Post by Reathin on Oct 18, 2015 13:29:41 GMT
Name: Junzen Araware no Sanze ("Complete Manifestation of the Three Worlds")
Description: Most bankai are enormous entities, constructs or weapons of some kind, and Sanze's second release is no different. A colossal arrangement of clockwork in the form of a legged platform, Junzen Araware no Sanze is composed of one large semicircular platorm, which possesses a total of 12 mechanical limbs, eight of which are pointed down to serve as grasping, attacking, defending devices similar in function to regular arms. The other four point upward at four equidistant corners. Between each of them sits a wall of glass-like material (as hard as the rest of the bankai) whose transparency is based on Reathin's mental command. Atop these walls and their four corner-arms sits a mechanical roof arranged like a strange fusion of factory and temple. The construct is a superb channel for Reathin's reiatsu, reiryoku and technology; it may fashion itself into properly scaled technical replicas of Reathin's abilities (ie. if he wished to fire a byakurai from inside, something on the outside would momentarily fashion itself into a clockwork lightning projector, same for his implants). The overall results don't actually change what Reathin can do, just how they manifest while he's inside. The bankai's size is about 50 meters by 50 meters by 50 meters. If it needs to, it can fold into itself for reduced size, but never below 20x20x20 meters. Reathin may control the bankai from the outside, or he may do so within, usually by adopting a meditative stance in the central chamber and borrowing his bankai's senses. Controlling it inside is more comfortable.
Abilities:
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Description: Most bankai are enormous entities, constructs or weapons of some kind, and Sanze's second release is no different. A colossal arrangement of clockwork in the form of a legged platform, Junzen Araware no Sanze is composed of one large semicircular platorm, which possesses a total of 12 mechanical limbs, eight of which are pointed down to serve as grasping, attacking, defending devices similar in function to regular arms. The other four point upward at four equidistant corners. Between each of them sits a wall of glass-like material (as hard as the rest of the bankai) whose transparency is based on Reathin's mental command. Atop these walls and their four corner-arms sits a mechanical roof arranged like a strange fusion of factory and temple. The construct is a superb channel for Reathin's reiatsu, reiryoku and technology; it may fashion itself into properly scaled technical replicas of Reathin's abilities (ie. if he wished to fire a byakurai from inside, something on the outside would momentarily fashion itself into a clockwork lightning projector, same for his implants). The overall results don't actually change what Reathin can do, just how they manifest while he's inside. The bankai's size is about 50 meters by 50 meters by 50 meters. If it needs to, it can fold into itself for reduced size, but never below 20x20x20 meters. Reathin may control the bankai from the outside, or he may do so within, usually by adopting a meditative stance in the central chamber and borrowing his bankai's senses. Controlling it inside is more comfortable.
Abilities:
Name: Infinity Unbound
Class: Zanpactou Spirit (Bankai)
Tier: II-VII
Type: Offensive, Defensive, Binding or Offensive/Binding Hybrid (Depending on each individual use)
Range: 100m
Description: His mind released from its own self-imposed limits of "real" and "unreal", Reathin can now tap much more deeply and strongly into Sanze's alternative worlds for his tools. This ability is functionally the same as his shikai technique Collapsing Waveform, without the cap. As an added clarification to both those techniques, when Reathin manifests anomalous phenomenon (ie. weird stuff like matter-erasing light), it is always possible to counter it with any sort of reiatsu-infused attack of the same tier or better (so a kidou could fight it off, or a zanpactou technique or whatnot). Speed caps remain the same beyond tier IV (ie. still cero speed). Size increases to 70x70x70 meters area max for Tier V, 85x85x85 for Tier VI and 100x100x100 for Tier VII.
Name: Cosmic Principle Nexus
Class: Zanpactou Spirit (Bankai)
Tier: III-VII
Type: Offensive, Defensive, Binding or Supplementary (Depending on each individual use)
Range: 100m from bankai when technique is activated (portals),
Description: Reathin has escaped from the terrible burden of only walking in one reality. This is in many ways simply an upgraded version of Vault of Woven Dreams, utilizing the same factors save where noted below. Like that technique, Cosmic Principle Nexus fashions a pocket dimension to Reathin's specifications (similarly, he chooses the theme and rules, while the details fill themselves in automatically, even if he wouldn't know them. Thus, he can be surprised and potentially endangered by his own technique). Entrance to the Nexus is performed through portals in the "real" world, which work exactly like the Vault of Woven Dreams versions.
The difference is in the Nexus itself. Firstly, it is much harder to escape the Nexus if Reathin doesn't want someone or something to leave. Simply desiring to leave isn't enough any more; either Reathin must be seriously harmed (destablizing the Nexus for a post cycle enough to leave) or by dealing catastrophic, intentional, self-inflicted damage. The peculiar shock of near suicide is a peculiar weakness of the technique (the damage one must inflict on oneself matches the tier of Cosmic Principle Nexus). The second major difference is that wounds don't leave when escaping the Nexus (Reathin's included). Benefits still don't leave at this stage either, nor do non-damaging detriments.
While in the Nexus, Reathin sets a "theme". Thereafter, he may order the Nexus to attack, defend, supplement or bind within the bounds of that theme (ie. if he chose the theme "sunlight", he could conjure bursts of sunfire, block with solidified light etc.). These actions aren't separate techniques themselves; they are manifestations of the single technique activation of Cosmic Principle Nexus and thus the power of these actions is strictly limited to the Nexus' tier and may, as normal, be matched or trumped based on an opponent's tech tiers. In response to Reathin's Nexus actions, an opponent has two primary choices (three, if you count the destructive escape). They may counter with their own techniques, OR they may tap into the Nexus' power (using the same theme Reathin has chosen). This is not quite as efficient (they pay more reiryoku to do so than Reathin), but the Nexus will still serve them within the theme.