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Thread: BleachITP Reborn Character Registry

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    Default Re: BleachITP Reborn Character Registry

    Shizuka Magatsu
    (Family, then given name)
    3rd Division Vice-Captain

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    Gender: Male
    Height: 6'1"
    Weight: 180 pounds
    Hair: Black (Bleached platinum blond)
    Eyes: Pale Blue
    Age (actual): 370
    Age (appearance): 27
    Reiatsu color: Green with dark green streaks
    Division: 3rd
    Rank: Vice-Captain

    Themes:
    Main
    Battle

    Appearance:
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    My apologies for the rough sketch. I'll make a better one eventually.

    Magatsu is tall and well-muscled but slightly gaunt, with shaggy bleached-blond hair and extremely pale blue eyes. He has a thin, stubbly beard along the edge of his jaw and a goatee. He dresses in the usual manner of shinigami, making no particular modifications to the standard black kimono or lieutenant's armband, keeping his zanpakutou in his sash.


    Personality:
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    Magatsu is, in short, cynical and kind of a jerk. He lives on schadenfreude and tends to be rude to just about everyone, though not to the point of stupidity. He has a very dark sense of humor, often finding something to laugh at in even the most ghastly situations, and enjoys being a devil's advocate when his advice is sought. Magatsu's temperament seems at first more suited to the 11th Division, but his love of fighting is actually more a love of hurting others channeled into an acceptable outlet that benefits Soul Society. After all, few shinigami will complain if he toys with more intelligent Hollows, fighting at partial strength and slowly increasing to inflict despair upon his opponent, as long as the Hollow ends up purified and his sport doesn't harm anyone else.


    History:
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    Magatsu grew up in the 72nd district of West Rukongai, and not only survived but thrived in the brutal environment. His lack of any memory of a prior lifetime indicated he must have been a Menos who was purified, also nicely explaining his rather impressive reiatsu. Eventually, he became involved in the sidelines of a clash between criminals in the district that drew shinigami attention. The shinigami that arrived sensed Magatsu's potential and brought him to the Shinigami Academy. He was no prodigy, but did very well, especially in the combat and hado training, though even at this early stage he proved utterly inept with bakudo and showed little defensive ability. When he graduated, Magatsu turned down a chance to join the 11th Division, instead opting to join the 3rd. He steadily worked his way up the ranks, proving himself time and again in combat, until he at last reached the position of Vice-Captain. He seems content in his current position, but continues to train in hopes of achieving Bankai.


    Zanpaktou: Eien Uzumaki (Eternal Vortex)
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    Zanpaktou release command: Zenmetsu shire, Eien Uzumaki! (Annihilate, Eternal Vortex!)

    Zanpaktou Spirit:
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    Eien Uzumaki takes the form of a hulking hyena-man, approximately eight feet tall and armored in dark metal, bearing wings of jagged blades. His eyes are empty portals to a howling expanse of sickly green flame. The weapons he wields change every time he leaves the observer's sight, even for a moment.


    Inner World:
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    An immense metropolis built around a mesa topped by towering skyscrapers, surrounded by an endless blasted wasteland. The sky is a roiling mass of lightning-filled storm clouds, with occasional gaps in the storm revealing a glowing orange sky. The skyscrapers atop the mesa pierce the clouds to reach an unknown height. The constant lightning frequently strikes within the city, each bolt leaving behind a bladed weapon of some sort embedded in the ground; these blades slowly disperse into sparks over the course of several days. The wasteland around the city is filled with countless weapons stretching out to the horizon.


    Zanpaktou Unreleased Form:
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    Eien Uzumaki usually appears as a relatively ordinary to, its crossguard in the shape of a stylized spiral with nine spikes protruding around the circumference and curving towards the blade. Its hilt is wrapped in worn black leather, and the blade itself doesn't quite reflect light properly.


    Shikai:
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    When released, Eien Uzumaki shimmers and vanishes in a flash of dark green fire, near-instantly reforming into eight swords, spears, and similar bladed weapons floating in the air around Magatsu. Magatsu mentally controls these weapons and can use them to attack nearby opponents as though holding them, or launch them at ranged opponents as projectiles travelling in straight lines, which return to him a short time after impact. The blades of Eien Uzumaki can be used to block and parry attacks, but are noticably clumsy in doing so. The blades can all be controlled simultaneously, but have no ability to act without Magatsu's direct control.

    Special power
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    Whenever one of the blades of Eien Uzumaki strikes a target, it releases a rippling surge of reiatsu, roughly on par with a Level 15 Hado, that shreds apart matter and spirit particles within a small area, resulting in horrific wounds when striking flesh and good-sized explosions when hitting other solid objects.

    Additionally, Magatsu can activate an attack known as Renkyousou (Ripple Scream Lance). All eight of his weapons must be present around him and form an array touching their points to each other. The reiatsu surges from them begin to compound each other, building into a mass of reiatsu which lashes out in a highly destructive beam, analogous to a level 40 Hado, after a short charging period. Different angles of the array adjust the width of the beam, but the beam becomes less damaging the wider it is. Magatsu rarely uses this attack outside of ambushes due to how it leaves him completely defenseless until it fires and how any mistake in arranging the blade array could result in the gathered reiatsu backlashing onto him.




    Bankai:
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    Tenzan Eien Uzumaki (Heaven-Slaying Eternal Vortex) is the true name of Magatsu's zanpakutou. When released, Eternal Vortex disappears as in its shikai state, but a narrow pillar of reiatsu erupts from the ground behind Magatsu and rapidly widens, becoming an enormous rippling field of reiatsu from which a full fifty blades emerge, hovering in array. These blades can be controlled just as with Shikai. The blades now explode on impact with roughly the power of a level 50 Hado when used as projectiles, but more instantly form behind Magatsu and are immediately ready for use. It is easier for Magatsu to defend himself from attacks with his bankai thanks to the sheer number of blades available, but still by no means perfect. Additionally, Magatsu grows wings of jagged blades identical to his zanpakutou spirit's.


    Skills:
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    Shunpo: Magatsu is proficient in shunpo and able to keep up with other Vice-Captain-level Shinigami.

    Hado Specialist: Magatsu is capable of using Hado up to #63 without the incantation with relative ease, and up to #80 with incantation. However, he is capable of using Bakudo of only up to #10 without incantation and up to #30 with incantation.

    Zanjutsu Master: Magatsu is a highly skilled combatant in swordsmanship techniques, largely due to his Shikai forcing him to fight with multiple weapons simultaneously.

    Expert Tactician: Magatsu is very conscious of his defensive weakness and often makes use of battlefield conditions and the nature of his zanpakutou to compensate.

    Enhanced Endurance: Magatsu is capable of withstanding difficult conditions for long periods of time, even combat against multiple opponents.

    High Spiritual Energy: Being a Vice-Captain of the Gotei 13, Magatsu boasts high levels of reiatsu.


    Tropes



    Rex Irons
    Texan exchange student Quincy

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    Gender: Male
    Height: 6'3"
    Weight: 210 pounds
    Hair: Light brown
    Eyes: Hazel
    Age: 18

    Themes:
    Main
    Battle

    Reiatsu color: Red

    Appearance:
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    Rex is fairly huge for his age and has the muscles of someone who's spent most of their life working hard; his crew-cut hair is usually lighter than its actual color thanks to being bleached by long hours out in the sun. He constantly has an easygoing smile across his face. Rex dresses casually, but loves keeping up the Texan stereotype, usually found in jeans and white tee or muscle shirts. And, of course, he's virtually never spotted without one of several cowboy hats and either cowboy or biker boots. When "on-duty" as a Quincy, he adds a white duster, trimmed in dark brown, to his usual clothes.


    Personality:
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    Rex is a cheerful, kind, hardworking, and rather sweet guy fond of jokes, if sometimes a little loudmouthed. He's fully aware of the reputation Texas holds in the rest of the world, and will play that role to the hilt for his own amusement. As such he's often loud, boisterous, cocky, and somewhat overconfident, though never maliciously. Thanks to being larger than his friends for pretty much his entire life, Rex learned to be careful around others so as not to accidentally hurt them and tries to be gentle. He has an abiding love of barbeque and iced tea, causing him to greatly appreciate care packages from home.


    History:
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    Rex grew up as the younger son and middle of three children to Ray and Linda Irons, well-off ranchowners owning property in the outskirts of San Antonio. Between training as a Quincy and constant chores on the ranch, Rex grew up appreciating a hard day's work. The physical labor and dealing with the cattle (not renowned as the cleanest of animals) taught Rex how to endure discomfort, slowly preparing him for the eventual day he would face Hollows in combat. Rex made decent grades in school and played on his high school's football team as a running back; his size and devastating tackles (unbeknownst to anyone else augmented with rudimentary Hirenkyaku at the moment before impact) made him a star member of the team. For his senior year, however, his parents wanted him to have a broader education before college and set him to Phoenix Town, Japan, as part of an exchange program. He's adjusting fairly well so far, and is considering applying for engineering college in Japan before returning to the States.


    Clan History:
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    The Irons family split away from a larger Quincy clan in Germany in the late 19th century, when they moved to Texas during the days of the Wild West. The family reasoned that the rampant outlawry and ill-fortuned caravans would cause a large number of Hollows, and found their guess accurate. They adapted well to the new environment, even developing a new form for their spirit bows to reflect their new home and culture. The Irons have dwindled in number but are nowhere near gone, still scattered around Texas and the Southwest as a first line of defense against Hollow attacks.


    Bow: Schreiender Adler (Screaming Eagle)
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    Rex's spirit bow manifests as a glowing Smith and Wesson revolver composed entirely of reiatsu. Though it can be fired one-handed, unlike most Quincy bows, doing so drastically reduces its rate of fire to less than half; utilizing its full power requires both hands to "fan" the revolver. Its associated Quincy cross is a small Texas star hanging from a thin leather cord looped around Rex's wrist.


    Skills:
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    Skilled Marksman: As one might expect of a Quincy, and especially a Texan, Rex is a pretty good shot with pistol, rifle, and bow, maintained through constant practice and hunting.

    Skilled Unarmed Combatant: Rex uses a very rare, mysterious martial art known colloquially as "brawling." His strikes lack grace or finesse, but boy howdy can he hit hard, often with enough force to stagger an average Hollow for a moment or two. He's also surprisingly tough for a human, able to take quite a lickin' and keep on tickin'.

    Hirenkyaku: Rex is proficient in Hirenkyaku, probably able to keep up with an average Shinigami's shunpo. He has a liking for using Hirenkyaku in the moment before he hits something to amplify the force, and is slowly developing this into a new technique.

    Ginto: Rex isn't very good with Ginto, though he usually keeps a Heizen on his keychain in case of emergency.

    Japanese: Rex is conversant in Japanese, but stumbles over some words. In any case, his thick south Texas drawl conspires to make him difficult to understand fairly often.

    Average Reiatsu: Rex is thoroughly average for a Quincy in terms of spiritual power.


    Tropes:



    Asdrubal Arriola
    Arrancar-Aspiring Anomaly (aka weird Hollow)
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    Gender: Male
    Age: Brand-new as a Hollow; was a Living Vizard as a mortal.
    Height: Varies
    Weight: Varies
    Reiatsu: Purple
    Eyes: Varies
    Hair: Varies
    Aspect of Death: Paranoia

    Appearance: Asdrubal takes the form of a plain, jagged Hollow mask detailed in black; it seems to form perfectly to any holder's face, and will remain in place with no effort on their part. The mask is currently the entirety of Asdrubal's being.
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    Personality: Asdrubal is malicious, spiteful, vicious, and lives to survive long enough to one day consume every soul in both worlds. He sees almost everyone else as means to that end, though he will show them respect when necessary in the interest of self-preservation. He treats his hosts as well as he can, though, like a craftsman maintains his tools. Asdrubal is very proud of his stealth ability, and enjoys the far-too-rare moments when he's able to offer just the right piece of information to make a system collapse. Deep down, however, Asdrubal is a paranoid, fearful being, aware and terrified of just how fragile his existence is. Almost everything he does is part of some scheme to assuage that fear, even his ultimate goal: by consuming everything, he can finally be sure that he's more than nothing.

    Abilities:
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    Always Available:
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    Pesquisa: Excellent. Asdrubal has an extremely refined Pesquisa that can pinpoint sources of spiritual energy within a large radius. When in spiritually-rich areas, his Pesquisa can sometimes substitute for sight.

    Voz Que Obliga (Compelling Voice): Asdrubal has minor powers of suggestion, transmitted telepathically and wordlessly when not possessing a host. He can't flat-out give people orders and force them to obey, but he can give suggestions that, over time, sound mighty tempting... the less spiritual pressure the listener has, the more effective his suggestions.

    Enmascare el Alma (Mask the Soul): When a being puts on Asdrubal's mask, he can attempt to seize control of them and trap the unfortunate host as an observer in their own body. Possession is easier the less spiritual power a potential host has, though a difference can be counteracted if the host is wounded or exhausted. Once in control, Asdrubal is difficult to dislodge. Victims significantly less powerful than Asdrubal have almost no hope of expelling him without the help of another, and even then it's not easy. Victims of roughly equal strength can, with effort and when Asdrubal has exerted himself, reclaim control of themselves for short periods of time, possibly eventually ejecting him from their body. Stronger hosts can regain control more frequently and can probably expel him on their own, given enough time. While in possession of a host, Asdrubal can rummage through their memories. This is a slow process and highly distracting to him, giving his host an increased chance to regain control for a time. If his mask is broken while Asdrubal has a host, the host regains control for the several days it takes a new mask to form; if he is expelled while still reforming his mask, Asdrubal takes the form of a broken mask that slowly repairs itself over time.

    Spiritual Camouflage: Asdrubal is capable of disguising his reiatsu, rendering himself virtually undetectable to Pesquisa or other methods of sensing spiritual power. When in possession of a host, he can even dematerialize his mask for long periods of time, though this is tiring. This camouflage is not active when he uses any of his Hollow powers except for suggestion, possession, and Pesquisa.


    With Host:
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    Bala: Below average strength, but above-average firing speed. Asdrubal can release hails of Bala that, while damaging, are usually better as a distractionary measure.

    Cero: Asdrubal's Cero are of average strength but an exceptionally wide arc (up to a full 90 degrees), though they take longer to charge than most.

    Hierro: Average. It'll soften blows, but he'll still feel them.

    Sonido: Above average. Asdrubal can move fast enough to leave as many as three afterimages for one or two seconds.

    Garganta: Below average. Asdrubal has very little skill in moving between worlds and is rarely more accurate than what square mile area he wants to end up in.

    Recuerdo (Remember):
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    Writhing shadows unravel and slither into Asdrubal's arms, spreading darkness over him that then briefly restores his full Hollow form. The shadows comprising its body writhe with the vague forms and faces of the hosts he's taken. Asdrubal's basic abilities all improve in this form. However, Asdrubal can maintain Recuerdo for only a short time, after which he consumes the soul of his host to replenish himself and renders the host worthless. After Recuerdo ends, Asdrubal's host can still shuffle around similarly to a zombie for about an hour, after which it collapses dead and he is forced back into his mask alone to try snaring a new body.

    Specific Abilities:
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    El Bosque Más Allá de la Ciudad (The Wood Beyond the City): If he's willing to cut his restored time in half, Asdrubal's surroundings fade out to be replaced by a massive dome of reiatsu containing a dense, forbidding nighttime forest straight out of a horror movie, complete with very little moonlight. The Hollow reiatsu composing the forest interferes with the ability of those within to sense spiritual pressure, making it more difficult to keep track of Asdrubal himself, and the landscape will passively hinder enemies within it (roots are at just the right height to trip, vines hang and entangle, etc). The other downside beyond reduced time in his true form, however, is that such a large mass of reiatsu is blindingly obvious to anyone sensitive outside the dome and more or less forms a giant neon sign saying "HOLLOW HERE! RIGHT HERE!" On the other hand, such a mass of reiatsu nearby can help disguise other presences...

    Lobos en el Bosque (Wolves in the Woods):
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    Asdrubal can create up to five shadowy, largely-amorphous "hounds" out of the darkness of his own body that proceed to act independently to pursue and harass his foes. The hounds are not particularly durable, nor are their teeth and claws actually very damaging. However, wounds inflicted by the Wolves feel far more severe than they actually are. The hounds vanish when Recuerdo ends.

    Encarcelamiento (Imprisonment): After charging time on par with a Cero, Asdrubal's outstretched hand fires four arcing bolts that curve towards the target from multiple directions, making dodging them all a difficult prospect. Each bolt that strikes increases the effect of the attack. One bolt slows the target. Two bolts slow the target greatly and renders them unable to use Sonido, Hirenkyaku, Shunpo, or similar fast-movement abilities for a short time. Three bolts pin the target to the nearest solid object but leave them capable of some movement, similarly to Bakudo 30: Beak-Piercing Triple Beam. All four bolts utterly paralyze the target for a short time. Each of these effects is cumulative.



    Akiyama Shou
    (Family, then given name)
    9th Division Tenth Seat

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    Gender: Male
    Height: 5'11"
    Weight: 170 lbs.
    Fur: Dark brown
    Eyes: Yellow
    Age (actual): 172
    Age (appearance): Given that he's a coyote-man, it's hard to tell. Probably mid-20s or so.
    Reiatsu color: Blue
    Division: 9th
    Rank: 10th Seat

    Themes:
    Main

    Appearance:
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    Shou is a bit odd-looking among the denizens of the Seireitei, being as he's an anthropomorphic coyote. His fur is white on his stomach and throat, and dark red-brown on his paws and the end of his tail. He has a black stripe down his spine, spreading into a cross on the back of his shoulders. Shou dresses in a sleeveless shihakusho and keeps Gensoutenmaru on his back in the manner of a left-handed swordsman; he can usually be found wearing a black cloak.


    Personality:
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    Shou is quiet and reserved, but friendly enough once someone gets him to talk. He enjoys practical jokes and teases others often. As a reconnaisance specialist, Shou is usually watching everyone around, taking in as much information as he can and filing it away for future reference. He absolutely adores persimmons and will gorge himself on them given half a chance.


    History:
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    In his life in the mortal world, Shou was an honest-to-God coyote. He was born in a zoo and escaped during a Hollow attack; the incident left a tiny smudge of reiryoku within him. He nearly died in the wild, at last collapsing from hunger and exhaustion at a mountain shrine near Osaka. The shrine's caretakers nursed him back to health, and Shou stuck around, having taken a liking to them. He accompanied the caretakers around the shrine as they performed their duties, and quickly endeared himself to them and become something of a mascot. He lived a long, full life before peacefully dying of old age at 16 years old, curled to sleep at the base of his favorite tree. Spending his entire life in a spiritually rich environment left an impression in him, and he arrived in Soul Society as a spiritually-awakened soul in the 14th district of North Rukongai. He took some jabs for his appearance, but the citizens of Soul Society largely accepted him as he gained a reputation as an honest, hard-working person. He eventually joined the Shinigami Academy and performed well, joining the 9th Division and working his way up the ranks.


    Zanpaktou: Gensoutenmaru (Phantom Heaven)
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    Zanpaktou release command: "Taki you ni fure, Gensoutenmaru!" (Rain down as a cascade, Phantom Heaven!)

    Zanpaktou Spirit:
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    Gensoutenmaru manifests as a barefooted Shinto priest with a narrow face, shaggy brown hair, canine ears, and ruffs of fur running down his forearms and the backs of his shins, ending in small manes at his wrists and ankles. His finger- and toenails resemble small claws, and his teeth are sharp canine fangs, two of which are barely visible even when his mouth is closed.


    Inner World:
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    A vast desert landscape dotted with mesas and weatherworn rock formations. A full moon hangs in the sky no matter the time of day, and the desert wind carries the ever-present howls of coyotes. The sky is always cloudless, and at night is filled with stars. A shaded grotto at the end of a canyon hides a waterfall descending into a perfectly clear pool that can be either the perfect depth to splash around in or infinitely deep. Next to the pool is the entrance to a small cave, bounded by a red sandstone rock formation in the shape of a torii; the cave itself is lit by a long shaft in the center of the roof and, oddly, contains a small Japanese-style shrine where Gensoutenmaru can often be found. Overall, a place of serene beauty.


    Zanpaktou Unreleased Form:
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    When sealed, Gensoutenmaru appears as an ordinary katana with a dark blue leather wrapping on its grip; the handguard is a a ruffle of brown fur.


    Shikai:
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    When released, Gensoutenmaru transforms into a metal gauntlet covering Shou's left arm from the elbow down.

    Special power
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    Phantasm Walker: Shou can become incorporeal for up to 2 seconds at a time. Physical attacks pass right through him as though he weren't even there, but kido and energy-based attacks such as Cero or Bala are still capable of affecting him, though only at two-thirds power. He can pass through solid objects with no effort, but barrier Kido are currently beyond his power to phase through. He must remain solid for three times as long as he was incorporeal before he can use this ability again.

    Heaven's Mirage: Shou can create illusions roughly on par with a level 30 Kido anywhere within a range of 100 yards. He picks any two of the six senses for the illusion to affect when it's created, and cannot change them without dispelling the illusion and creating a new one. If he desires, he can utilize his own senses through the illusion, but doing so renders him incapable of perceiving his own surroundings (unless, of course, the illusion can see him). He's currently able to create up to three illusions, but can only have one active and moving at a time; the others become completely stationary.


    Skills:
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    Excellent Hoho: As a reconnaisance specialist, Shou's movement capabilities are truly impressive. His Shunpo is much faster than an average Shinigami's, coming closer to the level of a 3rd seat or a slow Vice-Captain, and can leave multiple afterimages.

    Below-Average Zanjutsu: Shou's Zanpakutou doesn't really lend itself well to swordplay, so his practice in the art has been somewhat lacking.

    Excellent Hakuda: Hand-to-hand combat, on the other hand, is one of his specialties. Shou is extremely proficient with strikes, holds, and throws, and is also practiced in cloak fighting.

    Kido: Shou can use Bakudo up to number 40, or up to 21 forgoing the chant. His ability with Hado is much more limited, however: up to 31, with up to 11 useable chantless.

    Enhanced Senses: Shou's hearing and sense of smell are both exceedingly sharp, though this is a liability as well. Extremely high-pitched noises or pungent odors are incredibly unpleasant for him.


    Tropes
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    Good Old Fisticuffs
    Unusually Uninteresting Sight
    (More to come)


    Cha-Cha Flamenca Del Tango
    Terrifying Dancing Girl of the Samsara

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    Gender: Female
    Height: 5'7"
    Weight: As if she'd tell you.
    Hair: Rainbow, fading through the spectrum from pink to deep violet
    Eyes: Vivid green
    Age: Younger than Cassandra
    Reiatsu color: Pink, occasionally manifesting as rose petals and sparkles.

    Theme
    Main Theme

    Appearance:
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    Cha-Cha is a strikingly beautiful Korean woman. Her long rainbow-dyed hair impeccably fades through its colors, starting with her adorable pink bangs and ending in deep violet at her waist. She has a fondness for cheerful green eyeshadow -with sparkles, of course- and complementary blue lipstick. Also with sparkles. Cha-Cha is amazingly mobile in her knee-high pink high-heeled boots, showing off a great deal of shapely leg before getting to the hem of her very short white shorts. She wears a bright pink belt and shows her midriff with a short-cut sleeveless white shirt. Over all this she wears a sleeveless white jacket with hemming that reaches down to the back of her knees, accented in pink and light blue. Multiple oversized sparkling bracelets in all seven colors adorn each wrist, and she wears elaborate golden hoop earrings that hold a rainbow-faceted gemstone suspended in their centers.


    Personality:
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    Cha-Cha is perky. Very, very perky. And always cheerful, even when furious. It's rather unsettling, really. Sure, she can take things seriously, but that's just no fun. And besides, everyone's always so gloomy. Sure, she and the other Samsara are the products of countless lost souls smashed together into a coherent form, but that's no reason to be glum! She's alive, she has music, and the world is her audience! Put on a show!


    History:
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    Cha-Cha was one of the later Samsara summoned by the Rosary. Her memories are a jumble, much like the others, but she refused to let this bother her. Instead, she began experimenting to see what this new composite "her" could do, and while dredging through her shattered sense of self, latched onto music as a constant force. Armed with her love of music and spectacle, she wants to rejoin the Cycle of Reincarnation so she can become a great musician in every new lifetime.


    Abilities:
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    Allegro: Cha-Cha's version of Flash Step and one of her specialties. Speed-wise, she's on par with a mid-ranked seated officer.
    Crescendo: Fueled by absorbing a Blank, Cha-Cha spends a moment to gather energy before releasing it in a destructive slashing wave. One Blank provides four shots.
    Crescendo can also be used in more varied ways, including a radiating wave of energy along the ground (you'd better jump!) or an exploding heart-shaped blast of power from beneath a nearby enemy.
    Staccato: Cha-Cha gathers the sparkles of her reiatsu into a pulsing beam that hits with a great deal of kinetic force split between several impacts, one after another, and explodes into reaitsu rose petals on contact. The beam rarely travels in straight lines, instead usually arcing out from her dancing movements to curve towards her target. It's not terribly powerful on its own, but useful for knocking someone around.
    Espirando: The power of incoming attacks seem to fade away slightly before they hit her. Cha-Cha isn't terribly durable until she begins to dance, but she can take a hit or two.
    Dal Segno: Cha-Cha sings a note that briefly shatters the structure of the world around her, allowing travel between the mortal world and the Valley of Screams.
    Chorus Call: Cha-Cha sings a slightly different note that calls anywhere from six to ten Blanks to act as backup dancers and combat support.
    Unstoppable Dance: Cha-Cha's primary ability. She may cause music to play in her surroundings and begin to dance to the beat. This ability augments her durability by a full 50% against non-dance-fighting attacks. Any Blank minions dancing along with her share this bonus.

    Fortissimo: Cha-Cha absorbs several Blanks and uses the provided energy to achieve a much stronger form. The strength of all of her abilities increase by roughly 50% while Fortissimo is active, and she begins to regenerate damage rather quickly. Her appearance remains the same except her eyes glow, fading through the rainbow, her hair and clothes float slightly as if caught in a constant updraft, and she cannot suppress the roses or sparkles of her reiatsu aura.
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    Sforzando: Cha-Cha charges and stores a Crescendo blast within one of her arms or legs; she can prepare up to four Sforzando at any given time, one within each limb. At a later time, she can release the stored attack with a strike, usually turning a seemingly-simple punch or kick into a much stronger area attack.
    Change the Beat: Normally, once Cha-Cha begins her Unstoppable Dance, she can only change tunes either when the battle is over or when a song runs its course. With Change the Beat, she can change the song every 2-3 seconds.
    Secret Symphony: Four of Cha-Cha's backup dancers change appearances to duplicate her own; when one of these decoy dancers is struck, it is instantly destroyed and explodes into a spray of Staccato in the general direction of its attacker. Cha-Cha cannot use this ability again until all four decoys are struck, and each use consumes a fair bit of energy from Fortissimo.
    Deadly Rave: Cha-Cha's ultimate attack. She changes her background music to a fast-paced techno song and, together with her Blank backup dancers, begins to rapid-fire multicolored beams of energy in a destructive light show. Using this ability ends Fortissimo when the attack completes.


    Tropes
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    Crouching Moron Hidden Awesome
    Genki Girl
    Obfuscating Stupidity
    Perky Female Minion
    Say It With Hearts


    SWORD Agent 05, Bjartur Hrafnsson

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    Gender: Male
    Height: 5'5"
    Weight: 145 lbs
    Hair: Platinum blond, almost white
    Eyes: Pale grey
    Age: 36

    Reiatsu color: Grey with a black outline and white flecks

    Appearance:
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    Bjartur looks... washed-out. Literally. He's extremely pale-skinned, and his eyes are a rather creepily light shade of grey. Combined with his near-white hair, he could almost be mistaken for monochrome. To accentuate this, Bjartur prefers pale colors in clothing, most commonly white suits for business and arctic-camo fatigues and white or grey t-shirts for casual wear. He keeps his hair pulled back into a ponytail reaching to mid-back, but leaves his bangs free.


    Personality:
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    Bjartur is cold and to the point, with little patience for either formalities or pleasantries. If you catch him off the job, he's... still fairly cold, but at least willing to tolerate small talk. He has a deep and abiding love of coffee and dark beers, matched in intensity only by his hatred of all things Hollow. Shinigami are little better in his eyes; after all, they weren't around to save him from Hollows. He does, however, strongly believe in leading by example; SWORD agents under his command know he's not the most emotionally responsive Agent, but won't send men into any task he wouldn't do himself.


    History:
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    Bjartur grew up in Akureyri, in northern Iceland. His father, Hrafn Ulfhednarsson, was a wealthy businessman in charge of a fishing company, and his early childhood was unremarkable except for his ability, active from birth, to see ghosts. When he was 10, his family moved to Reykjavik. Returning home from school one day shortly thereafter, Bjartur was attacked by a Hollow. It disabled him easily and prepared to devour his soul; Bjartur's realization that he was alone in this new city, that no friends would come to his aid, awakened something in him. He made his own friends and destroyed the Hollow with Martroeth Hersing. Once he recovered, Bjartur spent the next 6 years more or less terrified, waiting for the monsters to come. Finally he decided to strike first and began hunting Hollows independently. 3 years after that, at age 19, SWORD identified and approached him. He's been working for them ever since.


    Special Ability:
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    Martroeth Hersing (Nightmare Army)
    Bjartur can mutilate his own soul, tearing chunks of it off and forcing them to manifest outside his body as subservient entities. The larger the chunk, the more intelligently it is able to act and the more powerful it is; however, this ability has the obvious drawback of tearing his own soul to shreds. Prolonged use of it is extremely physically taxing, and often marked by Bjartur's veins slowly turning black across his skin and the color draining from his eyes and hair. As a last resort, Bjartur can force all of his soul but the bare minimum necessary for life into a single external entity called Skyggja. Skyggja is roughly as powerful as a high-ranking seated officer and capable of multiple narrow, cero-like blasts of energy as a primary attack.

    Bjartur must take time to recover after using Martroeth Hersing, or risk death. Soul-affirming actions like enjoying an excellent cup of coffee or walking in the park help speed up his soul's recovery.


    Skills:
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    High Reiatsu: Bjartur possesses reiatsu roughly on par with an high-ranking seated officer, though cannot usually use all of it.

    Tactical Sense: Probably a side-effect of Bjartur's primary ability, he's very talented in small-unit tactics and can often size up opponents and situations at a glance.

    Knife-fighting: Blades are Bjartur's weapon of choice, and he's quite skilled with them.
    Last edited by Wahrheit; 2011-12-13 at 02:45 PM.