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Mana is slightly below average in height, with an average build. Her hair is solid black, worn in a hime cut. Her eyes are steel gray and usually focused intently on something. Traced along her right arm is an blue tattoo drawn into abstract shapes (see History). Her voice is naturally both very soft and very quiet and she dislikes raising it, even to normal speaking levels. As with the default kidoshu uniform, she wears a sort of veil over her face, though hers is much shorter than the average, and somewhat thinner. She also forgoes the head-wrap, sticking to plain exposed hair. Her zanpacto is worn on her left side. The main portion of the uniform has also been slightly modified; rather than a more conventional kimono, Mana has adopted a black robe (usually without having the hood worn) with gold stitching. Because it is tied in the middle, this is actually quite hard to tell apart from the usual uniform. She sticks with traditional sandle and tabi for footwear. She makes light use of jewelry, not bothering with much but not shying away entirely.
Politeness: As both a way of comfortably interacting with others (Mana is something of an introvert) and a means of expressing herself in an orderly manner, Mana prefers to refer to people with their proper titles, failing to do so only when specifically insisted otherwise.
Gentle: For the most part, Mana is quite gentle. She holds serenity in high regard and while her task often bringers her into violent situations, her heart isn't usually in it. If possible, she resolves problems diplomatically (although she is not foolish enough to expect that, given the nature of Soul Society's enemies).
Intelligent: Spend enough time tending a library, and you pick up a few things. Mana is skilled at comprehending complex subjects, recalling obscure data, and in general applying her mind to problems.
Discrete: Mana's life was founded on secrets, and she needs to keep many to do her job correctly. As such, she is skilled at keeping things quiet where necessary and being subtle where required. In fact, this sometimes extends to her very presence, moving and acting in such a way as to avoid drawing unneeded attention (not out of lack of confidence or shyness so much as habbit).
Cautious/Untrusting: One slip up, and the wrong bit of information can be utterly disastrous. Mana is well used to be careful and doing whatever she could to minimize risk. On the other hand, she has a hard time taking bold action as well, preferring to hold back until she is sure, sometimes too late to do much. In truth, this ties into trust issues. She doesn't usually trust anyone completely, though this is not usually out of suspicion of malice so much as the worry of accidental dangers. The wrong person might here the wrong thing, which is unacceptable.
Distant/Obsessive: Mana had a relatively solitary childhood, and she has grown not only used to that, but quite comfortable when working on her own. She doesn't dislike people, necessarily, but shinigami tend to have dramatic individuals in the ranks, which can make it difficult to get things done. This tendency to work alone and be at least somewhat self-sufficient tends to lead to hyper-focusing on tasks, which can lead into quiet obsessions in the right circumstances.
Libraries: Well, she does work in one after all. There's something about the idea of them that resonates well with her, the quiet, the knowledge, the old wood and hidden secrets. It's really no wonder her inner world is modeled after a particularly grand one.
Peace and Quiet: An extension of both her love of libraries and her childhood, Mana's usual environment is relaxed, calm and mysterious, so the sudden shift of loud noises is quite jarring. Her hearing is also abnormally sharp, making it more troublesome to deal with noise above general conversation.
Magic: One would think, being a disembodied soul living in the afterlife, surrounded by magic on all sides and fighting mystical monsters as a regular part of her duties that Mana would become dulled to the wonder of the supernatural, but so far she's not only retained her awe at the ability to change the world so, it may very well have increased. She likes a bit of ceremony with kido, preferring to use incantations even after learning to abandon them. She finds the idea that people let magic become a banal, everyday thing terribly saddening.
Appreciation: While she was taught that duty needs no reward, Mana enjoys praise more than most people would. Perhaps because she received relatively little obvious encouragement, her skills being commented on only when insufficient in some way. Likewise, she prefers to give credit where it's due whenever possible.
Oaths: Oaths have an important place in Mana's life, for a variety of reasons. Family values include loyalty to promises, but hers in particular are enforced. The tattoo on her arm is a specialized kido, and if she ever breaks the promises she made during its application (specifically to guard, keep and maintain the great spirit library), she suffers mind-shattering pain. Due to this, she possesses an aversion to hasty promises and a greater one still to breaking them (enforced or not). The particulars of the Otsuki family detail are bound up in the Seven Oaths, which are as follows:
That which must be secret, we Obscure That which must be protected, we Tend That which must be bound, we Seal That which must be known, we Unveil That which must be assured, we Keep That which must be remembered, we Immortalize We are Otsuki, and we shall die before we betray our purpose.
Tastes: There's just something about bread newly made that Mana can't get enough of. She's also fond of well prepared meat of various varieties. She dislikes stew and spicey food.
HISTORY
Some people spend their whole lives searching, successfully or otherwise, for purpose. Some are born to it, given neither the difficulty of doubt nor the option of choice. Mana is of the latter variety. To understand her, one must understand her family.
The Otsuki's are Soul Society nobility. They are not a part of the four great families, such as the Kuchiki and Shihoin clans, but one of the lesser houses. Much as the Shihoin clan is tasked with the protection of items of power, the Otsuki are sworn to their own task: the service of the Daireishokairō, the archives in which all the knowledge and history of Soul Society is retained. This duty is not an optional one. They are to care for the physical building, keep the information properly sorted, act as guards where necessary and guide those properly authorized to the information they seek. While the family has few scions (quite deliberately) and takes incredible care in instilling them with the solemn duty they are given, those who prove unlikely to deal with the responsibility have an unfortunate habit of winding up in the Maggot's Nest, a not-so-subtle method for keeping order. Beyond that, however, the Otsuki keep numerous other methods of control available; they are known for using a special bakudo known as Kisei Irezumi (“Oath Tattoo”) on their own, a form of binding magic that enforces whatever promises were willingly made at their initial casting, inflicting extreme pain on those who betray their oaths. By these means, they ensure that the trust placed in them is taken with the utmost sincerity. Members tend to be quiet, serious individuals loath to swiftly give their word and slower still to break it. Other traits common to noble families can be found with them, such as a tendency toward high spiritual energy and high expectations. Individuals are expected to join either the Gotei 13 or the Kidoshu as early as possible with extremely low tolerance for anything less than success.
Mana was raised in this environment, but she mercifully took to it rather well. Smart enough to know what to say (and what not to say, along with when), skilled enough to match expectations, dutiful enough to accept her family's task without hesitation or recklessness, she might have lacked a certain degree of freedom, but at least it came with support and a certain quiet pride from the family. After her own oaths were sworn, to protect and serve the Daireishokairō, she submitted herself to the shinigami academy, successfully entering on her initial attempt. Her time in the academy was pleasant enough, albeit very busy when combined with her junior duties to the archives. She excelled at the more mystical aspects of her training; kido, shunpo, and the careful control of one's aura. She is hesitant to rely on hand to hand combat, and only slightly more comfortable with swordcraft. Her shikai development is another story entirely.
Mana's avatar was slow in revealing herself, despite many, many attempts. Meditation, experimental rituals, extensive training, nothing seemed to work. Shut in Soul Society more than others, and indeed often kept spirited away with her duties in the archive, she underestimated the importance of true combat. In time, circumstances forced that understanding. Sent with a pair of 5th division members to track down an intelligent, illusive hollow that was somehow systematically murdering smaller patrols sent for it, Mana was supposed to find the creature with reiatsu detection and provide support to the stronger two members with kido. Things went sour rapidly. The hollow, calling itself the Vanisher, had used its ever increasing powers and considerable personal cunning to entrench itself in an extensive sewer system. Traps of incredible variety and equally incredible lethality dogged their steps, causing injuries and whittling their resources and willpower. Eventually, it attacked in person, lethally wounding both Mana's companions before dissapearing into the shadows. Such was the ferocity of the attack and the terrible wounds it had inflicted, Mana was forced to run. As she did, the hollow followed along unseen, taunting her every step about the awful things it intended to do to her and her dying companions (and the Vanisher was very good at intimidation). Unfortunately, she was well and truly lost in the veritable labyrinth of passage ways. Twisting and turning this way and that, she knew she was running out of time. Almost ready to turn and make a final stand, sure it would be her last, she rounded a corner and found herself in a very different place altogether. A library, very old fashioned, with dark wood and the musty smell she'd grown accustomed to over many years. This wasn't home, however, nor was it in the sewers. A quick spin around confirmed that; where there should have been the path she'd come, there were only more stacks of books, some piled, some shelved, some floating quietly into different places. The place had an air of mystery about it, and the only sound she could hear beyond her harsh breathing was the steady scratching of someone writing, punctuated by the occasional turn of a page. Not remotely clear on what was going on, but thankful that she seemed safe for the moment, she made her way toward the sound.
Down a delicate spiral staircase, there was an open space before the shelves began again, there was a desk of sorts, with a cloaked figure...sitting? Hovering, perhaps. She couldn't see any legs, at any rate. Approaching, the figure didn't stop writing, only pausing to dip her quill in a nearby inkwell. She kept doing so, even as she spoke.
Well, well. Finally made your way down, hmm? Couldn't have been earlier, I suppose. Shame. I'd really rather this not be the last chapter. The figure sighed slightly, turning to look more closely at Mana. The upper portion of her face was obscured by her hood.
Who...are you? She was actually thinking to ask “what”, but manners had been burned into her quite thoroughly. Even in this situation, it was hard to forget. The figure smiled, as if seeing her thoughts.
Secrets, dear, are lessened in the telling. If you knew the answer to that, I suspect we wouldn't be speaking though. This way, at any rate. Why don't you start with where, yes?
I...This is me, isn't it? My soul?
Right in one. I new you were a bright one. So, that narrows me down nicely. Which leaves the real question...
Your name. But you can't tell me it, can you?
Can't? Won't? Mayn't? All the same, I suppose. But I can give you a hint. And then some. It was at this point she finally left the quill in the inkwell. She raised a hand, gesturing at the stacks surrounding her.
Within these are...well, just about everything you know. Remembered or not, aware of or not. I have been very busy, you see. And since you know the words, deep down, here you can find it. Don't ask where, of course. If I knew, I couldn't tell you. Mana looked around at the rows upon rows, some several stories tall. There was no end to them. Unsure what to do, she approached one and took the first book she came across, a red-covered work taller than it was wide. The words inside were an elegant script, describing in startling detail the feeling of a breeze she had felt years ago. She wouldn't have known that, if the passage didn't describe exactly that. The description was lovely, but not terribly useful given her current situation. Mana skimmed ahead. More descriptions, more ideas. No names. She was a fast reader, but the sheer amount of data here boggled anything she had ever seen. She turned back at the un-named avatar, who was still floating serenely where she'd been moments ago.
How much time do I have? She assumed time was slower in here, given the fact that she wasn't already being killed by the Vanisher, but she couldn't assume she had forever, even if she possessed the patience to read all this.
Not long, I'm afraid. A candle worth, perhaps. I would be appreciative if you succeeded. As I said, I would prefer this not be our last chapter. Mana looked at the candle her zanpacto's spirit had gestured to. It was already halfway gone. There was no time. Randomly grabbing a book would not do. She had to be sensible about this, before it was too late.
A sensible answer wasn't forthcoming. She didn't know this place, didn't know its ways. Instinct wasn't exactly helping right now either, though perhaps that was just fear. The name was important, so would it be somewhere obvious? Important? Even if it was, simply finding it in this mess...No, that didn't make sense. The spirit wanted her to know, she'd said so twice. Not the final chapter. She wouldn't keep it hidden away, even if it couldn't be outright told. So nearby. Nearby, and she writing the final chapter...A hunch took hold of Mana, and she walked back toward the avatar. Looking to the side, she gazed at the open tome she'd been writing down, the page half finished. The spirit smiled slightly as Mana read.
Will she find the secret in time, I wondered. Was this the final chapter, or merely a climax. Thus were the thoughts of... And there it was, in black ink still drying. It almost seemed to shine in the candle light.
Then there is a chance?
More than a chance. Go on dear. I haven't heard another voice before yours. Best I hear my name at least once.
Then cast a spell... She opened her eyes.
Higi! With a flash, her sword was gone. In its place, a staff topped in crystal. It felt...natural. Very right. And just in time, too. Back here, in reality, Vanisher approached. Rapidly, he regretted coming out into the open. Words came to Mana, with a meaning she thought impossible.
Fall, hath-bringers of death, for you shall enpower my conviction!. The creature looked puzzled. It was apparently used to seeing kido, but didn't recognize this one. Mana felt a surge of energy as the Steel Rain came forth, stronger than she'd ever managed to cast it. Blades pierced the shocked hollow as strange symbols surrounded her. She spoke again, and it happened once more. Her magic was stronger, and stranger. This was Higi's strength?
Only that? I wonder. But for now, this will suffice. You'll need a bit more to finish this, though. Vanisher was staggered, but still moving. Except now it was him doing the running. Again, Mana spoke.This time, it was a bolt of Pale Lightning. Splitting the mask clean in two, the hollow dissipated, its spirit purified and all those he had consumed. Mana was even a little surprised the Gates hadn't appeared. Perhaps he had not been so evil in life. Rushing back to the wounded, she found one had already died, but the other still clung to life. It took some doing and emergency first aid, but the two of them made it back to Soul society.
After that, Mana had assumed further development of her shikai would be simpler, now that she could speak to her sword's avatar directly. This turned out to be false assumption, as Higi seemed reluctant to part with any hidden information, her own powers included. She teased about them, occasionally, saying that it was more satisfying for both parties if she didn't just hand over the information. Mana prefered a studious approach, while Higi's sense of drama demanded a certain sacrifice of time, energy and (seemingly most of all) frustration. Eventually, she parted with her second secret, that of Sanctuary.
Name: Hadō #4 Byakurai (Pale Lightning) Class: Kido Tier: II Type: Offensive Range: Medium (30m) Incantation: Broiling black, fervent heat, be rejected! Description: The user gathers high-density reiryoku, which they discharge from both hand. Alternatively, they point at their target with their index finger and generate a concentrated bolt of lighting towards them. It's speed is x.1.5 faster than a Bala, unique to it.
Name: Hadō #17 Kaze no torento (Wind Torrent) ** Class: Kido Tier: II Type: Offensive Range: Long (50m) Incantation: Wailing Princess, guide forth death's final breath. Description: A whirling blast of wind sets forth from the user's hand. The burst is a short compressed block of wind at Bala speed, but it can travel a great distance without its power fading. At any range, should this strike, it slams into the opponent like a steel hammer.
Name: Hadō #28 Kōtetsu no ame (Steel Rain) ** Class: Kido Tier: III Type: Offensive Range: Medium (30m away from caster, 3m radius for cloud) Incantation: Fall, bringers of death, for you shall enpower my conviction! Description: This is a spell that involves enveloping the air with energy into a circular cloud, which makes it slightly easier to detect. Once the energy bursts, steel needles fall down upon the enemy at half-Bala speed, piercing the opponent like a katana.
Name: Hadō #41 Hotaru Shiden (Firefly Sword Flash) ** Class: Kido Tier: IV Type: Offensive Range: Medium (50m for the light, 20m for the lightning) Incantation: Cold fire, warm blood. Thunderclap sings and firefly sighs. The serenity of night preludes the roaring sun! Description: The user becomes engulfed in a blinding light at Bala speed that brightens until it produces a flash no normal eye can withstand, eyes open or closed at equal advantages. At that moment, a silent lightning bolt shoots out at the opponent at Cero speed, who is presumably too distracted by the flash of light to avoid. Without chanting the incantation, the flash of light becomes bearable to closed eyes, and the lightning bolt loses its silent properties.
Name: Hadō #58 Tenran (Orchid Sky) Class: Kido Tier: IV Type: Offensive Range: Medium (30m max range, diameter of 10m) Incantation: Dusty feathers, raven beaks, make my wings! Tear into an angel's cloud, and flow the northern winds into a phylactery! Description: A widening tornado-like blast is fired towards the target. The user's Zanpakutō is used as the focus of the Kidō, and is spun several times before casting. An Advanced or higher user of Kidou can bypass this flaw and use it on any part of their body.
Name: Hadō #77 Seisen Batsu (Water Well Penalty) ** Class: Kido Tier: VI Type: Offensive Range: Medium (30m) Incantation: Suijin, Ruler of Water! Child of man, his back to the sea. Blessed moon, sacred sand, thirty-four quails hum their dirge. Curse all who tread upon your domain with the brand of the tainted! Description: A blue, open circle that is about 3 metres in diameter appears around the opponent's feet. Then, a hollow deluge of water spouts from the circle, surrounding the target. After it reaches a height of 10 metres, the water curves into the hole and closes in on itself, crushing whoever is still trapped inside. If cast in the air, the deluge becomes a sphere instead. With incantation the top of the deluge seals off, preventing easy escape skyward. The waters pressure also rises to the point touching it can cut you.
Name: Hadō #90 Kurohitsugi (Black Coffin) Class: Kido Tier: VI Type: Offensive Range: Medium (40m) Incantation: Oozing crest of corruption. Arrogant vessel of madness. Deny the simmering urge, stun and flicker, disrupt the sleep! The crawling queen of iron, eternally self destructing doll of mud. Unite! Repulse! Fill the earth, and know your own powerless! Description: Forms a box 20 metres squared with a height of 30 metres of black energy around a target at Cero speed. This is then pierced by dozens of 20m long black energy "spears", to lacerate the one inside from head to toe. The box and spear is flame-like and so it can be escaped, but Tier IV will be sustatined and equally advantaged opponents will suffer second degree burns. With incantation, the spears and the box are solid, the former given additional piercing qualities. In order to escape a Tier VI technique must be used to create a gap, but won't suffer any burns.
BAKUDO
Name: Bakudo #10 Kōmori Yoriyomi (Bat Out of Hell) Class: Kido Type: Transportation Tier: II Range: Indefinite Incantation: Guardian of the sky, I seek sanctuary! Description: A white hole appears above the caster, who jumps through it. The circle shoots across the sky at amazing speed, of which even Shunpo would have a hard time of keeping up with, transporting them to another location, but can go no further than a 10 mile radius. Cannot be used in combat.
Name: Bakudo #21 Sekienton (Red Smoke Escape) Class: Kido Type: Defensive Tier: III Range: 5 Radial Meters Incantation: Description: Creates a blast of red smoke that simulates a ninja's smoke bomb. Useful for quick getaways.
Name: Bakudo #23 Kōseki Hiheki (Crystal Ice Barrier) Class: Kido Type: Defensive Tier: III Range: 20 Meters Incantation: The sole winter bloom sways solemnly in the blizzard but never wilts. Let he who marches along the path of solitude find shelter in this frozen oasis! Description:Erects a cube-shaped barrier made of clear, crystalline ice that is extremely sturdy, but quite vulnerable to fire.
Name: Bakudo #26 Kyokko (Curving Light) Class: Kido Type: Supplementary Tier: III Range: Self Incantation: Description: Hides the target from sight by bending light. This Kidō can completely mask the presence and reiatsu of the target from detection but if any other combat technique is activated, this Kidou is overwhelmed and broken.
Name: Bakudo #39 Enkosen (Arc Shield) Class: Kido Type: Binding Tier: III Range: <5 Meters Incantation: Unknown Description: Summons a large, circular shield of condensed reiatsu to block opponents' attacks. The user's Zanpakutō is used as the central focus of the shield. An Advanced or Mastered user can bypass this flaw and use it on any part of their body.
Name: Bakudo #57 Kitai Rakka (Curious Falling Petals) Class: Kido Type: Binding Tier: IV Range: Long Incantation: Drink from the overflowing cup! Sate your thirst on the cursed wine of the gods, and blanket yourself in white funeral chrysanthemums! Description: A large white orb of reiatsu appears above the caster and target, then explodes into a flurry of hundreds of white petals. The petals slowly float downwards, harmless in appearance and reiatsu signature. However, Kitai Rakka's true power is shown when the petals make contact with any surface. The stored reiatsu in the petals is released in the form of weight, and the feather-like petals now exert 100 kilograms of pressure each. They blanket over the target, crushing them with their combined mass.
Name: Bakudo #63 Sajo Sabaku (Locking Bondage Stripes) Class: Kido Type: Binding Tier: V Range: 75 Meters Incantation: Unknown Description: Binds the arms of a target. According to Ushōda Hachigen, physical strength alone should not be enough to break out of a number 60 (Tier V) Bakudō. However, Muguruma Kensei was able to free himself from this Kidō while in his Hollow form.
Name: Bakudo #81 Danku (Splitting Void) Class: Kido Type: Defensive Tier: V Range: 5 Meters Incantation: Unknown Description: Creates an energy barrier in the form of a rectangular wall. This ability is unique in that it can block up to Tier VI Kido, and cannot be emulated.
HEALING
OTHER
BATTLE SKILLS
Name: Class: Tier: Type: Range: Description:
Name: Class: Tier: Type: Range: Description:
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Name: Shunpo (Flash Steps) Class: Stepping Type: Stepping Range: N/A Tier: I Description: A movement technique that allows the user to move extremely quickly over short distances. The focal point that determines the basis of this technique is speed. Therefore what determines the level of skill in a user for Shunpo is best characterized by how fast one can get from A to B in the least amount of steps.
ITEMS
REIATSU FEATURES
ZANPAKUTOU
Higi ("Secret Ceremony")
Magician/Sorcerer
Cast a Spell
SEALED FORM
Higi's blade, even sealed, appears abnormally thin, somewhere between a normal blade and a razor. It's weight and strength are that of a normal zanpacto. The hilt guard is a simple figure, slightly rectangle symbol (almost a square) colored black. The hilt wrap is equally black, with tiny paper charms on a string at the end.
SPIRIT APPEARANCE
Three parts of Higi are visible: the lower part of her face, her hands, and her ink-black robes and hood. No matter what angle she appears at, getting a look at her eyes proves just about impossible. The robes have a central gap, so one SHOULD be able to see beyond, but within is nothing but shadow. In truth, Higi doesn't seem to have most of a body, just part of the face and the delicate, slender hands. She likes whispering, but can raise her tone to nearly normal volumes if need be. Her robes are stitched with the occasionally thin line of golden thread and she hovers a few feet off the ground (although levitation to the point of flying is well within her ability).
SPIRIT PERSONALITY
Higi is kind, gentle, sensible, inquisitive and possesses an understated sense of humor. On the other hand, she is also deliberately mysterious, needlessly dramatic (though not loud), and so devoted to the ideal of brain over brawn that she frequently underestimates the power of physical force. She likes having secrets as much as revealing them to a shocked individual at just the right moment (her wielder included). Indeed, she collects hidden knowledge for its own sake and deeply loves the sensation of knowing things. She also has a greedy streak, wanting either herself or her wielder to have things in as much abundance as possible.
INNER WORLD
Higi's realm is a library, although to merely call it that would be like claiming the sun is warm. Enormous stacks packed with books of every make and variety stretch on forever, products of Mana's memory and subconcious. Some of them tell stories, some of them hold facts (or data, at least. Some is gibberish or heavily encoded). Many were written by Higi herself, who fills her downtime doing so. Others simply write themselves or appear on the shelves. The air is slightly dusty and while the lighting varies from well lit to barely candlelit, almost everything has the appearance of considerable age; old, creaking wood, brass candleholders and chandeliers, massively out of date indexing boxes etc. The world is quiet, with only the distant sounds of pages turning unless someone (Mana or Higi, normally) is doing something.
SHIKAI
SHIKAI APPEARANCE
The blade extends and warps, becoming an ornate staff with intricate carvings in otherwise smooth wood. The lower end is tipped with blue crystal, while the top has a similarly colored crystal sphere surrounded by thin extensions from the lower staff. The staff is pleasantly cool to the touch.
SHIKAI ABILITIES
Name: Arcanum
Class: Shikai Technique
Type: Supplementary
Range: N/A
Tier: I-IV
Description: What defines a magician, if not magic? Higi's immense understanding of spellcasting can be drawn on to modify kido in a variety of ways. When casting, runes form around Mana, growing stronger as an incantation goes along. They form brightly and instantly if incantation abandonment is used. Arcanum "adjusts" kido in a number of ways, each represented by a "point" value. She gains 1 point if Arcanum is activated at Tier II, 2 points at Tier III and 3 points at Tier IV.
Area (1pt): The kido's area of effect is increased by 50% (Final result may not exceed 100 meters for offensive, 200 meters for supplemental)
Range (1pt): The range of the kido is extended by 50%. (Final result may not exceed 100 meters for offensive, 200 meters for supplemental)
Location (1pt): Mana need not fire off kido from her body. Anywhere within visual range can serve as the “starting” point of the spell, allowing her to attack from unusual angles. There is a brief build up of reiatsu at the new firing location, making it difficult to blind-side someone completely.
Cosmetic Swap (0pts): This ability doesn't cost any points, but is mostly for aesthetics. Mana can change the form in which her kido manifest. She can choose methods as simple or exotic as she likes, but the overall binding/damage done/resisted isn't changed (so a Tier III kido still does as much damage, whether it's a ball of fire or kinetic energy, a wall that looks like solidified light is exactly as durable as it's solid energy version etc.). Size, range and power are unmodified (unless Mana uses the other aspects of Arcanum at any rate).
Control (1pt): When most kido are fired off, that's the end of that. With Control, Mana is capable of maintaining a connection to her spells even after they are cast. This allows her to disable it and return its energy to her (this is not 100% efficient, but it does "refund" the cost quite a bit if she), if she does so before the kido hits. Those with longer durations than a single attack are much less efficient when refunded, and the longer she waits, the less she gets back. For kido that travel (such as most attack spells), she can directly control their path telepathically if she so desires, changing its angle swiftly as needed.
Contingency (1pt): If she wishes, Mana can alter a kido to only activate when (or if) certain conditions are met. She casts the spell as normal, paying appropriate costs and such, but sets circumstances under which the spell may actually take affect. This can be very simple (“detonate after twelve seconds”) or ridiculously complicated, as desired. This costs one of Mana's “points”.
Cloak (2pt): Mana may obscure her kidou, making them much harder to dodge or detect. Kidou covered this way are invisible to the naked eye, but can still be picked up by spiritual senses. Further, the more invisible spells Mana casts, the more attuned an individual becomes to them. Each one becomes somewhat easier to detect than the last for the rest of the thread. Spells that are already invisible (such as most supplementary ones) become undetectable entirely (if it can harm or block someone, it MUST be detectable through spiritual senses however).
When Arcanum is activated and the effects are chosen, Mana may choose whether or not to pass kidou through it and gain the effect. A single invocation lasts until dismissed, to a maximum of 5 post cycles (regardless of tier).
It should be noted that kido cast thorough Arcanum do NOT become shikai techniques or the like. They do not gain the advantages as such. That doesn't mean Mana gets a different ability that counts as a shikai technique to compensate, either.
Name: Sanctum
Class: Shikai Technique
Type: Defensive
Range: See Below (100m for Tier I use)
Tier: I-IV
Description: The magician's art is a secret one. Certainly, many spells have combat capabilities, but magic carries with it a sense of the hidden. Magicians need sanctuary to perform their rituals, and this ability provides such a thing. Placing her staff on the ground, Mana conjures an elaborate mystic sigil on the ground, designed to keep the world out.
The durability of the Sanctum depends on its Tier, unsurprisingly. The circle it conjures has two sections: up to 30 meter radius around initial activation point (the inner circle) and up to 50-70 meter from initial manifestation (the outer circle/ring). Mana can make the sizes smaller, if she so desires.
Tier II: Not much of a protection at all against any opponent worth activating the Sanctum. The outer circle repels intruders within it with forces at bala speed, but lacks the impact to do damage, merely pushing intruders away. This isn't very effective against human-scale targets, but can be efficacious against projectile attacks, knocking away low level objects and weak magics (Tier II). It lasts up to 8 post cycles. As a curiosity, it can be weakened further to be useless in combat, but last indefinitely. Such pathetic magics are only useful for repelling mundane pests like bugs or rats as well as dirt, dust and the like, which Mana has made extensive use to keep the Great Spirit Library pristine.
Tier III: Considerably more functional than its previous level, Tier III Sanctums repel at half bala speed, but with more force than Tier II. Further, around the Inner Circle, the spell fashions a solid barrier. The barrier is as strong as one would expect (Tier III), regenerating if destroyed in about 2 post cycles. As a point of aesthetic, Mana may choose the transparency level of the Sanctum at this level and above, from clear as glass to completely opaque.
Tier IV: Quite practical as an in combat defense, Sanctums of this Tier generate multiple layers (3 total) of barriers at staggered points within the outer circle, capable of being moved around at cero speed. Similar to the Tier III inner circle shield, they regenerate if destroyed, although at this level they only need one post cycle to rebuild themselves. The repelling force from the previous tiers increases in power but is reduced in speed (cero level, rather than half bala). The barriers are marked with glyphs, similar to the ones on the ground conjured by the Sanctum's activation. These are just for show and don't have any actual effect.
The Sanctum is mobile, in a manner of speaking. Mana can transport it and those within the central ten foot radius (excluding individuals if she so chooses, but that doesn't really make the ability more efficient). They arrive in a re-established Sanctum within 100 meters. This aspect costs as much as a Tier III kido and, while rapid, isn't instantaneous (shunpo being a more efficient method, in most cases). If Mana doesn't specify a destination, the Sanctum is transported into a non-space for a post, with nothing but darkness beyond the edge of the magic circle. The Sanctum can't be exited while "nowhere", to the great benefit to anyone stupid enough to try.
The Sanctum exists as a focus for magical energy, easing the conversion between reiryoku and the external effects that are kido. This doesn't reduce the costs to the degree of a full tier, but it makes casting less strenuous.
Sanctums serve as shield to not only the body and mind, but to secrecy. Those within the Sanctum's reach, Mana may declare or un-declare "Obfuscated". Those under this effect have their techniques rendered difficult to see or understand. At close range (10 meters), it takes an extra half-second for people to process what an ability actually does. At longer reaches below 100 meters, it takes several moments of concentration to piece techniques together, even if their function is blatantly obvious under normal circumstances. Beyond 100 meters, techniques can't be discerned at all. Extradimensional detection techniques always count as beyond 100 meters, for obvious reasons. Techniques leave no discernible evidence that they were ever there, even in memory.
There is a major drawback, however. Mana can't actually leave the protection of the circle without dispelling it entirely. Indeed, she can't move at all within it, save to turn around and bend down, which puts her at extreme risk for things that pierce the defense.
Name: Deva Summoning
Class: Shikai Technique
Type: Summoning
Tier: I-IV
Range: 75m
Description: Legend is replete with stories of sorcerers who called forth otherworldly beings to serve them, from horrific demons to friendly familiars to things too strange to put to paper. Mana knows these arts and can call forth a variety of beings. Forming a summoning circle of glowing runes with a gesture of her staff, she calls out for what she needs. Ritual incantation and formal language feel appropriate, but are not strictly required.
The simplest use of this ability is to call forth someone or something the user knows. To do so, they need their name (or in the case of the object, having come into contact with it before). The target is subconsciously made aware of this and, if they desire, they may be instantly brought to that position. This is a Tier III use of this technique, but confers absolutely no control over it beyond what they would normally possess.
The true, proper use of this ability is to call forth a being called a Deva. These entities, which are actually created by Higi, are constructs with a number of interesting properties. Firstly, while they are intelligent, they are not actually sapient. They can take complex orders and make rational decisions based on those orders, but they have no sense of self (although if ordered they can fake it very convincingly).
A Deva has an "element", or "type", which is a noun representing what the Deva is a Deva "of". This informs their appearance, but no matter their type, all Deva's are the same core (ie. they are always one being which wears different appearances like a human would outfits), and thus whatever form they take, their stats fall within the same ranges. All Devas are solid, with a durability as expected of their tier. Their size can range from 1 square meter to 25 square meters. Their damage is in line with their tier as well. To attack, they can either simply strike their targets, or project beams/chunks of energy aesthetically matching their type. These blasts move based on tier (Bala speed for Tier II, Half that for Tier III, Cero speed for Tier IV) and can be disrupted just like physical attacks. In a non-combat sense, Devas can command their matching element, which responds in non-violent ways. IE. a tea deva could boil tea, while a wood deva could order a wooden door to open, but none of these actions can have a damaging effect in combat. It's purely for RPing purpose.
Tier II-III are limited to the above, but Tier IV are capable of using techniques. Specifically:
Incarnate: A Deva has either a passive x2 to speed or x2 to strength, depending on Mana's preference. Alternatively, it can be upgraded to x3, but this can only be maintained for 5 post cycles, after which they need a 3 post cycle cooldown (where only the passive aspect may be used).
Fusion: Binding the Deva to a body (usually her own), Mana may grant the recipient the properties of the Deva (save the "have to obey Mana" aspect. Sapient targets cannot be mind controlled with Fusion). Their physical attacks and defenses match the summon and they gain the beam/chunk attack along with the non-combat command. Attacks that would destroy the Deva when it is not fused will shatter the effect. Unlike Bount fusion, this does NOT provide bonus advantages and is much less subtle; the Deva's attributes blend into the target in distinctive cosmetic ways, making it clear that they are not normal.
Resummon: A Deva can resummon itself from one location to another, teleporting to a spot within 100 meters. While fast, this isn't really a match for Shunpo.
Self-Destruct: Turning their core energy inward for a moment, the Deva concentrates all its power into one burst, unleashed outward at cero speed with Tier IV strength. The wave of energy reaches up to 100 meters away and does not harm Mana or any she wishes to exempt. This obviously destroys the Deva.
All Deva's are supernaturally loyal to Mana, specifically, and cannot disobey her orders. Devas who run out of their internal power reserves can feed off Mana's, if she allows it. Devas exist for as long as normal for summons:
Tier IV: 6 post cycles
Tier III: 7 post cycles
Tier II: 8 post cycles
There is one exception. Mana may seal off a Deva's combat ability in exchange for indefinite longevity (making it Tier I). Such entities cannot inflict direct damage on spiritually empowered individual, no may they take any such blows without disintegrating (even the weakest attack from the weakest, newly empowered human would do the trick). These long-term, non-combat summons are sometimes called "familiars" and serve as simple assistants, rather than being a combat asset.
Mana can summon one at a time, or two at a time, but the latter limits them to 6 post cycles no matter their strength.
Name: Apocrypha
Class: Shikai Technique
Type: Offensive or Defensive / Passive or Healing
Tier: I-IV
Range: 100m
Description: When the magician speaks, the world listens. Words have power and none more so then names. Most sacred and secret of all are True Names, the verbal totality of an individual's soul or an object's essence. Peering past the mundane, Mana learns this mystical language.
Upon looking directly at something, Mana intuitively understands their True Name. With this, she gains some degree of power over it. The Tier of Apocrypha determines how much. At Tier I, she may command an object to move, deform or activate in a non-violent fashion. This has little direct combat use. At Tiers II through IV, objects and substances may be ordered to attack or block, which they will do with sufficient strength to match their tier.
Using a living creature's True Name has a different effect. Animals may be commanded with precision, but sapient beings are resilient. Sometimes the effect grants Mana nearly full control over the target, sometimes it is completely shrugged off (IE. OOC permission is required to use on other people's players and they decide just how much control is granted, if any). Regardless, someone who hears their True Name is intimately aware that it is the verbal sum of everything they are, even as it leeks from their mind moments later. Only Mana and the target can hear it; everyone else perceives nothing but static (much the same as a zanpactou's attempts to speak their name before shikai is achieved).
Mana now understands that true names, as the sum totality of a person's core, can be used to reinforce their owners. This is a healing effect, with a potency equal to one higher on the healing mastery than her Zanpactou Spirit mastery (ie. the normal cap). The healing works on physical wounds and negative non-wounds (curses, poisons and whatnot), though the latter case requires her to match the technique that created it if she is to purge the effect.
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