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Post by Kubo on Aug 5, 2015 2:34:07 GMT
| kubo | this is my design | n/a || male || heterosexual || non-rogue || kidoshu mid twenties || seventeen || 270
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APPEARANCE
Kubo stands about five feet and ten inches tall and weighs somewhere around one-hundred and eighty pounds. His eyes are a solid black with a pair of glasses framed around them. Kubo tends to sport different styles of masks depending on the occasion or whenever he feels it's necessary to change it's style. For the ones that offer little exposure to his hair, one would notice that it carries a black shade to it. His choice of attire usually consists of formal attire or school styled uniform. Nothing too heavy though as he prefers to keep himself light on his feet.
PERSONALITY
Kubo is a rather unique individual who suffers from multiple personality disorder. Limiting to two distinct personas, he tends to switch them around on the fly depending on the setting or situation if such a time calls for it. Like night and day, his two personas are vastly different.
✔ Decisive
✔ Patient
✔ Compelling
✔ Analyctic
But also:
✔ Cynical
✔ Misanthropic
✔ Aloof
✔ Methodical
✔ Antagonistic
HISTORY
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[B]NARUTO[/b] - [i]obito uchiha[/i] – @scribble1 |
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Post by Kubo on Aug 5, 2015 2:34:50 GMT
| HADO
Name: Hadō #1 'Shō' (Thrust) Tier: II Class: Kido Type: Offensive Range: Medium (10m) Incantation: Begone from me! Description: Pushes the target away from the caster by a few feet at Bala speed with a small blast of energy directed from an index finger.
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 #90 Kurohitsugi (Black Coffin) Class: Kido Tier: VI Type: Offensive Range: Medium (40m) Incantation: The crest of turbidity, seeping out. An insolent vessel of madness. Boiling up, denying, numbness, blinking, obstructing slumber. The steel princess who creeps. The mud doll, ever disintegrating. Unite! Oppose! Filling the earth, know your own impotence! 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 #1 Sai (Restrain) * Class: Kido Type: Binding Tier: II Range: 10 Meters Incantation: Unknown Description: Locks a target's arms in place behind their back.
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 #53 Fushigi Kusari (不思議鎖, Strange Chains) Class: Kido Type: Binding Tier: IV Range: 50 Meters Incantation: "Entice the prey that I beseech, harbor upon their hatred, christen their soul with blood and gather the 8 rings of darkness." Description: A binding ability that creates what can be called "runic circles" around the target, physically and spiritually binding them. The downside to this ability is that the user must stay completely still when utilizing it. Lasts for 3 posts.
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
Name: Keikatsu (Opening Revival) * Class: Kido Tier: II - VI Type: Healing Range: <5 Meters Incantation: Unknown Description: A simple healing spell used to heal injuries. Costing Reiatsu depending on the wound, this Kidou surrounds the target in a flash of green light, before starting to heal their injuries. The lighter wounds like mere scratches are removed in one post, not per wound, but in total. Deeper wounds like large cuts and lacerations take longer to cure, taking up to 2 posts.
Only those in Squad Four with Above Average Healing or those in the Kidoshu with Above Average Kido can attempt the next stage of this technique, healing broken bones and deep lacerations over 3 osts, with Kidoshu taking one post longer. Those with Advanced Healing or Advanced Kido can go further and can heal even lost limbs, which take about 4 posts to regenerate. Kidoshu members will take 2 posts longer to heal this. Some internal injuries can be healed, while injuries like cuts in the heart cannot. This technique cannot heal poisons and other ailments.
Name: Meiyu (Luminous Healing) * Class: Kido Type: Healing Tier: II - VI Range: 10 Meters Incantation: Unknown Description: Taking the idea of Keikatsu, Meiyu is another healing technique that functions on an area of effect. This is able to heal up to five people within an area of ten meters around the caster. The restrictions, costs and durations for healing are the same as Keikatsu, but for each person that is within the area, the cost is not spread over everyone but for each person that needs healing. Thus this is a technique that saves time for healing multiple people, adding a total of 2 posts to each duration.
| MISCELLANEOUS
Name: Bakudo #95 Engokyakko (Protecting Curving Light) Class: Kido Tier: VII Type: Defensive Range: User-only, or a single target. Incantation: N/A Description: Forms a single yellow cubic shield around the target, as powerful as a Danku, therefore, powerful enough to protect the target from strong blows, while at the same time protecting the target from sight with invisibility of a normal Kyakko.
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CUSTOM KIDOU
Name: Tier: Class: Type: Range: Incantation: Description:KIDOU SPECIALISATIONS Eishōhaki (詠唱破棄, "Incantation Abandonment"): is the skill in which a Kidō practitioner skips using a spoken incantation completely, but it drastically weakens the spell. This is applied as a 1-2 tier drop in the spells power depending on ones Kidou mastery, 2 for Beginner up to Advanced, and 1 for Mastered and above. However this also lowers the spells cooldown to match the lowered tier, to a minimum of Tier I.e.g A Tier IV Kidou be cast with Eishohaki as a tier II, its cooldown will also be the same at 0 posts. Zen Sanshutsu Eishohaki (全産出詠唱破棄, Full Yield Incantation Abandonment): A specialisation of the arts that enables you to unleash the full Tier power of a Kidou without saying the incantation. Kidoshu members are able to do this by default, with how well they can do this dictated by their Kidoshu Perk Mastery. For other Shinigami to achieve the same effect, they must train each Kidou spell separately without incantations However regardless of a Kidoshu member's Kidou mastery level, they will not gain any additional effects when casting Tier V to VII Kidou if they use Zen Sanshutsu Eishohaki, only the spell's Tier will be full power. If they wish to gain any noted additional effects, the full incantation must be used. The same applies to non-Kidoshu shinigami, regardless of whether the spell used has been Zen Sanshutsu-trained or not. Nijū Eishō (二重詠唱, "Twofold Incantation"): A class of Kidō Incantation where the Kidō practitioner mixes the incantations of two entirely separate Kidō spells together to save time and confuse opponents simultaneously. Using this will allow players to mix and match two separate incantations and fire the Kidou spells back to back, not at the same time. Kōjutsu Eishō (後述詠唱, "Spoken-After Incantation"): a class of Kidō Incantation where the incantation is recited after initiating the spell in order to power it up. Players who take this as their chosen kido specialization will be able to fire off spells without incantation, and power them up mid flight or after spells take effect (Such as bakudo) for the full powered effect. Name: Shunko Class: Stepping Level: Intermediate Description: Shunko is the highest form of combat technique that combines physical techniques of Hand to Hand or Weapon Skill with the spell-based techniques of Kidou. The Kidou itself is driven into the user's arms and legs to enhance their Hand-to-Hand and can be fired at opponents from the body, also forcing fabric on the user's back and arms to rip apart. It can come in elements such as 'wind' or 'lightning' but are able to be given other elements to fit the user's style. For weapon style, the user is channeling the Kidou energies from their bodies directly into the object, thus becoming an extension of themselves whilst generating the properties of the Shunko on to the item/weapon.
The technique's downside is its short duration BATTLE SKILLS Name: Wing Chun Class: Hand to Hand Style Type: Supplementary Range: Self. Tier: N/A Description: Wing Chun is a heavily spiritual martial arts. It's said to be learned mainly by monks, but it appears often outside of buddhist temples. Wing Chun is yet another non-sport Martial Arts, and rather then even a self-defense only art, is often taught to rather learn equality and power amongst the soul. It's used as a way of relaxation, and a way of spiritual alignment. Wing Chun is incredibly unique as a martial arts, as most do not have fluid aerodynamics, meaning if your punch fails to connect, your posture, stance, and movement is effected. With Wing Chun, none of that is effected, such a way of fighting is called Uncommitted Techniques, and from such a way of fighting a user of Wing Chun can easily link together attacks with fluid, damaging motions, and even if one or two do not connect the combo is not stopped. Wing Chun is hard to learn outside of being a monk. While certainly you could go and learn from a teacher who was once a monk and knows the style, it's incredibly unlikely. Because of this, Wing Chun is incredibly rare to the outside world, and as thus lacks very little counterplay on how to fight against it. Name: Ekitai [Liquid] Class: Hand to Hand Technique Type: Supplementary / Offensive. Range: Self. Tier: II Description: Ekitai is a technique in which the user of Wing Chun utilizes their natural ability to string together and connect movements with forceful strikes with the side of their hands. Ekitai is a group of hits while moving around the opponent, the maximum being 11 hits while the least being 1. The use of Ekitai is not to deal tremendous amounts of damage but to rather hinder the opponent by hitting places like the calf, shoulder, and other press-points to induce numbing where it hits and eventually cause permanent loss of control if done constantly.
Name: Hebi [Snake] Class: Hand to Hand Technique Type: Offensive. Range: Self. Tier: III Description: Hebi, or snake, is half of the side of a story of one of the founders of Wing Chun. It speaks of one of the first masters of Wing Chun watching a crane and a snake fight, and he watched how quick the snake snapped at the crane, and how fluid his movements was. This master, one of two, taught what could be considered to be the yang of Wing Chun, teaching his disciples how to dispatch of enemies quickly and coldly. Hebi was one of the main techniques, which was a play on a pressure point on any part of the body with such power that it caused permanent damage. Instead of relying on a pressure point, though, the user can enhance his attack with his own spiritual energy and slam his hand into a limb of the opponent as a jab, and as long as it locks into a joint it will cause the nerve-endings to die from the impact, rendering the arm useless (unless they can control it without the nerves). Name: Class: Tier: Type: Range: Description:Name: Class: Tier: Type: Range: Description:Name: Class: Tier: Type: Range: Description:Name: Class: Tier: Type: Range: Description:Name: Class: Tier: Type: Range: Description: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 Name: Kubo's Mask Class: Item Tier: VII Type: Supplementary Range: Self Description: This is an accessory that is capable of taking multiple of forms, almost like a living mask of sorts that Kubo constantly wears. It's ability to shift forms is mainly for aesthetic purposes. However, this mask of his isn't without additional perks. It comes with abilities that are tied to each form. Name: Class: Tier: Type: Range: Description:
Name: Class: Tier: Type: Range: Description:
Name: Class: Tier: Type: Range: Description:
REIATSU FEATURES Kubo's reiatsu radiates with a reddish glow.
ZANPAKUTOU |
kishi illusion / Summoning show them the world | |
SEALED FORM Kubo's sealed zanpakuto manifests itself as just an ordinary katana with a red hilt. SPIRIT APPEARANCE Kubo's zanpakuto spirit, Kishi, manifests itself as a small child ( as depicted in the icon above ). SPIRIT PERSONALITY Kishi, is a youthful spirit that, in some ways, acts directly opposite to the way Kubo does. He's friendly, carefree, and of course, childish. He also acts as Kubo's moral compass. INNER WORLD
SHIKAI SHIKAI APPEARANCE Visual ReferenceKubo's weapon is a based off an old japanese styled item known as the Gunbai. It's like a giant fan incapable of being folded due to it's metallic structure and is capable of clobbering foes with such strength and precision that it can even cleave through limbs like any other blade. It's broad exterior also makes for a rather formidable shield. SHIKAI ABILITIES Name: The Hidden Nightmare Pt. 1 Class: Shikai Tier: II-IV Type: Offensive Range: 100 meters Description:
Name: The Hidden Nightmare Class: Shikai Tier: II-IV Type: Offensive Range: 100 meters Description: This ability allows Kubo to create illusions which affect any of the five senses a person may have. He's limited to utilizing two senses at a time which will be noted when in use. Additionally, Kubo is incapable of switching the senses on the fly and must play out a minimum duration of two posts.
Name: The Realization of Reality Class: Shikai Tier: II-IV Type: Offensive Range: 100 meters Description: This allows for Kubo to pluck one thing out of his illusion that he set in place and turn it into a reality, giving it form.
BANKAI
BANKAI NAME
BANKAI TYPE BANKAI APPEARANCE BANKAI ABILITIES
MASTERIES ZANPAKUTOU SPIRITabove average WEAPON SKILLadvanced HAND-TO-HANDadvanced REIRYOKU TECHNIQUESbelow average HEALINGbeginner | SOUL RESILIENCEabove average REIATSU CONTROLMASTERed STEPPINGMASTERed KIDOUmastered ITEM CREATIONbeginner |
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Post by Kubo on Aug 23, 2015 5:58:42 GMT
List of things used:
-Super-Box: HL-A Character (No Sub-Shini. Special Racial Perk. Up to 16 extra techs, five up to Tier VI, one Tier VII) -Pseudo Shunko Technique (Intermediate Level) -Free Unlockable Mastery (Doesn't require a Trial)[Unlocking Bankai] -Spec level Items/Weapons
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Post by Deleted on Sept 1, 2015 12:35:20 GMT
You need your OOC name and profile link minimum in your mini-profile.
You only have three shikai techs if you proceed with Bankai unlocked like this you'll never be able to get the forth as shikai will be locked.
The type for the first two of your shikai techs should be illusion as that is its own type.
Can you explain exactly how your last shikai tech would work? How would you "make it a reality"? To me it seems it would run a gambit of different types depending on what the illusion was.
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Post by Deleted on Oct 13, 2015 15:17:11 GMT
Moved do to inactivity. Ask if needed moved back.
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