Bugbear in the Playground
Join Date: Dec 2008
Re: BleachITP Reborn Character Registry
By the awesome Teutonic Knight for Draw Your Friends!
(Last Name, First Name) - Vice Captain
251, (Appears 19)
approx. 185 lbs.
The first hit of it is a massive power clash, and the feeling of light and dark constantly fighting.
2nd Seat of the 13th Division.
Quote: "That the best you can do?"
The son of an estranged Japanese noble, Karite was often left alone during his lifetime. He took the throne when he was merely fifteen, and after four short years of ruling, he was assassinated by one of his father's enemies, and was not konsoed for a long period of time, forcing him to watch as everything he knew was destroyed, causing him to nearly become a hollow, and he was Konsoed right before it finalized.
Karite has been a Shinigami for around two hundred years. Due to his inability to fully access kido, and his hatred of Hollows, and his emotional problems, he was rejected by the old captain for Vice Captaincy, but the captain still watched him closely. He taught Karite everything he knows, and Karite started out as an unseated, but quickly moved up the ranks, until he became captain of one of the Strike Teams, which is around the time when he started 'fixing' his uniform. He held this position for around 30 years, and then slowly moved up in the ranks until he held the 3rd seat in the squad, and was nicknamed "Striker", for his love of going out in the mortal world with the Strike Teams. When the captain retired, he left Karite his haori, to remind him that he wasn't a monster, even if he acted like one in life. Karite, having no actual reason or want to wear a haori, made it into a scarf.
Zanpakuto Release Command:
Ban Kai, Kuyashinaki
Shunpo: Karite is brilliant with Shunpo, and is nearly fast enough to leave his image in place while he goes elsewhere.
Kido: Karite is admittedly proficient in Kido, but he seems to ignore it. His abilities with Kido can go up to around 30 without chants, but if Karite uses any Kido, it seems to take far more out of him then is normal for any Shinigami. Karite refuses to use Kido, as he loathes the advantage it gives over an opponent, deeming it unhonorable.
Zanjutsu: Karite is an expert at Zanjutsu, so good that he was originally recommended for the 11th. He chose to join the 13th, solely for the many expeditions to the Mortal World.
Hakuda: After his defeat by Hannibal, Karite trained himself in Hakuda to a high degree, enough that he now prefers to bandage his hand before fighting with Hakuda.
Weight: "Do you really need to know?"
Filled with madness
Aspect Of Death:
" 'Cecilia Alejwin'... It sounds magnificent, but that name's essence is the essence of magicks and spellcraft, of Gods and Demons.
Zanpakuto: Cosechero - Reaper
Resurreccion: "Flee, Cosechero."
Segunda Etapa: "Dios de los Cosecheros." - God of the Reapers
Sonido: Her Sonido is extremely fast, which she uses to quickly get above her opponents and strike them from above.
Cero: Incredibly strong, probably because she uses it either to strike her foes from afar, or to use her sonido to quickly blast them away from above.
Garganta: Average Garganta, rarely used.
Pesquisa: She's brilliant with Pesquisa, seeing as without it, her Hierro and Regeneration put her at a terrible disadvantage.
Hierro: Her Hierro is Low-grade, not strong enough to block major wounds, but it can catch quite a few minor.
Bala: Her bala is slightly under average, but she makes up for it by being able to fire them at rapid speeds.
Regeneration: Her regeneration is lower than the normal Espada's, while she can regenerate minor wounds fairly quickly, major wounds take far longer.
Cecilia's territory's name is incredibly misleading. While she didn't divide her sector up like the Decima did, she uses a complex system of layers to divide her territory into 4 equal parts. The layers don't differ in power, and it seems as if there are people of differing power levels scattered throughout all thirteen. Each layer has a Fraccion or other entity leading it, depending on their Leadership skills, rather than their power. For instance, #286 could boss around #13 if #286 lead the area where #13 worked. The leaders are called Una Confianza
. However, using the power of being an Una Confianza for personal gain is against Caos Encarnado's rules, and will
get you executed.
(Last Name, First Name) - Rogue Shinigami, Mercenary
H.E.C.A.T.E. (Hollow Execution/Cremation: Active Test Entity)
327. (Appears to be in his early twenties)
approx. 175 lbs.
A calming, peaceful aura, with a hint of amusement.
Unranked by Modern Standards.
The Grey Lord, Mercenary of Death, Chronicler.
Quote: "I apologize for troubling you, Shinigami-san, but could you perhaps calm yourself?"
"What is it you wish to know of my looks, Reader-san?
Kazuki stands at six feet tall, and wears an outfit that does not befit an ex-Shinigami. He wears a Kasa
, which covers his eyes. He has blonde spiky hair, with more than long spikey sideburns. However, the hair constantly droops downwards, over his face, due to his refusal to remove the Kasa. In addition, he wears a white coat
over a black kimono
, and carries two swords, one hung loosely at his side, a normal sword, a curious blade, not a zanpakuto, just a normal spirit sword, as well as his Zanpakuto, sealed, jammed through the back of his belt. Kazuki is loathe to use his Zanpakuto, preferring to use the spirit sword he carries with him, as he feels a Zanpakuto should not be drawn in anger, or merely for amusement. It should only be drawn when you have an intent to kill.
"Reader-san, are you sure you wish to know of my history?
Kazuki appeared in the Soul Society a mere two hundred years ago, and amused himself inside the Rukongai for a time, before entering the academy and exiting with relative ease. He enjoyed his time in the First Division, amused by the antics of his comrades.
But then, he left on a mission, and fought a Hollow. To a standstill. The exhilaration, the rush
of the duel, made him want more. He returned, and continued his duties.
Kazuki remained in Seireitei, long after many left. And he was honored. Idolized by the younger for his aura, his skill. Adored, by the women who he was so polite to, telling them that he could not take their requests, he was far too attached to his duties. The Third Seat of the First Division of Seireitei, the Chronicler of Seireitei. But he was restless. Tired, tired of the monotony.
And so he left. Leaving a note in his place.
Zanpakuto Release Command:
Kazuki's Zanpakuto, while rarely used, let alone unleashed, has a strange release. The sword splits itself into seven different weapons, all of which hover in the air around Kazuki. These swords differ in shape and size, varying from a two feet in length to seven feet.
Kazuki's Zanpakuto can operate up to forty feet away from him. Any farther and the blades become normal swords, unable to cut spiritual opponents.
In addition, each of his seven swords cuts away a different emotion. Joy, Anger, Anxiety, Pensiveness, Grief, Fear, and Fright. The effect lasts until the battle ends, or until Kazuki reseals his sword. Whichever comes first.
Joy is a cold steel bokken
of four feet in total length. It cuts away your Joy, rendering you unable to feel excitement in battle.
Anger is a normal katana
, with a two foot blade. It cuts away your Anger, detaching you from a strong source of power in battle.
Anxiety is a naginata
, with a staff piece of five feet, and a blade of one foot. It cuts away your Anxiety, allowing you to breathe easier, and not worry, but also causes you to become more reckless, attacking at various obvious traps that you would normally avoid.
Pensiveness is a rapier
, with a blade of a rather ridiculous four feet. Kazuki often comments that, if Pensiveness were his actual blade, he would be forced to keep it permanently sealed, so as to not deal with the cumbersome length. It cuts away your Pensivity, causing you to stop questioning your actions, as well as Kazuki's actions.
Grief is a Zweihander
, and it is by far the largest of Kazuki's weapons. With a blade of six feet, the weapon stands taller than Kazuki himself. It cuts away your Grief, causing you to no longer become sad or depressed in battle, nor concern yourself with others. It is the most helpful to the opponent of Kazuki's seven weapons, but it deals the most damage, due to the large size of the blade.
Fear is a kunai
, and is the smallest of Kazuki's weapons. It cuts away your Fear, causing you to no longer worry about your safety.
Fright is a shuriken
of a rather large size, as it can easily fit onto Kazuki's back. Fright cuts away your Fright, removing any sudden fear you would experience. However, this means that you are no longer afraid of the strikes that come out of nowhere, and allow them to hit you more often than not.
Ban Kai, Nagako.
Weapons Master!: Kazuki trained himself in various disciplines of weapons, sword styles, and several different types of weaponry. However, all these are designed for close range combat, up to twenty feet, as his Shikai would allow.
Kido: Kazuki is proficient at Kido, able to use up to Hado 30 without incantations at 50% power, and may go up to 70 with incantations at 75% power.
Zanjutsu: A master of the sword, Kazuki often practices with his blade.
Hakuda: Kazuki's Hakuda abilities are hampered by his enjoyment of going toe to toe, blade to blade, with his opponents. He has a strong aversion towards "Beating opponents down with brute strength", as he looks for the strongest, the most powerful, the most cunning, not the one who has more strength.
Shunpo: Kazuki's Shunpo skills are expert, on par with most Vice Captains and a few Captains.
Fourth Incarnation of her kind.
Reiatsu: Like creaking gears.
Magic Hands: HECATE was named after the Greek goddess for a reason. Many of her abilities revolve around her hands, the left of which was designed to fire Hado, the right designed for Bakudo. HECATE can fire up to level 65 chanted Hado and Bakudo, and 45 without chants.
Wrist Attachment: HECATE's right wrist has a slightly irregular octagon around it, which has a small bar extending away from her body. Attached to the bar is a small, bullet shaped bar which has a hole at the end facing towards the end of her hand. This Attachment allows HECATE to shoot flames out of it at will, at incredibly high heat.
Battery Pack: HECATE's battery pack is located in the upper part of her back, and allows operation for up to an indefinite amount of time. However, it only allows for an hour or so of intensive combat, before HECATE is forced to shut down to recharge.
Memory Unit: HECATE's memory unit(s) are located inside of her headphones, which allow for extensive hearing distance and run said information directly to her mainframe, retaining it for an indefinite amount of time.
Laser Eyes: While only half-completed, HECATE's eyes can shoot lasers. However, due to the half-complete nature of aforementioned laser eyes, the lasers have a tendency not to reach the target, and explode half-way. Or not appear at all.
Swift Footed: In order to compete on the same level as Arrancar, HECATE's feet allow her to use a process similar to Shunpo or Sonido, albeit at a much lesser rate, due to the robotic nature of her systems.
Upgradeable: Due to the nature of the Twelfth Division, HECATE is routinely returned to the twelfth for tune-ups, upgrades, and such.
Designed for an alternate approach to fighting Hollows, HECATE was born of an idea around a hundred years ago. The first incarnation of the HECATE design was deemed too erratic, unreliable in hostile situations. The first design was tossed, keeping only the basic structure out of all that it was. The second incarnation faired even worse if possible. While it wasn't deemed erratic, it was found to have the 'small' problem of being unable to tell the difference between allies and enemies. While it was agreed that this would not be a problem, so long as the switch between combat and standard mode was kept in their hands, The second incarnation also had quite a few problems with operating multiple systems at once, causing a rapid breakdown of the inner structure every time she attempted to run more than one of her programs. The third incarnation was where they thought they were done. Congratulations were had all around.
...Until the third incarnation was found to be unable to speak, thus rendering her main system of combat inoperable. Despair surrounded the creators. After all, they had been so close. But they continued steadfastly, and added several features to the fourth, which spent half the last twenty years in testing. HECATE was intended not only to be an alternate way to kill Hollows, but also an alternate way to remove the remnants of the Hollow, via cremation. The fourth incarnation, while deemed sufficient, still went through ten years of tweaks, edits, and lab testing before she was allowed to be submitted for field testing.
Path of the Door: Basic Sword Style
Path of The Heavens: Advanced Sword Style
Path of the Door is an interesting way to battle. While it favors a single opponent, it is equally competent with three or four as well. The Door has three different, distinct stances: Open, Close, and Halved.
Close Stance; Defensive Maneuver: Close Stance is powerful in that it stands for defense, and only defense. The Close Stance is incredibly hard to penetrate, relying solely on deflection and blocking. However, Close Stance is not designed to retaliate, counter, or even attempt Hado, thus it is usually considered weaker then the other styles available.
Open Stance; Striking Maneuver: Open Stance is the opposite of Close Stance, designed entirely to completely overpower your opponent and annihilate them in every way, shape, or form. Open Stance, however, has one glaring weakness: it was never designed for defense. Once one attack breaks through the Open Stance, it takes most users at least a few seconds to revert to Close Stance in order to defend. However, the sheer power of the strikes in this stance is often considered worth the risk of a hit breaking through, allowing several more.
Halved Stance; Casting Maneuver: Halved Stance is one of the most basic of the basic stances. Most Academy students toss it aside instantaneously, loathing the lowered guard and fighting ability. However, Kido specialists often use this stance at the beginning of their growth, as the lowered guard and dueling ability is compensated for by the ease the Stance allows casting in.
Notes: It takes a talented user around a second to change from Open to Close, causing most to usually stand in Halved, which allows for easy stance change from Open to Close, as it was based half-way between Open and Close.
Advanced Hakuda Techniques/Styles: Reiatsu Manipulation
The Angel is forgiving. The Angel is just. The Angel welcomes it's foes with open arms.
The Demon despises. The Demon schemes. The Demon fights with the ferocity of a thousand suns.
The Path of The Heavens is designed around a simple prospect: Do not draw your sword without intent to harm. The Angel is your Shield, the Demon your sword. The Path of The Heavens is suited for one to three opponents, more than that and the style is not as effective as it would naturally be.
The Heavens' is not very well known, due to the extreme difficulty of the style. Difficult would not be the right word perhaps, as it is, in essence, a simple style. However, The Heavens' intent is the most difficult part of the style, as forcing a Swordsman to consciously not draw his blade in battle goes against many of his instincts.
Angel Blade; Defensive Maneuvers: Angel Blade is the first part of the Heavens', and the Angel Blade is your sheath, or the part of your Shikai you don't use. Angel Blade uses this part to block most attacks, rarely relying on your actual sword to block or parry. However, Angel Blade is designed with a certain intent. With superb reiatsu manipulation, the Heavens' teach the Swordsman to use his sheath with the same properties as his sword, allowing for a swordsman to block with his sheath and use some of the abilities his sword can. However, Angel Blade is not designed to harm. The Sheath will merely mimic the normal properties of your sword, not advanced abilities that require a Ban Kai. Neither will it mimic any offensive abilities, as the Angel protects, while the Demon attacks.
Demon Blade; Offensive Maneuvers: Demon Blade is the second part of the Heavens', and it is your sword, or whatever your Shikai looks like. Demon Blade is designed with an intent to harm your opponent, and the strikes Demon Blade utilizes are swift and furious, quickly returning from attacks on your opponent. Demon Blade also requires reiatsu manipulation, although not as much as Angel Blade. However, what Demon Blade creates is often far harsher if you do not manipulate it properly. Demon Blade forces your aura to appear visibly around the blade, moving the reiatsu you naturally accumulate around yourself to increase the strength and speed of your sword. However, this has a secondary effect: your Shikai techniques will use this outer shell to increase the power of themselves slightly, however sometimes slightly is all that is needed.
Warnings: The extra properties of Angel Blade and Demon Blade are usually used simultaneously, however the slightest loss of concentration and all the Reiatsu backlashes onto the user, causing him several seconds of confusion. However, this backlash also has the side effect of readjusting to the feel of your aura, due to it's temporary removal for Demon Blade.
Reiatsu manipulation is rarely used by most practicioners of Zanjutsu and Hakuda, unless the Zanjutsu user is in Shikai. However, many higher Hakuda techniques require great control over reiatsu, due to the increasingly more difficult abilities they grant.
Pulling/Pushing: Those who manipulate Reiatsu with Hakuda know of one of the more useful abilities: Pulling and Pushing. This technique allows the user to use their target's aura to drag them towards him/her, or push them away.
Earthshaker: Manipulating the reiatsu into your foot right as it hits the target, this allows you to force your reiatsu into the target (usually the ground), and direct it with your will, allowing you to break the ground, manipulate basic properties of it and such. Unfortunately, you are unable to move until you release the reiatsu, causing this ability to be used more often in hiding. However, using this on an opponent will rarely work, as most, if not all Shinigami know how to block affronting reiatsu from their system.
Stonebreaker: Manipulating the reiatsu into your fist as it hits the target has a different effect then that of your foot. Due to the blatant intent of a fist, the reiatsu instead strengthens the punch, allowing it to hit harder than it would normally.
Many other techniques are designed around Reiatsu Manipulation, and as such are usually limited to advanced or master Hakuda styles.
Last edited by Terry576 : 04-07-2012 at 06:21 PM.