I will address anything that may, or may not, be an issue with the players in question as well as the GMs. Beyond that I would like to express that my character is good at one thing, and one thing only. I admit that the "bad at hoho," in the description was an oversight I missed while I was modifying the CS for this RP. I'd also like to note that Majime's skills are practically rendered useless if you close the distance and fight a melee with him. He can only defend and attack with kido. I mean he might try to stab you if there's an opening, but anyone with enough strength to pick up a sword can do that. He might slash, but probably not. His sword is a gateway to his shikai and not much else. Also I'm talking about rudimentary straightforwards knowledge in regards to hakuda/zanjutsu. Not anything you'd need to train in. The meaning is partially lost because the RP he was in previously had a relatively a stat system of sorts. A 0 in a given state was "baseline soul," more or less. He has a 0 in zanjutsu and hakuda. Meaning he can't do anything your average thug couldn't do. He has seen people who are good at hakuda fight, so he knows how to get out of the way of some simpler shit or use kido shields to block. Same with zanjutsu. Still, if someone is close enough to be stabbing, slashing, punching, kicking, or trying to get him into a hold he is pretty much automatically at a huge disadvantage. I know because I've had him fight several people previous to this, one of Ganryu's characters being included in that list. If you get close, he is going to be unable to defend after a certain point if he can't make distance between him and his opponent. Him having a lot of reiatsu/reiryoku is literally just so he can actually use kido consistently because it's the only weapon he has that is actually useful to him. I hadn't read Zobuzun's CS en full, as I stated in my previous post so my apologies for lacking knowledge on that bit. Although, it does strike me as odd that things are set up in such a way that Mother Mary, aka Zobozun basically has to give permission to a player to make the Vice Chief for the kido corps due to his character's history. I also, by the way, stated in my previous post that almost everything that Majime remembers is faded. Meaning he can't actually remember the majority of it. The details he remembers are as follows: He has a vague impression that he didn't have a lot of friends. He vaguely remembers that his body was ill, because he appreciates the body he has now, which is more or less renewed. Aaaand that's about it. Had to go back and check his history to make sure I had that right. That's a tiny amount of information and none of it is even clear. If it steps on the toes of Hantu, then so be it. Till they explicitly say as such or the GMs tell me to change it Ima leave it. As to this: [quote=@Zero Hex]Finally, being able to make up new spells on the spot feels like an ability that is essentially godmodding. You can just create a new spell to fit whatever situation you find yourself in, as their application is incredibly wide. This is essentially what Gremmy Thomeaux did, and he had to be topped by a Kenpachi that had achieved shikai. You know, the guy that can fight on par with high level captain bankai without even knowing his sword's name. Hardly a fair standard to hold everyone to.[/quote] I'm aware of the problems and conflicts associated with that. I did say the spells tend to be unstable when created like that. The ability is more for mixing and matching already existing spells as well as any of his custom kido. As for spells he may create, well I'd run them by the GMs and the people I would be fighting at the time to make sure it would be alright with them first, because I'm a reasonable, fairly rational guy who would much prefer a fair fight/interaction than a wholly one-sided one(provided the one-sided fight had no real purpose). Anywho. I would rather not contribute to any dispute, so I'm really trying not to respond to any negativity being thrown my way, in favor of resolving any potential issues with the players who possess the characters that have the conflicts in question, and the GMs, as mentioned at the top of this post. So yeah. Things. Stuff. Woo....