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Posted: Fri Sep 21, 2007 9:29 pm
Zanpakuto name: Chouchou [Butterfly]
Look: Chouchou has a very short grip ending in a ring and no crossguard to speak of. Including the straight-edge blade, the entire zanpakutou is barely sixteen centimeters long. There is nothing terribly unique about this zanpakutou except it being extremely short and having an intricate thorny-rose design etched along the blade.
Shikai look: Medixia loops her finger through the ring at the bottom of the zanpakutou while simultaneously clasping its grip. When she pulls her hands apart, a long chain forms between the ring and grip. What follows is a more interesting transformation. Around the chain form six sections of reinforced wood, and each section looks like it can be fastened to each subsequent part. When the transformation is complete, sections one and six are each lined with six deadly blades dripping in poison. Section one holds a strong paralyzing agent. Section six holds an intoxicating venom. Either way, her one weapon has transformed itself into something that can be used as either a two-handed weapon or a daisho weapon, based on if the sections are fastened together or not.
Call: Hirahira tame Aozora, Chouchou! [Flutter to the Blue Sky, Butterfly!]
Powers:
When the sections are joined together, Chouchou is a two-handed weapon. When the sections are separated, Chouchou is a daishou weapon. Also to note, the actual toxins used for Sections 1 and 6 can be altered, but the standards are listed until others can be learned and applied.
Aizunagi [Calm Sign] - Contrary to its name, this is a sign anybody besides Medixia needs fear showing up on their body. The Aizunagi shows up wherever Medixia strikes her target. What it does is based on which section of her weapon struck. The break is [dc10 + vitality modifier + 2 per 10 reiatsu sense + 4 per 10 reiatsu sense use]. The victim can only attempt to break up to two Aizunagi per round as a free action. In desperate situations, the victim can attempt to break six Aizunagi by sacrificing an attack round per round attempting. When not involved in combat, the victim can attempt to break up to eight per round. { Section 1 blades are laced with a paralysis agent which makes any limb so much as touched goes completely numb. The symptoms can change based on where struck. If a leg is struck, victim's dodge is halved. If both legs are struck, the victim is immobilized. If an arm is struck, victim's attack and damage is halved. If both arms are struck, victim is unable to attack. If the torso is struck, victim become sickly and is unable to recover quickly (modifiers to break are halved). If the head is struck, victim cannot use techniques requiring thought (kidou, shunpo, et cetera).
Section 6 blades are laced with a toxic poison which delivers normal shikai damage to the victim per wound inflicted. The only noticeable extra effects involve being struck in vital locations. If struck in the head, toxins begin to accumulate in the brain. If struck in the chest, toxins begin to accumulate in the heart and lungs. If struck in the gut or either side of the lower spinal column, toxins begin to gather in the liver and kidneys. If too many strikes are allowed to land or rounds allowed to pass without breaking, these toxins become fatal. As a warning, these toxins remain until removed, so just breaking isn't enough. } Yobou Dokubutsu [Protection Against Poison] - This power doesn't just protect against venoms and toxins. It protects against anything that would cause an ailment (bad status affect). This power makes it significantly easier for Medixia to break a bad status.
Techniques:
Kaze Hirahira [Flutter Wind] Medixia makes herself lighter so she can strike more frequently. Her accuracy is increased by 25% for a number of rounds equal to her vitality modifier. Effect: 25% higher accuracy for vitality modifier rounds Reiatsu Cost: 20 Requirements Level: 8 Zanjutsu: 30 Reiatsu: 30 Reiatsu Control: 30
Hochou Hirahira [Flutter Step] With Chouchou's sections joined, Medixia feints an attack, waiting for the target to dodge. When the target dodges, she quickly springs off her feet before twisting herself into a quick spin around the target. She has an increased chance to hit (+6) but decreased damaged (sealed-state damage). Upon learning shunpo, this technique is replaced with Senpuu Hirahira. Effect: normal number of attacks, sealed state damage, +6 chance to hit Reiatsu Cost: 14 Requirements Level: 10 Zanjutsu: 40 Hohou: 20 Reiatsu: 30 Reiatsu Control: 30
Senpuu Hirahira [Flutter Whirlwind] With Chouchou's sections joined, Medixia feints an attack, waiting for the target to dodge. When the target dodges, she quickly springs off her feet. Instead of twisting, she quickly launches another feint to force the target to block instead of dodge. Then she launches into deadly frenzy of attacks that twist around the target, kicking up a dust storm which gives this technique its name. She makes twice as many attacks as usual with 50% higher accuracy, but the damage done per strike is only the base (1 - 10). What's deadly about this whirlwind attack is how many poisonous or paralyzing blows land. Effect: twice as many attacks, 50% higher accuracy, 1 - 10 damage per strike Reiatsu Cost: 55 Requirements Level: n/a Zanjutsu: 80 Hohou: 50 Agility: 30 Reiatsu: 40 Reiatsu Control: 60
Sousei [Healthy Growth] Medixia draws her reiatsu into her torso, centered around her heart. With this, she is able to accelerate the natural regeneration of her body's stamina and cells. She can actually continue to expend reiatsu to further heal herself. Effect: on first round - normal shikai damage returned to Medixia as health as if hit by normal number of attacks per round; on each consecutive round - [1 - 10] + vitality modifier + 2 per 10 kidou healing to Medixia Reiatsu Cost: 15; 5 upkeep Requirements Level: 15 Kidou: 50 Reiatsu: 34 Reiatsu Control: 50
Komochi Houyou [Parental Embrace] With Chouchou's sections separated, Medixia wraps her zanpakutou around herself or a target. This heals a base [20 - 40] plus [vitality modifier + reiatsu modifier * 1.5 + 8 per 10 kidou + 4 per 10 reiatsu control]. It also attempts to break the body free of bad status effects. For Medixia, this is automatic (Yobou Dokubutsu already gives resistance to bad status effects). For anybody else, this adds to their normal saving throws. Effect: heals, removes foreign substances; +2 per 10 reiatsu sense added to target's break Reiatsu Cost: 70 Requirements Level: 20 Kidou: 70 Reiatsu: 38 Reiatsu Control: 70
Dokueki [Venom] Though replaced by Dokueki Shinsei at later levels, this is the first step towards unlocking the potential of Chouchou's shikai. There is actually a setup phase in which Medixia spends only part of the total reiatsu cost. In this phase, she attacks as normal, but the target can see something unusual trailing from the blades at the ends of each section. Its as if they bleed venom. The trail seems to have reiatsu holding it in midair for a moment before it drops and sinks into the ground. Within three rounds, Medixia may release the attack. With a swing of Chouchou, a spray of violet showers the ground, and rows of thorny vines spring up arround the target and begin attacking. There are lots of very difficult to avoid attacks, but they merely sting and may cause paralysis. Effect: setup - -10 to attack; release - vines with +20 to attack at 4 - 35 damage per landing strike, 10 attacks per 1 of Medixia's normal attacks; paralysis dodge and break is dc10 + vitality modifier + 4 per 10 reiatsu sense; paralysis causes victim to have halved damage Reiatsu Cost: 30 setup, 35 release Requirements Level: 25 Zanjutsu: 80 Reiatsu: 42 Reiatsu Control: 80
Gyakuten [Reversal] If somebody manages to afflict Medixia with a bad status effect, she can choose to hold onto it instead of break it in order to use this technique. As if she weren't afflicted, she attacks a target with a sudden spring. There are two parts of this attack. In the first, she lunges straight forward. If she misses, she goes into the second part. She immediately shunpos behind the target and lunges forward to strike again. If she succeeds in hitting the target either time, the target automatically becomes afflicted with the bad status effect and suffers an additional 50% damage from Medixia's attack. If it fails, she automatically fails her next break attempt but the bad status effect dissipates after that. Effect: one-two strike at full accuracy, 50% additional damage, transfer bad status affect to target Reiatsu Cost: 90 Requirements Level: 30 Kidou: 100 Reiatsu: 46 Reiatsu Control: 100
Dokueki Shinsei [Venom Divinity] This is the first step towards unlocking the potential of Chouchou's shikai. There is actually a setup phase in which Medixia spends only part of the total reiatsu cost. In this phase, she attacks as normal, but the target can see something unusual trailing from the blades at the ends of each section. Its as if they bleed venom. The trail seems to have reiatsu holding it in midair for a moment before it drops and sinks into the ground. Within five rounds, Medixia may release the attack. With a swing of Chouchou, a spray of violet showers the ground, and rows of thorny vines spring up arround the target and begin attacking. There are lots of very difficult to avoid attacks that can severely paralyze or poison. As an added note, the toxins act like an acid which eats away at most defenses, including barriers. Effect: setup - -10 to attack; release - vines with +20 to attack at 4 - 35 damage per landing strike, 10 attacks per 1 of Medixia's normal attacks; paralysis and poison dodge (seperate rolls) and break (seperate rolls) are dc15 + vitality modifier + 4 per 10 reiatsu sense; poison causes victim to deal vitality + 12 damage to self per round per poison barb; paralysis causes victim to have halved dodge, attack, and damage. Reiatsu Cost: 30 setup, 50 release Requirements Level: 35 Zanjutsu: 120 Reiatsu: 54 Reiatsu Control: 120
Chouchou Piripiri [Butterfly Sting] Medixia lunges forward with Section 6 leading. Just as the target is about to dodge, she stops short. A line of reiatsu shoots out from each of the blades and joins in the center before a sudden explosion is seen and heard at that point. That's when a poisonous cloud of gas jets from Chouchou and straight to the target. This attack [kidou base + reiatsu modifier + 2 per 10 reiatsu control] is difficult to dodge [base + awareness modifier + 4 per 10 hohou + 2 per 10 reiatsu sense use]. Effect: creates a poisonous gas cloud which lingers for five rounds around target, unless initially dodged, each round after initial dodge requires a break of d15 + vitality modifier + 2 per 10 reiatsu sense; each round adds more poison to the lungs; one to four rounds only deals one to four times normal shikai damage with a break of d20 + vitality modifier + 2 per 10 reiatsu sense; five full rounds means instant fatigue and near-death status, untreated leads to death in ten additional rounds Reiatsu Cost: 120 Requirements Level: 40 Zanjutsu: 140 Kidou: 160 Reiatsu: 60 Reiatsu Control: 140
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Posted: Fri Sep 21, 2007 9:30 pm
NOTE: Under powers (specifically beneath Aizunagi) are two 'powers' contained within braces ( {...} ). These are not powers unto themselves. They are more specific descriptions of what Aizunagi pertains to.
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Posted: Sun Oct 07, 2007 1:20 pm
Since you're so persnickety...fine, I'll comment. It just took me bloody forever to read everything (and understand it all completely).
First notice: Unless Dischord says otherwise, you can't have a technique that can affect the amount of attacks you can execute, even if you sacrifice a turn. I don't know this for sure, but that's what I've observed.
Second: Dayam girl, this is really...really god-modded. Sure, you have breaks, but almost each and every single one of them is "difficult to dodge".
•+20 to attack is a little much...even for small vines. That's instant victory unless someone 10-20 levels higher than you has high dodge. I like the effects of the Venom series you have...but holy @#$% it's not even funny how unfair that could end up being.
Aside from that I think it's a very well put together shikai. It kind of scares me. Ah, what the hell, kinda is an understatement. Very much and understatement.
Makes me want to start thinking up killer techs for my second char's shikai.
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Posted: Mon Oct 08, 2007 2:43 pm
Dokueki and Dokueki Shinsei were techniques I was thinking over many, many times... I should have run a calculation program on them before hand xp One of my goals was actually to create a low damage shikai that led to high primarily through the poison breaking the target's body down.
xp Also considering that you don't understand the break system, I'm hoping for an opinion from somebody who does. The two techniques that I mentioned are already seeing idea revisions, but the general idea of creating a vine patch is staying. I think I have a better use for it anyway...
As for your first notice, a technique that has a distinct cost can increase the total attacks for that round. Such techniques have already been approved. It's just that for the purpose of those two, particular attacks... Yeah. It's either too many attacks, too much of a roll increase, too much damage, or a combination of the three. As I stated, those attacks are already in the process of being rethought. This is why I love being able to get opinions before I post for approval ^_^
As for your second notice, the system of dice rolls rules out a lot of god-modding. It's possible, yes, but each and every single one of these attacks were thoroughly thought out to allow certain clear escapes. Of course, it has to be taken into consideration that a great deal of her attacks deal with reiatsu sense (because we are talking about attacking an opponent internally). That, in and of itself, makes these attacks rather difficult to dodge.
Also ^_^; I'm not sure you will want to see Saigo or Awai's shikai ideas... They'll be coming soon enough... Awai is almost done enough for me to post her (character sheet in Journal section that is).
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Posted: Thu Oct 11, 2007 3:50 pm
Hey! I've been here long enough, and read up enough, to consider myself fairly well endowed with the break system. Sure, I'm not one that can approve breaks, but I know a pretty good line of when things are a little...*looks at techs*...excessive.
But hey, if Dischord goes with it, I have no say in the matter.
And reiatsu sense for internal attacks...that's more a dodge mod. I know it's mostly a hard line to define because we don't have internal dodges (nor do we need them...I mean...come on...that's pretty pointless), so maybe reiatsu control we need to look at, but I suppose since I don't understand the break system I don't know what I'm talking about. neutral (Joking)
The low damage - high poison is a good idea, though. It'll pwn Tsai's psyche, because Chimitsu totally ripped him a new one that way.
As I said though, besides a few argumentative points you have a pretty friggin' strong shikai there.
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Posted: Sat Dec 01, 2007 9:05 am
Dokueki [Venom] Though replaced by Dokueki Shinsei at later levels, this is the first step towards unlocking the potential of Chouchou's shikai. There is actually a setup phase in which Medixia spends only part of the total reiatsu cost. In this phase, she attacks as normal, but the target can see something unusual trailing from the blades at the ends of each section. Its as if they bleed venom. The trail seems to have reiatsu holding it in midair for a moment before it drops and sinks into the ground. Within three rounds, Medixia may release the attack. With a swing of Chouchou, a spray of violet showers the ground, and rows of thorny vines spring up arround her. Until Medixia exits shikai or they are killed, these act as both a means of attack and defensive wall for Medixia. Each strike the vines make leaves a thorn behind in the victim which must be pulled out (break rolls). Up to four attempts may be taken as a free action. Up to twelve attempts may be taken by skipping the attack phase. Up to twenty attempts may be taken by using an entire round. Effect:
setup: -10 to attack release: 1 vine per 4 Medixia's level spring out of the ground vine vitals: 40% of Medixia's maximum HP, 0 damage, +5 attack roll paralysis: target's damage rolls halved break: dc10 + vitality modifier + 4 per 10 reiatsu sense defense: can call vines to act as a shield Reiatsu Cost: 30 setup, 35 release Requirements Level: 25 Zanjutsu: 80 Reiatsu: 42 Reiatsu Control: 80
Dokueki Shinsei [Venom Divinity] This is the first step towards unlocking the potential of Chouchou's shikai. There is actually a setup phase in which Medixia spends only part of the total reiatsu cost. In this phase, she attacks as normal, but the target can see something unusual trailing from the blades at the ends of each section. Its as if they bleed venom. The trail seems to have reiatsu holding it in midair for a moment before it drops and sinks into the ground. Within five rounds, Medixia may release the attack. With a swing of Chouchou, a spray of violet showers the ground, and rows of thorny vines spring up arround her. Until Medixia exits shikai or they are killed, these act as both a means of attack and defensive wall for Medixia. Each strike the vines make leaves a thorn behind in the victim which must be pulled out (break rolls). Up to two attempts may be taken as a free action. Up to eight attempts may be taken by skipping the attack phase. Up to sixteen attempts may be taken by using an entire round. As an added note, the toxins act like an acid which eats away at most defenses, including barriers. Effect:
setup: -10 to attack release: 1 vine per 4 Medixia's level spring out of the ground vine vitals: 60% of Medixia's maximum HP, 0 damage, +8 attack roll poison: [1 - 8] + vitality modifier +1/3 damage per 20 reiatsu sense, +1 to break per 30 reiatsu sense use, barriers take 25% additional damage paralysis: target's dodge, attack, and damage rolls halved break: dc15 + vitality modifier + 4 per 10 reiatsu sense defense: can call vines to act as a shield Reiatsu Cost: 30 setup, 50 release Requirements Level: 35 Zanjutsu: 120 Reiatsu: 54 Reiatsu Control: 120Please tell me if the list feature worked... ninja
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