focused and useful fashion requires a lot of focus, Kamui is not able to generate this effect on the fly. It requires a lot of pre-meditated thought and effort and rote and incidental contact with the Shadow Cloaked Danzai is does not carry that same destructive impact.

    In addition, the Absolution is not limited to being used solely upon other people. Erebus has learned through his immersion with Izayoi how to properly use his explosive and destructive ability on himself. Erebus is capable of using his destructive power to launch himself in a direction at rather terrifying velocities; at rates that more than double an equally tiered shunpo or racial equivalent, giving Erebus a rather remarkable amount of speed outside of his own normally impressive physical capabilities. In addition, because the nature of his movement is quite literally an explosion, the amount of pressure generated from his movement would normally kill Kamui if his body wasn't augmented by Erebus to resist these forces through conscious effort, making it rather dangerous to use if his mental capacity is in any way hindered.

    In addition, comparable to his ability to strike, this ability is considerably hampered by his capacity to focus. In order to effectively use it, it requires preternatural thought, precluding its use in “panic” situations that would require an adaptive thought process or a quick reaction. So it needs to be a premeditated action rather than a reactionary one. With that risk however carries a rather impressive benefit. On top of the immense speeds this kind of movement is capable of, the movement will generate immense pressure around the user as he's moving, almost pushing everything else aside. When moving with Absolution, Kamui will cut through the air so intensely that it will push aside anything in the air that would do the user harm. As such, any attacks that Kamui would otherwise sustain when using the ability are completely and utterly overpowered and neutralized provided the strength of the attack is not a level higher than Kamui's weapon skill. This protection only applies in a forty five degree angle in front of him however, so despite being completely invulnerable to head on attacks, Kamui is still very susceptible to off angle attacks.

  • Yamimatoi II: Entropy

    Erebus's Entropy carries an ability that is truly, truly terrifying. While the ability to split atoms and the destructive levels of kinetic energy that accompanies it is terrifying in and of itself, Entropy allows him to do something else, something terrifying. Erebus is capable of destroying energy.

    Matter, in general, is easy to manipulate and it is the thing most people directly interact with on a daily basis. You can throw a rock, punch a rock, pee on a rock, all of these things happen on a physical plain, the world of matter. Destroying a rock is simple, you use kinetic energy to break the molecular bonds of the rock. However, Erebus does not need to do such, instead, Erebus can completely and utterly destroy the kinetic energy holding the matter together, simply dispersing it into apparent nothingness and breaking most conventional rules of physics.

    Erebus is still limited, he needs to be in physical contact with the blade in order to destroy the energy in question, but Erebus is able to destroy any form of energy that does come in to contact with his blade. Of course, Erebus does not physically destroy energy, because that would be physically impossible and quite silly. Instead however, with this ability Erebus is able to forcibly cause all forms of energy to break down in to heat and immediately disperse as a mild heat in to the air around him, allowing him to completely diffuse and effectively "destroy" any energy based attacks or abilities. Erebus is capable of blowing through up to 75% of all form of energy based barrier through sheer destructive power as well, making it very difficult to stop an encroaching Erebus. Of course, Erebus is restricted to actually meeting the energy with his hand in order to properly destroy the source of energy, making the functionality of this ability very dependent on Erebus’s physical abilities to fully utilize the energy destruction and allows opposition to either maneuver around Kamui’s defenses or trick him through misdirection.



» Drawbacks: Erebus and Kamui, united by a common purpose, do not differ much in their focus and as such, there is not much in the way of drawbacks from their partnership. They work well together and a lot of Kamui's energy after the Second Schism has been dedicated to working properly with Erebus. As such, outside of the Maxima Syndicat, they are a well oiled machine.

However, due to Kamui not being predisposed to this union on a genetic and person al level, he is limited in just how much of Erebus's power he is able to utilize and physically handle. As such Kamui is only able to maintain the Maxima Syndicat for five posts and even then, it can only be used as a last resort. Merging so intimately with Erebus is more than Kamui can handle, as vast as his energy reserves are, and engaging in this ability begins to inflame Kamui on a molecular level. After the five posts elapse, assuming the fight requires all five, Kamui is reduced to being nearly immobile and unable to fight any longer as his molecules themselves are trying to break apart, causing him to avoid this fusion as much as possible.


» Control: 9


END OF THE WEAPONS


Last edited by Imakuran on Mon Jul 01, 2019 9:23 pm; edited 4 times in total
Imakuran
Imakuran
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Kamui Cruor [0-5] [Hazard Rank B] Empty Re: Kamui Cruor [0-5] [Hazard Rank B]

Sat Jun 29, 2019 1:19 am
The Deceit

Kamui Cruor
中空アーチャー


I. Skill Sheet


[NOTE: SKILLS ARE NOT TO BE FILLED IN UNTIL A TIER IS GIVEN! WILL SKILLS WILL BE GIVEN BY THE STAFF MEMBER WHO GRADES YOUR APP!]

NOTE: Ziamichi's will have three to four skill sheets possibly. One for general skills, one for racial skills, one for the host's skill and possibly one for the spirit's skills if they are a different race.

» Ziamichi Host Class: (Ranging from E to the weakest and A to the strongest; With S being a special class of Ziamichi's. Don't do anything to this section, as staff will determine how strong your Ziamichi Class is from tier once approved. And yes, the Host can sometimes be stronger then the spirit.)

» Ziamichi Spirit Class: (Ranging from E to the weakest and A to the strongest; With S being a special class of Ziamichi's. Don't do anything to this section, as staff will determine how strong your Ziamichi Class is from tier once approved.)

Click the spoiler to learn more about Ziamichi Classes

Spoiler:

(To Find Out about what these skills are for, please READ THIS THREAD before you try doing anything to it. After you have read it, do not fill your skills out until a staff member has graded your thread. The staff member checking your app will also give you Will Skills in which you can add to your app when approved. Click the spoiler below to see what tier gets what kind of skills.)

Spoiler:

General Skills For Host
  • Durability: Adept
  • General Speed: Elite
  • Strength: Advanced
  • Weapon Skill: Elite


Ziamichi Skills For Host
  • Skill Of Ziamichi Powers: Elite
  • Control Over Spirit: Advanced
  • Seal Strength: Adept
  • Sync-Rate: Elite


Human Reiatsu Sheet
  • Power Control: Elite
  • Energy Usage/Regeneration: Elite
  • Energy Resistance/Endurance: Adept
  • Physical Augmentation: Advanced


Will Skills For Host
  • Willpower/Determination: Advance
  • Mental Deduction: Elite
  • Focus: Advanced

____________________________________________________

General Skills For Spirit
  • 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


Will Skills For Spirit
  • Willpower/Determination: Elite/Advanced/Adept/Beginner/Untrained
  • Mental Deduction: Elite/Advanced/Adept/Beginner/Untrained
  • Focus: Elite/Advanced/Adept/Beginner/Untrained


Kamui Cruor [0-5] [Hazard Rank B] 0e81856f9abbb1675afa93e60cfad04f25e20a5c_hq

I. Roleplay Sample


END OF THE ZIAMICHI APPLICATION



Last edited by Imakuran on Tue Jul 02, 2019 6:30 pm; edited 1 time in total
MorpheusDavol
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Mon Jul 01, 2019 12:37 am
[adm]
Application Checklist
  • Name [x]
  • Appropriate Age [-x]
  • Gender [-x]
  • Appearance Present [-]
  • Appearance Described in Appropriate Length OR 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 [-o]
  • Powers are described reasonably enough [-o]
  • Application/RP Sample is not in First Person [-x]
  • Skills are not filled in[-x]
  • RP Sample Present (Omit if this is not the first character) [-x]
  • RP Sample is 10 sentences [-x]


Will Skills
  • Willpower/Determination: Advance
  • Mental Deduction: Elite
  • Focus: Advance



Hazard Rankings
  • Power: S
  • Influence: C
  • Resources: C



Comments/Notes:


Origin: Deceit

“Provided there are no debilitating influences on his Willpower or Mental Deduction, any attempt to read his mind or in any way ferret out some inner truth will inherently fail when used on Kamui.”

My main issue with this is it is by and large an absolute. There’s no way to counterplay the ability, save for weakening his mind. I get the idea of a supernatural being unable to divine the truth from his mind, but I want there to some indication for perhaps those of as high or higher mental deduction to become aware that they are being obstructed. That way it is not a complete shutdown on the higher spectrum, while also not compromising what he is hiding.

Secondly, because this is primarily focused towards supernatural means I think technology should be allowed to counteract this. Assuming there are functional machines which can see into people’s memories, or ‘lie detectors’ they shouldn’t be obstructed by this. Granted, I don’t expect or will allow people to abuse that.

Abundant Energy Reserves:

“For every metaphorical unit of Chi, Kamui has an additional half a unit of Psionic Energy”

Because psionic energy isn’t really part of his kit, you may want to reword this ability. As the general theme seems to just be ‘the guy has a lot of energy.’

“Even the most potent beings in the universe would be taken aback by his existence at first glance.”

I would take this out and replace it to reflect his energy is very concentrated and potent, as this could be perceived as dictating how PCs or Staff NPCs would view this character. And naturally that would fall under god-mod.

Extensive Knowledge of Seals: I would this reword this to remove the mention of sugiaran magic, or reflect the current status of his sugiaran magic to avoid confusion.

Incredible Agility: I would avoid ‘very few creations in this universe could rival’. This is optional but I tend to recommend this for all applications. Comparisons to people rarely age well.

The Deceit: Perfect Transformation:

“In addition, while Kamui can hold this transformation for quite some time, it is not indefinite. Kamui can only hold the transformation for twenty-four hours before needing to revert to his genuine form and requiring two hours before being able to reapply the transformation. “

While I can understand the practicality of this, time is rarely something on PH which actually matters. So I’d like to converted into a per thread usage, and a post count. I.e he could do this for a single thread for a total of ten posts. Then he must allow a single thread to past where he cannot use it. I’m willing to budge on this if you provide me something else that reflects a more tangible drawback. The varying time differences per threads and etc could be justified by saying ‘due to being cut off from the sugiaran realm this ability isn’t as reliable as it once was.’



Fuuinjutsu:

“The first and probably most obvious is drawing the seal itself”

How long do these last, or are they purely plot related? Can you specify if destroying the seal destroys the mark like the others. Unless it’s written, I can’t assume it is.

“Seals applied in this fashion will last for five posts”

Since this is an instantaneous cast, I am going to drastically lower this to three posts.

On a further note, I want it noted he cannot stack seals on the same target. One at a time.

Soaring Divine Bellow:

“Consequently this technique cannot be tracked by things that track movement or even really track energy in general.”

Remove the part mention energy tracking, I don’t see why this wouldn’t leave some sort of energy residue. Otherwise I’m fine with it not being able to be tracked by movement.

Also limit this to four. It’s combat teleportation and we’re still iffy on it’s usage. This may be upped in the future if it proves to be a 1. Ineffectual at the current name 2. Not abusable.


Contract Seal:

This ability needs to be significantly scaled down, and reworked. As it stands I’m denying this ability.

My core issue with this is how immediate and effectively it can shut down nearly every character on site as it currently stands. I don’t like the idea of people reverting back to base states while in transform. This should be a once per thread ability. As for the energy cutting application of it, it shouldn’t be a total negation of supernatural energy by a damper. I would write this as either an energy drainer, dampner, or have it temporarily make them unable to enter their releases but does not make them revert back to base state.

This needs a lot of work. From the core of what it can do to how many times it can be done.

Explosive Seal:

Remove the hard math. It over-complicates things for the average reader and can lead to unintended effects for the site, or unfair advantages which should never have been advantages. That way he isn’t exponentially increasing the hard math which leads to some crazy stuff, instead it’s a bit more vague and allows for counterplay without the other person having to devolve into trying to calculate some hard math.

It’s an explosion which can exponentially increase three times. It’s devastating on the third increase. That’s all that really needs to be portrayed.

Evil Restraining Seal:

Let’s make this a plot only ability, one which requires a lengthy ceremony or something to apply. I don’t want this snap applied in combat to just shut someone down. The seal isn’t absolute, it should be noted there may be beings out there which can overpower the seal.

Replacement Seal:

Put a cooldown on this on this with 1-3 times per thread.

Suspension Seal:

Add a cooldown.

Juin:

Was informed they intend to remove this, so just remove it.

Xíngróngcí Seal:

Make the same changes I asked for the seals durations. This is a very flexible ability which I don’t actually mind too much but there is always the ‘If you use this is a way we dislike we will remove it.’ I’d clean up the wording to make it read a little better but that’s optional.

Techniques as a whole: Two post cooldown, as to not spam one thing over and over again. Unless otherwise stated.

Danketsu: Illusionary Dash [Kaihou]

Make a cool down of four posts.
Name: Danketsu: Lightning Legs [Hyakuretsukyaku]

Have the legs strike with reduced power, per multi-kick. Don’t have to specify too hard, just note that.


Sagumibutsu: Danzai no Kōken

I dont want to write this for every ability/technique. Had a cooldown for all of them, I’m willing to allow them to all unilaterally be two posts.If you note this someowhere once, that is fine.


Hikaryu Form III: Growl Flash

Add a duration, followed by decreasing the tier of the modified growl flash to 3-5 and below.

Modified Radiant Clap:

Impressive. I just wanted to draw attention to this ability in particular, this is how you write a simple but powerfully effective ability.

Greed Sever:

Make it three blades instead of five.

Hikaryu Form VI: Bright Spiral

Add a mechanic where if someone breaks the defense, it takes time for it to reform which is translated to a post count. Followed by it is only able to reform three times. That way someone can eventually break the defense and not have it be a problem. A constant blade swarm doesn’t seem fair.

Hikaryu Form VII: Meteor Stream

Permission/Event/Death only.

Di̱li̱tí̱rio:

Once someone has been exposed to Dilitrio, and provided they survive, they gain temporary immunization. (The reminder of the thread.)

Maxima Syndicat:

Strong, but entirely counterable. However, sealed until he reaches 0-3. Will need to be relooked as just in case once he is 0-3.



Tier: 0-5
Hazard Rating: A [/adm]


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Kamui Cruor [0-5] [Hazard Rank B] Empty Re: Kamui Cruor [0-5] [Hazard Rank B]

Mon Jul 01, 2019 9:21 pm
I'm fine with most of this, but some of this I don't think is very fair.

Origin: Deceit

“Provided there are no debilitating influences on his Willpower or Mental Deduction, any attempt to read his mind or in any way ferret out some inner truth will inherently fail when used on Kamui.”

My main issue with this is it is by and large an absolute. There’s no way to counterplay the ability, save for weakening his mind. I get the idea of a supernatural being unable to divine the truth from his mind, but I want there to some indication for perhaps those of as high or higher mental deduction to become aware that they are being obstructed. That way it is not a complete shutdown on the higher spectrum, while also not compromising what he is hiding.

Secondly, because this is primarily focused towards supernatural means I think technology should be allowed to counteract this. Assuming there are functional machines which can see into people’s memories, or ‘lie detectors’ they shouldn’t be obstructed by this. Granted, I don’t expect or will allow people to abuse that.

There shouldn't be counterplay to this ability. This is what he's all about, this is like, genetically, his thing. The "counterplay" is being forced to use logic and reason to ferret out his lies and deceptions instead of "BECAUSE I WROTE THAT I'M SUPER FUCKING PSYCHIC AND SHIT SO I KNOW IT'S NOT METAGAMING GRAWRRRRRR" People are going to bullshit metagame, they always have, but this ability literally forces them to use their brain to justify it.

The technology response is fine from a logical standpoint...but humans beat those all the time.


I would take this out and replace it to reflect his energy is very concentrated and potent, as this could be perceived as dictating how PCs or Staff NPCs would view this character. And naturally that would fall under god-mod.

This feels obviously like a flavor thing...I can do that for you but if anyone read that and thought it was a command...

While I can understand the practicality of this, time is rarely something on PH which actually matters. So I’d like to converted into a per thread usage, and a post count. I.e he could do this for a single thread for a total of ten posts. Then he must allow a single thread to past where he cannot use it. I’m willing to budge on this if you provide me something else that reflects a more tangible drawback. The varying time differences per threads and etc could be justified by saying ‘due to being cut off from the sugiaran realm this ability isn’t as reliable as it once was.’

Discussed this over VC in specifics his ability being virtually useless in any actual combat situation and being effectively, an enhanced version of everyone else's "I'm suppressing my Reiatsu gaise, controlzorz" in fitting with his Sugiuran origin.


Fuuinjutsu:

“The first and probably most obvious is drawing the seal itself”

How long do these last, or are they purely plot related? Can you specify if destroying the seal destroys the mark like the others. Unless it’s written, I can’t assume it is.

The actual drawn seal, like he physically draws on someone or tattoos one or something similar, then its indefinite. I don't see a world where anyone lets Kamui sit there and doodle on them in a thread, much less tattoo them, so it's mostly a plot device or a "Why on Earth did you sit there and let me do this" device.

“Seals applied in this fashion will last for five posts”

Since this is an instantaneous cast, I am going to drastically lower this to three posts.

Requires physical contact, specifically his palm...so unless a punch is "Instantaneous cast" this is a really confusing gripe. If you just want me to change it to three posts I can but I don't understand the "instantaneous" thing.

On a further note, I want it noted he cannot stack seals on the same target. One at a time.

Sorry, I don't think this is remotely fair. A lot of these seals are potent, but they're potent in subtle ways. If you told a Shinigami they could only have one kido active at a time they'd call you insane. I really request you reconsider this.

Remove the part mention energy tracking, I don’t see why this wouldn’t leave some sort of energy residue. Otherwise I’m fine with it not being able to be tracked by movement.

Because there's no energy to track, he's in one spot then he's in another. You can't "track him" via energy sensing because his body and energy at no point existed in the space between point A and B. There's energy to track when he's at point A.) and at point B.) but not inbetween.

Contract Seal:

Will be reworked in to an entirely new ability

Explosive Seal:

Changed but you're boring, these are the actual numbers for the level of explosive force I was dealing with.

Evil Restraining Seal:

Let’s make this a plot only ability, one which requires a lengthy ceremony or something to apply. I don’t want this snap applied in combat to just shut someone down. The seal isn’t absolute, it should be noted there may be beings out there which can overpower the seal.

I can do this...but I really hate that response. Having it be overpowered and some of it leaking through is fine, but just a straight up "THEY TOO STRONG LUL" is just as lacking in counterplay the other direction.

Replacement Seal:

Put a cooldown on this on this with 1-3 times per thread.

Fine...but your boner for cooldowns is a bit...

Suspension Seal:

Add a cooldown.

Come on...

Suspension Seal:

One of the more basic Fuuinjutsu, once applied the object will elevate itself up to fifteen feet in to the air and will remain there until the seal is removed or broken through physical strength. Breaking it, while requiring conscious effort, is relatively simple for any being over the 4-3 threshold simply by surging their energy through their body and overpowering the seal. Consequently, its only real application in battle is a misdirection and a distraction. Usually, it is simply used to manipulate a weapon remotely, as the seal user can manipulate it to his whim, and to in general hold things aloft that the user doesn't especially feel like carrying


That's the ability. It has no effect on people over 4-3(Most of the site, even after the tier clamp) and they can release themselves with an especially energetic sneeze. This is exclusively for doing fun misdirection tactics with moving rocks or to throw a weapon at someone and pull it back. Having a "cooldown" on it just means you won't let me tag multiple objects which is just taking fun away from a completely underwhelming ability, it's usefulness is gibbed even more with the nerf to the duration time too, I don't feel this is fair. Especially if our mission statement is "fun" powers are what we're looking for.

Techniques as a whole: Two post cooldown, as to not spam one thing over and over again. Unless otherwise stated.

Same thing as before...this isn't fair. You wouldn't tell a Shinigami their kido has cooldown and these are arguably less effective than a vast majority of those Kido. If you want certain ones restricted, I'd think you were being zealous for the sake of it but some of them can be pretty powerful, but this feels unfair. The only way I'd think this was okay is if I ACTUALLY GAVE him the linking style that Sagumi has, which I omitted because numbers. If you're okay with me giving him that to actually add interconnectedness to the attacks, fine, a cooldown(even if 2 posts feels ridiculous for that when some of these are "you threw a punch and looked cool")


Danketsu: Illusionary Dash [Kaihou]

Make a cool down of four posts.

If I must, but this is such an easily metagamed ability that it's mostly in there because I think it's fun.

Name: Danketsu: Lightning Legs [Hyakuretsukyaku]

Have the legs strike with reduced power, per multi-kick. Don’t have to specify too hard, just note that.

Chun-Li hater, nothing reduced about them thighs, fine

Sagumibutsu: Danzai no Kōken

I dont want to write this for every ability/technique. Had a cooldown for all of them, I’m willing to allow them to all unilaterally be two posts.If you note this someowhere once, that is fine.

*twitch*

Hikaryu Form III: Growl Flash

Add a duration, followed by decreasing the tier of the modified growl flash to 3-5 and below.

Done

Greed Sever:

Make it three blades instead of five.

Done

Hikaryu Form VI: Bright Spiral

Add a mechanic where if someone breaks the defense, it takes time for it to reform which is translated to a post count. Followed by it is only able to reform three times. That way someone can eventually break the defense and not have it be a problem. A constant blade swarm doesn’t seem fair.

Aight

Hikaryu Form VII: Meteor Stream

Permission/Event/Death only.

Quite a lot of things have been said on why I'm grr about this, but I'll 100% add that tag to the modified version.

Di̱li̱tí̱rio:

Once someone has been exposed to Dilitrio, and provided they survive, they gain temporary immunization. (The reminder of the thread.)

Aight








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Kamui Cruor [0-5] [Hazard Rank B] Empty Re: Kamui Cruor [0-5] [Hazard Rank B]

Mon Jul 01, 2019 10:44 pm
[adm]
Imakuran wrote:There shouldn't be counterplay to this ability. This is what he's all about, this is like, genetically, his thing. The "counterplay" is being forced to use logic and reason to ferret out his lies and deceptions instead of "BECAUSE I WROTE THAT I'M SUPER FUCKING PSYCHIC AND SHIT SO I KNOW IT'S NOT METAGAMING GRAWRRRRRR" People are going to bullshit metagame, they always have, but this ability literally forces them to use their brain to justify it.

The technology response is fine from a logical standpoint...but humans beat those all the time.

Fair enuff, I don't mind that. The technology one is a bit loose around the edges, just use it for whatever roleplay means you want. But that explanation was apt.

Imakuran wrote:This feels obviously like a flavor thing...I can do that for you but if anyone read that and thought it was a command...

It's just a precautionary thing, I'd appreciate it if you did.
Imakuran wrote:The actual drawn seal, like he physically draws on someone or tattoos one or something similar, then its indefinite. I don't see a world where anyone lets Kamui sit there and doodle on them in a thread, much less tattoo them, so it's mostly a plot device or a "Why on Earth did you sit there and let me do this" device.

Alright thanks for clearing that up.

Imakuran wrote:Sorry, I don't think this is remotely fair. A lot of these seals are potent, but they're potent in subtle ways. If you told a Shinigami they could only have one kido active at a time they'd call you insane. I really request you reconsider this.

Talked with him further at this, I failed to specify what I meant. I meant he can only stack on seal per hit.
Imakuran wrote:Because there's no energy to track, he's in one spot then he's in another. You can't "track him" via energy sensing because his body and energy at no point existed in the space between point A and B. There's energy to track when he's at point A.) and at point B.) but not inbetween.

We had some confusion here, he thought I meant the arc of which he traveled. I meant for this to be clarified one would feel his energy upon arriving at point b, since there would be nothing eschewing that. A small edit will be made to clarify this on the application.

Imakuran wrote:Fine...but your boner for cooldowns is a bit...

I did some soul searching on this one, and reevaluated my stance. I'm removing the cooldown require ment because this isn't quite a huge ability, and I've already limited to three times per thread. Kamui kit is centered around a bunch of small things, and it would be really limiting and unfair to place undo restrictions on that.
Imakuran wrote:Come on...

I'm just going 1 post cooldown on suspension. There's a lot of utility to be used here and I do consider this to be one of the bigger abilities. This will work as a 1 post cooldown after the effect ends on the object, before he can reapply it to the same object.

Imakuran wrote:Same thing as before...this isn't fair. You wouldn't tell a Shinigami their kido has cooldown and these are arguably less effective than a vast majority of those Kido. If you want certain ones restricted, I'd think you were being zealous for the sake of it but some of them can be pretty powerful, but this feels unfair. The only way I'd think this was okay is if I ACTUALLY GAVE him the linking style that Sagumi has, which I omitted because numbers. If you're okay with me giving him that to actually add interconnectedness to the attacks, fine, a cooldown(even if 2 posts feels ridiculous for that when some of these are "you threw a punch and looked cool")

Cooldown not necessary for techniques, hindsight 20/20. Refer to my other comment about a bunch of small things not needing cooldowns.

Imakuran wrote:*twitch*

We talked this over, the modified forms of the weapon will instead of having a cooldown will break form 1 therefor requiring him to make another. This feels more natural to roleplay and allows for counterplay on his part and his enemy potentially. It adds more moving pieces to the battlefield.


A quick change was made to bright spiral, instead of a post count he modified the ability to clarify how to defeat it. I feel it promotes roleplay more and isn't as mechanically limiting or stiff. Therefor Bright Spiral new changes are ok by me.

Finally, this application and communication was a good indicator on some things I need to look at and maybe other members of staff. I dont want to be too limiting by being mechanically stiff, openness to how abilities are performed, maintained, broken, etc are acceptable and should be promoted. I want combat to flow like a story and smoothly rather than stop because we're all on our abilities cooldowns, haha. [/adm]


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Tue Jul 02, 2019 12:02 am
Contract Seal Replaced by:

Invert Seal:

Aptly named, this seal is one of Kamui’s more potent abilities and is directly counter to his opponent's desires to push their physical advantages beyond their limits. When applied to a target the seal will immediately invert any artificial changes to the victim's skills. For example, if someone afflicted with the Invert Seal had an ability that raised their speed from Adept to Advanced, the ability's effect is inverted, and instead lowers their speed from Adept to Beginner. This works on any and all modifiers that directly affect the victim's skills, both positively and negatively. If the victim does not have any of these modifiers however, then the seal is utterly useless and the seal itself does not lock these effects in place and instead simply influences the end result of the modifying abilities, so if the technique is figured out, the abilities can be disengaged until the seal expires at no cost to the victim and will revert them back to their neutral state.


Edit: And all other requested changes made.
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