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  1. - Top - End - #1
    Troll in the Playground
     
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    Default BleachITP Reborn Character Registry

    This is the character registry for BleachITP Reborn roleplay. For characters of the old Bleach roleplay, look elsewhere.

    DO NOT POST CHARACTER DISCUSSION IN THIS THREAD! If you want help, criticism etc. concerning your future character, post it in this thread. All other discussion pertaining to the upcoming RP is also to be held in that thread.

    If you see a spot you want is taken, don't despair! Many things are possible within the game! Just come and talk with us.

    Please don't delete posts!
    I have a nagging feeling it messes up hyperlinks in this post. If you feel like not playing a character anymore, slap an NPC tag on them or contact me, and I'll slash their name over from the list.

    Explanation of tags:
    • (NPC) means non-players character. The original player left, but the character is/was too important to be retconned out of existence. Consult OOC for using or playing them.
    • (MIA) means the player of a character left, without providing conclusion to the character. As such, their fate is undetermined. They were too fundamental to be retconned out, but also in such a position they don't need to be played anymore for the story to make sense.
    • (Deceased) and (KIA) mean the character died in the story. Background utilizing these characters is allowed, but for obvious reasons they aren't played anymore.
    • A name that is crossed over means the character has been retconned out of the game. For the purpose of the story, they never existed. Don't use them.


    Soul Society: Shinigami characters go here. Exact ranks are yet to be decided, so you can aspire for any position - note, though, that higher ranking officers will not see as much action!
    Spoiler
    Show

    1st Division
    Commander-General: Tsukada Ryouichi (NPC, played by Frozen_Feet)
    Vice-Captain: Yamamoto Sauyri
    4th Seat: Eiji Ito
    6th Seat: Orimoto Ranoue

    2nd Division
    Captain: Miyagawa Yuuki (NPC)
    Vice-Captain: Shihan Kyasarin (NPC)
    3rd seat: Noburo Arata (NPC)
    4th seat: Nao (NPC)
    5th: Sigint Kageen
    12th seat: Miyako Akimoto (NPC)
    Unseated: Sadanaka Hideuchi, Jomei Akemi

    3rd Division
    Captain: Shizuka Magatsu (NPC)
    Vice-Captain:
    3rd seat: Koishima Daisuke (NPC)
    8th seat: Hund Wolfgang
    20th seat: Junichiro Michishige
    Unseated: Zaraki Nasumi
    Former members: Sakura (NPC)


    4th Division
    Captain: Fujiwara Akira
    Vice-Captain aspirants: Nobu Aki
    3rd seat: Feiyan Tewulan (NPC)
    13th seat:
    Unseated: Alysha Sietka
    Former members: Norreni Udeoshi (NPC)

    5th Division
    Captain: None.
    Vice-Captain: Minuet (NPC)
    20th Seat: Hikaru Shin
    Unseated: Llyn Wa-Fang, Yotsubo Hiyashi
    Former members: Ryuunosuke Osamu (Deceased)

    6th Division
    Captain: Damara Shishihara
    Vice-Captain: None.
    12th seat: Shiaki Koujin (NPC)
    Unseated:
    Former Members: Fukui Kyou (Deceased)

    7th Division
    Captain: Zibarra Emet (NPC)
    Vice-Captain aspirants:
    3rd seat: Noburo Hideyaki
    5th seat: Reikiku Nakamura

    8th Division
    Captain: Nakamaru Masaru
    Vice-Captain: Nagamichi Soushi
    Xth seat: Suroshi Nagashi
    Unseated: Jack Teach

    9th Division
    Captain: Hirokatsu Goto
    Vice-Captain: None.
    3rd seat: Kenichi Kurohoshi (NPC)
    4th seat: Okaji Kaki
    5th Seat: Takeru Kojima
    10th Seat: Akiyama Shou
    19th seat: Naruhi Ziha (NPC)
    Former members: Shirakawa Kiku (NPC)

    10th Division
    Captain: Takashi Taiki
    Vice-Captain aspirants: Isamaru Myojin (Switching Divisions?)
    3rd Seat: Taro Banzuke
    4th seat: Konpaku Aya
    7th seat: Hayashi Goro
    17th Seat: Ren Karashi

    11th Division
    Captain: Yukimura Seiko
    Vice-Captain:
    5th Seat: Atanabe Jiro
    8th Seat: Amagatsu Kazuma
    Unseated:
    Former member: Hannibal Magalhães, Himura Michiko (NPC)

    12th Division
    Captain: Ryou Kazuo (MIA) (KIA?)
    Vice-Captain: Katisugo Ichimyouri
    3rd seat: Souten Ai (NPC)
    9th seat: Nakatashi Tamiyo
    20th seat: Hirako Yoshi

    13th Division
    Captain: Hayashi Natsuko
    Vice-Captain: Mitsukai Karite
    3rd seat:
    4th seats: Hayashi Shinji and Hayashi Ikimi (NPC), Inoue Hotaru
    5th seat: Tsukikage Shishiou
    6th Seat: Shinji Ichimyori
    8th seat: Kuroda Ryo (NPC)
    13th seat: Sato Hachirou
    Unseated: Allan Crossdale, Yama Akio

    Kido Corps
    Commander: None.
    Vice-Commander: Yama Yuuta
    Seated members: Tai (NPC)
    Senior Members: Ryoichi Yasu
    Junior members: Misaki Ichimyouri, Hidetsugu Iwaki, Megane Sihr, Katagawa Shizuka

    Former members: Hamasaki Hibiki (MIA), Akemi Aoki, Kageki Mai (Deceased), Chen Shengdi (Deceased), Kitano Takeshi (???), Kageki Hotaru (Deceased)

    Visitors: Caerwyn ap Gruffydd (NPC)

    Las Noches: Arrancar and Hollow characters mostly go here. Espada positions will be decided by Draken, player of King of Hollows.

    Quincy: If you want to play a cool spirit archer...


    Mortals: If your character is just a hapless human caught up in the turmoil, it'll go here.

    Samsara Created from Blanks, they want to restore themselves to the Cycle of Reincarnation. Now hiring - contact Kayne650! This faction is on hold due to key players vanishing. If you have ideas for them, posit them in the OOC. Making new characters for this faction is not recommended unless you are also willing to drive a plot for them.
    Spoiler
    Show

    Loose cannons: Characters whose exact allegiances are mutable or unknown. Beware, for some of the worst villains belong to this group!

    S.W.O.R.D. : a group of mortals seeking to shield the Mortal World from the threats of afterlife. While noble in goals, their means beg some questions... Strawberryman looks over the faction and takes care of new agent recruits.This faction is on hold due to key players leaving. If you have ideas for them, posit them in the OOC. Making new characters for this faction is not recommended unless you are also willing to drive a plot for them.
    Spoiler
    Show
    Agent 00: Identity unknown. Director of the organization.
    Agent 01: Nero Abel (MIA)
    Agent 02: Roger Beaton
    Agent 03: Anthony Wallace
    Agent 04: Mikami Aura
    Agent 06: Josiah Kane
    Agent 07: Hubert Fiorentini (MIA)
    Agent 09: Vincent Bochinsky (MIA)
    Agent 08: Angelo Damiano
    Agent 13: Tsukino Hiroto (MIA)

    Correspondant: Mihail Yashin

    Random beasts of the Spirit world: Creatures that just kinda are there, without fitting any known category.
    Last edited by Frozen_Feet; 2012-04-15 at 09:52 AM. Reason: Update

  2. - Top - End - #2
    Troll in the Playground
     
    Frozen_Feet's Avatar

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    Default Re: BleachITP Reborn Character Registry

    Timeline for past events. Post feedback and corrections in the OOC or PM Frozen_Feet. You can also update the Story So Far section in the wiki.

    Before Summer:

    In Mortal World: Hayashi Izumi becomes a Substitute by the hand of Kuroda Ryo, to fight off a Hollow threatening her friends. Ryo is rendered powerless and informs he will hang around to see how Izumi will turn out. (Episode 1)

    Week before school starts again:


    In Soul Society: Taiki Takahashi brings Kitano Takeshi into Maggot's Nest to reinforce bindings of Hannibal Magalhães. They listen to the old Captain tell of what happened two centuries ago. Takeshi angers Taiki by his antics. (Episode 2)
    In Soul Society: Captains hold a meeting to discuss urgent Seireitei matters. Kitano Takeshi makes a visit, informing he wants greater co-operation between Gotei 12 and the Corps
    In Soul Society: Several high-ranking officers use the free night to vent off some steam. Yamamoto Sayuri and Kitano Takeshi go to a spontaneous date and play pranks on each other. Takeshi manages to offend Sayuri.
    In Soul Society: 7th Division notes deathstone quarries are running low and they need to find a new quarry.
    In Mortal World: Valeria Abel arrives to Fushichou town. She meets Watanabe Kaito in Venti Buon. They agree on a welcome party to be held in Valeria's home.
    In Mortal World: A mysterious suited woman also arrives in the town. She notices the unstable presence of Soshi Koan and confronts him on an alleyway. Soshi flips and tries to kill her, which ends poorly for him. Iganawa-kai Michiko saves her underling before the woman can take him away. Detective Henry Rheims-Coleby appears on the scene and interrogates the woman before she's taken to hospital.
    In Hueco Mundo: The Primera Espada Genoveva decides life is boring and tricks Decima Pico Kurazume into an arena match with their Fraccion as the stakes. Septima Sereg Arturo is bullied to host the event.
    In Hueco Mundo: The Ghost King has captured 4th Division Vice-Captain and several other Shinigami. He gives one of them to Octave Espada Cheng Mei to interrogate.
    In Soul Society: Drunken Kitano Takeshi gets the bright idea to demolish the Kido Corps and build them back from ground up, using upifted Rukongai citizens as workforce. When Yamamoto Sayuri hears of this, she is furious and decides to confront him.
    In Mortal World: A pool party is held at Abel residence, with many students taking part. All goes well before Sasaki Ayase hurts herself and has to be taken home.
    In Mortal World: Delinquents of Michiko's gang fight against other two in a fight over an old warehouse.
    In Hueco Mundo: Segunda Espada Edward Callahan starts to plot a way to bail Pico out of trouble. For this, he contacts Novena Espada Pan to boost Pico's contestant. Elsewhere, Genoveva hires Privaron Espada Tark to be her champion. Edward's Fraccion Lalita Tandon challenges Privaron Apolinar Rodrigues to a race over his particapation in the coming tournament.
    In Mortal World: Quincy Hisamori Aki confronts the strange woman who beat Soshi Koan. It's revealed the woman is a Hollow going by the name Õta Yui. Aki is determined to kill her, but is forced to leave when she cries for help. Beck Williams sees her fleeing, though. Soon after, Detective Henry comes in and interrogates Yui, but doesn't get much from the encounter. He goes on to search for Aki.
    In Mortal World: Namikaze Sora meets the lost soul of his school's old janitos, Mori Souta. They chat for a while, before weird shrimp-like Hollows assault Souta. Sora's efforts "free" Souta from his grave by shortening his Chain of Fate, and the two flee, leaving the shrimps to fight off another Hollow called the Coat Man.
    In Hueco Mundo: Cuarta Espada Alejandro Mendez seeks out Garoux Lobosolo to be his champion. Apolinar grudginly agrees to side with Edward to help Pico. Lalita Tandon meets cheery messenger Numeros called Canguro and persuades her to be Edward's champion.
    In Mortal World: Õta Yui is freed from Hospital and decides to go to Venti Buon, which is unfortunately closed. She meets a Bount called Silva Rai, and they spend the evening together, meeting the masked form of Coat Man as well as a Bount Sören Stein who is to be the new English teacher in Fushischou High.
    In Mortal World: New teachers arrive at the school and are welcomed by the principal Reene Lucaster.
    In Soul Society: Sato Hachirou, 13th seat of the 13th Division, and Hayashi Natsuko, said Division's Captain, mastermind the annual Gotei Joint Operations. Word is sent to other Divisions.
    In Soul Society: Captains gather together for a poker night, though some are missing. Their Lieutenants and officers get together for a night out as well, and hold sparring matches in old 12th Division experimental grounds. (Episode 5)
    In Mortal World: Sasaki Ayase is assaulted by a Hollow and awakens her Bount powers. (Episode 4)
    In Mortal World, France (?): Someone robs a Quincy artifact from a museum, while burning all the rest. This makes the news and pisses off Museum Curator of Fushischou town, who was supposed to receive the artifact.
    In Mortal World: Someone hires a Bount Assassin called Armin to murder a Gotei Captain.

    Day 0; Gotei Joint Operations; First day of school after summer break.

    In Soul Society and Mortal World: a smattering of Gotei troops are gathered together and leave for Fushischou Town. Lead by Sato Hachirou, they meet up considerable resistance from lesser Hollows and Privaron Espada Auset. (Episode 3)
    In Mortal World: Students are enjoying their first day at school. Unfortunately, the ghost of Mori Souta has found his way there too. After being neglected by his former friends, he gets eaten by Gralster and turns to a Hollow himself. Electric break drives many students home, but few stay in for club activities; they find themselves unwittingly locked within school grounds as the malicious spirit of the former janitor begins "cleaning".
    In Mortal World: After the kids defeat the janitor, Sayaka invites them all to stay at her house, but only Ken takes her up on her offer. After excessively praising Haruaki and Sayaka and telling them a sob story about how he's constantly alone at home while his parents work, Haruaki allows Ken to live with them.
    In Hueco Mundo: The Arena tournament begins. The fighting is harsh, but eventually the alliance of Pan and Apolinar overpowers opposition, rendering Pico the technical winner… even though his potential prize goes to others! Sereg Arturo makes a fool of himself before his peers when he lets himself be provoked by two Fraccions, Vicente Ortiz and Serazel Guerrero. Cheng Mei does not attend, because she had an unfortunate encounter with the Primera. As the games start to pan out, Vicente decides to see if her wounded state can be exploited, but is stopped by Serazel - in the end, the Octava turns out to be fine after all and Vicente folds.
    In Mortal World: multiple students are antagonized by the Angry Janitor, and are eventually driven to the school gym. There, they make their stand and eventually win over the poor ghost. Souta's spirit turns into a butterfly and flies away.
    In Soul Society and Mortal World: Karite Mitsukai 13th Vice-Captain, longs for action and makes an ill-adviced trip to Mortal World to "help" the patrols fighting against Auset. 3rd Seat Yama Akio follows in his wake to salvage the situation, but gets dragged to a fight against ancient Hollow called Elder. The Shinigami prevail over the Arrancar, but several are forced to return with severe wounds and broken blades(Episode 3).
    In Mortal World: Teacher Hasunaga Heiaki fights against a Hollow called Carmelia. He spares her life in order to make her a force of good.
    In Mortal World: Briefly after emerging from the school gym, some students briefly meet with some fleeing Shinigami.
    In Soul Society: Along with her good friend Kiku, Sayuri concocts some "special sake" and takes it to Kido Corps as a "gift" for Takeshi.

    Day 1:

    In Mortal World, Day to Evening: Students involved in the Angry Janitor incident gather at Houheiden Shrine to test their newly-received powers and to learn of the spiritual. Queen of Hollows contacts Valeria Abel in shape of a small bird. Ken becomes an apprentice priest under the tutelage of Haruaki.
    In Soul Society: Life slowly returns to normal after the Joint-Ops. Yamamoto Sayuri revisits the Kido Corps. Nagamichi Soushi heeds a mysterious message forwarded to him by Zaraki Nasumi and visits the Zaraki District, where he meets a deranged Kido Corps member who tells him to let criminals into Seireitei roughly a week from their encounter. Soushi quickly disposes of the poor girl and all evidence linking him to the event.
    In Hueco Mundo: Someone (*cough*Jenny*cough*) murders and envoy of the Ghost King. Apolinar is tasked to investigate.
    In Hueco Mundo: Privaron 000, Rouga Sougami, rises from his slumber and decides to make a number of himself. This involves pissing off the Ghost King, a couple of Espada, and copious amounts of alcohol.
    In Hueco Mundo: Lalita takes Canguro, wounded from the Arena fight, to his quarters, where they talk and drink tea before Genoveva interrupts. After a brief fight which wrecks Segunda's throne room, people involved go to Primera's place to train. Lalita lingers in the palace to chat privately with Genoveva.
    In Hueco Mundo: Soon After, Lalita and Canguro leave Las Noches to train in th White Sands.
    In Hueco Mundo: a mysterious fae called Eriku Ginomamori enters the White Sands and finds his way to Las Noches with new-comer Hollows Gwen and Post-san to deliver a letter of dubious contents to Genoveva.
    In Mortal World, Evening: Valeria Abel retreats from the other students to train in solitude. She's disrupted by an odd foreigner and a violent Samsara called Cassandra, and flees.
    In Mortal World, Day: Õta Yui meets Silva Rai, Hasunaga Heiaki and Sora Namikaze in a graveyard. She goes to Venti Buon with Sora and Silva, while Hasunaga stays behind to talk with Carmelia. Yui agrees to meet Sora and Silva again the next day.
    In Mortal World, Day: Quincy and teacher Yamishiro Mayumi spies on Yui, and takes interest of her when she sprints after Soshi Koan.
    In Soul Society: Taiki Takahashi checks on Hannibal Magalhaes to put him to a stronger cell and make his life miserable.
    In Mortal World, Afternoon: Right after getting home from their respective schools Kazari and Ren go out for ice cream at Venti Buon.
    In Mortal World, Evening: A Clone of Cassandra picks a fight with Izumi and Rex Irons. Eventually, Wada Nakahiro and Hasunaga get drawn into the fray as well. They fight on the school roof before Cassandra is driven away.
    In Mortal World, Evening: Michiko receives a phone call from Soshi Koan. She departs immediatly to check on her underling.
    In Mortal World, Evening: Michiko arrives too late. Elder kills and eats Soshi Koan's soulm though his mask stays behind and turns into a Hollow on its own. Before Michiko can confront Elder, a mysterious vigilante called Hakusui and Mayumi make an appearance to drive the beast away. Michiko goes to bury Soshi; Elder catches Mayumi and flees Hakusui.
    In Mortal World, Night: After trying to comfort Michiko, Hakusui is confronted by yet another Cassandra clone. It's a tough battle, but he wins.
    In Mortal World, Night: Elder, after letting Mayumi go, confronts Carmelia and tries to eat her. She only get bad mood for her efforts. She then proceeds to the cemetery and eats the Cassandra clone harassing the hapless foreigner to get over her sorrows.
    In Mortal World, Night: A strange foreigner flees from Elder and Cassandra. He finds shelter in Venti Buon, courtesy of Eirine Klossner.

    Day 2:

    In Mortal World, morning: the foreigner who got beaten by Cassandra eats at Venti Buon, has a chat with Detective Henry, and departs to go to a job interview to be Fushischou High's new Janitor.
    In Mortal World, moning: Certain Õta Yui bumps into lingering spirit of Arakawa Shiro and lures him to follow her. They also meet with Namikaze Sora, whom Yui drags to the police so he can explain what happened to town cemetery.
    In Mortal World, morning: Yui is jogging in the morning and finds the lost soul of Arakawa Shiro, a young boy who died in a fire. She persuades him to follow her. They have ice cream over at Venti Buon.
    In Mortal World, morning to day: the strange foreigner, Mihai yashin, gets chosen as the new Janitor. Valeria Abel is creeped out when she sees him. Sora Namikaze is late. Viatrix Klossner is trying to financially exploit hapless teenagers while dressing inappropriately for her age. Mayumi is bored and wanders the corridors.
    In Mortal World, ???: SWORD Agent Nero Abel contacts the Museum Curator about the missing Quincy relic.
    In Mortal World: On her way home, Kondo Sayaka is assaulted by a Hollow called Null Mind. Null Mind is driven away by Go Ken and timely arrival of the Samsara Cassandra, but the attack leaves Sayaka rejuvenated by one year and distorts memories of the last year of her life. Kina too arrives at the scene, but Null Mind's psychic attack leaves her a sobbing wreck. With help from Hasunaga Heiaki, Go Ken and Mihail Yashin, the group leave Cassandra behind and travel to Houheiden Shrine to recover from the event. Sometime later, Detective Henry also arrives. Kondo Haruaki and Hasunaga talk about training the kids.
    In Soul Society / Mortal World, Evening: Driven by either lunacy or revelation gained from his Sword Spirit, Akio Yama embarks to Mortal World to confront Elder again. Elder, on the other hand, seems more interested on giving Arakawa Shiro a proper burial and convincing Silva Rai and Namikaze Sora that Shinigami are trustworthy people. Akio is not helping.
    In Mortal World, Evening: Nero Abel gets word from Josiah Kane, and arrives at Phoenix Town Park to combat Akio.
    In Mortal World, Evening: Yui, Silva and Sora flee from Akio, leaving him to combat Nero and Josiah's drones. Later, Yui scolds Sora about his ignorant behaviour and suggests he stay with Silva for a while. Due to her injuries, Yui asks Silva if she can stay for the night.

    Day 3

    Day 4

    Day 5

    In Mortal World: Michiko Inagawa-Kai rescues Kina from a bunch of bullies and consoles her.

    Day 6

    In Soul Society: Amagatsu Kazuma makes full recovery and returns to duty. He's relegated to special training. Yukimura Seiko has a chat with his Captain, Himura Michiko, about past of their Division, and suggest a promotion for Kazuma. Michiko agrees, and also promises to give Seiko the next day off. (oh, the irony.)
    In Soul Society: Hayashi Natsuko gives birth to a healthy girl. Many Captains and Officers stop by to congratulate her, including Akio Yama who was missing.
    In Soul Society: Commander-General Tsukada Ryouichi gets word that several Captains are to be promoted to 0th Division. He's told they're already on their way.

    Day 7:

    In Soul Society: Amagatsu Kazuma goes to train with Shihan Kyasarin.
    In Soul Society: Sato Hachirou heals enough to return to his Division. He decides to help Allan Crossdale regain his zanpakuto.
    In Hueco Mundo / Soul Society: following some nefarious plan, Primera embarks to Soul Society to cause chaos in the Rukongai. Seireitei locks down and Gotei rises to arms.
    In Soul Society: Nagamichi Soushi lets Kujo and his crooks in from 8th Division. Chaos ensues. Suzume goes around bombing the Division; Naraku assaults the Hospitals; Eriku goes conspiciously missing; Kujo sets off a chain of firebombs scattered all across Soul Society; Kujo and Soushi kidnap and interrogate Officer Ren Karashi of the 10th Division to gain access to Maggot's Nest, but fail. Kujo engages Taiki Takahashi.
    In Soul Society: Genoveva and her troupe are successfully intercepted, though Himura Michiko is severely wounded and Karite, who she unwittingly dragged along, begins to Hollowfy.
    In Soul Society: Akio Yama is arrested for his offences.
    In Soul Society: Hirokatsu Goto visits Ryonoosuke Castle to send word to Seireitei.
    In Hueco Mundo: Genoveva returns and retreats to her Palacio to lick her wounds. Talon makes the mistake of rousing her and is intimidated to helping her.
    In Hueco Mundo: Lalita Tandon and Canguro return to Las Noches. Lalita proceeds to humiliate and injure Pico Kurazume.
    In Hueco Mundo: Privaron Espada Talon sends Vincente Ortiz and Espada Sereg Arturo to Genoveva. She doesn't find Pico, however, and gets taunted to a fight with Sexta Espada's Fraccion, Caiphus.
    In Hueco Mundo: Ruwa Bello, out of deep-seated jealousy towards her mistress Mei, crushes the Octava's legs and dumps her to the White Sands to die. She is, however, rebuked by the Ghost King for not bringing evidence as she tries to claim Octava's position. She leaves to fetch Mei's Zanpakuto, but is beaten to it by Mei's other Fraccion, Serazel. Serazel and Mei embark on a journey to Mortal World.
    In Hueco Mundo: After finding Sereg, Talon abducts too of his servants, twin sisters who'd been forced to fight each other, and takes them to her lair.
    In Hueco Mundo: Talon fails to bring Pico before Genoveva, and is trapped by Caja Negacion as punishment. Genoveva introduces Sereg and Vincente to the prison of the Privaron Primera. She orders them to make special drugs from her blood.
    In Hueco Mundo: Talon breaks free of Caja Negacion. Ashamed, she returns to her lair and vents it out on the trapped twin sisters.
    In Hueco Mundo: Despite unco-operative attitude of the guard Paramonos and violent protests from Amada Castro, Lalita prevails over Pico. He takes Decima's severed arm as trophy and takes it to the Ghost King, earning the rank of Decima Espada.
    In Mortal World, Day: Michiko is absent-minded in class and puts notes to lockers of other students to get them meet together at the gym. Sayaka is re-introduced to class as first year student.
    In Soul Society: Suzume is arrested by 3rd and 2nd.
    In Soul Society: As the result of the fight between Taiki and Kujo, Maggot's Nest collapses. Taiki, desperate to know if Hannibal survived, burrows underground and vanishes from sight. Ryouichi, Masaru and Kazuo arrive to survey the wreckage. Operation is begun to clean the mess and round up escaped inmates. Ryouichi receives a request from Sayuri to return to 1st.
    In Mortal World, Afternoon: Michiko gathers other students at the pool and makes an offer to them. However, emotions grow hot and agreement is lost in arguments. Distressed by the noise, Kina leaves.
    In Mortal World, Evening: Watanabes host a dinner for Reiji. A gang of thugs tries to assassinate them, but they narrowly survive due to interventiion of the Ghost Mask.
    In Soul Society: Kitano Takeshi finally snaps, and decides to use current chaos as a cover to elope from Seireitei. 50 Corps members flee with him, but 20 are rapidly captured; eight of them commit suicide rather than face consequences of their actions.
    In Hueco Mundo: The Ghost King eats former Novena and Tercera to gain enough strenght to alter landscape of Las Noches
    In Mortal World, Evening: Septima Espada Sereg Arturo decides to buy a watch. However, his thoughtless hostility attracts much of unwanted attention from the parts of Gotei, SWORD and Phoenix High teachers alike. Things escalate pretty quickly, and eventually the Ghost King himself decides to intervene, causing the Commander-General to step down as well. Their threatening presence cools down the heated tempers, and situation is eventually resolved without casualties.
    In Mortal World: Concurrently, Takeshi creates a blinding flash of light above the pacific to draw attention away from himself. He then retreats to build a hideout in Phoenix Town warehouse - however, when he senses Konpaku Aya closing, his emotions get the better of him and he makes himself known to her and Tsukikage Shishiou. Takeshi escapes, despite letting Aya wound himself grievously in a foolish gambit. Aya and Shishiou return to Soul Society.
    In Mortal World, Evening: Valeria has her hollow powers training interrupted by both Sereg's intrusion in the Mortal World, as well as the massive explosion created by Takeshi. She is nearly consumed by a Hollow, however she is rescued at the last second by her mother, whom she is still not aware is a Quincy.
    In Soul Society, Night: Yama Yuuta breaks into Sayuri's office. She takes him into custody.
    In Soul Society, Night: Himura Michiko resigns from her position as a Captain. Yukimura Seiko takes the word to 1st Division
    In Mortal World, Night: Vincent Bochinsky, Agent 09, returns to SWORD headquarters to examine severed leg of Sereg Arturo.

    Day 8

    In Hueco Mundo: Pico Kurazume wakes from coma. Rouga offers to train him out of spite towards Lalita.
    In Hueco Mundo: Genoveva vanishes, retreating to White Sands to create a kingdom of her own.
    In Soul Society: Takahashi Taiki makes it to the surface and is taken in by 4th Division. Fate of Hannibal Magalhaes remains unknown.
    In Soul Society: Himura Michiko has a cordial conversation with Kazuma and Katisugo in 11th gardens.
    In Mortal World: Cassandra speaks with Go Nagi, who tells her that she is now in charge. Cassandra leaves to consider options.
    In Mortal World: Michiko Inagawa-kai is abruptly send abroad. She leaves messages to Kina, Yuudai and Sayaka to bid farewell.

    Day 9

    In Hueco Mundo: Rouga takes Pico to a great mountain out in the White Sands. Pico's task is to climb to its top and to the other side in four days. Incensed by a letter from Lalita, Pico jumps into the challenge with gusto.
    In Mortal World: Samsara members gather to discuss their plans in an abandoned house.

    Day 10

    Day 11

    In Soul Society: Yamamoto Sayuri approaches Yuuta again about taking mutual effort to find and capture Takeshi.
    In Soul Society: Konpaku Aya recovers from her injuries and talks with her Captain, Takahashi Taiki, of the training she needs to overcome Takeshi
    In Soul Society: Yukimura Seiko wanders 11th division and decides to obtain Bankai to bid for the office of Captain of 11th.
    In Hueco Mundo: Cuerva apporaches the Ghost King and is appointed in the role of Primera.

    Day 12

    In Soul Society: Konpaku Aya starts her training full-force, first sparring with Amagatsu Kazuma. Taiki orders her to train while inebriated.

    Day 13

    Day 14

    Day 15

    Day 16

    Day 17

    Day 18

    In Soul Society: Trial for Mitsukai Karite and Akio Yama is held. Karite retains his position with some boundary conditions, while Akio is disgraced and stripped of his rank and privileges.
    In Soul Society: Kimi Suzume requests to chat with Hirako Yoshi and Nagamichi Soushi. They comply.
    In Soul Society: After recovering from her hangover, Konpaku Aya goes to movies with Shishiou
    In Mortal World: Princess Carina Von Geister-Lucaster visits the Mortal World.
    In Mortal World: Viatrix finishes making Gigais for Mei, Serazel and Roux Lobosolo
    In Motal World: SWORD leadership contacts Agent 007, Hubert Fiorentini.
    In Mortal World & Soul Society: The Concierge cuts loose, taking Armin and several SWORD members to Soul Society.
    In Mortal World & Hueco Mundo: Cuerva gets herself a Gigai and visits the Mortal World. She meets and severely injures Alexander Yori for his insolence. Alex does his best to fight but is slain... only for the Count to revivify him. Meanwhile, Cuerva casually visits Phoenix Town High School and then returns to Las Noches to tell her findings to the Ghost King.
    In Mortal World: Mihail Yashin asks Eirine Klossner out as he visits Venti Buon for breakfast. Yuudai desperately tries to leave a good impression on rosa, one of the waitresses.
    In Mortal World: School day is shot all to hell when Ki Ren, Watanabe Kaito and Hayashi Izumi hear that their family members have been kidnapped... by Hollows! Horrified, they start arranging a rescue operation.

    Day 19:

    In Soul Society: Tsukikage Shishiou and Inoue Hotaru have a heart-warming scene at the 13th lobby.
    In Soul Society: Tsukada Ryouichi send Central 46 a letter, requesting permission to use all resources to bring Kitano Takeshi to justice, as well as recommending Nagamichi Soushi for Kido Commander.
    In Mortal World: Roux Lobosolo visits a former loved one of one of his component souls to get some questions answered.

    Day 20:

    Day 21:


    Not placed yet:

    • Cuerva begins training a hapless Quincy boy from the Pits, for one nefarious purpose or another.
    • Hannibal emerges in Hueco Mundo
    • Cuerva assumes role of the Primera
    • Mikami Aura visits Viatrix's shop and gets dragged to a fight with her
    • Kina's scene with Michiko
    • Erima's and Takara's antics
    • Venti Buon staff antics
    • Akio's return to Soul Society
    • SWORD agents receiving new missions from Agent 00
    • A thousand other things I'm forgetting right now.
    Last edited by Frozen_Feet; 2011-05-29 at 09:44 PM. Reason: Changes

  3. - Top - End - #3
    Ogre in the Playground
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    Default Re: BleachITP Reborn Character Registry

    Soul Society Character Post
    (Mortal World Characters 1, Mortal World Characters 2, Hueco Mundo Characters, and Organizations & Miscellaneous Things)

    Hirako Yoshi, 12th Division 20th Seated Officer
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    Name: Hirako Yoshi (last, first)
    Gender: Male
    Height: 5'10"
    Weight: 140 lbs.
    Hair: Dark Brown
    Eyes: Light Brown
    Age Actual/Apparent: 95/25
    Reiatsu/Speech: Dark Red
    Division: 12th
    Seat: 20th

    Appearance:
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    Yoshi's hair is kept fairly short, so as to be less of a hassle. He wears the traditional Shinigami uniform, with the addition of a plain white labcoat. Yoshi's labcoat is not only highly resistant to fire, water, acid, and pretty much anything you can imagine randomly flaring up in a lab, it also possesses a multitude of sturdy pockets. While the coat is good for laboratory protection, it offers essentially nothing extra in actual combat. Though nearly floor length, the coat doesn't seem to interfere with Yoshi's movements much, if at all.


    Personality:
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    Yoshi is, in a word, complex. To people he doesn't really know, he seems very polite, and relatively formal. To those he perhaps knows better, but isn't good friends with, he is less formal, but still polite and distant. He will talk about work-related subjects, and offer advice on how to perform a kido, perfect a kido, or any other such field. He politely but firmly steers conversation away from anything personal.

    With his friends, however, Yoshi feels free to discuss any topic. He also relaxes his speech patterns, and even risks being less than perfectly polite. Playful insults aren't out of the question, though those are the sort of thing he only does in private (so as not to ruin his overall polite image).

    Few things truly rile Yoshi. However, he does have a strong sense of personal ethics, and does genuinely believe in doing the right thing. His Kido training taught him that shortcuts in Kido do not work. Thus, he doesn't believe ethical shortcuts work either.


    History:
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    Yoshi realized early on his talents lay in the art of Kido primarily. He took all the courses he could in the Academy on Practical Kido, Kido Theory, Kido Research, and so on.

    However, the Kido Corps wasn't someplace Yoshi thought he would fit in.. He was puzzled by their views on Kido. Why all the ceremony? Kido was an art, yes. But more than that, it was a science. A measured application of will, energy, intent, and creativity, all bundled up in nice specific packages. For Result A, you performed Kido A. It was simple and direct. Why muddy the waters?

    No, the Kido Corps wasn't for him. But he didn't feel like any other Divisions would give him the freedom to research and invent Kido. Or at least not a lot of free time for it.

    None except the 12th Division, that is. So he undertook the extra years of serving as an "intern" with the 12th. His strong work ethic and drive to succeed allowed him to be promoted to full membership in only 3 years, making his tenure as an Academy Student 9 years total.

    Thus, at age 34, Yoshi began the next 61 years of his life. He was now one of several 20th Seated Officers in the 12th Division. He quickly found himself at home. The clean, safe, efficient atmosphere that Captain Kazou encouraged helped him feel comfortable. As well, Yoshi was able to expand his workings with kido to include devices. He was assigned to a team that did both limited Kido invention, and more prominently, researched ways to recreate kido with devices. They created a type of 1-use scroll, that created a single kido effect and burned the paper afterward. They've also had some success with larger kido defense devices.

    Unlike some of his fellows, he does not look down on those who choose other paths as Shinigami. In his mind, each person must play to their own strengths, tendencies, and preferences. He is just as likely to be friends with someone from 11th (so long as they aren't overly rude concerning his chosen methods) as someone from 2nd Division, the Kido Corps, or the 12th Division.

    He has yet to achieve his shikai, though he has seen his sword's spirit. He cannot quite discern its name yet, though some of its other speech is discernible. He is able to enter his Inner World fairly easily and regularly at this point.

    Yoshi made sure to train himself in some level of hand-to-hand combat. While not an expert, he is reasonably competent. It helps that he trained in a "soft" style from Soul Society; this style specializes in redirecting the force of an opponent's attack, rather than blocking or countering. He is proficient at doing this unarmed, or with his staff.


    Zanpakutou: Kaishu (Unraveling Hand)

    Zanpakutou Release Command: Bouheki wo kuzuse (Tear Down Their Walls)

    Zanpakutou Spirit:
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    Kaishu Appears as an old man, with a long gray beard. Most of the rest of his face is indistinct, as it is shadowed under the hood of his robe. His eyes glow white from within the shadows. His robe is a deep blue, with a pattern resembling a clear night sky, constantly shifting around. The border of the robe is a bright white. His hands are often hidden, as he keeps his arms crossed, hands tucked inside the sleeves. When seen, he appears to have two metal gauntlets, with gems on the inside of the palms.


    Inner World:
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    A field of bare ground, dirt and rock. It is flat, and empty except for a single structure; a "wizard's tower" of stone. Said tower stands several stories tall, and is rather wide. Inside, it has living quarters, a library, a kido lab, and other such things. A fully equipped home. Yoshi has yet to encounter his sword inside this tower; Kaishu is always outside in the empty field. The sky above is empty of stars.


    Zanpakutou Unreleased Form:
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    A simple dark brown wooden quarterstaff, 5'6" long. While made of wood, Kaishu can still stand up to metal weaponry, at least to a degree. Yoshi typically uses it to redirect strikes, rather than block them directly.


    Shikai:
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    Kaishu becomes a single metal gauntlet on Yoshi's right arm. It goes from just below his elbow, covering everything below that. Most of the gauntlet is smooth metal, with fine joints that almost give the illusion that the metal is seamless. The center of the palm hods a 1-inch wide clear gem. Each fingertip has a small gem attached to the underside, just a fraction of an inch wide.

    Kaishu's main power is that to take apart kido. This is most often used on Bakudo of various types, using finesse to get Yoshi or another out of something that normally requires time or a great deal of brute force to take down. Kido such as Hainawa dissolve all at once, while barriers often dissolve from a center point outwards. If he cannot totally disassemble a kido, Yoshi can often weaken it.

    He can also use it to "block" incoming blasts; however, this only works (so far) on longer-lasting blasts (such as a cero). Yoshi "catches" the blast in the palm of Kaishu, and his fingers seem to simply rip it apart, while the center gem holds it back. This defense can tire Yoshi easily if the blast continues for any length of time, or if it is too strong. If nothing else, it can often reduce the power of such a blast.

    Kaishu also increases the potency of his own Kido, as well as making them quicker and easier to perform. He experiences an increase that amounts to 1.5 times his normal levels of power and speed. It also makes it easier to perform kido without a chant.


    Favorite Kido:
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    Yoshi's kido are mostly of the rank 20 or below level. This is mainly due to his preference for casting without incantation, as well as stringing a series of kido one after another, to keep an opponent off-balance. As such, he can often get off 2-3 Kido with no chant, while many of his fellows can only fire off 1 with chant, or perhaps 2 without.

    The below lists are not comprehensive; they are merely the dozen kido he most often performs.

    Bakudo:
    • Bakudo 1: Sai (Restrain):Locks a target's arms in place behind their back
    • Bakudo 4: Hainawa (Crawling Rope): An energy rope entangles the target's arms.
    • Bakudo 8: Seiki (Repulse):Creates a round shield that seems to temporarily paralyze and repel whatever strikes it.
    • Bakudo 9: Horin (Disintegrating Circle): Causes an orange hued tendril with spiraling yellow patterns to erupt from the users hand and attempt to trap a target. The end of it remains in the hands of the user allowing them to control the path of the tendril before and after capture. The Kidō is able to connect with another one of itself if both have captured a target and bind them together. Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and tear out your own throat!"
    • Bakudo 15: Kumo no Su (Spider's Web): Creates a web of strands (similar to Horin), spanning approximately 15 feet in diameter.
    • Bakudō 30: Shi(t)otsu Sansen (Beak-Piercing Triple Beam): Forming a golden triangle with one's finger, it shoots three beams of light that pin the target to one place on a surface, slamming into his or her body in three places in a shape of a perfect triangle.

    Hado:
    • Hado 1: Sho (Thrust): Pushes the target away from the caster.
    • Hado 4: Byakurai (Pale Lightning): The user fires a concentrated, powerful lightning bolt from their finger.
    • Hado 5: Foosu Misairu (Force Missile): Fires a single small blast of force; this blast will follow the designated target, giving a near guarantee of hitting.
    • Hado 10: Foosu Bakuhatsu (Force Blast): Fires a blast of force in a line, often pushing the target back while causing damage.
    • Hado 12: Soren Byakurai (Twin Lotus, Pale Lightning: User points both hands, fires a bolt identical to Hado 4 from each hand. Each hand can point in a different direction.
    • Hado 20: Foosu Misairu Arashi (Force Missile Storm): Fires a series of missiles similar to Hado 5. It fires 20 missiles. Yoshi can use this kido without incantation (it is the upper limit of his chantless kido). Can target up to 5 enemies.
    • Hadō 31: Shakkahō (Shot of Red Fire): The user fires a sphere of powerful, crimson energy at the foe. Incantation: Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!
    • Hadō 33: Sōkatsui (Blue Fire, Crash Down): Fires a burst of blue spiritual energy at a target in a similar manner to #31, but over a wider area and with more power. Incantation: Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Truth and temperance, upon this sinless wall of dreams unleash but slightly the wrath of your claws.


    Battle Stats:
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    Physical Strength: 10 (Yoshi has the strength of a physically fit person of roughly his size. He does not rely on physical power at all)
    Offense: 15 (Yoshi has some basic skill in offensive martial arts, both with his hands and his staff.)
    Defense: 20 (Yoshi has decent skill in defensive martial arts, typically allowing him to gain distance and use kido.)
    Mobility: 20 (Yoshi is physically fit, and capable of moving around fairly well on his own. He has very limited skill in shunpo, typically saving it for emergency situations.)
    Intelligence: 50 (Yoshi is an intelligent man, capable of adapting his kido strategy to match a given opponent. As well, he has found he has a modest talent for creating or adapting Kido.)
    Kidō/Reiatsu: 50 (Yoshi is very proficient with Kido, using several lower level Hado and Bakudo without incantation, albeit to sometimes reduced effect. He can use up to level 20 Kido without a chant; currently, any higher require a chant.)


    Nakamura Masaru, 8th Division Captain
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    Name: Nakamura Masaru (last, first)
    Gender: Male
    Height: 6'2"
    Weight: 170 lbs.
    Hair: Black
    Eyes: Green
    Age Actual/Apparent: 430/30
    Reiatsu/Speech: Indigo
    Division: 8th
    Seat: Captain (Potentially)

    Appearance:
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    Masaru is one of the taller people in Soul Society, though certainly not a giant. His overall build is athletic, with just a touch of "wiry", leaving him on the leaner end of the scale. He tends to wear his hair in a loose ponytail that reaches to mid-shoulder. Despite the fairly informal styling, his hair nonetheless is impeccably well-kept. His face is unshaven. While he has no serious vision problems, his eyes have a small amount of weakness, enough that he needs reading glasses for most writings, though he can usually read short notes in the like with a bit of squinting. His uniform is the traditional Captain's haori over normal Shinigami robes. He wears his katana on his left side, and his wakizashi on his right. Masaru can often be seen carrying around a book in one hand, his reading glasses tucked into a pocket in his robes.


    Personality:
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    Masaru is quiet, polite, and neat. Those are the three things people who first meet him will note. His friends would add that he stays quiet almost all of the time, but his "officially polite" demeanor becomes more relaxed.
    His neatness also lends to a couple of unique quirks. For one, he will often correct what he sees as improper grammar and pronunciation, sometimes even interjecting the "correct" term when someone is speaking (though he rarely does so with people he doesn't know well, unless it's truly bad). (OOC:While they speak Japanese, since I don't, he'll correct the "translation" if the grammar is off in his eyes.) Also, he tends to "tidy up" people's desks and shelves if he's in a place for very long. Again, unless he knows the person, he reserves this behavior only for the "worst cases".
    His sense of humor tends to run to the dry, though he will smile and laugh (just a quiet laugh).
    He has a love of literature matched by few, having learned a few languages just to read a broader scope of literature in the original language.


    History:
    Spoiler
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    The Nakamuras are a very minor noble house, barely above "middle class" status, really. In fact, Masaru is only in the third generation of the family as a noble house. He has one brother and one sister; Masaru himself is the youngest of the group, part of the reason he ended up going to the Shingami Academy at the young age of 25 (that and his relatively high spiritual power, that is).

    In the academy, Masaru's bookish nature allowed him to do well across the board. He quickly developed a reputation as a strategist and tactician, finding the whole exercise very fascinating. Thus, in team exercises, he was often the de facto leader of his team. He also struck up an odd friendship with Tsukada Ryouichi, the future Commander-General of the Gotei 13. They formed an unusual pair, with Ryouichi's laziness offset by Masaru's studious nature. Their strange age gap didn't seem to matter at all. Each seemed to reign in the extremes of the other, though both exhibited a great love of reading. When both graduated in the same year, Masaru went along with Ryouichi on a wild night of partying, with even Masaru letting loose a bit (which means he got as close to yelling as he ever has outside of combat).

    As well, while he did well at all shinigami arts, the use of the sword is where he truly excelled. While he could apply a decent amount of strength to any blow, he preferred working his technique to a degree that it needed hardly any force at all to still score a telling blow. He reveled in the art of the sword.

    After only five and a half years, Masaru graduated from the Academy. He was placed within the 8th Division, which specialized somewhat in strategy. Masaru did well in the division, eventually finding himself as a seated officer 300 years ago.

    Eventually, he worked his way to the Vice-Captain position about 200 years ago. Then, 100 years ago, the former Captain of the 8th was killed in a battle with an extremely powerful rogue Arrancar. Masaru had recently achieved bankai, and, with the approval of several other Captains, as well as the Commander-General, he assumed the post of 8th Division Captain.


    Zanpakutou: Hikari no Magari (English: Curving Light)

    Zanpakutou Release Command: Shoudou wo Shouken Shiro (English: Illuminate the Noble Path)

    Zanpakutou Spirit:
    Spoiler
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    Hikari no Magari appears as an elderly man dressed in full Ō-Yoroi (minus any faceplate). This old man has a long white beard and eyes of solid white, with a muted glow coming from the eyes. His armor seems to be composed of light, though it is not so bright as to blind someone looking at him. At his side are two swords made entirely of light. He speaks in a strong voice, though one obviously displaying his age. He tends to be strict with Masaru, encouraging him to always push himself further, as well as sometimes pointing out his mistakes, especially in games of strategy.


    Inner World:
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    Masaru's inner world appears as a clearing in the middle of a forest in the middle of a summer day. There is a simple house in the center of this clearing, where Hikari no Magari is often found sitting, drinking tea, reading, or playing a game of some sort against himself.


    Zanpakutou Unreleased Form:
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    Hikari no Magari's sealed form is a daisho pair of a katana and wakizashi (each of fairly standard length). The blades are a bright steel, and the handles are wrapped in light grey. The guard is a simple solid golden square, and the pommel is smooth and rounded, sharing the coloration of the guard. Masaru wears the katana on his left and the wakizashi on his right.


    Shikai:
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    When he releases shikai, Masaru's swords turn into blades of condensed light. This gives them a minor increase in "cutting power", as well as making their touch like very hot fire (so likely bad for anything icy). The main power, however, is in fact a ranged attack. Masaru can fling the blade of either sword as an energy attack; said blade of energy flies through the air, smashing into a target. However, the sword that flings its blade away has to wait a certain amount of time for the blade to "regrow". His wakizashi can fire off a blast about once every three seconds, with the power of about a Shakkaho. The katana fires off with about twice the power, but requires six seconds to reform. There is no immediate limit to how often he can do this, long-term.


    Bankai: Hikari no Magari no Arashi (English: Storm of Curving Light)
    Spoiler
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    There is no visible physical change to Masaru's swords. However, he is now capable of firing off blades from his swords much faster, as the blades replicate themselves for the blasts, rather than sending off the original blade. This allows him to achieve a fire rate of about a blast per second on each sword. Masaru is fond of barraging enemies with this ability.
    Secondly, by holding the swords with blades crossed in front of himself, he can create a sudden flare of light, blinding and disorienting his enemies fora few critical seconds.
    Finally, Masaru can hold his swords side-by-side and fire a blast equal to a Hado 88 with full chant. Both blades then take 3 seconds to fully regrow (though he can at least block with what does exist after about a second).


    Favorite Kido:
    Spoiler
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    Masaru knows a fairly wide variety of kido, and does try to use tactics even with them...but has found that he tends to fall back on a few preferred kido that he finds easiest to perform. He can perform all kido on this list chantless, thought their power is still decreased from their power at full chant.

    Bakudo:
    • Bakudo 4: Hainawa (Crawling Rope): An energy rope entangles the target's arms.
    • Bakudo 9: Horin (Disintegrating Circle): Causes an orange hued tendril with spiraling yellow patterns to erupt from the users hand and attempt to trap a target. The end of it remains in the hands of the user allowing them to control the path of the tendril before and after capture. The Kidō is able to connect with another one of itself if both have captured a target and bind them together. Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and tear out your own throat!"
    • Bakudō 30: Shi(t)otsu Sansen (Beak-Piercing Triple Beam): Forming a golden triangle with one's finger, it shoots three beams of light that pin the target to one place on a surface, slamming into his or her body in three places in a shape of a perfect triangle.
    • Bakudo 61: Rikujōkōrō (Six Rods Prison of Light): Summons six thin, wide beams of light that slam into a target's midsection, holding them in place. The target is then unable to move any part of their body including the parts that were not struck by the beams.[1] This technique can also be used after using Hainawa, as the six beams of light form from the light already used in Hainawa. Incantation: Carriage of Thunder. Bridge of a spinning wheel. With light, divide this into six!
    • Bakudo 62: Hyapporankan (Hundred Steps Fence): A rod formed of energy is thrown towards the target before it disintegrates into numerous short rods which are used to pin the target to the surroundings and render them immobile.
    • Bakudo 63: Sajo Sabaku (Locking Bondage Stripes): Similar to Bakudō No. 4, but stronger, this spell binds the arms of a target.

    Hado:
    • Hado 4: Byakurai (Pale Lightning): The user fires a concentrated, powerful lightning bolt from their finger.
    • Hado 12: Soren Byakurai (Twin Lotus, Pale Lightning: User points both hands, fires a bolt identical to Hado 4 from each hand. Each hand can point in a different direction.
    • Hadō 31: Shakkahō (Shot of Red Fire): The user fires a sphere of powerful, crimson energy at the foe. Incantation: Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!
    • Hadō 33: Sōkatsui (Blue Fire, Crash Down): Fires a burst of blue spiritual energy at a target in a similar manner to #31, but over a wider area and with more power. Incantation: Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Truth and temperance, upon this sinless wall of dreams unleash but slightly the wrath of your claws.
    • Hado 55: Gaki Rekkō (Raging Light Fang): A spell that makes a circle of energy, before firing blasts of green light from its center in a cage-like formation.
    • Hadō 63: Soren Sōkatsui (Twin Lotus, Blue Fire, Crash Down):Essentially a doubled version of #33, this spell fires two shots of blue fire with greater potency than the single-shot variety. Incantation: Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! On the wall of blue flame, inscribe a twin lotus. In the abyss of conflagration, wait at the far heavens.


    Battle Stats:
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    Physical Strength: 50 (Masaru is definitely stronger than a normal human, but his strength ultimately runs "middle of the pack". He insted relies on technique for his killing power.)
    Offense: 100 (Masaru is a superb swordsman, having trained in his swords since the moment they manifested as a pair in the Academy. He always seeks new techniques to integrate into his methods.)
    Defense: 80 (His defense primarily lies in a combination of agility and excellent defensive sword technique. Masaru has an eye for spotting the exact way to defend against a particular attack or kind of attack, whether it's a dodging defense or a blocking defense.)
    Mobility: 70 (While Masaru's flash steps have average speed and distance for someone of his rank and caliber, he has a large amount of endurance. He is able to chain several steps in sequence. As well, he often uses them to dodge opponent's attacks. Furthermore, his sword training has left him extremely agile and flexible, adding to the appearance that he "dances" across the battlefield.)
    Intelligence: 100 (Masaru is an extraordinarily intelligent man. Not only is he a master strategist, he is an unabashed linguist, knowing over a dozen languages from all over the world. He's often considered "the man to beat" at nearly any strategy game. Oddly, he can't play card games for the life of him.)
    Kidō/Reiatsu: 70 (Masaru has a strong grasp of kido, though it's not his primary focus. He's able to perform a wide range, and can perform up to about level 70 without a chant, albeit only kido he has practiced for a greater length of time.)
    Total: 470
    Last edited by KnightDisciple; 2011-09-30 at 09:47 PM.

  4. - Top - End - #4
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  5. - Top - End - #5
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    Genoveva, Primera
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    Gender: Female
    Age: ???
    Height: 5'7"
    Weight: Ever-Increasing (see below)
    Reiatsu: Dark red and of suitable strength, feels like multiple beings at once when released
    Aspect of Death: Isolation

    Appearance:
    Spoiler
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    Genoveva doesn't always seem to fit the description of what one would expect from an arrancar, with little to separate her from the rank and file except for the way she holds herself. Her short blond hair is cut in a remarkably simple bowl cut that follows her jaw line and frames her face nicely. Her eyes are almost always seen slitted or severely squinting, giving the uncanny and creepy sensation that she is trying to stare through whomever she is looking at rather then at them or that she might have poor vision though she behaves otherwise. Sharpened teeth are almost exposed in a wide slasher smile that brings attention to her hollow mask, nothing more then a simple 'teardrop' underneath of her right eye.

    Genoveva wears a simple sleeveless white top bordered in black that is unbuttoned at the top just far enough down to expose the top of her hollow hole right where her heart would be. On others it might have been revealing, but she possesses a slim figure lacking in the sort of curves that others have. The top ends just before the waistline of her tight slacks to expose a bit of her navel, though most pay more attention to the broad-bladed falchion that is belted across the small of her back. There is an enormous chip in the sharpened side of the blade, as if it had tried to cut extremely hard bone. Genoveva's long slacks are tucked into the top of knee length black tabi socks and she wears a simple pair of sandals on her feet. There is no sign of a tattoo anywhere on her exposed skin.

    Personality:
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    Genoveva is what can easily be considered an emotional sadist, she revels in the misery, rage, and despair of friends and allies alike giving her a tendency to show up at the most in-opportune times to toy with enemies and allies alike. To her, nothing is better then forcing someone into the ultimate isolation and this has made her actions a bit mercurial to say the least. While fraccion and Espada are normally immune to her predations (usually), there are still rumors of her seeking out hollows and arrancar of 'weak spirit' for the cause and of loyalty and that those unfortunates haven't been seen again. If the darkest rumors hold true, even Espada who were about to be demoted, Privaron Espada, or fraccion who hurt the cause have been paid one of these special visits before being spirited away making her appearance one of ill-omen. This has likely attributed to her nicknames of 'Jailer of Las Noches' 'Hunter of Hollows'.

    Attached to her mercurial attitude is the seeming fondness of watching others fight, even if she has no intention of getting involved herself. Something about the conflict of others appeals to her and she'll often be spied watching the most insignificant of battles or even watching one of her own fraccion or soldiers getting killed with the same smug expression on her face before leaving.

    Zanpakuto: Último Depredador
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    Genoveva's zanpakuto takes the form of a broad-bladed falchion with a big chip in the blade towards the tip. The weapon is a little longer then half of her height and functions perfectly well despite the chip in the blade. The guard is shaped to look like a two-faced skull with the blade coming out of the top of the joined skulls. The hilt is wrapped in black silk and there is a crimson tassel attached to the pommel. Genoveva has the ability to sense what aspect of death an arrancar or hollow would have and can instinctively craft an aura from that aspect that extends out from her to thirty feet. These auras aren't the 'purest' distillation of an aspect, so if she were to have a 'Destruction' aura it wouldn't annihilate everything within thirty feet of her but slowly cause damage to anything within range of her aura over time. She can retain a memory of auras she's crafted in the past, not just in the presence of a hollow or arrancar that has that aspect and remembers them for a week's time before she would have to be exposed to that aspect again. However, those who share an aspect with her current aura find it even more effective against them then it would be to others.
    Resurrección:
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    Búsquelos, Último Depredador! (Hunt them down, Ultimate Predator!)

    Many enemies are taken by surprise when Genoveva's Resurreccion doesn't seem to actually change anything about her that can be plainly seen. Her attire or shape doesn't change, and the change to her falchion is easy to go un-noticed. The falchion changes into a small dagger blade, barely half a foot long, but a thin strong white change seems to connect it to her. If one looks closely, the chain actually disappears into her right arm with a divet in flesh where the blade would fit perfectly to arch over the back of her hand. This chain can extend out to thirty feet and is quite sharp itself, just like the blade which also bears a nick in the blade near the tip. Instead it allows Genoveva to siphon off small amounts of energy from all of those who have fallen victim to Genoveva's Caja Negación to greatly augment her reiryoku, speed, strength, and hollow abilities while increasing her mass. In addition, Genoveva's aspect auras gain an increased potency that makes them far more dangerous and effective while doubling the range to trap even more within it's grasp.
    Segunda Etapa: Unknown if she has one.
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    OOC: She doesn't and only the King of Hollows would likely know that.


    General Abilities:
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    Aspect Auras: None known now.

    Bala: Genoveva has a strong grasp on how to use bala but doesn't use them to the full potential that she is capable of to the point her potency with bala has atrophied some. A bala is used as a tool to inspire despair and hopelessness, not for actual combat for her.

    Cero: Potent, though Genoveva tends to reserve using cero for when she's finally become serious about a battle. Exceptionally strong, even for an Espada, Genoveva usually saves her cero for the finishing blow of a fight to 'inspire the perfect moment of terror' in her opponents. Usually the only sign that Genoveva is taking a battle seriously is she's used a cero.

    Hierro: Genoveva prefers to dodge a blow rather then try to survive it, finding it has a greater demoralization effect on the enemy. Her hierro is below average in regards to those that can harm her.

    Sonido: Genoveva is good enough at sonido to leave behind up to seven images for three seconds before they disperse if she doesn't keep moving between them to maintain them, which isn't a very large window but usually gives her time for one devastating sneak attack on an unaware opponent. See Negacion.

    Garganta: She is capable of garganta but no fancy tricks with it.

    Pesquisa: Genoveva's pesquisa is rather...precise for the technique, but as a result the 'pings' she sends out take a longer amount of time to come back to her. The end result is 'average' but good for tracking.

    Negación Master: This ability is really only known as an ability of the Gillian-class menos, yet Genoveva is quite proficient in their use. She rarely uses it to save allies, and then mostly for her own reasons, but it has lead to her real area of expertise with this odd skill. Genoveva is a master of using Caja Negacion, able to use the imprisonment technique without needing the cube, and those trapped by it actually find themselves inadvertently helping their 'warden' when she siphons off their power slowly during her release. Those who perish from this draining are expelled from the dimension the others are trapped in. While Genoveva is quite liberal with her use of this ability, using her speed with sonido to set up a strike at a hollow/arrancar opponent's hollow hole, it is not nearly as effective on Privaron Espada and Espada (who can break out in a couple hours with no ill effects) or on Fraccion (who can't be siphoned from and who's Espada will usually demand their release which Genoveva usually grants since holding onto them doesn't directly help her). She has yet to discover what might happen to an aspect aura if the person she took it from was trapped by Caja Negacion, despite numerous chances to try. In theory, someone powerful or intelligent enough to escape from the Caja Negacion could also engineer the escape of her other victims, which would greatly weaken her in her released state.

    Battle Stats:
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    Just for fun really, and likely to be adjusted based on a talk with Draken.


    Possible connections:
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    • Other Espada
    • Other arrancar
    • Fraccion?


    Michiko Inagawa-kai, Spiritually Anomaly/Human
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    Age: 17
    Height: 5'7"
    Weight: 135 pounds
    Reiatsu/Speaking Color: Purple/Orchid
    Theme

    Appearance:
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    While many would consider Michiko to be 'attractive', there are few who have acted on such a thought because of the little clues that are in her appearance. The left side of her hime-cut is dyed a deep shade of purple, even during the school years when students usually return to their normal un-dyed hair color, though no teacher has troubled her about this despite punishing some other students for it. As well, her seifuku foes against the normal regulations as if to pointedly remind people that she considers herself above their rules. The scarf is unknotted, her top knotted beneath her almost famously endowed assets, and most curiously of all she wears a longer skirt then the standard school uniform would allow. Or at least, that's what she is seen wearing at school which is where most of her class-mates ever see her.


    Personality:
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    Michiko can almost be considered an ice-queen by her fellow students, rarely engaging them in conversation despite attracting a bevy of talkative followers, always seeming to have this cool disdain in her eyes, and most importantly...an air of menace whenever someone offends one of her posse or (rarely) herself. She's obviously intelligent (the reason most assume the teachers don't pester her about her uniform), an active and valued member of various martial arts clubs (but only hand-to-hand fighting), and has donated large amounts during school sponsored charity-drives. Which is...all anyone knows about her really.

    If they knew what Michiko was like out of school or her after-school activities then they'd likely freak out or worse. As a hobby, Michiko is the hidden leader of a small time gang of delinquents that harass local shop-keepers and cause some property-damage and the like, which she views as practice. Her father is one of the family heads of the third largest yakuza family and despite the male-bias of the family, Michiko has determined she'll succeed her father instead of his lieutenants or sons. To this end she tries to exhibit a laser-like excellence in school to learn as much as she can about making good decisions, an aptitude for martial arts to keep herself fit, and has experimented with building a band of like-minded (including the spiritually aware when she spies them) students and vagabonds to do her dirty work for her. But underneath of the ice queen persona and the yakuza princess exterior...there's a compassionate girl with a love for puppies who rarely gets to slip out past Michiko's perceived sense of purpose.


    History:
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    Closely held secret.


    Powers: Another closely guarded secret. (But one that must be seen)
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    Lotus Barrier: Michiko can form a hexagonal barrier out of reishi that forms along the surface of the palm of her hand. These barriers are quite durable and wide enough to cover Michiko's body from one direction, but only visible to the spiritually aware as a light purple hexagon. She can form one with each hand or use both hands to create a single barrier of deep purple with stronger defensive power. Obviously she can only create two of these barriers at a time so far (only having two hands and not learned yet how to create them without the use of her hands), but with practice (OOC Note: as in down the line, possibly far down it) Michiko could, in theory, construct a spherical barrier around herself of varying strength. As is, the only other use these barriers have is that the edges bear some sharpness, enough that she can slam one against a wall, climb atop it, stick another in, etc until she can at least scale a building. Or attempt to cut an opponent with them, though she finds this distasteful.

    Geometric Construction: A, mostly, non-combat use of the above ability, Michiko is capable of constructing basic geometric shapes (squares, rectangles, etc) out of the same material as her shields up to about the size of a large person. Unlike her combat shields, these ones don't require contact to maintain them or her hands to form them initially but take longer to set up and are quite easy to break from the outside. The inside is a different matter. Down the line, Michiko may learn to make more complex shapes, faster, or even alternate uses for them..but that depends on what happens to her. ((The utmost extremes of her abilities and way way down the line would likely be that house that Hachi made, but making something like that (and it being useful) won't happen for some time))


    Additional Abilities:
    Michiko is well known as one of the best martial artists, in her school's clubs anyway, but takes this further by practicing in street bouts or fights with her gang. While it's not of a similar style to shinigami hand-to-hand, nor could she claim to be a master of hand-to-hand, she is quite proficient and with her powers can even hold her own against a weapon wielding opponent. To further this skill, she focuses on being quick and hard to hit rather then on raw strength.

    Clubs
    -Gymnastics
    -Traditional Singing


    Extracurricular Activities
    -Guitar
    -Volleyball
    -Kajukenbo
    -Book Reading


    Possible Connections!
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    • Fellow classmates at school?
    • Fellow delinquents in her gang?
    • Others who are spiritually aware?
    • Others from her yakuza family?



    Anthony Wallace (First Name, Family), Agent 03
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    Gender: Male
    Age: 34
    Height: 6'6"
    Weight: 147 pounds
    Reiatsu: Gray
    Faction: S.W.O.R.D
    Code Name: "Grave Medic"

    Appearance:
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    Anthony Wallace is the kind of man who doesn't stand out when viewed in a crowd, but should one find themselves alone with Anthony...he stands out with a sort of undefinable creepiness. There is just something in his eyes that just seems wrong. But nothing in his outward appearance suggests this feeling has any basis in reality. His strong features carry expressions ranging from neutral to kind, he keeps his hair tidy and his clothes likewise. Most often he has on a nice sweater and slacks, combined with a doctor's coat when at work in a local hospital.

    When on call as Agent 03, this changes dramatically to the point one begins to wonder if he doesn't belong in clubs of dubious purpose when the truth couldn't be further from that. When 'on duty' Anthony wears a black helmet fashioned in a facsimile of a surgeon's mask complete with a round mirror fixed just above opening for his eyes. Blue light illuminates the interior and, at times, people can catch glimpses of words and numbers displayed on the inside of the visor, but it's difficult to decipher them on the fly then they are backwards and quickly disappear. Beside his helmet, his strange garb includes an almost skin tight black rubber suit that goes up to his chin, allowing not an inch of skin to be seen from the neck down though he wears other clothes over top it. This including an ankle length black rubber trench coat with an apron of the same material and color buckled to the coat over-top it. Combined with thick gloves that go almost up to his shoulders buckled unto the coat as well, some wonder how he doesn't suffocate under all of that. He wears what are practically military boots tightly laced with a number of knives stashed in the tops of his boots.


    Personality:
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    Most people would describe Anthony as having split personalities, or something similar, where in the reality is he simply shows different sides of himself at different times. When Anthony Wallace he is the excellent doctor with a stellar track record, kind to his patients and amiable with his co-workers. He talks often of his family to those who will listen and is an all round fine fellow who enjoys the finer things in life, an avid fan of classical music, opera, and classic literature when enjoyed with a fine Chianti. Sometimes he even plays poker and blackjack with the janitors at his hospital, just for a good time. Most suspect he's trying to make a lot of friends since he's an American doctor studying and practicing over-seas to see what improvements could be made back home. Those same people don't mind that much because...well...he's likely baby-sitted for them at some point or treated an ailing friend/family member. He still seems off, put most people put it down to him being a foreigner. Anthony has also demonstrated a commendable singing voice on occasion, to the amusement of his peers.

    As Agent 03 'Grave Medic', he couldn't be further from the kind Dr. Wallace so many know. He's cold, merciless, and has an avid hatred of hollows and shinigami with the firm opinion if one looked hard enough they could be connected to anything wrong in the world. To him, their only use is as test subjects and captives to discover their secrets for the benefit of the mortal world or as a pest to be exterminated. He accepts S.W.O.R.D's stated mission whole-heartedly and works tireless towards it when not supporting his cover identity. Interrogations, dissection (when possible) of dead subjects, experimentation with mortal and shinigami medicine. He applies equal vigor to all of those tasks and more. And when he lacks for projects? He haunts the city looking for stray hollows or shinigami away from support to wipe out, something that has gotten him in trouble in the past but these diversions are decidedly small time.


    Tools:
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    Anthony's tools are the source of his deadly precision and lethality in combat. Without them, he's merely a spiritually aware mortal with more knowledge then he should about how to fight or how hollows and shinigami work. Once before a hollow who escaped him back-tracked him to when he was at work and it was only pure luck that he escaped a hollow that would have lasted only seconds if he had been properly equipped.

    Head

    * Helmet: Anthony's specialized helmet is one of his most advanced pieces of equipment and he wears it constantly when on call as Agent 03. This mask allows a refined ability to detect spiritual pressure and/or reiatsu, also seeing through anti-detection abilities such as Kyakko in it's first vision mode. In it's second, it provides an X-ray like view of whomever is in it's sight, allowing Anthony to strike at vital points with much greater accuracy since he can actually see them. Both modes require a minor expenditure of reiatsu from himself, unlike normal S.W.O.R.D tools that absorb ambient reishi.

    Torso

    * SEBA: Speed Enhancing Body Armor, it's exactly what it says on the tin. The black rubber body-suit that he wears beneath all of his clothing is a proto-type S.W.O.R.D armor that enhances the physical abilities of the one who wears it. It allows Anthony to replicate the speed of fast shinigami while giving him impressive jumping abilities. For those heights he can't jump to, he climbs or climbs up with the aid of the wire mentioned below.

    Arms

    * Grapple: This armband uses reishi to create a strong spiritual chain that Anthony usually uses to cling to surfaces, like, well, a grappling hook. He can also release them when clinging to enemies to bind them for a short period of time.
    * Mirror Glove: Anthony's left glove is a bit off when compared to the right, a dial set into it on the back of his hand. This allows Anthony to try and 'catch' a reishi attack like hado spells, bala, etc and attempt to redirect them away from him. If this fails then the dial absorbs some of the attacks energy to lessen it's punch. Obviously this doesn't work on every energy attack since those from opponents much stronger then Anthony can't be redirected in such a fashion or those with a particularly forceful penetrating power. When it's over-loaded in such a fashion, the dial has a tendency to burn out and requires Anthony to replace it which can be costly in the middle of battle.

    Hands

    * Spirit Revitalizer: This glove duplicates the effects of shinigami healing kido. Anthony has two versions of these gloves. The ones he wears when he goes to the hospital to discreetly supplement normal medical measures with spiritual. And the heavy duty ones he wears when on task which only affect himself, which he uses to stymie minor and major wounds to keep them from becoming too severe.

    Waist

    * Stealth Belt: This belt lowers the amount of noise that Anthony makes when moving, allowing him a much greater degree of stealth when stalking prey. He prefers this over the normal stealth belt that duplicates Kyakko since it helps keep his skills from getting rusty.


    Weapons:
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    Melee: In melee, which Anthony favors, he exclusively utilizes a bizarre double-sided scalpel in combat. By absorbing ambient reishi, it adopts the peculiar ability of being able to cut through armor or hierro with surprising ease, though this only makes up for the short length of the blade and the size of it. In simpler terms, while he can cut through the armor of most enemies he's likely to encounter, Anthony's attacks don't actually cause much damage because of the weapon itself which he makes up for by targeting vital spots.

    Ranged: Anthony disdains ranged combat, preferring to get up close and personal with an enemy, but he also realizes that everyone is unlikely to share that opinion. To that end, he keeps lassos of durable wire to rope enemies down towards him, set snares, and other uses to equalize the playing field against those determined to keep their distance from him. The numerous throwing knives hilted in his boots also serve this purpose. When push comes to shove though, Anthony's impressive melee capabilities (for someone of his level of power) far eclipse his ranged combat abilities and he knows it. So he focuses on ambushes and surprise attacks to keep from being put at that hefty disadvantage and to avoid dangerous counter attacks.


    General Abilities:
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    Kido: None that doesn't relate specifically to the healing capabilities of his spirit revitalizers or mirror glove.

    Hoho: While Anthony's speed is comparable to a fast shinigami/arrancar, he doesn't actually use shunpo, sonido, or any other variant of it.

    Zanjutsu/Melee: Good, for a mortal, Anthony poses a significant threat in melee combat from his unusual chose of weapons and tendency to aim with uncanny accuracy for his enemy's vital spots. Defensively, he's literally incapable of parrying with his double-sided scalpel so his reflexes have been honed to a razor-sharp point to make up for that difference.

    Hakuda: Good, for a mortal, he lacks the special Hakuda techniques of the shinigami or the hierro of the arrancar to aid bite to their blows, something he learned the hard way, and so focuses on soft styles of martial arts to make up for the difference.


    Possible connections:
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    • Other Agents
    • Spiritually Aware Mortals
    • Spiritual Anomalies
    • His workplace


    Ryuunosuke Osamu (Family, First), 5th Division Captain
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    Gender: Male
    Age: 829
    Height: 5'10"
    Weight: 155 pounds
    Reiatsu: Royal Blue
    Division: 5th
    Theme Song

    Appearance:
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    Osamu is generally what people picture when they imagine a captain of the Gotei 13, an older man with stern features and the sort of confidence emanating from him that can only come from years of experience. Gray hair that looks like it's turning silver is pulled back in a small top knot that keeps his hair out of his eyes, forsaking the more traditional kenseikan of other noble families. His face is heavily lined with age and possibly scars, giving him a weathered look to his skin that is offset by watery blue eyes. Despite one might expect, his eyes are crystal clear and he is well aware of his surroundings.

    Osamu has a lean and muscled body that is hidden beneath his traditional shinigami robes and sleeveless captain's haori. Despite his choice of haori and the long sleeves of his shihakusho, there is no real deviation from the standard garb of a shinigami or a captain and bears little note. His zanpakuto is sheathed on his left hip. Underneath of the robes is the body of a hardened warrior but most surprisingly is the darkened color of his left hand, implying that the limb is dead though it continues to move. Tucked into the cloth belt about his waist is a thin teak pipe with a silver bowl on the end of it, a suspicious lump beside it that suggests the presence of a lighter as well.


    Personality:
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    As an old shinigami and long-time officer, Osamu is long set in his ways to the point that few people doubt he'll ever change his methods of operating. He is an advocate that the law must be followed, even when it doesn't seem fair, if for no other reason then the fact he can't expect anyone else (especially his children) to obey the law if the shinigami don't. To him, breaking the law is often a more severe crime then what ever law was broken and those who speak out vocally against a law they find unfair (let alone take rebellious action) are worse then scum. Several times in the past though he has made it a point to petition the Central 46 to adjust unfair ordinances and such as a pointed demonstration of just how one goes about changing the system.

    As the head of one of the four great noble houses, Osamu often has to divide his time between his duties to his Division and his loyalties to his House which he has managed to do by severe lack of sleep, though he keeps it from affecting his work most of the time. He does this, in part, by merging the two together. He uses funds from the Ryuunosuke family to fund private projects of the 5th Division and has taken a personal interest in finding those with potential in the Ryuunosuke family to fill out the ranks of the 5th's seated officers. Of note though, is that Osamu does take some liberties with the position of the 5th Division for the protection of the Seireitei and as a possible way of ferreting out possible Las Noches informants. To do this, he has long since trained the Hell Butterflies of the Seireitei to give him any message passed along by them before giving the message to the intended recipient. Needless to say he has also trained the shinigami messengers to bring any messages or notices by his office first if they seem suspicious and has begun to work towards bugging the reishi phones used by shinigami in the world of the living. By this method, he monitors the flow of information in the Seireitei for signs of treachery and has long since disguised the fact the Hell Butterflies prolonged flights as an un-related matter. He is a rather canny old man after all.

    Of his vices, Osamu does have a fondness for his pipe and for having pretty shinigami around his Division though he hasn't gone out of his way to recruit such shinigami or even thought about doing anything to those already in his Division. To him, it's enough that he has something nice to look forward to seeing when he goes to work everyday in his twilight years.


    Zanpakuto: Bakekujira
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    Osamu's zanpakuto takes the form of a regular katana with just some minor cosmetic differences that doesn't impact it's ability in combat much. The pommel is capped with an odd red metal with a black grip-wrap with ivory underneath. The guard is shaped like an octagon of the same red metal as the pommel cap with small circles along the edge of the octagon that have jangling rings passed through them. When drawn, one other minor difference can be seen in that the zanpakuto lacks a hamon (the wavy pattern along part of the edge of a katana).

    Shikai:
    Kodokuna kaiganni shutubotu site
    Nandi no mieru tokoro ni
    Byouki wo hiromero!

    (Haunt the lonely shores,
    bring a sickness unto them,
    to all in your gaze! Ghost Whale)

    Upon the release of Osamu's zanpakuto, Bakekujira turns into a long-shafted harpoon with a wickedly barbed spearhead made from a ghostly vapor that glows a faint yellow light. For many, this would imply that Bakekujira can't be used as a weapon but the fog spear-head cuts just as well as if it was made from metal but carries a far more potent effect.

    Those wounded by Bakekujira become 'cursed' and are able to see the true shikai from that point on until Osamu reseals his zanpakuto. The true shape of Bakekujira takes form as two massive eyes that float just above and behind Osamu's shoulders with bright lights shining forth from them. They act as miniature spot-lights for Osamu, who can see out of them as if they were his own eyes. Usually they follow whichever direction he is looking, but he is capable of looking in other directions with them for almost 360 degrees of vision. Those 'cursed' benefit in that they can tell which way Osamu is truly looking, but those who can't tell usually find Osamu aware of their presence even when he isn't looking at them. However, the 'cursed' have a far greater problem in that while the ghostly light of the eyes is on them, they find their resolve to fight weaker. Essentially, it dulls the edge of their blades somewhat while making it easier for enemies to harm them. This effect fades the moment one leaves the light cast from the eyes.

    In addition, the harpoon has a rope fixed to the end of it that is coiled about Osamu's right hand. It has, easily, sixty feet of length and is more akin to a steel coil then actual rope in hardness.

    Bankai: Rarely seen as Osamu prefers to avoid using bankai, preferring to retreat instead if a battle has progressed to that point. He claims this is because his bankai is too noisy and troublesome to use too often.
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    Once Osamu releases his bankai, his Bakekujira becomes a massive (easily one hundred and seventy five feet long) skeletal whale that hovers above the ground. However, it has a more...armored appearance to it with more bones then a whale should have to almost construct a body out of hard bone. Seaweed hangs freely off of it with sea water dripping from the massive creature's toothed maw and underside as if it was full of the stuff. However...the whale is transparent for most, with it's only method of attacking being either the sickening stench of rotten seafood around it that causes most people to become nauseated from being anywhere close to Bakekujira or by being hit by a powerful, but short-range, blast of energy that looks like the whale launches a school of skeletal fish at Osamu's enemies.

    Osamu's zanpakuto continues to hold the shape of the ghostly harpoon though, and harmed by it find that the ghost whale is all too real for them. Those 'cursed' have to contend with being hit by jagged flippers, being slammed by the monstrous tail, or even being swallowed down by the beast in addition to the eyelights having returned. And yes, it is quite evident to the 'cursed' that the eyes seen before belonged to the skeletal whale.


    Zanpakuto Spirit:
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    Osamu's zanpakuto spirit actually takes the form of multiple 'individuals', that of multiple skeletal fishermen on a long and low fishing boat. They are loud, rude, and a bit more blood-thirsty then Osamu himself is which makes it all the better that Osamu came to terms with his zanpakuto in his younger days when they shared a mentality better.


    Inner World:
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    Osamu's inner world takes the form of a castle estate on the cliff of a storm-tossed sea, the castle similar to the Ryuunosuke household in design.


    General Abilities:
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    Kido: Osamu is skilled at kido, but prefers certain favorite spells as opposed to a vast library of kido to call upon. Distinctly he focuses on the bakudo for blocking attacks/kido and hado spells that deliver pin-point damage. There are rumors he is capable of mixing chants (with varied levels of success) but he hasn't demonstrated such an ability in battle.

    Hoho: Average for his level, Osamu tires quickly with shunpo so tries to reserve using it for a sure attack against an enemy or ending a fight quickly with the senka technique.

    Zanjutsu: Average, Osamu is less focused on how to use an actual katana as he is on spear-fighting since that's the form that his zanpakuto takes the majority of the time. Thus while he is a poor swordsman, he is a capable spear-fighter.

    Hakuda: Osamu's hand-to-hand skills are only average to poor, having atrophied in his old age since he doesn't feel the need to get involved in such direct assaults any more. Should he be without his zanpakuto, he'd much rather fall back on kido then hand-to-hand.

    Offense: Almost the majority of Osamu's ability lays towards offense, and it is well-demonstrated. He provides an over-whelming offense against enemies in the hopes of finishing them off quickly before he tires or discovering if they are too much for him to handle. Especially considering...

    Defense: Average. Osamu has grown wiser and more experienced, but nothing could prevent him from getting old. It's for this reason Osamu aims to finish an opponent quickly and efficiently before they can get a chance to strike him back, though not to the point of recklessness. This means his physical defense and endurance is actually a bit on the low side for a captain. He doesn't take hits well and prolonged battles are battles he is likely to lose if he's actively fighting. However, he makes up for his physical deficiencies by using skillful applications of defense bakudo to defend himself and ending up as merely 'average' in defending himself because of it.


    Battle Stats:


    Possible connections:
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    • Other captains
    • Vice Captain
    • Division members
    • Ryuunosuke household


    Tropes:


    Katagawa Shizuka
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    Gender: Female
    Age: 143
    Height: 5'7"
    Weight: 101 pounds
    Reiatsu: Pink
    Division: 13th

    Appearance:
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    Shizuka is difficult to notice by most people, not because she is particularly normal looking, but because she has the rare quality of shrinking into the background of people's attention whenever it suits her best, which is most of the time. That said, she could almost be described as 'cute' or 'moe' by some people. Long dark blue hair hangs down below her shoulders and is pulled up into a long pony-tail in the back, though it was otherwise free to hang in front of her face. The shinigami is pale, almost to a fault, but if anything it only seems to highlight the peculiar color of her hair and her big deep blue eyes that has warmed the hearts of more then one battle-hardened shinigami. Three little black tattoos are inked just below her left eye, almost like black tear drops though the shape was a bit off.

    If one was to guess by looking at her, they would assume that Shizuka's shihakusho was a size or two larger then what she actually wore with how loose the uniform is on her. Long sleeves obscure her hands almost entirely and have gotten in the way of swordplay on more then one occasion by making it difficult to grab and hold unto things. The problem can be seen again with her hakama and the fact one can't actually see her feet. If the dirt stains on her knees are any indication though then she has tripped over herself with some regularity. Shizuka carries herself in a very subdued manner that helps her get ignored by others, a very withdrawn sense about the shinigami even when she is on patrol or doing training.


    Personality:
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    Meek. Unnoticeable. Shy. All words that others have applied to Shizuka though she is prone to adding a couple more words of a similar vein to herself. Shizuka has problems interacting with other people in a normal fashion, either misunderstanding a joke or phrase, tripping and breaking things, or even accidentally let slip embarrassing thoughts of hers without meaning to (ex. She once commented that a certain 11th Divisioner must have been through a bad break-up with his 'live with no regrets' attitude and tendency to bare his chest in combat..within hearing range of the same 11th Divisioner. Shizuka prays he didn't hear). Because of all this, and the occasional scorn because of these embarrassing acts, Shizuka withdrew from other people and found life more tolerable then. If she avoids being noticed, then people won't want to talk to her. If they don't want to talk to her, then she won't embarrass herself. And so on.

    Despite all of this, underneath this meek personality is a genuinely warm and kind-hearted girl who had the bad luck of being tender to criticism. Should she ever make a true friend, they'd quickly find that Shizuka is a trustworthy and caring ally who looks out for those close to her as if they were her family. She enjoys classical music, fine literature, and other calming pursuits that don't make her overly worried and would love to find someone to share those pursuits with. Though, considering her lack of social graces, chances are likely that she'd take this to the extreme end of being helpful and end of embarrassing herself once more. At least it'd be with reason then though.

    As for why she became a shinigami...it's because Shizuka is a firm believer that what the shinigami are doing is the right thing and that joining the Gotei 13 will give her the same strength to do the right thing as well.


    Zanpakuto:
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    While Shizuka doesn't possess one of the nameless swords given to shinigami still in the Academy, she doesn't know the name of her zanpakuto either. In truth, Shizuka has seen too many horrible shikais and worries that her own beloved blade might be capable of something similar, a worry that has kept her from being able to hear her sword's name despite frequently communing with it.

    However, being capable of talking to her zanpakuto but unable to hear it's name is a mark of embarrassment for Shizuka so when pressed on the matter she usually lies about even being able to talk with it.

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    Shikai: Bathe the Unfortunate in Blood, Heiwajugi!- This Shikai makes no visible change to Shizuka’s zanpakuto, instead it summons Heiwajugi, standing before her. Heiwajugi’s hands drip with fresh blood, which sizzles and pops as it strikes the ground. Heiwajugi can make large bands of acidic blood that arch and speed toward foes, burning and tainting anything it touches. Foes struck by the blood suffer slight pain and weak burns on exposed skin. Subsequent hits by these bands of blood produce worse burns, and increases in pain until it is practically blinding. This blood can also form small shields and walls, while not capable of blocking all damage, such shields produce the same damaging effect above, and lessen damage from anything it blocks. The effects of the blood wear off over time based on how many strikes one incurs.

    Heiwajugi is rather fleet of foot, utilizing a power similar to shunpo to cross vast distances, and is oddly adept at hand to hand combat, despite being a summon.

    Bankai:
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    ((OOC Note: Way down the line, if at all)) Heiwajugi bankai makes no discernable change to appearance, though he often removes his hat for dramatic effect, allowing his hair to blow in an unseen, unfelt wind. What does change, is the pressure and feeling of Shizuka’s reiatsu, and of Heiwajugi to that of pure malice and murderous intent. His true name is Inu no Rondanini

    Maw of the Black Dog of Rondanini: Heiwajugi can transform himself, or any part of his body, into darkness that drips with blood. This blood is mundane, and does not possess the same properties of his shikai. This darkness can be formed into massive razor toothed maws capable of crushing steel and stone between their lips, as well as forming eyes and other appendages that are fully functional. Heiwajugi can withstand far much more punishment in this form, and increases his shunpo like technique considerably. Heiwajugi cannot utilize his other shikai powers while any part of his body is transformed into the blood slicked darkness.Heiwajugi can form his whole body into the inky darkness, being able to slip through cracks and transform himself fully into a massive black dog like beast. While this transformation does not grant any additional powers or attacks, he can utilize his bankai’s power from any, or all angles of his body, becoming at will a seething mass of dark maw ended tendrils.

    Grip of the Black Dog: Shizuka’s Bankai is strange in that its powers are discerning, being unable to affect any opponent spiritually weaker then herself. To such a person, they are unable to view the darkness that Heiwajugi can transform into, or any opponent struck by such darkness so long as it stays in contact with them. For all such people, the devastating such attacks leave seem to appear as if from thin air, as if the bodies of those struck by the darkness merely exploded in blood. As such, such people are completely immune to the effects of Shizuka’s bankai. While they are blind to the effects and visable aspects of the darkness that incorporates Heiwajugi’s body, they can still hear the screams of pain of its victims, as well as smell the slick odor of blood. Shizuka is also blind to such effects as if she were spiritually weaker than her actual power, unable to see the devestation of her own bankai until its damage has long since been done. This effect also blocks Shizuka and those spiritually weaker then herself from seeing Heiwajugi transform into the Black Dog of Rondanini.


    Inner World: Heiwajugi’s inner world is a massive diner, though unstaffed and empty. A radio plays constantly in the background, though the music is oddly faint, just below the level one could hear it even with straining. Heiwajugi is always sat at the same table, smoking silently and gazing out the window.

    Zanpakuto Spirit: Heiwajugi appears as a well dressed man, his outfit oddly out of place, and out of time for Soul Society. He has short green hair, and always seems to be resting, though this may be a side effect for his inactivity. Link provided for the inspiration of his appearance.


    General Abilities:
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    Kido: Kido is the one area that Shizuka actually finds pride in her abilities as a shinigami. While she does not know very many high level kido (her highest is level 35), she has displayed proficiency with the art of 'Double Incantation' which is an understandably unusual talent to find outside of the Kido Corp. Shizuka is most fond of mixing bakudo and hado spells in intresting ways or a hado spell with a hado spell should she find herself in a pinch.

    Hoho: Shizuka has received no training in shunpo and is thus incapable of using it. She is quite fleet of foot though for an unseated.

    Zanjutsu: Passable. Made slightly worse by her inability to keep a solid grip on her sword and fear of it. She focuses on parrying and deflection rather then offense.

    Hakuda: Basic.

    Offense: Average. While her zanjutsu is...passable and her hakuda is almost nonexistent, her kido potential helps to make up for the difference.

    Defense: Good (for an unseated). A mix of speed, defensive sword-play, and capability with bakudo means Shizuka is quite capable of defending herself should push come to shove.


    Favorite Kido:
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    Bakuda:
    • Bakudo 1: Sai (Restrain)
    • Bakudo 4: Hainwa (Crawling Rope)
    • Bakudo 5: (Stringed Limbs): A white ray projects from the user's finger-tip. If this ray strikes it's target then the limb struck will begin to glow white and will stick unerringly to the next object it touches until the bakudo is broken.
    • Bakudo 7: (Sun Flash): One of the concealing bakudo, the user creates a cone of bright light from their cupped hands to temporarily blind an opponent.
    • Bakudo 9: Geki (Strike)
    • Bakudo 12: Fushibi (Ambush Flare)
    • Bakudo 17: (Kido Net)
    • Bakudo 19: Hakufuku (White Crawl)
    • Bakudo 28: (Mirror Wall): A potent defensive bakudo, it creates a rectangular barrier in front of the user that can reflect kido effects that strike it (up to level 30) back unto it's source with a bit of extra force behind it.


    Hado
    • Hado 1: Sho (Thrust)
    • Hado 4: Byakurai (Pale Lightning)
    • Hado 10: (Emerald Grasp): A hado spell that creates a pillar of explosive green energy beneath the target, hitting everything within it's five foot wide and twenty feet tall area.
    • Hado 11: Tsuzuri Raiden (Bound Lightning)
    • Hado 19: (Guillotine Press): This hado sends a crescent blade of cutting energy at the target, and is particularly useful in severing bakudo spells below level 15.
    • Hado 35: (Gravity Slam): This hado is unusual because it lacks an outward display of power until it actually hits. Those affected by feel as if a massive weight has suddenly slammed into them from above crushing them down into the ground. The area of (Gravity Slam) is wide enough to catch multiple targets if they are close enough together and has less effect on larger targets.


    Possible connections:
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    • Other shinigami
    • Other 13th Division members
    • Mortals


    Tropes:
    Last edited by Callos_DeTerran; 2010-12-08 at 11:42 AM.
    Warriors & Wuxia: A community world-building project focused on low-magic wuxia/kung-fu action using ToB.

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  6. - Top - End - #6
    Orc in the Playground
     
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    Default Re: BleachITP Reborn Character Registry

    Tsukada Ryouichi, Commander General of the Gotei 13
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    Age: 520

    Height: 5'9"

    Weight: 152

    Reiatsu: Steel/Silver.

    Battle Stats (for my amusement):
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    Physical Strength: 100 (Ryouichi has a lot of physical strength in melee combat, even if his skill is aimed more towards defense.)
    Offense: 60 (What skill Ryouichi has in offensive prowess are more aimed towards quickly incapacitating enemies in a nonlethal manner; so it's not that he's not skilled enough, as much as he only uses a set portion of it.)
    Defense: 100 (Ryouichi's defensive skill is top-notch. He always keeps a skilled awareness of his surroundings, and his zanpaktou's abilities add a certain degree of defensibility as well; all in all, it's an arduous task to harm him in melee combat.)
    Mobility: 80 (While not -the- fastest, Ryouichi still has an impressive level of speed, which adds to his impressive defensive skills, as well.)
    Intelligence: 80 (Ryouichi isn't a genius, but his experience in tune with his tactical mind add for a strong enough asset to be trusted in.)
    Kido/Reiatsu: 100 (Ryouichi's reiatsu is massive when he cares to use it; as far as kido goes, he mostly holds his own in bakudo, and has a decent ability to use keikatsu.)


    Connections!
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    • Norenni Udeoshi
    • Nakamaru Masaru
    • Former girlfriends?
    • Drinking buddies.


    Fukui Kyou, 6th Division Unseated: Deceased.

    Princess Carina von Geister-Lucaster, favored daughter of Las Noches
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    Type: Arrancar

    Age: 383

    Height: 3'10

    Weight: 57 lbs.

    Reiatsu/Speaking Color: Goldenrod/#DAA520

    Aspect of Death: Carina does not possess an Aspect of Death, as she is an artificial arrancar.


    Ruwa Bello, Fraccion
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    Age: 346.

    Height: 5'6"

    Weight: 142

    Reiatsu: Sienna

    Appearance:

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    Ruwa is in many ways what one could consider "attractive". Her long, wild, black hair is always tousled in such a way as to make her seem intriguing; usually, it covers half of her face, only revealing one of her yellow, serpentine eyes. Her feminine form is curved in all the right ways, and while her assets seem like they may get in the way, she manages to have an impressive level of balance despite it.
    As far as clothing goes, her flirtatious lifestyle is manifested in the fact that Ruwa "dresses" in a long strand of red cloth wrapped around her body in such a way as to only cover parts of her anatomy that should be left to the imagination, even if it really doesn't leave much. She usually wears some kind of jewelry, but the only pieces that are always on her person are a pair of golden bracelets and one golden anklet.
    Her Hollow hole is just above her left hip, and her mask is a bone, serpentine anklet bordering her right foot.
    Ruwa charges her cero by making a peace sign with her hand; the cero forms in between her fingers.
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    Despite the picture, outside of release Ruwa does have legs.


    Personality:
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    Ruwa is, in one word, promiscuous.
    But not without reason. She learned that she had a niche in getting her way by flaunting her body in more ways than one. She always shows interest in those who she thinks she can get some benefit out of, regardless of gender. She makes friends or partners with such a person, usually drains them of all they are worth, and then leaves them to find another. She's spoiled to a fault, and definitely within the bounds of gold-digging.
    However, she does have a soft spot... in all of the "relationships" she's been in, she has developed the desire to find someone she can truly love; in this, and that she has naturally gotten as far as one can get in pairing with an Espada to become a Fraccion, she might not be too inclined on sucking the livelihood out of someone, however, sometimes her nature does get the better of her.


    History:
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    ...To be revealed.

    Ruwa does, however, have a reputation for her promiscuous behavior; both good and bad.


    Zanpaktou: Bailarína Del Amor
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    Sealed Form:
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    Bailarína Del Amor takes the form of a short dagger, with a intricate blade inlaid with gold, and a velvet handle.


    Resurreccion: "Forget-me-not, Bailarína Del Amor."
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    Ruwa's legs are encased in the prehensile tail of a serpent, long and powerful enough to constrict opponents. Her speed drops down a bit in that her ability to sonido is hindered, however the hierro localized to her tail is stronger than usual, so it can also be used as a blocking implement. From her back, six serpentine heads extend; each with golden hoods in the form of king cobras. Her tail, when used to constrict, has a very powerful crushing force, able to snap bones easily.

    Hypnotic Gaze: Each of Ruwa's snakes can concentrate their gaze on a single foe, and those caught looking at it have the memory of an attack that Ruwa has witnessed. One can avert their eyes, or close them completely to avoid it, but this of course comes with the risks of doing such. Until Ruwa either seals, or the specific snake uses their gaze to seal another ability, their memory of that specific attack will be out of reach. When applied to something as generic as swordplay, it won't completely negate their ability to use a weapon, but their knowledge of swordplay is forgotten. As another example, if an enemy uses a specific kido against her (say, byakurai), they will forget that kido, until they use another kido Ruwa uses Hypnotic Sway in response to. Severing a serpent's head will also bring back knowledge of an ability to their effective owner.

    Serpents of Love: Each serpent possesses a venomous bite that causes temporary paralysis in a matter of minutes (so Ruwa can more effectively kiss them).

    Kiss of Eternal Love: Love only in an odd sense, when Ruwa kisses a foe, they begin to petrify from their feet up. This is only temporary petrification, however, crushing any part of their bodies while under this effect has very grim effects, rendering the body part unusable for some time. The petrification wears off after around an hour. Body pieces never seperate, however they can be fragmented (which explains how limbs stay moderately intact after being crushed).


    Battle Stats:
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    Physical Strength: 20 (Ruwa likely only possesses any degree of physical strength as from being a Hollow (arrancar).)
    Offense: 20 (Ruwa is poorly suited to any offensive activities, having a low degree of skill outside of instinctual "knowledge".)
    Defense: 80 (Ruwa's Hierro is fairly impressive in comparison to her other abilities; it can be fairly hard to cut her without some major effort)
    Mobility: 60 (While her mobility drops in Resurreccion, outside of it she is fairly proficient in sonido, using that as a means to get out of a fight that seems hopeless.)
    Intelligence: 50 (Ruwa isn't particularly overly intelligent, but she possesses a knowledge of interpersonal skills that could be of use against emotionally unstable opponents.)
    Cero/Reiatsu: 40 (Ruwa's cero and bala are on the low end of average, but they are at least preferable to a physical assault.)


    Possible Connections!
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    • Paramonos.
    • The Espada she's Fraccion to.
    • Fellow Fraccion.
    • Former lovers/friends.



    Valeria Abel, Living Vizard

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    Age: 16

    Height: 5'4"

    Weight: 104 lbs.

    Reiatsu/Speaking Color: Dark Orchid


    Hamasaki Hibiki, Teacher at Phoenix Town High
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    (Hamasaki: 浜崎, "Beach/Seashore" and "Small Peninsula/Cape"; Hibiki: 響, "Echo, Sound")

    Age: 164 (Projected age: 387)

    Height: 4'2"

    Weight: 64 lbs.

    Reiatsu/Speaking Color: Royal Blue

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    Bankai: Not Achieved.
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    "Split the Sea, Amatsu Watatsumi!" (天津海神, Heavenly Sea God)
    Hibiki's entire body is encased in a shell-like armor; it is fairly hard, but can be broken through with sufficient effort. Watatsumi has total dominion over water in this form; creating large waves, water spouts, or even thin blades of pressurized water. In addition, the armor created by Amatsu Watatsumi can be rebuilt using water, though it depletes any nearby sources in an appropriate degree (Watatsumi still cannot create water out of nothing; aside from the effects of the iron ball). The blasting effects of the jar are effectively doubled, and the iron ball, upon hitting a solid object (not the ground) can transmute 50~ cubic feet of solid matter into water.


    Battle Stats:
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    Physical Strength: 20 (Hibiki is by no means strong, only benefitting slightly from the benefits of being a shinigami.)
    Offense: 20 (Hibiki isn't particularly skilled in offense, either; only what he learned from the academy long ago.)
    Defense: 50 (Being a primary kido caster, Hibiki took it upon himself to learn more defensive maneuvers before he went into seclusion.)
    Mobility: 40 (Hibiki isn't particularly quick above land, however, underwater, his speed essentially doubles (indicated by the blue) with his skill in swimming.)
    Intelligence: 90 (Being a former Kido Corps member, Hibiki primarily focused on broadening his mind; he is fairly intelligent, and can devise strategies on the spot in most situations.)
    Kido/Reiatsu: 100 (While Hibiki's reiatsu isn't impressive, his kido is top-notch, even if he doesn't have full mastery of water-type kido.)


    Viatrix Klossner, Owner of Furousha Shop
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    Type: Bount

    Age: 122

    Height: 4'11"

    Weight: 108

    Reiatsu/Speaking Color: Navy

    Appearance:
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    Viatrix, in many respects, looks like a typical teenage girl; thanks to her existence as a Bount, her physical aging has more or less ceased. Her hair is long and black, usually covering a fair part of her fair-skinned face. Her eyes border somewhere between brown and red at times.
    While Vi isn't amazingly strong, her body is kept in perpetual good shape from the girl's activity. She's fairly thin, her assets somewhere on the scale of average.
    On Vi's migration to Phoenix Town, she's taken to wearing the local high-school uniform, despite not going there herself.
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    Personality:
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    Viatrix is a fairly complex machine when it comes to emotions. At times, she may come across as initially abrasive to people who aren't customers in her store. However, she always treats people she can milk for money or services with respect.
    Of course, Vi also has a fairly severe temper, so crossing her usually carries the risk of gaining her ire, which is a terrifying situation to be in for most people.


    History:
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    Viatrix has been traveling for as long as she's been able to walk. During her travels, she's taken backseat to many Mortal and Spiritual events. In this time, she's found a knack in collecting and creating new wares for her business. Little is known about the time she had growing up, as she prefers to tend to business before conversing with people.


    Doll: Schwerkraftfuchs (Gravity Fox)
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    Schwerkraftfuchs takes the form of an umbrella outside of release.

    When released, Schwerkraftfuchs takes the form of a metallic gray fox. As most Bount dolls, it has supernatural strength and swiftness as compared to normal beings. However, its true purpose is the ability to finely manipulate the "personal gravity", or more appropriately the mass of any person or object it's touching. While the objects or people themselves are never directly hurt by the manipulation of weight, they are under the mercy of the surroundings. Increasing weight gradually slows people down, and may make them prone to crushing through terrain if they're too heavy. Decreasing weight gradually makes the person quicker of foot, however, strung gusts of wind hold the risk of blowing them away. The changes last for as long as Schwerkraftfuchs is touching the foe, and for around 30 seconds after the fact.

    Viatrix has developed a unique style of fighting with her dolls' abilities. Given that Schwerkraftfuchs can manipulate her weight by staying on her back, the girl has focused her martial skill on hand-to-hand prowess. Instead of focusing on physical strength, she instead has Schwerkraftfuchs increase her weight at the moment of impact of one of her punches or kicks, to increase the damage it deals; and decrease her weight to increase the efficiency of her dodges.

    Doll Fusion: Not Yet Achieved.
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    In Viatrix's doll fusion with Schwerkraftfuchs, her entire form becomes indistinct, covered in a silvery metal sheen. A large tail protrudes from her rear, with longswords which glow with various colored runes nestled therein, and a pair of fox ears stick up from the top of her head. Her hands end in claws, which can be used for impromptu slashing attacks.

    Weight Manipulation: Viatrix can freely manipulate her mass, as well as those she touches, as her doll's normal ability.

    Ruby Blades: These pair of blades repulse foes with the power of gravity, sending them flying upon impact.

    Sapphire Blades: These pair of blades imbue an attracting force to Viatrix, making it harder for the those struck to run away. The effect lasts for around a minute, if not struck again.

    Emerald Blades: These pair of blades imbue an anti-gravity force, making it harder for foes to approach Viatrix. The effect lasts for around a minute.

    Garnet Blades: These pair of blades give the target a gravitational pull, making close objects be pulled into them, possibly causing damage & making it harder to move. The effect lasts for around a minute, if not struck again.

    Graviton Blade: By combining all 8 of the blades, Viatrix can wield this oversized zweihander (around 9 feet long), condensing and dispersing gravity for unique energy attacks.


    Battle Stats:
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    Physical Strength: 30 (While definitely above the human threshold, Viatrix isn't particularly strong for a spiritual being.)
    Offense: 60 (In addition to selling wares over nearly a century, Viatrix has honed her offensive skill through many types of martial arts.)
    Defense: 30 (Viatrix is mostly offensive-minded, but she does keep up a decent defense through her skill.)
    Mobility: 50 (Particularly while using her dolls' abilities, Vi is fairly mobile, always moving unless she's rearing up for a strike.)
    Intelligence: 60 (When conventional methods don't work, Vi can usually come up with an alternative method to fight a foe.)
    Kido/Reiatsu: 0 (Viatrix has no kido to speak of, and as a Bount her reiatsu is naturally undetectable by normal means.)


    Furousha Shop:
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    Viatrix has several types of spiritual wares in her store, not just useful for Shinigami, but anyone who's spiritually aware.

    • Gigai: Viatrix has a wide selection of gigai types for her shinigami customers.
    • Soul Candy: As above.
    • Modsouls: As above, however their illegal nature makes Vi less likely to do up-front dealings with them.
    • Hollow Trackers: Vi always keeps these in stock, as they tend to be useful even to non-shinigami.
    • Reiatsu Concealment Cloaks: A valuable type of item, Viatrix occasionally brings these cloaks out for show.
    • Kido Scrolls: (Non-Canon) Obtained from shinigami contacts, these scrolls duplicate the effects of kido for those spiritually aware who can't use kido themselves.
    • Garganta Service: Mostly to keep the shinigami off of her back for consuming souls, Viatrix has at some point bargained for the secret of creating artificial Garganta. The reishi from the garganta realm gives Vi enough sustenance so she doesn't need to subside on Souls. However, she's willing to bargain for travel through the Garganta to most places, so it's a viable "ware".
    • Reishi Cola: (Non-Canon) These bottles of reishi (disguised as soda) give Viatrix's fellow bount sustenance without having to resort to finding souls to eat. For a price, anyhow...
    • More pending...


    Talon Gunvhald, Privaron Espada 104
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    Age: 223

    Height: 5'6"

    Weight: 114

    Reiatsu(Speaking Color)/Cero: Indigo/Transparent

    Aspect of Death: Vengeance

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    Segunda Etapa: Not yet achieved.
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    In Segunda Etapa, Talon's entire body is covered by draconic "armor"... however, the appearance is hardly apparent, as in this form, Talon forces light to bend around her, making her effectively invisible, a transparent mass. Only when she stands still or is close in can a foe begin to see her, and it doesn't make her ability to move any more quiet.


    Battle Stats:
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    Physical Strength: 60 (Talon possesses a fair amount of physical strength as an arrancar.)
    Offense: 60 (Being a former Espada, Talon is fairly skilled in using her techniques in an offensive manner.)
    Defense: 40 (Talon's hierro and dodging ability is fairly average.)
    Mobility: 100 (Being able to fly in her ressurreccion, and a fairly skilled practitioner of sonido, Talon's mobility is certainly her most impressive aspect.)
    Intelligence: 60 (Talon isn't a battle genius, but she can usually think her way out of a tough spot.)
    Cero/Reiatsu: 40 (Talon's reiatsu and cero power are just below average.)


    Connections:
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    • Tark: Chew toy. Adamantly refuses the bear-man's advances.
    • Alejandro: Most hated rival.



    Agent 13 and Hollow Researcher, Tsukino Hiroto
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    Type: Mortal Medium

    Age: 27

    Height: 5'10"

    Weight: 132

    Speaking Color: Teal

    Appearance:
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    Hiroto is a thin, pale, disheveled-looking man, with thin hair died blue and combed to one side, and remarkable blue eyes which he hides behind orange-tinted glasses. When not in a lab-coat, he tends to walk around in a green jacket and navy slacks.


    Personality:
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    Hiroto, in one word, is irrevocably insane. His methods are morally questionable, his empathy for the common man is nil, and he has little to no regard for the safety of society. There is no question he is a prime candidate for institutionalization, and yet SWORD continues to consider him a valuable asset (or a dangerous enough foe) to keep him on their side.

    The only real humanity he shows is in the oddest of places; he treats the hollows he captures and mind-controls like his pets, as such, he is prone to fits of rage and plots of vengeance when one of them are killed.


    History:
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    Hiroto has long been a member of SWORD, as apparent by his rank, and one of the primary researchers on Hollows. Other than that, however...

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    Hiroto was condemned to an insane asylum, for his violent reaction to seeing hollows... or, rather, his violent reaction to seeing hollows killed. He spent a short period of his life as a small-time terrorist in the eyes of the Mortals, attempting to strike at Shinigami by setting bomb traps, completely ignoring the collateral damage. His skewed perspective had grown into a love for Hollows, considering them naturally beautiful and a pinnacle of evolution, even though his exposure was limited given the danger (he had mostly survived encounters with hollows on luck); so, shinigami purifying them was naturally a crime punishable by death in his eyes. During his trial, he held no issue in explaining his actions, which naturally caught the attention of SWORD, albeit not enough for them to bail him out from his sentence.

    In his years in the Asylum he came up with a myriad number of theories on Hollows, which sparked SWORD's interest in freeing him from his prison.


    Tools:
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    Head
    Scanner: These pair of glasses have an intelligent computer that recognizes patterns and analyzes opponents for their weak points.

    Hands
    Spirit Shock: Harnessing power similar in theory to a seele schneider, this unique glove steals spiritrons from the air as well as opponents, physically draining them, and storing it in the glove for use with his other tools. It glows red when in use.
    Trainer's Glove: This glove allows Hiroto to control Hollows with controllers (see below) attached to them with certain simple commands.

    Feet:
    Aero Boots: These boots allow Hiroto to airwalk, much like a shinigami or hollow.

    Miscellaneous:
    Hollow Controllers: These devices (small blue orbs when dormant) latch onto a Hollow's mask on contact, making the creature a slave to Hiroto's desire (as above). However, they can be removed (they protrude from the struck area) or damaged, freeing the hollow instantly. However, Hiroto can only control basic hollows with these; anything stronger than a Gillian is out of reach.


    Weapons:
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    Hiroto always carries a fair number of smoke grenades, as well as knockout gas on his person. Other than that, he tends to be unarmed.


    Hollows:
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    These Hollows are always in Hiroto's presence, and are more or less his favorites.

    Flamespine: This hollow looks somewhat like a cross between a huge lizard and porcupine, with ash-gray skin, and a dozen or so red spines on its back. Each spine burns near the temperature of magma, are extremely sharp, and can be shot out like a projectile. Each spine takes about a half a minute to regenerate.

    Ironwing: This green, insectile hollow stands upright at around 6 feet tall, with a pair of large wings like a fly and two iron-hard claws not unlike a crab. Ironwing boasts significant defenses, however a significant enough force can break through its carapace.

    Octoblast: This blue, octopus-like Hollow has cannon-like openings at the end of each of its tentacles; from each of these, it can let loose an explosive blast of ink that blinds foes and hinders their movements.

    Doompine: This tall, pine-tree-like hollow has low-level regeneration as long as it has contact with the sun, and attacks with several vines that stretch out from its body.


    Magnus, Living Siege Machine of the Samsara
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    Type: Samsara

    Age: Unknown

    Height: 5'2"

    Weight: 816 lbs.

    Reiatsu/Speaking Color: Sandy Brown

    Battle Music

    Appearance:
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    Magnus is pretty plain appearance-wise. His only notable trait from initial observations is that he is very short for a male. His hair is relatively short but messy, and almost perpetually dirty, coated with sand, dirt, and occasionally small pebbles are caught in it. His green eyes are unremarkable, and his teeth are yellowed. He is always wearing a brown hoodie and sweatpants, and almost constantly smells like dirt.


    Personality:
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    Magnus is for the most part quiet and soft-tempered. He has an almost unnatural love for animals, but no particular interest in anyone else (not that he's hostile to them). However, this can all change on command from another Samsara, whereupon which he becomes a dangerous, aggressive force that will destroy anything in his path until told otherwise.


    History:
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    Magnus has a smattering of hollow-like memories from his past, however he has little desire to find their origin point.


    Abilities:
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    Magnus is a Samsara, possessing all the abilities unique to them.

    Blank Manipulation: Every member of the Samsara is capable of utilizing Blanks for various purposes. They may duplicate Kido (if their memories contain such information), create weapons or simple items, duplicate flashstep or sonido (again based purely on their memories), or fly. Samsara may also heal with the power of the Blanks, capable of restoring even lost limbs if given proper time and concentration.

    Hollow Abilities:
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    Bala: Magnus has no particular inclination to use bala, preferring cero.

    Cero: Magnus' cero are fairly powerful, but are mostly used for their secondary effect: they are unusually solid and upon contact with any kind of structure, they spread wide, to cause as much destruction as possible. As such, one well-placed cero could topple an entire skyscraper.

    Hierro: Magnus' hierro is fairly powerful, allowing him to walk away unscathed from most blows.

    Sonido: Magnus borders on complete incapability of sonido, so prefers not to use it. As such, his speed is fairly low and ponderous.


    Stone Body: Though diminutive in stature, Magnus hides an unnatural body mass and strength, as if he were made from stone. He is very hard to push back or knock over, however this works against him as well as he is unable to jump or air walk for long before crashing to the ground.

    Earth Control: By using blanks, Magnus can create earth in almost any state. He usually uses this to mold the battlefield or make unique offensive actions.

    Animal Friend: Animals have an unusual level of friendliness towards Magnus. Usually.

    Water Weakness: Water dissolves Magnus' earth structures, and appears to have a harmful effect on him, as well, reducing his mass and defenses.

    'Resurreccion': Using a large number of blanks, Magnus can enter a state not unlike resurreccion, becoming a massive tyrannosaurus rex composed completely from stone. His defensive power skyrockets, and his speed gets a minor boost. He gains no notable abilities, and has not given a name to this state.


    Chikako
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    Age: ? (Appears 11~).

    Height: 4'3"

    Weight: 58 lbs.

    Reiatsu: Dark Slate Gray

    Appearance:
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    This girl looks like roadkill sewn up into the semblance of a pre-teen girl. Red hair tied off to a single-side ponytail, tied with a belt. Different-colored eyes that seem plucked from different eyesockets. Different colored skin patches with stitches, zippers, and a projectile-like scar below her right collarbone. A stocking literally stitched into her right leg. Her left arm is entirely wrapped in bandage, with large bolts sticking out; truly, this girl screams out on a mere look as a crime against humanity, and yet she exists.


    Personality:
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    This nameless girl seems somewhat morose and sullen at most times. It almost adds a huggable trait to her, that could be tolerated if she didn't look like she should be crawling with maggots. This does not change in a fight, however oddly enough she is fairly quick to get into one if a threat is perceived.


    History:
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    Do you really think you're going to find anything here? She's a mystery!

    ...Though this girl has been witnessed around Zaraki at times, if you ask the right people. She has somewhat of an undeveloped reputation for beating up people who try to mess with her, and occasionally crushing a few houses, though the description of her usually puts investigating shinigami off from believing the stories.


    Zanpaktou: Sakadatsu (Reverse Constructor/Deconstructor)
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    Sealed Form:
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    Deconstructor is a fairly long katana for such a small girl, with a blade measuring over half her height (2 feet 3 inches). Needless to say it is very unwieldy for her.


    Shikai: "Blood! Blood! Blood! Love! Rock n' Roll, Sakadatsu!"
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    With a massive roar, Deconstructor's blade transforms into a wide, rotating hellblade that looks like a chainsaw. Its hilt is twisted and elongated, making for easier use by its master. In shikai, Deconstructor has very little cutting power for skin and bones, though it does leave very painful wounds, so foes sensitive to pain will likely be debilitated. Other than that, they are not fatal unless in great quantity (easily thrice what a normal sword needs). Deconstructor's true shikai power centers around its destructive reaction to non-biological matter (though one exception are trees). It easily cleaves through buildings, the ground, and even, if their owner is not careful, other zanpaktous.


    Other Abilities:
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    Zombie Strength: The girl has remarkable strength that belies her size. Her hakuda is undeveloped, but a punch from her is certain to fracture or even break a bone, and can knock an average unseated out easily.

    Zombie Body: Though she is as vulnerable from having her limbs chopped off if facing a cruel enough opponent, this does not seem to hinder her life any. Though she isn't likely to do much use in a fight with a missing arm, let alone if she's lopped into many pieces. With skilled hands, she can be sewn back together to no ill effects on her bodies function. As long as her brain is left mostly intact, she can be rebuilt.

    Undeveloped Speed: Not unsurprising considering her other traits, this girl is rather fast for her size, even employing primitive shunpo. However, she often crashes through buildings, unawares, thanks to her lack of skill.
    Last edited by strawberryman; 2011-11-29 at 06:58 PM.
    My Homebrew
    Latest: Epic Destinies of the Bo9S [WIP]

    Sick props to Akrim.elf for the rockin' Chouko-tar!
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    Troll Matesprits by Shades of Gray

    My Eberron Campaign has mechas, bandits on exploding steampunk motorcycles, electric guitars, and a wolfgirl cohort/animal companion. What about you?

    BitP: Reborn² characters!
    RWBY RP characters!

  7. - Top - End - #7
    Ogre in the Playground
     
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    Apr 2009

    Default Re: BleachITP Reborn Character Registry

    Ito Tanigawa, Spiritually-Aware Human

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    Name: Ito Tanigawa
    Gender: Male
    Height: 6'4
    Weight: 207
    Hair: Black
    Eyes: Green
    Age: 29
    Reitatsu/Speech Color: Royal Blue

    Appearance:

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    Tanigawa is a big man. He keeps his hair cut short, and keeps it back with a red strip of cloth he has tied around his head as Headband. A long scar traces up his left leg, a product of his lifestyle, he claims.

    He dresses rather ecentrically, wearing a black Gi, and if he is outside, a Leather Jacket over it. It makes him stick out, but he is alright with that. If he didn't want to stick out, he wouldn't be doing it.


    Personality:

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    Tanigawa looks like a slow, ponderous man, a gentle giant, though one with a flair for the absurd. That impression is dead wrong. There is very little that is gentle about him, and nothing slow. Tanigawa lives life large. He enjoys it as much as he can. When told that he should slow down, he's liable to say that the rest of the world should speed up.

    However, he isn't an idiot. Tanigawa is smarter then he looks, and much smarter then he acts. He knows quite a bit about history, tactics, and strategy. Whether he applies it is another story entirely. As well, he is one of the finest Martial Artists you'll ever meet. He focuses on weapon fighting, and has trained with multiple variants of both the Chinese Qiang, and Japanese Yari.


    Backstory:

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    Tanigawa's father was an investor, back when the Japanese Economy was its peak. Tanigawa was his only son, and he worked his hardest to make sure that Tanigawa would never want for anything in his life. Unfortunately, his long nights and lack of care for his health caught up with him. He developed an illness, and after 2 or 3 years of fighting it, subcumbed. Tanigawa's mother never recovered. She cared for her son, but she just lacked the ability to focus on things.

    Tanigawa grew up setting his own goals. Martial Arts was his focus, and he spent his life perfecting it. He knew he would never truly want for anything. His Father's fortune could provide a comfortable life for him. Invested, it could do far more then that. So he focused, and got good. Really good. By the time he finished University, it just stopped being challenging. Sure, he could keep going, but he stopped seeing the point. He didn't have anything to do.

    He took up riding a motorcycle, just riding around, living off hotels and fast food. He didn't have anyone to call him on his purposeless life. He just drifted, leaving his fortune in the hands of mutual funds and the like. Then he encountered his first Hollow. Tanigawa had been mildly spiritual sensitive since he was young. His Martial Arts training had both refined that sense, and allowed him to utterly supress it. However his time wandering eroded that control, and a Hollow sought him out. Most people would have freaked out. Tanigawa smiled. Instinctively, he recognized an opponent that could give meaning to his skills. So he attacked.

    He wasn't lacking for a Weapon, having one of the Yari's he used dissassembled in the bag he was carrying. The Hollow gave him time to assemble it, mocking him about how useless it was. That was before Tanigawa bull rushed it with Motorcycle and opened up a gash with a blow from the Weapon. It didn't have much effect, the wound closing instantly, but it annoyed the hell out of the creature. After that, the hollow stopped messing aroung. When Tanigawa came around again, it leapt out of the way, grabbed the spear, and ripped it out of Tanigawa's hands, slamming the man and the Bike out of the way. Breaking the weapon in half, it now attacked what it thought was a helpless young man.

    Tanigawa had flown off the bike, which was probably best, given that the other option was being crushed under it. However, this massive hulking creature pretty obviously intended to kill him. He was without a weapon. He had the choices of running, or trying to fight it barehanded. Tanigawa didn't like either of those. She he went with option C. Not really knowing what he was doing, nor why, he dragged in all the Reitatsu he could, and summoned a glowing spear of Light. The Hollow, not sure what was happening, rushed to attack Tanigawa before he finished. That was a Mistake. Tanigawa struck the Hollow with the spear, the blow and the creatures momentum causing the weapon to pierce through. Even dying, it managed to knock Tanigawa aside again, breaking an arm. However, the creatures body was already falling apart.

    Tanigawa recovered from that broken arm, and from his spiritual funk. He had a goal. He was going to kill whatever it was that had attacked him. He was going to get stronger, and beat it. He's been training, and has just ridden into Phoenix City, based upon the large numbers of reported spiritual events. He's got a good feeling about it. He's taken a position instructing the students at the local High School in various martial arts on a lark. If it gets to distracting, he can always just quit.


    Abilities:

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    Tanigawa is a human being, if an empowered one. He's skilled at Martial Arts, especially in the use of the Chinese and Japanese Spear, and is a good rider. He's also a fair mechanic, useful in keeping his bike in working order despite the banging it takes.

    Spears- Tanigawa is capable of manifesting Spears of pure energy similar to a Quincies arrow. However, the Weapons can also be used in hand to hand combat. They've got the piercing power one might expect from weapon made of Reitatsu, which is augmented by both his Native strength, and the fact that he has the habit of Fighting from the back of his Motorcycle. They easily put mundane weapons to shame, especially against spiritual beings. However the weapons are outclassed by even a Shinigami's Shikai (though Tanigawa doesn't know that). He can throw them as well, however this a desperation move. The Spears range is limited, and manifesting a new one can take quite a bit out of him.

    Airwalking- Tanigawa practices a variant of this technique. While he can use the more ordinary method, he rarely does. Instead, most of the time, he is capable of producing a moving patch of solid air beneath his bike, allowing his Bike to fly, if he finds it needed. The higher he has to go, and the longer he does it, the more draining it is.

    Hardened Air- A variant of the last technique, but an important one. Tanigawa can harden the air around his body and his bike to cushion the blow from a strike, protecting both from damage. His degree of control is limited, but it gives him a degree of protection. His preference is to not get hit, and it won't shield him from everything, nor is it impenatrable. However, it makes it so his normally fragile human body and Delicate motorcycle can take a pounding. This technique is also draining.

    All in all, Tanigawa is a powerful combatant, but one that lacks staying power. Over use of any of his techniques will quickly exhaust him, leaving him defenseless. This contributes to his Reckless style.


    Equipment:

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    The only real thing of note is his Bike. Despite his abilities his Bikes do become damaged beyond repair. His funds allow him to replace them when this occurs. His current Bike is a Harley Softtail, which he loves deeply.

    http://static.howstuffworks.com/gif/...-softail-1.jpg


    Hisamori Aki, Quincy and High School Student

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    Name: Hisamori Aki
    Gender: Female
    Height: 4’10
    Weight: 98
    Hair: Black
    Eyes: Brown
    Age: 16
    Reitatsu/Speech Color: Sea Green

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    Appearance: A tiny girl, Aki is the image of refinement. She grows her hair long, and it is always brushed perfectly. Whenever she is seen outside of her school uniform, it is in traditional Japanese Clothing. Those that claim to have seen her in some kind of White, High-Collared get up are idiots. She is always careful, graceful, and cultured. She usually has some kind of hair accessory, but it changes everyday. She’s fond of Green and Blacks, and when she has the choice, she dons clothes of those colors.


    Personality:

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    Aki hides her true self constantly. What she is in school is the incarnation of an ideal, the cultured, esteemed student. She is bright, but not noticeably. She is part of Tea Ceremony Club, though being one of only three members, its demands on her time are very limited. She goes to and fro, and none bar her passage.

    The only place where she shows her ‘true’ face is in battle. There she is demanding, and at times, petulant, requiring the best from those around her. She drops pretense, and often can be rude and abrupt. Most of her family is amazed that she can keep up the act, but they accept it as a matter of course. Aki is who she is, and little will change that.


    Backstory:

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    The Hisamori’s have been in Phoenix City since before there was a Phoenix City. They’ve been in and around the land there for centuries. Aki’s branch of the family claims the right to call itself the main one, something disputed by several other branches. It isn’t like it matters. The Hisamori’s used to be wealthy, but they’ve lost it all. Aki’s father works as a Dentist, and her mother is his Receptionist. But still, Aki wants to believe there is still some dignity and power left in her name, and tries to live up to it in the image in her head. She is the youngest child, growing up in a household of 4 children.

    Aki’s life has always been defined by dualisms. She is Aki, the ordinary schoolgirl, and Aki, the Quincy, heir to a centuries long battle. She is Aki, refined and cultured student, and Aki, petulant combatant. She sees nothing wrong with this. Both of them are her. She has devoted her life to making sure that she succeeded in both of her tasks, and neither of them suffered for it.

    For the most part, she has succeeded. But at the price of any real personal relationships beyond her family. Aki doesn’t have any real friends, just acquaintances. Her parents and elder brothers and sister’s love her, but they are family. This lack doesn’t bother her. One can’t miss what they have never known, and all.


    Abilities:

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    Aki is a Quincy, but an Odd one.

    Quincy Archery- Just like any Quincy, Aki can use the traditional Bow. However, this isn’t her focus, and it shows. She is slower, less skilled then most in her use of it. Most times, even if it would be advantageous to use her bow, she uses her other abilities. Her bow is a basic one, just an Arc of Light.

    Silver Tubes- Aki’s focus is on these objects. She is an expert in the use of Ginto.
    Techniques
    Heizen- This technique creates a transparent, rectangular beam of energy from silver tubes which slices through the opponent. It is activated by the command "Feel the wrath of battle and accept this sacred chalice - Sacred Bite!"
    Sperre- This Technique creates hard walls of Energy. Aki uses these as shields, and as methods of maneuvering, bouncing off them in battle. If she places all of her concentration into it, she can extend these barriers into truly monumental things, crossing battlefields. However, such an act requires absolute concentration, and any distraction will cause the barrier to fall. The command is “The blade shall never break the shield- Faith’s Protection.”

    Seele Schneider- Aki’s back up plan, she is skilled in the use of these weapons as well. She uses two at once, attacking with Lighting speed. However, she lacks the strength to break through most opponents defenses, and must rely on her Sperre and her Speed to get around the enemies defenses.

    Aki's Seele Schneider's are flawed. The weapons are difficult to create, and the Hisamori Family requires any aspiring Quincy to successfully craft one before using the weapons. Most do not use the weapons until they can sucessfully craft a perfect one. Aki isn't most though. She goes into battle with her imperfect ones. What they will do is anyones guess. The Weapons lack the pure cutting power, and absorbtion abilities of true Seele Schneider. As well, they have a tendency to break after a couple of blows, the Reitatsu ripping the weapons apart. Aki has to go into battle with dozens of them because of this, and if she runs out... well, she is in trouble.

    Potentially even more damning, the weapons cannot even serve as Arrows, the main purpose of the Seele Schneider. Were Aki to try firing, the most likely result would be the Arrows simply exploding the moment she tried to launch them.


    Equipment:

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    Aki’s Quincy Cross is a Celtic Cross, simple and unadorned. It is a reminder of what she is, more then a Weapon.

    She goes into battle with a remarkable number of Ginto, and dozens of her faulty versions of Seele Schneider. She is aware that if she runs out, she is very likely to end up dead, and plans accordingly.


    The Hisamori House (Branch of Quincys)

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    The Hisamori’s have been in Phoenix City since before there was a Phoenix City. They were minor nobility originally, and avoided the Politics. During the Nanban Trade period, they became obsessed with Western Culture, many of them learning to speak other languages. This was viewed as undesirable by many of their fellow nobles, and the families fortunes began to sink. They were removed from the political center during the isolation period, their ties with Western interests relegating them to such. They were fine with this. Their true purpose was in the Spiritual Realm. Their position allowed them to complete their task.

    As Japan modernized, their importance decreased. For a long time, they were just a moderately prosperous family, the richest in the general area, but unimportant in the larger scheme of things. They’ve fallen even further. They work for a living now, just like anyone else. Aki’s father works as a dentist, and her mother serves as a receptionist. There are several other branches of the family around, overseen by Aki’s grandfather. He worked as a Doctor in his day.

    Through all the changes, the Hisamori’s have kept to their traditions. They are Quincy, through and through. They can’t remember anything else. Those members of the family who lack the ability or desire generally move away, the family’s intense pressure forcing them to conform or flee. Their spouses are generally chosen for them, though the trend is turning against this, as it is viewed more and more antiquated. But no matter then changes, the Hisamoris protect the people of Phoenix Town. Whether they know it or not, and whether they like it or not.

    Organization: The Hisamoris are very decentralized. Aki’s grandfather is the nominal head, but almost all decisions are made by the head of the family units. These are usually the father, but a minority of the Household heads are women. They generally have assigned areas.

    The Hisamoris keep cordial relations with several other Quincy Families. They regard themselves as administrators of Phoenix Town. If a family moves in, and elects not to at least open nominal contacts with the Hisamoris, they generally act very offended, but take no action. At the end of the day, their opinion is that the Quincys must stick together, and the more of them there are, the better they will be able to do their duty.


    Norenni Udeoshi, candidate for the Captain of the 4th Division

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    Name: Norenni Udeoshi
    Gender: Male
    Height: 5’6
    Weight: 138
    Hair: Grey
    Eyes: Brown
    Age: 507
    Reitatsu/Speech Color: Sierra

    Appearance:

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    A thin man, of medium height, Udeoshi looks small and slight, compared to many of his comrades. His hair is grey, though the more charitable might call it Silver. He does his best to keep it in order, though it always appears to have a mildly shaggy appearance. His facial hair never changes, always staying at a perennial 5 o’clock shadow. His entire frame carries a feeling of weariness, everything from the look on his face to set of his feet.

    He is normally seen wearing the uniform of a Shinigami. He has a curious pair of horn-rimmed spectacles that he wears, fond of taking them off and cleaning them when agitated.


    Personality:

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    Udeoshi is old. Not just in age, but in spirit. He is tired. He does not like what he is, what he has trained to be. His efforts have come to very little. Lives saved, and lives lost. At the end of the day, it matters very little. He treats his duties, and even life itself as an imposition.

    However, he is very, very good at what he does, and his talent keeps him at the top. Udeoshi is an incredibly skilled doctor, in both more mundane talents, and in Kido based healing spells. Few maladies that are within the reach of medicine are beyond his skill and expertise. In treating someone, something of his purpose returns, making it seem like just maybe he will climb out of his depression. Of course, he never quite does.


    Backstory:

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    Udeoshi has been the Captain of the 4th Division for a long time. He was Vice-Captain before that, taking up the position when the former Captain retired. Even then, he had a seeming world weariness, though it wasn’t as pronounced. Those old enough to remember when he was young say he was always like that. He originated in 80th District, and many assume his aspect comes from something he experienced there. Whatever the truth, Udeoshi has been like this for a long time. He scaled the ranks through his skill, showing little interest promotions. The higher he went, the more listless he became. He has been Captain of the 4th for quite some time.


    Zanpaktou: Saiji (Trifle, minor detail)

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    Sealed Form: A pair of Elegant Gloves, perhaps made of Felt. They look quite dapper, but add very little to his fighting skills.

    Zanpaktou Spirit: Udeoshi’s Zanpaktou takes the form of a Rabbit, wearing waistcoat and carrying a watch. Udeoshi has always been amused by that fact.

    Shikai: “Time never stops, Saiji.”

    Udeoshi’s Shikai is almost unoticable. Just a pair of Black, Fingerless gloves. In a world of massive Swords, they are easy to miss.

    The gloves have two effects. They enhance Kido that is fed through them, enhancing Udeoshi’s already impressive Talents with Healing. By touching a wounded Shinigami with them and using a spell, he can heal wounds that would seem to be mortal to anyone. Second of all, they increase Udeoshi’s speed, allowing him to keep up with even those who are Masters of Shunpo without invoking the Art. It has few of the limitations of Shunpo, as well. But Udeoshi cannot use the two at once.

    Bankai: “I refuse to give up, Saiji o Nageru.”

    Udeoshi’s gloves don’t change a whit. The enhancement to his speed, remains the same. However, his Healing abilities are increased massively. Wounds close almost instantly. Glancing blows don’t effect him, and even mortal wounds will heal in short order. Given time, his Bankai will heal him back from any damage. Only if one gives him a blow that will kill him instantly will they fail to take effect. There is a drawback. They lock Udeoshi’s Spiritual Energy within him. After he has released his Bankai, until he takes a rest, allowing himself to calm down and allow his Spiritual Energy to regain its natural flow, he is incapable of using his Healing Skills on anyone else.


    Other Abilities:

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    Udeoshi is a skilled user of Kido, but only so far as it applies to healing. He is uninterested in its use on the Battlefield. However, his talents with healing spells are extraordinary. When he releases his Shikai, it is doubtful there is a more powerful healer in the entire Soul Society.


    4th Division writeup:

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    Ude's predecessor, Horigome Chinatsu, ran a tight ship. Ude was her Vice Captain for almost 100 years, and she spend most of them trying to coax the Shinigami into actually doing some work. Since ultimately, she failed, Chinatsu ended up doing everything. The woman, a friendly Shinigami who at the very least matched Ude in terms of mundane and Kido healing, was a relentless dynamo of energy, running everything at once. No matter where someone was hurt, she'd be there. The 4th was a model of efficiency under her.

    She retired from Active service 300 years ago, leaving Ude in charge of the 4th. She took a position at the Academy, teaching Healing Kido and acting as the nurse. She still is much the same, everywhere at once. Ude drops in on her from time to time, mostly to complain, and nap on her cots.

    Ude's management style is rather different from Chinatsu's. Indeed, many unsophiscated observers wonder if he does anything at all. Many sophiscated observers know that he does absolutely as little as possible, and has largely set up the 4th Division to run itself. Most divisions wouldn't survive like that, but the medics of the 4th are an easy going bunch, and can mostly manage themselves. He's divided up the squads into areas and functions, each of his seated officers commanding a group of unseated, and he encourages the Seated to do the same with their unseated members. Almost all authority devolves to the seated. Appeals of decisions and disagreements between his seated are dealt with by his Vice Captain, who otherwise pretty much just roves about the divisions. That way they can't bother Ude. Appeals can be made to Ude himself, but he rarely disagrees with his Vice Captain.

    Divsion Size: 1200 (100 Seated, 1100 Unseated)

    Flower: Verbena (Cooperation)

    Motto: The mightiest fortress will not stand without its foundation.

    Division Training Levels: Well, for the most part, the 4th is an oddly assorted lot. They are on average better at Kido then they are at Swordsmanship, usually relying on that if cornered. However, for the most part, the group prefers to avoid battle, fleeing if it becomes needed. Very few generalizations can be drawn, because of the differences in motivations to join the Division, and difference services they provide. The seated are a jumble, mostly because the division ends up giving out seats via seniority, rather then fighting prowess.

    Duties

    Healing: The primary function, and the one that all the others support. The 4th excels at healing, and the expertise on the subject is unmatched. There are numerous subspecialties within the Division:
    First Responders
    Hospital Staff
    Long Term Care Specialists
    Mental Health Professionals

    Supplies: The 4th Division runs inventory, and dispenses requests to most of the other divisions.

    Janitorial: The 4th Division has the exciting job of cleaning the Seireitei. Meet new and exciting dust bunnies, and do battle with them.

    Skills required

    Honestly, the 4th usually ends up taking whoever will join. They are pretty desperate. Kido Users are nice, and people with Healing Talent are appreciated, but honestly, if you can hold a broom, the 4th will take you.


    Ava Jager
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    Age: 124

    Height: 5’0"

    Weight: 110

    Type: Bount

    Reiatsu/Speaking Color: Red

    Appearance:
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    Ava is still a teenager, both at heart, and in body. Her hair is black, kept at ear length, and her eyes are brown. Her most notable feature isn’t anything like that, however. It is her stare. Unblinking, unshaking, brown orbs staring deeply at you.
    Ava is thin, mostly because of the fact that she doesn’t eat much, souls or otherwise. Her form makes it look like the next wind will sweep her up and carry her away. There is a bit more iron in her then that, however.
    Ava inevitably clothes herself in the same style as whomever she elects to attach herself to. When travelling in the company of two people, this can make for an odd sight, as she attempts to split the difference, so to speak.
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    Personality:
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    Ava is an odd bird, certainly enough. She defines her entire personality around those she is with, often changing convictions, emotions, and beliefs at the drop of a hat. She has an internal ranking when it comes to this, placing certain people above others. Whatever the case, determining Ava’s true nature is an impossible task.


    History:
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    Trying to discover Ava’s true history is like trying to empty the ocean with a bucket. It changes every moment, fitting seamlessly into her new personality. In truth, the history she creates will often tell much more about what she thinks of you, then herself.


    Doll: Genheimauge (Secret Eye)
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    Genheimauge is a blue duffel bag when it is unreleased.

    When released, Genheimauge takes the appearance of feline. At first glimpse, one might mistake Genheimauge for an ordinary panther (though they might question what a panther was doing out.) However, Genheimauge is much more then that. Rather then simply being a Black Cat, Genheimauge is a cat shaped piece of darkness. Genheimauge is impossible to see when the cat pads into darkness, and silent with its steps. There are ways of beating the creatures of concealment, but it is difficult to do. Other then this ability, the cat is not particularly special. Quick, but not amazingly so. Strong, but not so powerful as to be amazing.

    Genheimauge’s strangest ability is the nature of its connection with its mistress. Genheimauge can let Ava look through his eyes, showing her everything he sees directly. Furthermore, Genheimauge can teleport to his mistress, and summon her to him. Ava uses this to get into places she isn’t supposed to.


    The Conductor, Exequias of Hueco Mundo
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    Age: Old. It is difficult to say exactly how old, as the Arrancar could have been around for any amount of time before Geister found him.
    Height: 5’6
    Weight: 142 lb.
    Speech/Reiatsu/Cero color: Grey
    Aspect of Death: Silence
    Mask Fragment: The top half of his mask remains, concealing his face
    Hollow Hole: The hole is on his Right Hand. He normally covers it with an elegant pair of White Gloves.

    Physical Description:
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    A small man, the Conductor is physically unimposing. His posture is slightly dipped, burdened almost. A shock of white hair stands out over his masked eyes. Their color is startling green, showing from behind the mask. His face, at least the uncovered portion, is unlined, revealing that he is perhaps not as elderly as his posture and hair hint. His dress is rather unique among the inhabitants of the Hueco Mundo. He is never seen in anything other then a full Coat and Tails. Furthermore, his dress immaculate, clean despite the environment he exists in. He cuts a strange, almost elegant figure in the world of the Hueco Muendo.


    Personality:

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    The Conductor is quiet man, fond of understatement. He is soft spoken, and seems to lack strong feelings of the type that drive most Hollows. Indeed, he appears to be constantly distracted, his mind always elsewhere. That is partially correct. He describes it as listening to the symphony that no one else can hear. The few Hollows that have attempted to test the Conductor because of this quickly discovered the results were not to their liking. The Conductor is not weak, nor is he a fool, and even distracted, he is more then capable of dealing with those that would challenge him.

    Despite his mannerisms, he is completely relentless, having no mercy, and no interest in acquiring it. He kills those that cross him with no regret, and no real joy. It is just something he accepts as inevitable. His vision of the world is that of an orderly place, where each even flows out of the actions that preceded it. What happens now is determined by what happened in the past, each piece of the symphony of existence fitting with the rest. He lacks animosity, easily conversing with those he has attempted to exterminate, when circumstances change. By the same token, real friendship is impossible. He will kill those he has known for years, without a twinge of hesitation or regret. He numbers among the closest thing to a loyal servant Von Geister has, serving the Hollow King as the sole member of his Exequias. Why he serves the Hollow King like that isn’t a question the man feels obliged to answer.


    Powers:
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    The Conductor is a difficult Hollow to categorize. His powers are lacking, compared to many of his comrades. However, his Resurrection can make him a fearsome threat. As well, he is everywhere at once, running messages and observing things for the Hollow King.

    Cero: The Conductor can fire powerful Cero’s from his Baton, usually with a contemptuous flick.

    Bala: The Conductor can like was use Bala, though his talent with the skill is not especially notable.

    Hierro: The Conductor’s talents at Hierro are lacking, compared to Hollows of comparable power. However, even his minor talents can present a formidable barrier to the weaker of his foes.

    Garganta: The Conductor can use Garganta. His one real exceptional talent with the skill is his ability to send his Band Members though the Garganta, and control them even when they are in another dimension. This allows for many Hollows to stay in contact, something that would otherwise be near impossible.

    Sonido: The Conductor is talented at this skill, flashing about if he wishes to. Against stronger foes, this is his major defense, fleeing backwards, using his Band Mates to distract his foes, while he launches Ceros at them.

    Zanpakutou: Miedo de Ruidos (Anticipation of Cacophony)
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    Sealed Form:
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    A bone Conductors Baton, simple and small. It has a cork handle, simple and plain.


    Resurrección:
    "Acordase, Miedo de Ruidos"
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    The Conductor maintains his humanoid appearance, but he grows two additional arms, and an apparently massive hump. He is capable of pulling out various instruments from under the, where the Hump is located. The Instruments are capable of producing massive bursts of sound, which the Conductor can use to produce various effects. As well, he still has his Baton in this form, continuin to release his Cero's from it.

    Resurrection Special Ability: By dropping the Instruments, and tapping it with his Baton, he can summon a Player. These creatures, appearing to be shadowy creatures, vaguely humanoid in form, are intelligent, autonomous beings. However, they maintain constant contact with their master, something he interprets as a ‘symphony.’ They have varying powers, depending on the instrument they carry. For the most part, they are fairly weak, but they are apparently limitless in number.

    The Players have many features in common. They are formed of shadow, the substance they are made being unsure. They are vaguely humanoid in shape, but can fool no one. They are intelligent, and autonomous, by gain all their desires and motivations from the conductor. They cannot speak (except for the Flautists, due to their special ability), They are uniformly attired in a black and white Dress Suit, with a Red Cummerbund and Bowtie. Any one of them is probably a bit less powerful then the average unseated Shinigami.

    Instrument List

    Strings
    Violins: They can generate focused blasts of sound with their instruments, similar in effect to Bala, though far less powerful.
    Violas: Their song slows the reflexes of those that listen, robbing them of speed.
    Cellos: The Cellists generate despair with their song, robbing the weak minded of their determination and drive.
    Double Bass: Can cause undulations in the ground, throwing the unwary from their feet.

    Brass
    Horns: Siren’s Song. They are capable of stealing the will of the weakminded. Rarely effects anyone other then unempowered mortals, and cannot control more then one or two.
    Trumpets: Generate deafening blasts of sound, causing pain, and often deafening listeners.
    Trombones: Their song generates walls of sounds, blocking ways of approach ot their brethren
    Tuba: Similar to the Violins, but less forced. More in the nature of a wall of sound, knocking those weak enough to not break through it.

    Woodwinds
    Flautists: Masters of speed, they possess little combat ability, acting as scouts instead, covering vast tracts of territory quickly. These are the only Players that can speak, but all they can do is relay the Conductors Voice.
    Clarinetists: Capable of completely concealing their presence, these are spies. Again, lack combat ability.
    Oboist: The Oboists are capable of measuring the Spiritual Power of anyone they see.
    Bassoonist: These are support players, strengthening the effect of the Song of those around them.

    Percussionist
    The only group designed to directly engage foes in Melee. They wield Drumsticks like clubs, both blocking and attacking with them


    Segunda Etapa:
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    Not attained yet


    Hango

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    Name: Hango
    Gender: Male
    Height: 6'7
    Weight: 222
    Hair: Brown
    Eyes: Green
    Age: 142
    Reitatsu/Speech Color: Purple

    Appearance:

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    Hango is a massive, hulking figure. Not fat, but well muscled and powerful. His brown hair is cut short, and usually well done. He’s good looking, but in a comforting kind of way. His appearance is that of a man who you can tell anything to, a rock in the storm. He tends to have a slightly hunched posture, giving him the look of Atlas, bearing the burdens of the World.

    He wears the robes of a Buddhist Monk, made of grey Fabric, though the humble fabric has been subbed out for something a little more comfortable, apparently. He carries a traditional Buddhist Staff, wooden shaft and a Bronze Head.


    Personality:

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    Hango looks like the gentle monk, bearer of the world’s woes. That… isn’t entirely wrong. His role, as he envisions himself, is as the devoted of the Rosary. The Boss is the leader, but Hango is the Spiritual advisor, helping the younger Samsara find their place in a world that doesn’t want them to exist. He tells them of the plans, and helps them discover who they are.

    But Hango is just as capable of being vicious as he is kind. He is a complete and total believer in the Big Boss’ plan. The Valley of Screams must be destroyed, so their souls can move on. And he is willing to do anything to make sure that happens. Hango is completely capable of killing, if he views it as necessary. Regretful, but that is that.


    Backstory:

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    Hango was one of the first Samsara summoned by the Rosary. His memories are a jumbled mess. He cannot tell if they are all from the same person, or are truly just random. But either way, the fact is that many of them center on Monastery’s shrines and such. Those memories took on such great significance for him that he crafted himself in the role of a Monk. In, around, watching and listening, giving guidance and receiving it. The fact he took from this was he was to be the Preacher for the Rosary. He guides the Samsara on their spiritual path, to greater enlightenment.

    In the beginning, he considered contesting Big Boss for the position of leadership. But he put that ambition aside. The role the Rosary laid out for him was different then that. He could help the others find the path, but it wasn’t his purpose to order others to walk it.


    Abilities:

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    Hango is a Samsara, and as such, he has the standard powers associated with such.

    Blank Manipulation: Every member of the Samsara is capable of utilizing Blanks for various purposes. They may duplicate Kido (if their memories contain such information), create weapons or simple items, duplicate flashstep or sonido (again based purely on their memories), or fly. Samsara may also heal with the power of the Blanks, capable of restoring even lost limbs if given proper time and concentration.

    He also has an additional talent. The Staff he carries is not what it seems. He shapes them out of Blanks granting them several abilities. The staff is almost as indestructible as a Zanpaktou, and despite its apparently blunt look, cuts like it was a blade. His skill with the weapon is impressive. Beyond that, the weapons have ability. By stabbing them into the ground, he can create fields. These Fields steal Spiritual Energy from anyone inside them.


    Tark Winald, Privaron Espada 105
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    Age: 456
    Height: 7’0
    Weight: 247 lb.
    Speech/Reiatsu/Cero color: Sierra
    Aspect of Death: BEAR!!!
    Mask Fragment: His mask is stylized Bear Head. It sits atop his head.
    Hollow Hole: Despite what most people believe, Tark’s Hollow Hole is not in his head, where his Brain should be. It sits on the left side of his body, where his Kidney should be.

    Physical Description:
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    A huge man, Tark has blonde hair, though that can be difficult to see. His arms and legs are massive affairs, corded with muscle and sinew. He doesn’t wear much clothing, a furry cape, loin cloth, and boots being all that he keeps around. He doesn’t see any reason to wear anything else. He views himself as an example of perfection, and sees little reason to hide it.


    Personality:

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    Tark is a simple man. He knows what he wants. He doesn’t really know how to go about getting it, but he does his best. Tark believes any problem can be solved with an Axe, and enough force. If one chop doesn’t work, a couple more will. He believes the reason this theory hasn’t proved as correct as he might have hoped is that he isn’t strong enough. However, the big man is extremely capable in the one area he can be trusted to deal with, rampaging with ferocity through the enemy. Despite his many failings, this, more then anything keeps him useful to Von Geister.


    Background:

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    Tark is the former Novena Espada. He was defeated by Sabas Fortunato, or "THAT MISERABLE CHEATING -------" as Tark refers to him. He used to just mope around, provoke Numeros and Fraccion into attacking him, and plan to kill Fortunato.
    Since Talon has become a Privarion, he's taken to following her around, calling her his 'woman.' He thinks he can still boss her around. He's... kind of a joke, as Talon torments him, and obviously would never let him touch her.


    Powers:
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    Tark is extremely powerful, especially for a Privarion. Unfortunately, he’s a moron, who has little to not concept of tactics, strategy, or defense.

    Cero: Nothing special. He fires them from the Bear Mask. He dislikes using them. His Axe, or his hands are his techniques of choice.

    Bala: Again, nothing incredible. Again, he fires them from the Bear Mask. He dislikes using them. His Axe, or his hands are his techniques of choice.

    Hierro: Tark’s sole defense. It is enough to keep him going though. The Warrior can shrug off blows that would slay many.

    Garganta: Nothing special here. He can use it, and does, if he has reason to.

    Sonido: Actually, he is surprisingly skilled with this technique. Which is to say, he possesses any skill at all. He uses it to charge things with his Axe. He can’t turn, and he can’t do any tricks with it. But can move fast.

    Zanpakutou: Hibernação (Hibernation)
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    Sealed Form:
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    A massive Battleaxe, made of White Bone, looking much the same as the Hollow Mask. Despite this appearance, the Weapon is as weighty as it should be, striking with immense force.


    Resurrección:
    "Desperte de Hibernação"
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    When released, Tark transforms in a Half man, half bear, his head entire replaced by a Bear’s. Where fur should be, instead he has bone, stylized into the appearance of Fur. His Axe is gone in this form, replaced with the cruel claws at the end of his hands. He is even stronger then before in this form, and his Hierro grows in Power. He fires Bala and Cero from his Mouth

    Rending Claws: His Claws are amazing sharp in this form, ripping through most armor, and piercing most Hierro. They will damage even Zanpaktou in this form. The best, and perhaps only defense

    Pinning Charge: In this form, a single mistake against Tark can be fatal. After being hit by a charge, his opponents discover that his Claws have an additional effect. Even after he withdraws them, the enemy will find it impossible to move. If they manage to force themselves to, they will find their movements slowed, dragging them down. The only way to get rid of the effect is to reach inside the wound, and rip out the claws Tark leaves behind.


    Segunda Etapa: Hasn’t been achieved yet
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    Tark will complete the transformation into a Bear, becoming a massive specimen of the Beast. In this form, mostly his abilities will just increase. The only other real change will be him gaining the additional attack of his Maw.
    Last edited by Tackyhillbillu; 2010-06-15 at 06:30 PM.

  8. - Top - End - #8
    Ogre in the Playground
     
    nothingclever's Avatar

    Join Date
    May 2006
    Location
    Canada
    Gender
    Male

    Default Re: BleachITP Reborn Character Registry

    剛 健
    Go Ken, Spiritually Aware/Empowered Human
    Last Name, First Name
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    Physical Appearance:
    Age: 16
    Height: 5'6"
    Weight: 170
    Eyes: Black (He has a harmless case of aniridia. The iris and pupil in each eye are indistinguishable from each other and fused together as one black mass.)
    Hair: Black
    Skin: supernaturally snow white
    He has a smooth gaunt masculine face. It isn't particularly attractive or unattractive. Its features are of average dimensions. They are neither very sharp or soft and he has no significant distinguishing facial marks besides his eyes. His hair is short and straight. He has no facial hair. He has the lean and highly defined muscular physique of a serious bodybuilder. His actual frame is of average size. Ken always wears very plain black clothing. Outside of school he always wears a sleeveless shirt, running shoes and track pants regardless of weather. All of which are of course black. Many people have said that his default facial expression(s) appears vacant, cold, bored, unnerving, serious, sad and/or angry. This isn't because he is grimacing or glaring all the time. He merely has a very detached look on his face most of the time and people are more likely to assume something negative from it than something positive. He wishes this wasn't the case but he refuses to wear a fake smile 24/7 to put people at ease. In other words he has somewhat the opposite of a friendly face. He doesn't smile or express much of anything unless he is talking to someone he really likes, he's trying to make a good impression or is enthusiastic about a topic being discussed. Even in such situations he still is quite subdued and is far from an animated individual. Ken often looks as if he is staring through or past whoever he is talking to or at their clothes because he rarely ever makes direct eye contact with anyone. His voice is usually monotone even when he's excited. When he wants to put emphasis on something he's saying he might raise his voice a bit or add some intonation but it largely sounds the same. Ken is mostly a soft spoken person. He can certainly speak in a way that sounds outgoing but his voice simply won't feel as cheery as the average person's.

    Personality:
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    Beliefs:
    Ken is a nihilist and a determinist. He believes life is meaningless, there is no such thing as free will, morality is purely subjective, there is no perfect higher power worthy of worship and everyone would be better off not existing. He thinks love is nothing more than a chemical attraction and the equivalent to a highly complex mathematical equation. He believes that everything is subjective including subjectivity. He subscribes to the concept of everything in moderation including moderation. Ken is a very open minded and tolerant individual.

    Behaviour:
    Despite Ken's depressing outlook on life he is still able to mostly think and feel positively like anyone else but he can be subject to bouts of feeling extreme emptiness. Ken has two sides to himself when speaking with people. Sometimes he is polite and formal and other times he is sarcastic and playful depending on the situation and who is he talking to. Sometimes he speaks in a joking manner to hide his shyness when he says something that embarrasses him. As an example, he might try to compliment a female or tell her he likes her in a very comical way because although he wishes to be taken seriously he worries about what that may entail such as a straightforward reply of rejection. Ken likes to joke around and has a very dark sense of humour. Nothing is sacred to him but he does acknowledge when it's inappropriate to say certain things. He feels strongly detached from most people. The suffering of others often doesn't bother him at all. If he ever felt he had to he’d have no qualms with killing people whether he believes they deserve to die or not. If he makes any friends and they decide to do evil things he'd have no moral problem suddenly following suit since he doesn't believe in good or evil and does what will please himself. He would however first consider the plausibility of succeeding in a life of crime and the dangers of it as well as what he would have to give up for it. Some might expect Ken to be depraved but he isn’t anymore likely to lie, cheat, steal, manipulate or bully than the average person. In fact he is less likely to do these things than most people because he simply strongly desires to treat people the way he wants to be treated. Ken has a high tolerance for annoyance and is a patient and understanding person. He is humble and isn’t afraid to make fun of himself. He is actually quite shy and suffers from some social anxiety. He knows he should be more confident and worry less about how people see him but he still has a hard time doing so. Ken works out partly because he has a low self-image. This doesn't mean he's a pushover though. In fact, he's likely to want to solve problems with his fists if provoked enough or humiliate someone that's bothering him by casually walking away and refusing to acknowledge him/her. Ken considers himself to be an intellectual but wouldn't want to describe himself in such a way because he thinks he would sound pretentious. He isn't sexist but he likes to emulate certain ideals of manliness such as never crying and never seeking emotional support. He is usually very stoic when dealing with negative emotions and situations. When it comes to fighting Ken is fearless and feels no need to show his opponents any mercy unless he has a specific reason to.

    Likes/Dislikes:
    One thing Ken dislikes is to stand out from a crowd. He doesn't feel a need to conform with people but he doesn't want to draw attention to himself. He likes the fact he has a school uniform so that he can blend in easily with everyone else. When he isn’t in school he wears the same plain black clothes everyday because he doesn't want to have to think about what to wear and develop a sense of fashion. He doesn't really care about the opposite sex but he definitely is straight. Ken has a thing for shy and reserved girls because he finds more outspoken ones intimidating since he has very little experience talking with them in general. Ken is the star of the school’s boxing club. He enjoys sparring and individual training to hone his skills. He isn’t actually a big fan of the sport though. Ken hates all non-combat sports because he feels they're extremely boring. Martial arts bore him too but not as much. He doesn't really care for boxing but he'd like to seriously try making a living as a professional athlete some day rather than working behind a desk and the training empowers him mentally. Ken likes to work out regularly as well. Ken hates the idea of living a mundane life and having a tedious dreary job when he finally gets out of school. He isn’t interested in any particular fields of study or regular professions. He finds school largely uninteresting but he is very smart and can get good grades with minimal effort. Ken thoroughly enjoys a wide range of anime, manga and music. He would be highly offended if someone called him an otaku though.

    Goals:
    Ken aims to actively master his powers so that he’ll be able to do whatever he wants in life. Even without them he had planned to become a professional boxer capable of supporting himself based entirely off his income from the sport. Ken also wishes to find one person he feels he can strongly connect with and befriend him/her to lessen his feelings of emptiness. So far he hasn't met anyone that he truly considers a friend. Everyone up to this point has been what he would call an acquaintance or a temporary friend of necessity/convenience.

    Reiatsu: Transparent. It is very inconspicuous. Rather than blazing like fire it forms a skin tight outline around his body. Even when using the full extent of his powers it remains the same. No matter what emotional or physical state Ken is in his aura remains calm.

    History:
    Ken has been a loner his entire life. His strange appearance, imposing figure and the air of indifference he gives off causes most people to avoid and fear him. He has tried to be friendly with his fellow students but they never seem to pick up on his intentions and wonder why he bothers talking to them even if they are his classmates. Ken is too shy to explain himself to others or act more outgoing so whatever negative ideas people have about him tend to stick. His quiet behaviour is occasionally mistaken for anger and his attempts at humour are frequently as off putting as they are amusing. Ken hasn't really bothered to actively try to make friends for a long time. Instead he waits for people to approach him and that rarely ever happens. He has only recently discovered his powers. Throughout his life he had always been substantially more physically fit and athletic than others his age but now his body has clearly gone beyond the limits of regular humans. For example, he shouldn't be able to endlessly chip away at a brick wall with his bare hands without eventually breaking them. He has never knowingly met a shinigami or Quincy before. He has fought a few hollows before but doesn't know what they are. The encounters were uneventful for him since they were weak and he had no trouble defeating them. Meeting such strange beings didn't phase him much after seeing his own supernatural abilities. Ken has taken boxing lessons and engaged in routine exercise since the age of ten having been inspired by stereotypical shonen anime to want to be a strong person. He has won many junior amateur competitions and awards.

    Abilities:
    Ken is an exceptionally skilled boxer and is in excellent physical condition. He is very strong and enduring for his age even without his spiritual energy because he hits the gym daily and fanatically follows his exercise routines. Ken’s spiritual energy increases his strength, speed, reflexes, stamina and durability. Its effects are always present to some degree but he has to consciously will himself to manifest the full force of his powers. He never gets sick, heals much faster from injuries than any normal human and is basically superhumanly healthy. He also has minor innate supernatural resistance to extreme temperatures which means he could wear a thin sleeveless shirt without a jacket on a snowy winter day and suffer no negative effects to his health as an example but that is the full extent of this protection. Ken has yet to learn how to do anything other than strengthen his body. He doesn’t know how to use reishi particles to float in and move through the air yet but he’ll probably plan on learning how after seeing other supernatural beings doing so. The only specific special ability Ken has is being able to increase the durability of his hands much more so than the rest of his body. Currently he can punch walls and block strikes from steel baseball bats with his hands without serious harm. He hopes to eventually be able to block bladed weapons. Ken's fighting style is that of a boxing in-fighter. When feasible he tries to stick very close to his opponents at all times and swarm them with nonstop combinations of power punches. He fights with the idea in mind that the best defense is a good offense. He tries to dodge attacks using the least amount of movement possible so that his enemies can't put any distance between them. His powers have no visual effect on his body.

    Future Abilities
    Ken will eventually develop his own form of flashstepping and walking on air. He will learn to strengthen his fists and eventually his forearms to be just as durable as zanpakuto and be capable of blocking supernatural weapons without any injury to them. He would develop these two abilities in the near future. In the distant future he may create his own form of Ransōtengai. Over time he may gradually gain increasingly improved regeneration starting out as only really being useful out of combat but later becoming useful within it.

    Tropes:
    Antihero
    Selfish Good Selfish Evil
    True Neutral
    Intelligence Equals Isolation
    Tranquil Fury
    Combat Pragmatist
    Deadpan Snarker
    Death Glare
    Creepy Monotone
    Beware The Nice Ones
    Black Eyes
    Pale Skinned Brunette
    Men Don't Cry
    The Stoic-When it comes to dealing with pain, regret, sorrow, shocking situations, serious combat, etc.
    Dull Surprise-Very little phases Ken.
    Bare Fisted Monk
    Lightning Bruiser
    Genius Bruiser-Ken is very smart but he's hardly interested in academics.
    Sleeves Are For Wimps
    Limited Wardrobe
    Good Old Fisticuffs-Ken only uses his fists but then again he is trained in boxing so he isn't just a brawler.
    Extremity Extremist
    The Champion-To whoever becomes his closest friend.
    Informed Loner
    Heroic Build
    Two First Names
    Flying Brick-Once he learns to walk on air.

    Ki Ren, Mortal/Medium/Student
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    Name: Ki Ren (機 蓮)
    Physical Appearance:
    Age: 16
    Height: 5'6"
    Weight: 130
    Eyes: Brown
    Hair: Black
    Ren has a slim athletic figure and a soft friendly face. His skin is fair and his hair is somewhat long. He’s quite handsome in what would generally be considered a feminine way. He carries himself in a confident manner and exudes energy in his mannerisms and speech. His reiatsu manifests visually as flames and gives off the feeling of heat. Ren can make the spiritual representation of his hair and eyes appear bright red at will.

    Personality:
    Ren is outgoing, eager to please and hard to dismay. He has a strong sense of justice and acts on it whenever he feels it would help to do so. He is adventurous and a free spirit. He is very social and can get along with just about anyone. Ren tries to give everyone he meets a chance and is very nonjudgmental. He is playful and has a good sense of humour. He is quite polite and well mannered. He wishes to be a hero to the townspeople by doing mundane good deeds and fighting evildoers such as hollows. Ren can be rather hotblooded and impulsive when speaking of or fighting the fight for justice and peace. He obsesses over his adoptive sister and spends as much time with her as he can whether or not she cares for the attention.

    History:
    As an only child Ren grew up enviously watching other children play with their siblings and for whatever reason strongly wished he had one of his own. He wanted someone younger than himself that he could show off to and teach. Someone he could protect and be admired by. Someone that would always feel she could rely on him. An ideal sibling that would confide in him whenever she was troubled and trust him completely. He figured a younger sister would be best. One day he happened upon a precious family heirloom that had been secreted away somewhere for safekeeping many years ago and was long forgotten. It was a beautiful necklace that had become a tsukumogami with the passage of time. Upon polishing it Ren was surprised to see it suddenly transform into a young girl who called herself Kazari. With her appearance he believed his dream had come true and decided the two of them would become inseparable friends, like two peas in a pod.

    Abilities:
    Ren is able to control an unknown spiritual energy that appears as fire. This energy feels like fire when it touches someone and people near it feel warmed as if by regular flames. The energy doesn’t actually burn the material or spiritual bodies of the people that come in contact with it, instead it drains their spiritual and natural energy. Ren doesn’t gain any of the drained energy. The flames don’t damage material or spiritual objects unless Ren wants them to. They can be blocked by physical and material objects. People affected by the flames can become incapacitated or die if they lose too much energy. In addition to heat the flames can carry blunt force. Ren can decide how much heat and force is in an attack. His flames can be fired as orbs of varying size, sustained beams and widespread explosions. They can also be gathered in his hands and released when he strikes something. The flames can only be shot from his hands. Ren can coat his body in flames. The flames dissipate after striking something. Heat resistant objects do not provide special resistance to the flames because they aren’t actual fire. How they destroy things is unknown.

    In addition to his control of this energy, all of Ren’s physical attributes are significantly above average. They aren’t at peak human or superhuman levels.

    Edward Callahan, Segunda Espada
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    Name: Edward Callahan
    Reiatsu: Transparent white. It feels like a pleasant breeze.
    Aspect of Death: Vanity
    Age: Ridiculously old

    Physical Appearance: Edward appears to be a young man with a small delicate frame. He is very slender and has little wiry muscles. He is somewhat short. His skin is white as snow. His eyes and hair are both an enchanting light gold. Edward's eyes always seem to shine and appear quite striking. They give off a knowing, seductive, inviting, gentle, innocent and playful air. They have a downright vampiric charm to them. His hair is short and straight. His bangs are combed to the sides of his face. His face is soft and feminine and its features are perfectly proportioned. Edward often wears a faint smile that has a friendly and serene feel. He seems incapable of any extreme emotional displays either verbally or visually. His most serious looks and voice often give off only the impression of mild concern or agitation. He carries himself with great grace and his voice is pleasing, tender, smooth and polite. It usually carries a hint of subdued cheer. His slight figure makes him appear attractively vulnerable. It and his other attributes trigger the protective instinct of viewers. He has an aura of youth, innocence, harmlessness and quiet allure. Edward’s uniform is the plain type most commonly seen among arrancar. It is quite form fitting. He always wears it with the collar left open exposing some of his chest. His hollow hole is right below his ribs in the middle of his torso. His mask takes the form of a tiny beaded necklace. Edward is extremely handsome to most people. Everything about him seems just right and his features go together perfectly.

    Personality: Edward is vain as his aspect implies. He believes he is the strongest and most beautiful arrancar but fortunately for others he doesn’t feel the need to constantly remind them since he is so sure of himself. He also doesn't care about his number. Edward's vanity frees him from worrying about the opinions of others that he doesn't like. Little can offend him because he feels he has nothing to prove. He is obsessed with the idea of feminine beauty and wishes that he were a woman. He views all other men as disgusting beings. His number one goal in life is to amass a harem of beautiful women that he can spend all his time doting on and socializing with in peace. Edward doesn’t mind females bragging about their looks but doing so at his expense isn't a wise idea. Callahan doesn’t exclusively believe in one particular image of beauty and takes personalities into account when making his evaluations. When dealing with attractive women he is polite and kind even if they are his enemies. He treats all men and ugly women with disdain and tries to avoid them as much as possible. Edward loves to be complimented and given gifts. Even hideous people can get on his good side if they use the right words. Callahan hates fighting in general but sometimes he finds beauty in the act. Callahan cares little for the King of Hollows' plans but he doesn't have any major ones of his own and he likes the idea of a more peaceful hollow society. He will help any of his comrades regardless of gender if they are united against a particular enemy such as shinigami but he won't throw himself into suicidal situations. He won't bother meddling in the disputes of his fellows either unless there's a pretty girl involved. He enjoys reading, chatting and lazing around in luxury. He has an easygoing attitude and a good sense of humor. He doesn't mind being made fun of as long as his looks aren't being insulted. When he sees an attractive female he has no reservations about openly complimenting her even though one might think he'd only be able to praise himself. Although Edward is fixated on women and their looks he doesn't specifically care about getting physically intimate with them. He is perfectly happy with an entirely platonic relationship. All he wants is to be loved and adored by them. Should someone sufficiently attractive try to make any bold advances towards him he might be quickly swept off his feet.

    Abilities:
    Sonido: Edward is the fastest and most coordinated/graceful of the Espada. Genoveva is much better at making after images and other tricks. Arcelia can use sonido for much longer periods of time before needing to rest than he can.
    Hierro: He is fittingly durable for his rank.
    Physical Strength: Edward is pretty weak for his rank. Arcelia would likely be his equal in strength before she uses her combat oriented Resurrección and much stronger afterwards.
    Bala and Cero: Both are weak enough that he finds them useless.
    Pesquisa: Edward can sense people near him well enough to avoid being sneaked up on by someone that isn't specifically very stealthy. He isn't particularly good at long range sensing, gaging the power of others or identifying people based on energy signatures.
    Garganta: He is able to form a garganta quickly but has no other special skills regarding it.
    When Edward fights he attempts to dodge and redirect all of his opponents attacks while slowly chipping away at them with his sword or claws.

    Zanpakuto: Doncella (Maiden)
    Doncella is a slender straight simple entirely white fencing sabre designed for cutting and thrusting.
    Resurrección: Dance, Doncella!
    Edward transforms into an equally attractive female version of himself complete with ridiculously long flowing hair, curves and a modest bust. His uniform becomes a frilly white dress that extends to his feet. He appears even more dainty and fragile than before. His frame lacks any noticeable muscle. His sword breaks apart into numerous white particles which disappear into his clothes. His hair can be instantly shed and regrown at will making it impossible to restrain him with it.

    In this form Edward’s hierro and sonido improve significantly. His nails lengthen a bit and become extremely sharp to help him bypass the defenses of tough enemies despite his abysmal strength.

    Territory: The inhabitants of Edward's domain are generally very peaceful compared to those of others. They are largely artistic and fashion oriented types such as dancers, poets, painters, singers, jewelers, tailors, actors, musicians, storytellers, playwrights, sculptors and architects. Every citizen is in some specific way attractive if not in a general sense. Those that have elderly figures may appear distinguished and gracefully aged or endearingly frail. People who have been injured in the past may have scars that appear fashionable or enhance their beauty by accentuating the perfection of the rest of their form by contrast. People with average features have a sense of simplistic modest beauty rather than dullness. People that wear ridiculous or ugly clothing somehow look good in it. The right clothing on unsightly people always does more than enough to make up for their flaws. What citizens lack in raw looks they may also make up for with force of personality and tact. This is all because Edward only allows beautiful people and things in his land. Many people with an artistic bent come to it because he allows them to do whatever they want in pursuit of beauty.

    Edward's palacio takes up most of the area he is in charge of. It is constantly being adorned with new works of art and is used to host numerous performances. Entirely new rooms and sections are added as architects come up with fresh designs to try. Each room has its own special design(s) because there is no official construction plan other than what groups of builders individually choose to agree upon. Any form of art may be found in a room such as a stone garden, a display of statues so realistic they appear to be the petrified victims of Medusa, walls covered with what appear to be thousands of random blotches of paint that supposedly have a deep meaning, a minimalistic layout made to represent the bareness of someone's soul or a mass of what appears to be melting clocks clearly ripping off Salvador Dali. The palacio is where everyone lives and it contains everything they would need to carry out their work such as living quarters and workshops. It is a city housed within one massive building. As a result of Hueco Mundo being a barren wasteland some gardening enthusiasts have invented plants that live entirely off reishi which can be found all throughout the building as decorations.

    There are no official laws in place since Edward feels what is and isn't acceptable is a matter of common sense. Obviously murder, assault, theft and destruction of property aren't tolerated. Citizens commit little crime besides the occasional murder to obtain a dress that is truly to die for or artistic inspiration or as an act of expression. Edward's domain is so safe it has no official security. Citizens are expected to take matters of defense into their own hands. They usually band together quickly because an attack upon one lover of beauty is seen as an attack upon them all. They have little to fear other than literally dying of embarrassment because of a fashion disaster or starving to death because they can't stop looking at themselves in a mirror long enough to do anything else.
    Last edited by nothingclever; 2011-09-18 at 07:25 PM.

  9. - Top - End - #9
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    Default Re: BleachITP Reborn Character Registry

    Suroshi Nagashi, Possible 8th Division Captain
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    Name: Suroshi Nagashi
    Race: Shinigami
    Rank: Unknown at this time (Haven't decided)
    Age: 214, died at ripe age of 78 but body and mind were detached, making him seem much younger, in his late 30's, in Seiriti.
    Appearance: Slightly chubby, shorter than average but not obviously so. His dark brown hair hangs in front of his face only slightly, just about concealing his eyes from time to time. His robes are well fitted, but uniquely he has have a white bow-tie at the top.
    Personality: He is wizened beyond his appearance, and often has some relevant information for someone. He seems caring of most he meets, and especially holds dear those in his squad, even if they aren't under his jurisdiction.
    Abilities/Zanpakuto: His Zanpakuto, Hinagiku (This might be wrong, I just got it from Google Translate, if anyone can give a better translation for Daisies go ahead), is rapier thin, but with a blade sharpened by years of experience. It seems to cut the air itself as it swishes lazily through the air.

    Shikai
    "Push em up, Hinagiku!"

    His blade seems to split into many, twisting and turning but as strong as before. They twist and bend at his command, but never detach from the main blade. They are all as sharp as they were pre-shikai, and the same thickness. He has a special technique with this ability where he pushes the sword into the ground and has the manyblades spring up in the ground where he wants, making his opponent dance to avoid getting shis-kebbabed.

    Bankai
    Kare Deijī (Withering Daisies)

    His blade burts into a million daisy petals (If he was in Shikai, the same amount of daisy petals are released, but are equal between each of his blades.), they slowly wither to a black from their original color, contorting and becoming nastier. When these petals fall to the ground a large, black, barbed spike erupts from the ground. By swinging the hilt, he directs localised wind that affects only the petals. The petals never seem to run out, although no one can see how they are replenished.
    Last edited by Connor Darkdart; 2010-03-27 at 01:27 AM.
    Nervous Worm by ME!
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    The Con Bar by Dorion Soth

  10. - Top - End - #10
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    XtheYeti's Avatar

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    Default Re: BleachITP Reborn Character Registry

    Nickolai Bolas

    Age: 16
    Height: 6'2"

    Weight: 224 lbs.

    Reiatsu/Speaking Color: Red

    Appearance:
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    Nick is a tall, decently muscled, and pale. He has flat, longish black hair, green eyes. He wears baggy pants and a black Dire En Grey tee shirt. His style of dress can be described as some what Gothic/JPunk.
    Spoiler
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    When his Hollow mask is on he has a Hallow hole right below his sternum that is 2 inches in diameter. Also if his soul is pulled out of his body it does not have arms. It does have Hollow arms when he uses them however. When he has his Hollow arms they look like a more organic version of black full plate armor. They are more curved and rounded, but they definitely seem to be Armor. His Hollow mask attaches to his arms by two thick-ish pieces of Armor.


    Personality:
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    Nick is a decently friendly guy. But he has something of a temper. And a bit of a mean streak when it comes to people who pick on those weaker then themselves. He is also a avid boxer. He also has a great deal of respect for women, he always is courteous and polite to them and acts in a chivalrous manner. He is very easily angered by anyone threatening a woman, or actually being violent towards one.


    History
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    Nick's father is a Geman naval officer, who was stationed at a near by UN naval base. Nick's mother was a cafe waitress. Nick has never met his father, who probably doesn't know he exists. Nick's grandfather was a wealthy business man who owned a Japanese version of Barns and Nobel. His grandfather died when Nick was 4 years old and his Grandmother was very instrumental in his upbringing.
    Spoiler
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    Nick is half Hollow. This happened when he was partially eaten by a Hallow while still alive, but before he could be completely devoured the Hollow was destroyed by a Quincy, or a Soul Reaper. (This will happen IC so whichever)

    Powers:
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    Lassen Sie die Schwarzen Arme Todes los
    (Let go the black arms of death)
    Nick's Hollow arms look like a more organic version of black full plate armor. They are more curved and rounded, but they definitely seem to be armor. His arms are just as hard to damage as a zampakto of a shinigami of equal power to Nick, and he can regenerate his arms, and only his arms by speaking the incantation again. When they first appear they seem to burst out from his shoulders. Later on Nick will learn to extend blades and spikes from anywhere on his arms and fists. These Spiky bits can extend up to 100 feet. But extending them more than 12 inches uses up a lot of energy.

    Offenbaren Sie das Maskierte Gesicht Todes
    (Reveal the disguised face of death)
    Nick puts on his mask by speaking an incantation and then, unlike most Vizards, bringing both his hands up in front of his face and drawing them apart in opposite directions. Revealing his mask from the middle out. His mask is like a Greek Comedy Tragedy mask, but with one very noticeable difference. instead of one happy one sad, both sides of the moth, and the outsides of the eyes X. The mouth has dozens of tiny sharp triangle shaped teeth. It looks pretty creepy. Nick's mask increases his power by a factor of three and makes him much faster.

    Bala: Nick’s bala (once he learns to do it) is average.

    Cero: Nick's Cero is pretty powerful once he learns it. He will learn a few forms of it.

    Hierro: Nick does not have Hierro.

    Garganta: Garganta is a technique owned by all hollows, used for dimensional transportation. Nick also gains this power as soon as he gains his Hollowed arms.

    Sonido: Nick learns Sonido soon after gaining his powers. Unlike most Arrancars and Hollows however, Nick must run on all fours to use Sonido. This is due to the fact that his powers are mainly concentrated in his arms.


    Spoiler
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    Nick also has the ability to eat spiritual beings like a Hollow. He also has the hunger of a Hollow. When he eats either a human soul, or a Hollow he gains there Reiatsu. However his hunger is proportional to how much of his Hollow powers he has gained. When he first gains his powers he simply starts eating more food. But he starts to feel more and more hunger the stronger he gets and the more powers he gains. He can deny his hunger and grow in strength through training instead but it is slower. However, since Shinigami will probably kill him instantly if they find out that he eats Hollows and souls, it's safer...and less ethically unstable...
    Last edited by XtheYeti; 2010-04-07 at 05:52 PM.

  11. - Top - End - #11
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    Sabas Fortunato
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    Age: Ancient (1000+ years, looks 14)
    Height: 5" 4'
    Weight: 116 Ibs.
    Reiatsu: A dark green, mixed with occasional veins of pale white. Feels like a cold mist.
    Faction: Las Noches
    Rank: Quinta Espada
    Aspect of Death: Misdirection
    Appearance
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    Fortunato stands out in Las Noches due to his youthful appearance. He is short and thin, and walks at a steady, immaculate pace. He has sharp features and a hard face, with cold yellow eyes and short cut, straight black hair. His mask fragment consists of two small sunbursts, one in the center of his forehead and one on his left cheek. He dresses in simple, white garb, with the usual addition of a hood-less cloak that leaves only his head exposed when closed. His hollow hole is located where his heart should be. He is very nearly unreadable, as his movements are precise and almost mechanical, lacking discernible body language. His expression is usually either a cold stare or a dismissive smirk. Sabas' Reiatsu is a dark green, mixed with scattered veins of a ghostly pale white. It feels like a thick, dank mist.

    Personality
    Spoiler
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    Fortunato is cold, condescending, and calculating. He has little regard for other beings, seeing them only as tools. A solitary being, he spends days or weeks at a time totally isolated from other hollows. An extremely ancient hollow, Fortunato despises direct action and getting his hands dirty. He rarely gets personally involved with anything by choice, preferring to abstain from the day-to-day affairs of Las Noches. Fortunato's primary activity is scheming; he spends his time planning massive, centuries-long ploys to manipulate Arrancar and other denizens of Las Noches. Sometimes these plots have specific goals, but most of the time it's just an enormous game to him. These plans always have some element of chance added to them, even when doing so severely limits their ability to function. Fortunato takes threats to the stability of Las Noches very seriously, and will do everything in his power to crush them.

    History
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    Fortunato is an incredibly ancient Hollow, a fixture in Las Noches almost since its inception. Few of the city's residents can remember a time when he wasn't there. Very little is known of his past before he came to Las Noches, unusual for a Hollow of his power. His personality and behavior has remained more or less unchanged in his time as an Espada, and his plots have sometimes had important, if subtle, results.

    Abilities
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    Fortunato's Reiatsu is naturally spread out over a very large area. As a result, he feels much weaker than he actually is. If he desires, he can compress it to a normal level, but he rarely does this. Fortunato is excellent at reading opponents, making him very hard to hit in combat. He has average skill with Balas, but his Ceros are very powerful. Fortunato has extremely high ability with Sonido, but his Hierro is more or less nonexistent. Fortunato has a very high level of mastery over Gargantas, capable of using them for spying remotely or as shields in battle. Fortunato's greatest ability is his Pesquisa, however, and he can produce very accurate information about any spiritual being within almost a mile of him. Fortunato can use Gemelos Sonido, and can make up to three clones at once with this technique.

    Resurrección
    Fuegos Fatuos (Will-O-Wisp)
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    "Mislead, Fuegos Fatuos"
    Sealed Form
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    Fuegos Fatuos takes the form of a thin Wakizashi. Its hilt looks like one of Fortunato's mask fragments.

    Release
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    When Fuegos Fatuos is released, Fortunato grows blurry and indistinct, and glows softly. His movements leave a subtle afterimage. All of these effects combined make it very difficult to determine his exact location at any given moment. His physical abilities are also elevated. His greatest ability in this form, however, are his Wisps. Fortunato gets four Wisps, which appear as small, floating, translucent flames. He mentally controls the movement of the Wisps. When the Wisps come into contact with a substance or attack, they take on its texture or power. After that, Fortunato can turn them back on his opponent. Fortunato can elongate or enlarge his Wisps, with his level of control directly relating to their proximity to him. Additionally, by breathing through one, he releases a large cone of that Wisp's substance in front of him, although this attack is very slow. Fortunato can also combine all four Wisps into a single "Will," a sphere about the size of his hand. The Will is more powerful than the Wisps, and Fortunato can use it to fire large blasts of its absorbed ability.
    Cero Descaminado: Fortunato can channel his own Cero through one of his Wisps, if it hasn't absorbed anything.


    Tropes

    Sector
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    Fortunato’s Sector

    Fortunato’s territory is one of the larger Espada realms. It is marked by the presence of dozens of buildings, mostly short, undecorated living spaces. Fortunato’s territory contains more weak Hollows than any other sector, holding massive portions of Las Noches’ weaker soldiers and residents. The reason behind this is simple; Fortunato’s sector has an extremely set of laws and regulations on the Hollows that live there, and one of the strongest is that unregulated violence is absolutely forbidden, enforced by Fortunato himself. Fortunato’s Sector is a haven for Hollows and Arrancar that would be picked off in other Sectors.

    Fortunato’s sector is one that rewards cleverness, subtlety, and intelligence over strength. The laws he has in place often have punishments that are far greater or much less than the magnitude of the crime would imply. As a result, seemingly innocuous actions can have severe consequences, while behavior that is almost treasonous could result in a mere slap on the wrist. Ascending Hollows are encouraged to manipulate this to their advantage, using the system to get rid of rivals. Although it is quite easy to live quietly within the territory, the gaining of rank and prestige are perilous undertakings, requiring a sharp wit and a good knowledge of the sector’s labyrinthine legal system.

    Because of the large number of residents, inhabitants of Las Noches that want to disappear but lack the strength to survive in Genoveva’s Realm often flee to Fortunato’s realm. Because of his own highly dispersed Reiatsu, even Fortunato has been known to vanish into the depths of his sector for days or even weeks at a time. The design of the territory also plays to this function; its streets are maze-like and confusing, and there are few open areas. Fortunato does, however, maintain a group of hunters that know the streets, and can quickly apprehend anyone that tries to hide from him within his territory.

    Fortunato’s Palacio is a massive tower in the exact center of his territory. It is not wide, but it is extremely tall, and can be seen from practically anywhere in Fortunato’s sector. Each floor consists of a single room, and each room has its own focus. Menageries of animal Hollows, meeting rooms, and small libraries are the most common types of rooms found within, but there are several floors with unique purposes. The top floor of the Palacio has floor to roof windows on all sides, providing a panoramic view of Las Noches. It also has a long table with numerous chairs, a throne for when Fortunato wishes to be intimidating, and a chessboard off to one side. Fortunato spends most of his time in this room.



    Hidetsugu Iwaki
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    Age: 212 (looks mid-thirties)
    Height: 6' 8"
    Weight: 259 Ibs.
    Reiatsu: The color of forge flames
    Faction: Soul Society
    Division: Kido Corps
    Appearance
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    The first thing most people notice about Iwaki is his size. Iwaki is massive, easily towering over most other people. Adding to this effect, Iwaki's large frame bulges with muscles, and from his appearance he could snap a grown man in half like a twig. The numerous scars scattered across his body do little to dissuade from this notion. Despite this, Iwaki has a kind face, usually in either a gentle smile or look of scholarly concentration. He has unreadable brown eyes and a thick mane of brown hair that hangs past his shoulders. He wears a standard set of Kido corps robes. He carries his Zanpakuto slung across his back.

    Personality
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    Iwaki, at heart, is a gentle, introspective soul. He is quiet and withdrawn, but also generous, kind, and hardworking. An average shinigami, Iwaki has been noted by several superiors as having great potential for advancement. Iwaki, however, has shown little ambition and is content with his status and place in the world. He is analytical and highly intelligent, and has an excellent understanding of people. Iwaki keeps to himself, spending most of his time studying Kido or reading. He most likes historical texts, but has read from almost every genre of literature in his time. Iwaki detests violence, and will always seek an alternative solution before engaging in it, if called to do so against anything other than a hollow.

    History
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    Very little is known about Iwaki's past. He came more or less out of nowhere, applying successfully to the Shinigami Academy and undergoing training, standing little apart from his peers aside from his unusually large amount of spiritual power. He proved particularly adept at Kido, especially Bakudo, and showed a high level of interest in it. As a result, upon graduation he was accepted into the Kido Corps. Since then, Iwaki has done little to distinguish himself, performing his duties admirably and generally doing little to attract attention. He gained Shikai several years ago, and since then has spent much time communing with his Zanpakuto's spirit.

    Abilities
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    Iwaki is a skillful user of Kido for his level. His strongest Kido are Bakudo techniques, but he is perfectly competent at Hado as well. Despite his best efforts, he remains relatively inept at healing Kido. He also possesses titanic physical strength and is an adept hand to hand combatant, his bulk doing little to slow him down. In battle, he shuns the use of his unreleased Zanpakuto, preferring his fists and Kido. Iwaki also has a very high level of spiritual power for an unseated. This lends his Kido additional power, as well as giving him more power to fuel his Zanpakuto.

    Zanpakuto
    Katanakaji (Swordsmith)
    Spoiler
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    "Forge, Katanakaji"
    Inner World
    Spoiler
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    Iwaki's Inner World is a small room containing a full forge. The walls are wooden, and smoke and steam mingle to create a hazy effect. Tools are arranged in an orderly manner in various locations around the room, and a number of finished swords, tools, and other products of the forge are visible in a pile of crates in one corner.

    Spirit
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    Katanakaji takes the form of a large man in a full blacksmith's outfit. He is the same size and build as Iwaki, but lacks the scars and has a broader face, and short black hair. He is gruff and terse, and ceaselessly toils at the forge while he talks to Iwaki.

    Sealed Form
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    Katanakaji is a long katana. Its guard is a large, angular rectangle.

    Released Form
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    When Katanakaji is released, it becomes a pair of long, pitch black gloves that fit perfectly over Iwaki's hands. The gloves are lusterless, almost seeming to absorb the light around them. They are adorned with numerous strips of black iron over the fingers, back of the hand, and forearm. On the palms, there are two perfectly shaped white circles, which glow red when the Zanpakuto's effect is activated. Katanakaji possesses the ability to manipulate solid objects surrounding Iwaki, allowing him to do anything between twisting their shape and moving them around, to breaking them down into their raw components and reshaping them. Simple uses of this ability require little effort, but stronger or more complex effects require greater amounts of energy.


    Tropes



    Sadanaga Hideuchi
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    Age: 94 (looks late teens)
    Height: 5' 9"
    Weight: 132 Ibs.
    Reiatsu: The color of shining steel.
    Faction: Soul Society
    Division: Second Division
    Appearance
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    Hideuchi is of average height, but difficult to miss none the less. He is very distinctive in appearance, possessing sharp, striking features and a carrying himself with a bearing of absolute confidence and assurance. Hideuchi has cool gray eyes and short, loose black hair, and his face is usually twisted into a condescending smirk. He walks with a cat-like grace. He is thin, but possesses a lithe and wiry musculature. Hideuchi wears a normal and unadorned Shihakusho. He wears a simple silver ring on his left hand. He carries his Zanpakutos in his sleeves, contained within concealed sheathes designed for easy access.

    Personality
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    Hideuchi is, at best, self confident and proud. At worst, he is condescending, arrogant, and dangerously overconfident. He has little interest in other people, considering most to be beneath his attention. He believes absolutely in his own abilities, and the thought of asking for or needing another's aid is alien to him, although he would readily help others to show off his superiority. Hideuchi is highly intelligent, but this rarely comes through. Very ambitious, Hideuchi has always sought greater rank and glory, although both have thus far been denied him. This desire manifests in a reckless need to prove himself. He spends much of his time training, feeling a constant need to sharpen his skills. Hideuchi's social skills are lacking, but deep down, he isn't a bad person, merely blinded by his arrogance.

    History
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    Hideuchi has been very lucky in his life. He was born in the District 1 of the Northern Rukongai to a prosperous merchant family. As a child, he was quiet and aloof, having little interest in other children or much of anything else. He spent most of his time daydreaming or avoiding work. He found his life to be dull and uninteresting, and had no desire whatsoever to learn the family business, seeing it as a boring waste of time. Thus, it came as a great relief to him when it was discovered that he was powerful enough to become a shinigami, and soon after he entered the shinigami academy. He found that he derived great satisfaction from the training, and worked very hard at his studies. He quickly proved to be a natural at all physical areas of shinigami study, excelling at Zanjutsu, Hoho, and Hakuda, while managing to be competent with Kido. After graduating, Hideuchi joined the Second Division. His skill was not diminished by actual combat, and if anything he grew even stronger after his first field assignments. After a few years, he had unlocked his shikai and reached the level of a seated officer. However, because of Hideuchi's overwhelming arrogance and overconfidence, he has always been prevented from ascending beyond an unseated, which frustrates him to no end.

    Abilities
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    Hideuchi is very fast and extremely agile, able to run circles around heavier opponents. He is highly skilled at both Hoho and Zanjutsu, and his Hakuda is also at a high level. Hideuchi has spiritual energy that is above average by a decent margin. He can be extremely stealthy when necessary, unsurprisingly for one of his division. Hideuchi's Kido ability is below average for someone of his overall skill level, but he is competent with it. Hideuchi has surprising strength for his slender build, but in general avoids relying on overpowering his opponents as he is still weaker than most. In battle, Hideuchi relies on hit and run attacks, avoiding extended confrontations.

    Zanpakuto
    Shado-Yougu (Shadow Implements)
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    "Kill, Shado-Yougu"
    Inner World
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    Hideuchi's Inner World appears as a titanic mass of shadows. There is ground, but Hideuchi has seen no objects or landmarks.

    Spirit
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    Shado-Yougu manifests as a tall man shrouded in a dark cloak that hides his form, with a pale white Oni Noh mask covering his face. He speaks in a low whisper that always seems to come from behind Hideuchi. Shado-Yougu generally treats Hideuchi with disdain and contempt, although he expresses approval of his hard work.

    Sealed Form
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    When sealed, Shado-Yougu appears as a twinned pair of long, curving daggers. These daggers are made of a dark metal that does not reflect light and are always razor sharp. Their guards are extremely thin ovals just barely surrounding the blade.

    Shikai
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    When Shado-Yougu is released, it becomes a pair of steel bandoleers that wrap around Hideuchi's wrists and the front of his forearms. Each bandoleer is composed of six rectangular containers that are hinged together. Shado-Yougu can, on command, create any tool or weapon that can fit in these containers, or the components to make something larger or wider than would otherwise be possible. The tools or weapons can remain within the containers for easy access or be immediately projected out. The created objects cannot be made of rare materials, nor can they be modern weapons from the Mortal World, such as guns or grenades.


    Tropes



    Wada Nakahiro
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    Age: 17
    Height: 5' 11"
    Weight: 134 Ibs.
    Reiatsu: None
    Faction: Unaligned Mortal
    Occupation: Student
    Appearance
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    At first glance, there is little unusual about Nakahiro. He's slightly taller than average, but a constant slouch and a thin build prevent him from being noticeable. Nakahiro usually walks with an ungainly gait, but when he's focused, he becomes much more graceful. He is typically dressed in his school uniform, but when dressing casually he usually wears a t-shirt and pants. These outfits are either all black or all white. Nakahiro's default expression is a blank stare. He has unremarkable features, with black eyes, small glasses, and shoulder length black hair, which he typically keeps in a ponytail. One unusual thing about him is that Nakahiro is always carrying his umbrella, a large, basic black one. Nakahiro despises standing, and will lean, sit, or lie on a handy surface whenever he isn't moving, when possible.

    Personality:
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    Nakahiro is very mellow, preferring, in most cases, to "go with the flow," as he puts it. He spends most of his time daydreaming or reading, preferring fantasy stories and mythology from around the world above all else. Despite his seeming lack of focus, he is also highly intelligent and a dedicated student, earning high marks in all of his classes, although no one has ever seen him do any actual work. Nakahiro is shy and has difficulty talking to new people, but those who get to know him find him to be a kindhearted and loyal friend. He never complains about anything. Nakahiro has a deadpan sense of humor, and isn't above the occasional snarky comment. Nakahiro absolutely loves games, particularly Go. He is also an active member of the school's Kendo club.

    History
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    Nakahiro has lead a fairly average life. His parents are upper middle class and supportive of their son. His father is a doctor at a local hospital, and his mother runs an antiques shop. He has a younger brother and a younger sister. Nakahiro's entire family is spiritually aware, although ghosts are varying degrees of blurry for all of them except Nakahiro. Nakahiro has interacted with ghosts before, and knows of Shinigami, although he has only seen one once, at a distance. He does not know about Hollows.

    Abilities
    Nakahiro has no unusual powers.
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    Eventually, however, his spiritual abilities will awaken. The rest of the paragraph is written in present tense so I don't have to rewrite the whole thing later. Nakahiro possesses an ability he calls "Lancelot." Lancelot manifests in the form of an aura of reiatsu that surrounds Nakahiro. While manifested, Lancelot gives Nakahiro enhanced strength, speed, and durability, as well as making him a spiritual being, but these are all secondary effects. The aura extends over any object Nakahiro touches, which releases its true power. Any object affected by Lancelot is enhanced so that it can be used in battle. Basic clothing gains the durability and protective quality of light armor, shoes grant a burst of speed comparable to shunpo, and other, similar effects. Nakahiro does not know at a glance what an object will do when enhanced by Lancelot, but has an instinctive understanding of the effects of any object he touches. Lancelot is very potent when used in combination with Nakahiro's umbrella, which has three effects. When held in two hands while folded, one on the handle and one on the main body, Nakahiro can release a rapid fire stream of weak projectiles from the point. When held solely by the handle, the umbrella can be used as a sword. Lastly, when unfolded, the umbrella can be used as a shield.
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    Nakahiro will eventually gain three upgrades to Lancelot: Percival, Arthur, and Galahad. Percival will allow him to extend his aura out to thirty feet, enabling him to throw empowered objects as projectiles. Arthur will allow him to move any object affected by Percival without touching it, although doing this to multiple objects will be very draining. Galahad will allow Nakahiro to "fully manifest," allowing him to apply a powerful secondary enhancement to objects affected by Lancelot and Percival. This causes an actual weapon mimicking the structure of the affected object to materialize around it.
    I would prefer it if people didn't read this:
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    Lancelot can also affect actual weapons. When used in this manner, it becomes extremely powerful, but Nakahiro cannot control it and it is very indiscriminate. In addition, Nakahiro despises this ability and will not use it barring extraordinary circumstances.



    Tropes



    Allan Crossdale
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    Age: 114 (looks seventeen)
    Height: 6' 2"
    Weight: 134 Ibs.
    Reiatsu: A light blue
    Faction: Soul Society
    Division: Thirteenth Division
    Appearance
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    Allan is on the tall side, usually standing slightly above those around him. He has a mess of black hair which hangs past his shoulders. His eyes are heterochromatic, one red and one blue. He typically has a happy, contented smile on his face. Allan is subtly well muscled but this does not stand out at all. He is clearly in good physical condition. He eats constantly, almost always having some sort of food on him at all times. He wears a seemingly regular Shihakusho, but it is actually filled with many pockets where he stores food. His sheathed Zanpakuto hangs from his right hip. Allan walks with a balanced, even stride that immediately signals him out as a skilled warrior to anyone with enough experience. One strange thing about his appearance is that Allan has an odd pet that goes with him everywhere. It appears to be a small animal hollow, in the form of a rodent that looks something like a light-furred, skinny mink. Allan calls it Kita, and it usually rests on his shoulder.

    Personality
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    Allan is an upbeat and kind person, coming off positively to most people who he meets. He is very difficult to faze, able to allow negative events to roll off his back very easily. He can usually see the silver lining to any event. He is truly at peace with himself, desiring nothing more out of life than what he has. He is also very lazy, spending much of his time avoiding anyone who might give him work, although if he is caught he will perform any task required of him admirably before returning to his usual routines. He enjoys reading or performing simple tasks with his hands, such as bouncing a ball off a wall or fiddling with a Cat's Cradle.

    History
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    Soultaker's history:
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    Several thousand years ago, two very powerful Vasto Lordes class Hollows came to blows deep inside Hueco Mundo. Their battle raged for several days and nights, but finally one managed to break the other and land a finishing blow. The loser, however, did not die.
    It managed to escape into the human world, where it used one of its unique abilities to possess the fetus of an unborn child, devouring the weak proto-soul contained therein and began to heal it's fatal injuries by resting inside the flesh.
    The possessed baby was eventually born, and the Hollow was still not healed. It found that it controlled the body of the child, serving as a soul in place of the one the Hollow had consumed. It also found that it could not leave. Eventually resigning itself to its fate, it acted through the part of the child, slowly testing the limits of its abilities from within its fleshy prison. It would later murder its "parents" and flee, wandering the world. It's human body eventually grew old and frail, and then died.
    Seemingly free at last, the Hollow then learned to its horror that it had gained a dependency on flesh, and it would slowly waste away outside of its casings. Weak and desperate, it repeated the process with another immature fetus, playing through the whole process of living and dying once more. Nothing changed, and the Hollow slowly began to accept its new existence. At the moment of acceptance, it rechristened itself Soultaker.
    Soultaker decided against using its spiritual powers, as they were insignificant from within its hosts, and it could wreak plenty of havoc simply as a human. Some of the most heinous crimes in history were committed by a body possessed by Soultaker.
    Soultaker managed to maintain this routine for a few millenia, eventually stretching into the present age. After its most recent "death," however, Soultaker was nowhere near any women in early pregnancy. It wandered for longer than it ever had too, and by the time it found a woman carrying a child, it was almost dead. It managed to enter the baby, but things were different this time: the child had a fully developed soul, and Soultaker was incapable of destroying it in its weakened state. Thus it was forced to share a body with the soul of a young boy.
    That boy was Allan.

    Allan grew up in America. He was a pretty regular kid for most of his life, with no awareness of the destructive entity who shared his body, the occasional temptation to do violence excepted. He was well liked, made many friends, and was on good terms with his parents. When he was fifteen, however, his life changed.
    A weak Hollow attacked Allan, sensing the tantalizing spiritual pressure that actually belonged to Soultaker. Allan was nearly killed when it attacked, but the near death experience awakened his latent powers. Somehow, Soultaker's powers were near fully restored when active in a body with two souls. Allan destroyed the Hollow effortlessly, but the activation of his powers was enough catalyst for Soultaker to steal control of his body. Allan managed to eventually wrest control back, but by the time he did, Soultaker had slaughtered his entire town.
    Moreover, Soultaker's actions had attracted the attention of the American psychopomps, who came to investigate when they sensed the awakening of Soultaker. Allan, confused and alone, was determined to be the cause of the damage and attacked. He managed, to activate his powers and escape.
    Confused and on the run from very powerful enemies, memories of Soultaker's possession coming back to him in flashes, Allan fled the country and began traveling, never staying in one place for too long and doing odd jobs to support himself, the constant whispers of the now audible Soultaker his sole companion.
    Eventually, Allan made his way to Japan. Deciding that he had had enough of running, he confronted and conclusively subdued Soultaker. From there, he worked on discovering and controlling the abilities Soultaker's presence granted him. After about a month, he had a working control on his abilities and began hunting hollows down and exterminating them. Allan was extremely powerful, and his abilities attracted the attention of the Shinigami. Although initially wary, Allan eventually developed an amicable working relationship with them. Allan's presence was helpful, but ultimately brief. Several years after Allan came to Japan, Soultaker invested all of its power into a last ditch effort to kill Allan and assume full control of their body. After a titanic mental struggle, Allan managed to kill the Menos once and for all. Unfortunately, the effort tore his body apart. Allan's soul then passed on to the Rukongai. He took his death remarkably well, simply happy to be rid of Soultaker. Allan discovered that, although his power was almost gone with Soultaker's death, he still had enough to become a Shinigami. His previous relationship with the Shinigami was enough to get him in to the academy. Allan picked up the skills of a Shinigami relatively easily, for the most part, with a few problems here and there. He graduated with good marks, and from there was assigned to the thirteenth division, where he remains to this day.

    Abilities
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    Allan is a deceptively skilled combatant, using his youthful appearance and cheery manner to trick opponents into regarding him as harmless. Allan is a very experienced fighter, and uses skill to make up for his lack of raw power. Allan is extremely adept at both Hoho and Hakuda, and his Zanjutsu is high class as well. For all three, Allan mixes standard shinigami training with his own self-taught style, creating a potent combination. Allan is absolutely abysmal at Kido, having limited skill and requiring great concentration, and as a result never uses it in actual combat. Allan has below average spiritual power, but makes up for this with skill and cunning. Allan has mediocre skill at Shunpo. In battle, he relies heavily on his agility and speed, avoiding attacks and retaliating with quick, light strikes. Allan is ambidextrous, and switches hands often when fighting. Allan can also throw his sword with significant power and precision, a holdover from his previous abilities. He also has extraordinary dexterity.

    Zanpakuto
    Allan has yet to make contact with his Zanpakuto's spirit, mostly due to laziness. In its sealed form, it is a small Katana. Its hilt is a double sided pattern. Each both halves are composed of two prongs, one each side of the blade, each with a set of internally facing triangles.
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    Soultaker
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    "Resurrect, Soultaker"
    Inner World
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    Allan's inner world is a vast desert stretching in all directions. The heat is pleasant rather than oppressive, and the occasional desert plant can be seen scattered around. On the horizon, a massive, rectangular, pitch black structure can be seen.

    Spirit
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    Soultaker takes a similar form to his predecessor, but is much smaller, the size of a large horse. It is a bit gruff, but is generally benevolent towards Allan. It talks in a deep, growling voice.

    Sealed Form
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    Soultaker takes the form of a small Katana. Its hilt is a double sided pattern. Each both halves are composed of two prongs, one each side of the blade, each with a set of internally facing triangles.

    Shikai
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    When released, Soultaker becomes a very long, curving katana with a serrated edge. The katana is pitch black, and the hilt is wrapped in a blood red cloth. While released, Allan becomes faster, and stronger, and his senses become much sharper. Soultaker possesses two active abilities. With every consecutive strike on a surface or opponent, the better the blade is able to cut the target. Soultaker can also guide Allan's hand, altering his strikes to home in on the same target that it is enhanced against.



    Tropes



    Damara Shishihara
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    Age: 465 (looks mid-thirties)
    Height: 5' 8"
    Weight: 135 Ibs.
    Reiatsu: White, appearing as a soft glow that slowly grows more intense as he releases more power.
    Faction: Soul Society
    Division: Sixth Division
    Rank: Vice Captain
    Appearance
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    Appearing as a man in his prime, Damara has a slender but very fit form. His eyes are a light gray and highly observant, and he studies new people or phenomena very carefully when he first encounters them, either obviously or not. His hair is black, and flows down his neck to his shoulders. His personal appearance is always immaculate, without so much as a hair out of place. This is not due to vanity; he simply feels it is his duty to look proper because of his high position, and in times of extreme duress he begins to look more unkempt. Damara wears a standard Shihakusho, as well as a small silver neck band and a thin, long white scarf that hangs down both his front and back almost to the feet. He wears his Zanpakuto on his left hip.

    Personality
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    Damara has been described by many people who have worked with him as cold, callous, or heartless. This is not, technically, correct. Damara rarely shows emotion, and is a private, introverted person. He has great difficulty bonding with other people, and has never put in a significant effort to do so. As a result, he can come off as uncaring. Despite this, Damara is a kind person who is devoted absolutely to the Soul Society and has a strong sense of personal justice. Damara has a keen analytical eye, and is very perceptive of occurrences around him. He is an extremely meticulous person, and he doesn't do anything by half. Damara's greatest asset is his ability to learn; he can take in information very well, and is excellent at improving himself. Damara is also extremely intelligent. He enjoys learning new hobbies, and has mastered a large number of skills. These pursuits fill the void left by his lack of friends.

    History
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    Very little is known about Damara's life before he became a Shinigami; nobody has ever really talked to him about it, and he doesn't seem particularly inclined to volunteer the information without provocation. It isn't hard to imagine him living quietly in some corner of the Rukongai, and this is the general assumption of his time there by any who have cared to speculate.
    What is known is that Damara entered the Shinigami academy at a relatively young age, the thought of keeping the balance between the Mortal World and the Afterlife appealing to him. He committed himself to his studies with the quiet, unceasing effort that has become characteristic of him. He made no friends in his school days, devoting most of his time to study and practice. His constant efforts paid off, however. Damara consistently got extremely high marks in all of his classes, showing extraordinary skill at sword fighting and a high level of technical ability with Kido.
    Damara graduated from the academy (valedictorian) and was initially assigned to the Thirteenth Division Squad. He took well to field work, and quickly gained a reputation as a cold, but hardworking and unquestioning shinigami. However, he continued to remain apart from other people, and had no real friends. Due to his constant distance, Damara was reassigned repeatedly because of his diverse skill set and high learning ability. Eventually, he was assigned to the Sixth Squad, where he was able to get along well because of the more fluid organization of the Division. Over time, Damara has climbed through the ranks at a fast but not startling rate, eventually reaching his current position as Vice-Captain.

    Abilities
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    Damara is a highly adept swordsman, preferring the use of Zanjutsu over all other combat disciplines. His style revolves around pure skill, as Damara is neither unusually strong nor unusually quick for one of his level. Despite his preference for swordplay, Damara is well practiced in all areas of Shinigami combat techniques, retaining good levels of skill in both Hoho and Hakuda. Damara's distance with his Shunpo is average, but the movement itself is very fast and he has a high degree of control over the technique, and he can use it many times in succession. Damara has a high level of ability with Kido, as well, able to reliably cast up to Hado 88 or Bakuda 90. He has a moderate level of skill in healing kido.

    Zanpakuto
    Shiro Hoshi (White Star)
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    "Shine, Shiro Hoshi"
    Inner World
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    Damara's Inner World appears as an unbroken vista of stars without visible planets. Occasional shooting stars can be seen.

    Spirit
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    Shiro Hoshi takes the form of a large, pulsing white light. It is a flippant, playful spirit, frequently urging Damara to action without his usual careful forethought. He serves as a more reckless and immediate voice to Damara's endless hesitance. Despite this contrast, Damara and Shiro Hoshi are very close, and Damara spends much of his free time communing with his Zanpakuto Spirit.

    Sealed Form
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    In its sealed form, Damara's Zanpakuto is a simple katana with a crossguard shaped like a four-point star. The hilt is bright white, and meticulously wrapped in strips of white sharkskin. A small, flawless star sapphire is embedded into the pommel. The blade itself is brightly polished and razor sharp.

    Shikai
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    When the command is uttered, Shiro Hoshi flashes very brightly, blinding any but Damara who is looking at it. Afterwords, Shiro Hoshi continues to shine very brightly to the perception of anyone except Damara, who is not negatively affected by it. This can make it difficult to pin down the sword's exact location. The blade of the sword also trails an afterimage of its movements. Damara can control the length of this trail. Shiro Hoshi has three commands in this form:
    White Wave: Damara swings Shiro Hoshi in a vertical or horizontal arc, which projects a wave of kido energy outwards. This is a simple attack which can be done repeatedly, and is moderately powerful. The wave is thin but strong and very sharp, allowing it to cut through most terrestrial materials.
    Solar Flare: The light emerging from Shiro Hoshi pulses once and then flashes in a manner identical to its shikai command, potentially catching an opponent off guard and blinding them. The move also has a secondary effect, however, reflecting any moderately powerful energy based technique that gets caught in the second flash.
    Fall: Shiro Hoshi is immediately pulled towards the largest immediate source of gravity at an extremely rapid rate, effortlessly slicing through obstructions or anything else that gets in the way. Damara has trained very hard to keep a hold on his Zanpakuto during this move. The technique is extremely powerful, and enables Shiro Hoshi to cut through almost anything. There are drawbacks, however. The technique is very difficult to control, and once it is started it cannot be stopped until Shiro Hoshi hits the ground or doesn't move for ten seconds, which can leave Damara vulnerable.

    Bankai
    (Damara has not yet achieved Bankai)
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    Eikyuu Shiro Hoshi (Eternal White Star)
    When Bankai is activated, Shiro Hoshi sheds its bright white glow, replacing it with a dull, dark blue one. The blade itself extends slightly, and the hilt fades in color until it is only a shade lighter than the sapphire in its pommel. The blade stops trailing at this point. Pricks of light appear on the blade of Eikyuu Shiro Hoshi, simulating a night sky.
    Eikyuu Shiro Hoshi is nearly indestructible and impossibly sharp, creating a formidable weapon. It also is wrapped in a blanket of kido-like energy, allowing it to parry mystic attacks as well as physical ones.
    Damara also gains large, indistinct wings of energy, similar to the one surrounding his sword but both stronger and tougher. These wings have three effects: they allow Damara to fly at high speeds, they can serve as shields against attacks, and they can be used as a weapon.
    Activating Bankai also gives Damara a large boost to his physical abilities, and heals him of any injuries he has sustained in battle up to this point.
    Eikyuu Shiro Hoshi has five commands:
    Falling Star Blade: The stars in Eikyuu Shiro Hoshi's blade expand in size until the sword takes on the appearance of its shikai covered in white flames, and then the sword hurtles in a direction of Damara's choosing. Damara can switch direction mid strike or end it at any time. The technique is very similar to the Fall command of the Shikai, but has more control and more power.
    Meteor Storm: The stars separate from Eikyuu Shiro Hoshi's blade, and then lance towards an opponent or opponents, forming a number of powerful strikes. It is very difficult to deflect all of the meteors, and they travel very quickly, making this a very deadly technique. Damara can also channel a much stronger and larger version of the attack through his wings.
    Shield of the Night Sky: Damara swings Eikyuu Shiro Hoshi in an arc in front of him, trailing parts of its kido blanket, which can be used as a shield. If Damara desires, he can activate the Meteor Storm command from this shield.
    Night Wave: This command is identical to the White Wave command, but is much more powerful.
    Night Tide: Damara swings Eikyuu Shiro Hoshi in a vertical or horizontal arc, releasing a large wave of damaging kido energy. The technique is similar to the White Wave attack, but it is larger and stronger, making it unable to perform the precision cuts of White Wave in exchange for increased area of effect and power.
    Heart of the Star: A blinding light fills a radius of twenty feet around Damara, making it almost impossible to see for anyone except him within this area. The area of the technique is ringed with white hot flames that do not harm anyone entering the area, but cause serious burns to any opponent attempting to leave. The technique lasts for two minutes or until dismissed before fading, and is very draining on Damara, likely causing him to drop bankai after it ends.


    Last edited by Dorizzit; 2011-09-06 at 08:59 PM.
    Truly awesome Ark Tamaeus avatar by Bryn. Full size version here.

  12. - Top - End - #12
    Firbolg in the Playground
     
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    Default Re: BleachITP Reborn Character Registry

    Paramonos (Παραμονος). Numero #24

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    Reiatsu/Speech colour: #DC143C



    Appearance:
    Paramonos is an arrancar of above-average height and average complexion. His hair is short, spiky, and red. It is tied up with a headband made of bandages. The bottom of his feet are also scarred and calloused, probably from not wearing shoes. His wardrobe consists of a skirt that goes to his knees and a belt of similar bandages at his waist. His forearms and shins are also bandaged. He wears a white scarf and a gold pendant as well. On his chest is the tattooed image of a moon and a comet, and on his back a tattoo of the sun. Interestingly enough, the edge of these tattoos are scarred. His mask fragment is crescent-shaped, going from the back of his head and wrapping around to almost his eye. His hollow hole is through his right shoulder.

    Personality:


    Paramonos is honourable almost to a fault. The words of the espada are law, and he does not strike without provocation, and never against an unarmed or downed foe. In addition, he is also terrible at reading others' emotions, especially when they deal with matters outside his moral code. He has a strong sense of personal improvement and discipline.

    Abilities:


    As a whole Paramonos is a melee combatant, his bala and cero being nearly useless to him. His sonido is average for his rank, but when traveling he for some reason prefers to walk. He says it builds character. He would pride himself on his swordsmanship, if he believed in things like pride. His Hierro is nothing to scoff at as well, being his second greatest skill after his weapon skill. He has never been seen using garganta.

    His fighting style consists of focusing on blocking his opponent's attack with his shortsword and quickly going for a counter with his halberd. His goal is to whittle down his opponent this way. If his opponent tries to attack him from a range he uses sonido to pursue, blocking or avoiding the attack and striking at them.

    Zanpaktou: Talos


    Talos takes the form of a shortsword and bill-hook halberd that Paramonos carries at all times. They are made of bronze, and relatively simple-looking.


    Ressureccion: My blood becomes lead and my skin becomes bronze, rise, Talos!


    Paramonos' weapons begin to glow, and the scar on his chest becomes white-hot. Paramonos' body becomes covered in white armour plates and he grows to a height of ten feet; his weapons grow proportionally as well, and become white. In his ressureccion he becomes incredibly tough and strong. Otherwise, there is no change.


    Aoki Yuudai (青木 雄大). Student and False Hero. Just Human?

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    Age: 17
    Race: Human
    Height: 5' 11"
    Weight: 129 lb.
    Reiatsu/Spiritual Color: None exhibited so far. But would be Green.

    Appearance: Yuudai has brown windswept hair and green eyes. He is of a bit above average height for his age, and is rather thin. When not at school he keeps a ninja-to at his waist, although no one has ever seen him use it. He tells everyone that he has a badass tattoo, but refuses to say where.

    Personality: Generally considered a goof-off of the class. He never gets assignments done, preferring to sleep in class and talk to all of the female students. He always seems flirtatious, and really tries too hard. He greets new girls with uncanny politeness, but those who have gotten to know him, such as Michiko, know that this is just a facade.

    Other stuff: He is a member of the delinquents, and when not harassing girls he is harassing Michiko (no offense to Michiko is meant.) He is a member of the bird-watching club (Anything that gives him the right to be on a building with binoculars during the girl's PE class is a club he will enjoy), photography club, and baseball team (He is actually pretty good. He's the pitcher.)

    His current personal goal is to pass high-school and go on to college to meet girls. Growing a goatee wouldn't hurt either. Oh, and to own a motorcycle. Because they are what he calls "Badass" (incidentally up there with tattoos and swords.)

    Abilities:None as of this moment, although sometimes he feels like he is being watched (the signs of early spirit recognition.) He does have a sword though.

    Future Abilities
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    Yuudai will eventually get the ability to see, hear, and interact with the spirits. His powers will not stop there. Yuudai will have the ability to destabilize spirit particles. At first Yuudai will be able to create explosions, the particles becoming wild and bashing into each other. He will need to have a clear view of where he is destabilizing the particles, otherwise some sort of mishap will occur. Eventually his mastery will become larger, and he will be able to use the explosions for more purposes, and he will also be able to concentrate or funnel his explosions.



    Eirene Klossner, Bount
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    Appearance:

    Reiatsu/Speech colour: Bubbly!
    Age: 130
    Race: Bount

    Eirene stands at a height of 5'4." Her black hair is slightly spiky at the back, and her bangs are held to one side with a hairclip. Her eyes appear in varying shades at time, usually some variation of dark reddish-brown. She usually wears the local high school uniform, but her sense of fashion often changes.

    Personality:


    Eirene is a very optimistic and high-energy person, much to the dismay of some of the fellow Bount. She has the uncanny ability to make any situation positive. In addition, she has very little shame; she does not fear anyone else's judgement.

    Abilities:


    Eirene has very few natural combat abilities so to speak. Her combat training is pretty much nonexistent. However she is incredibly lucky, and it extends to her ability to avoid attacks. Bad things do not happen to good people.

    Doll: Schrikbewind

    Whilst sealed, Schrikbewind takes the form of a hairclip. The design of the hairclip changes almost every day. Full profile is on the wiki.
    Last edited by Shades of Gray; 2011-09-11 at 02:20 PM.

  13. - Top - End - #13
    Ettin in the Playground
     
    tgva8889's Avatar

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    Jan 2006
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    Default Re: BleachITP Reborn Character Registry

    As always, thanks to Kasanip for just about all the translations.

    Takahashi Taiki, Captain of 10th Division
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    Name (Family Given): 高橋大輝 Takahashi Taiki

    Position/Allegiance: High-Level Member, Gotei 13

    Vital Stats:
    Age: At least 500
    Height: 5' 7"
    Weight: 148 lb.
    Reiatsu/Spiritual Color: Purple
    Health: Healthy

    Appearance
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    Taiki appears to be somewhere in his 20's. His brown hair falls to about his neck, though he generally wears it tied behind his head. For some reason, his eyes seem to be different colors most of the time, the range being between blue and green. On his right arm is a tattoo of his division's symbol.

    He generally wears a traditional Shinigami shihakusho, except that his kosode is sleeve-less. Underneath it he wears wrappings around his chest.


    Personality:
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    Taiki is rather lively and open, preferring to spend his time talking rather than observing. He is generally vocal about his opinion and will actively oppose even his elders or betters. Sometimes, he will speak without thinking, causing him to say stupid or insensitive things, but most of the time he is good at censoring himself. When he is angry, Taiki can be very venomous with his speech. Taiki is also an incredible eavesdropper, generally knowledgeable about things he has no right knowing. This knowledge generally comes out in random passing, rather than Taiki gossiping.

    Taiki loves word games and acting, and in fact teaches a course on it at the Academy. He is incredibly good at impressions and improvisation. This skill translates into a skill with lying and deception, as well as a skill in noticing subtle body language changes in others. Although he loves acting, Taiki hates being in the spotlight, and therefore does not flaunt any of his natural abilities. He generally prefers smaller, less recognized roles.

    Despite all of this, Taiki mainly focuses on necessary things and dislikes slackers or frivolous people. Though he does have some fun sometimes and generally acts in a cheery manner, he cannot stand pure worthless frivolity. However, he is a good enough actor to hide his displeasure most of the time, and he is willing to attend such events for close friends and colleagues.


    Backstory:
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    Taiki Takahashi was born to an unremarkable family in the closer districts of the Rukon. He grew up in the shadow of the great walls of Sereitei, and every day he went out to play with his friends, one of the Gatekeepers looked over him. Even as a young boy, Taiki knew what he wanted to do. The Gatekeeper was so large and so powerful that Taiki could not help but admire him. Every day, the Gatekeeper helped the town, using his great strength to help construct homes, perform rescues, even watch the children. Taiki knew that if he was to be anything, he wanted to be like the Gatekeeper. So, as soon as he was old enough, Taiki joined the Shinigami Academy.

    At first, Taiki was a failure. He had trouble performing Kido and his sense of reiatsu was off which screwed with his shunpo. And, as he had no previous skill fighting, he was a very weak swordsman and physical combatant. However, Taiki worked hard. He worked hard, and long, and dedicated himself to his goal. Despite this, he still struggled. Eventually, he began to grow disheartened. He doubted himself. Was it worth the effort? Could he really become a Shinigami? And one day, he succeeded. Though he was never a remarkable student, never skilled in any of the 4 schools of Shinigami, he did something very few students could manage.

    Taiki spoke with Benei.

    Or rather, Benei spoke with him. His internal spirit recognized his dedication and she spoke to him. His own inner power recognized his determination, and it showed him what he had inside him. It showed him that he had the strength and determination to succeed, and that with that alone he could accomplish what he desired. It showed him not to be afraid. It showed him confidence. The only thing it could not show him was itself.

    At the end of his years of schooling, Taiki graduated in the top 10 of his class. Because his skills in both hakuda and zanjutsu were his greatest, Taiki was offered a position in 11th. However, Taiki instead applied for 3rd Division, hoping to diversify his skills rather than focus them. While learning in the 3rd Division, Taiki gained more and more understanding of his abilities. Benei revealed her name to Taiki, and he quickly learned that his Shikai was a permanent release-type, due to Benei's elusive nature. Although he continued to struggle with Kido, his shunpo quickly developed. He soon mastered that skill to the level that he could apply for a position in 2nd Division.

    While his application was going through, however, he met the person that would change his life: Ai Masachika (First name Ai, Family Name Masachika). At first, they were mere acquaintances. But after Taiki's initial rejection from 2nd, the two grew incredibly close. Eventually, the two fell in love. The two were meant for each other, or so it seemed. Ai Masachika was a noble, and while Taiki had a favorable track record, he was not a nobleman, and Ai's family rejected their relationship. That did not stop them from spending 5 years together. It should have been longer.

    On a patrol, the two and the remainder of their troop encountered a strange anomaly. The reiatsu was strange, unlike any that Sereitei had ever detected. As far as their information was aware, the target was a known criminal and, as such, the 3rd Division was tasked with executing the offender. The patrol succeeded in tracking their foe down, but when they arrived, they could not trace him. Soon, he had taken down several of their members, separating them in the woods and eliminating them one-by-one through confusion and incredible speed. Taiki and Ai remained together and therefore remained alive. For the time being, at least. The creature leaped from the woods and struck Ai down in a single blow. It was not shinigami, nor was it hollow. It appeared to be a normal human, but it bore the mark of the hollow, the mask. Taiki would later discover what the true term for it was; a Vizard. Taiki fought valiantly. With the creature's advantage of surprise lost, Taiki managed to battle it long enough for reinforcements to arrive and permanently subdue the creature. However, they were too late to save any of the remaining patrol. Taiki submitted his report. When he found out that the Vizard was in fact a previous friend and well-wisher of both his and Ai's, his resignation from 3rd Division appeared shortly thereafter. He would never forget what a Vizard could do.

    Taiki moved on to a new division, the 2nd, where he hoped to learn reliance on himself and further advance what skills he could, namely his hakuda and shunpo. Over his time, Taiki rose quickly in rank. The 2nd Division truly earned Taiki the name of "broken blade." Benei's invisibility was incredibly helpful for a member of the Stealth Force. He also eventually mastered his Bankai during this time, learning even more from his zanpakuto. After many hard years of dedicated work, Taiki advanced to the rank of 3th Seat. It was at this moment that Taiki began to attract attention. As head of the Assassination Force of the Onmitsukido and a prominent member of Gotei 13 with high strength, ability, and leadership, Taiki applied for Captaincy. His first attempts at becoming a Captain failed due to lack of experience, lack of strength of character, and lack of a division he could actually lead. After the death of Captain Mio Osagawa, Captain Naomi Maruyama suggested promoting Taiki to the rank of Captain. After demonstrating his skills in front of a panel of captains, including the current Commander-General, Taiki received the necessary recommendation and became the Captain of 10th Division.

    Under Taiki's leadership, 10th Division changed. Maggot's Nest regulations grew more strict, resulting in many members of the Maggot's Nest being moved around until several were set free. It was all to make space for one special prisoner, one whom Taiki considered a huge threat and, now that he was a captain, for whom he could properly appeal to the Central 46 for holding rights. That man's name was Hannibal Magalhães. Taiki was the reason he was held as long as he was, where he was, and in the condition he was. Considering Taiki's otherwise completely successful management of 10th, Central 46 failed to find good reason to deny Taiki's requests, on the grounds that he was held for 12th Division research.

    Roughly 80 years after becoming Captain, Taiki learned of a new Captain recruit for the 13th Division. Her name was Natsuko Hayashi. As always, Taiki remained his cordial self towards her, but as they grew to know each other, Taiki soon found himself in love again. A bit wary, he eventually found out of her own emotions when she admitted them to him herself. Since that moment, the two have been incredibly close, eventually getting married 10 years later. They have been happily married for 10 years, and have since had their first child, Hikari Hayashi.


    10th Division:
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    The 10th Division


    Moreso than any other division, 10th Division treats Soul Society as its home. When something happens, it is the 10th that responds. Nowhere in Soul Society is unsafe when the 10th are on duty. The 10th makes it their personal responsibility to ensure that the inhabitants of Soul Society can go about their duties without having to worry about dangerous activities in the streets.

    The 10th Division is the police of Soul Society. Members make it their job to enforce the laws of the Central 46. While anyone can arrest, the 10th Division is trained in disabling criminals and ensuring that the Central 46 (or, in the case of some Shinigami, their Captain) can administer judgment. Their intensive training in nonlethal combat techniques (as well as the current Captain's preference for such combat) has led many to become proficient in hakudo. Additionally, most members of 10th are trained extensively in the bakudo form of Kido, as well as effective methods to disable a foe without killing them. While the 2nd Division generally deals with assassinations, it is the 10th that brings most criminals to justice.

    Taiki became Captain through hard work and great effort. As a member of 2nd Division, Taiki learned the importance of his duties and the importance of Soul Society, and became quickly enamored with the idea of leading a squad of his own. Upon informing his Captain of this, Taiki was drilled into the ground, forced to gain strength until he was eligible for a Captain's seat. Though he was unable to gain the requisite number of recommendations in his first attempt at a seat, his second proved more successful. Almost 100 years ago, Taiki was granted the Captaincy of 10th Division, replacing the famed Captain Osagawa Mio. Taiki's efforts over the years have continued the respected tradition of the 10th.

    Numbers: 1618.

    Flower: The flower for the 10th Division is the Daffodil, a symbol of unrequited love and chivalry. Of the Divisions, the 10th's members consider themselves the most chivalrous and honorable, and they believe in the heart of the chivalric code. They act out of their devotion to Soul Society and the maintaining of the peace that exists there, whether the people see them in this light or not.

    Motto: “Those who expect nothing in return receive the greatest reward.”

    Duties

    Investigation: 10th Division looks into all suspicious activities occurring in Soul Society and, when called upon, in the Mortal World. While they are not the primary information-gathering division, they are one of the divisions most suited to analyzing acquired data to form conclusions about suspicious activity. They work closely with divisions such as the 13th (Recon) and the 5th (Communications) to ensure that the right information is available.

    Police: When a criminal is located, it is the 10th that brings said criminal to justice. They are the arm of the law that keeps the lawbreakers in line and the common folk safe. All members of the 10th are required to take a patrol in Soul Society once per month in order to enforce this message.

    Interrogation: It is generally the 10th that deals with information gathering when it comes to people, rather than observational data. Many members of 10th consider this their most difficult job, but nonetheless they are quite effective in retrieving the necessary information.

    Prison Wardens: 10th Division is in charge of managing general prisoners in Soul Society. They maintain the status of the Maggot's Nest and similar detention facilities, and it is they who ensure that the exiled remain just that. This responsibility stems from the 10th's close association with the criminals of Soul Society.

    Skills required

    For members of 10th, analytical abilities are just as important as physical capabilities. Prospective members must be capable not only of quick thinking and response, but also physical stamina for when criminals flee and strength control to prevent lethal strikes. In addition, true love of Soul Society and loyalty to it and the Gotei 13 is considered primary above all else. Taiki considers this so important that he designs an infamous loyalty test for each prospective Seated Officer to ensure that they are joining this Division to support its ideals.

    Captaincy and Promotion

    10th Division operates under a merit-based promotion system, like most. Those who prove themselves time and time again will be promoted to higher-ranking positions, and those who fail to perform their duties will likely be demoted, or at the very least heavily reprimanded. Additionally, Taiki makes it his business to know how well his officers are doing in all regards, and if he feels any of his officers are not performing due to a "mental health issue" he will set up an appointment with 4th Division for you and expect you to attend it or be relieved of duty. Generally, Taiki chooses Shinigami he has a sense of respect for to take high-level positions.

    Captains of 10th Division have acquired their seat through proving their abilities in traditional manners. Most in history have been required to take the Captain's Exam rather than simply being recommended, and none have attained the position by killing the previous holder.

    Previous Captains

    Osagawa Mio: Captain Osagawa was and remains the most effective Captain of 10th in history. It is Mio that enacted much of the change in 10th's duties, focusing on developing the role they have today. She held a strong relationship with her subordinates, and was loved by all. When she was first accepted into Division 0, she chose to reject in order to remain Captain of 10th long enough to ensure that her successor would continue the legacy she had created. Her tragic death at the hands of Hannibal Magalhães soon after her rejection caused great grief in Soul Society. She was the last Captain chronologically before Takahashi Taiki.

    Murata Shiro: Captain Murata, while not a failure, could not compare to Captain Osagawa when placed together in history. His significance exists in that he was the longest standing Captain of the 10th, and one of the longest standing Captains in history, leading for over 500 years before he retired from service and died an old but happy man. Some of his words of wisdom are still kept in the Sereitei archives, including the motto of this very division.

    Special Organizations

    Execution Force: Taiki himself leads this elite squad within the 10th. Its name is a misnomer, as this group is not in charge of committing executions. Rather, the Execution Force is the SWAT team of Soul Society. When doors need to be taken down or walls broken, this group is the ones Gotei 13 calls upon. Becoming a member of this team is considered an incredible honor by members of the 10th, and it is the ultimate in membership. When the Execution Force is in action, they outrank even higher seated members of 10th.

    Warden Corp: This group is in charge of managing the prisons in Soul Society. They perform general duties including providing food and maintaining conditions. While not always, the Warden Corp is generally led by an officer between 2nd and 5th Seat.

    Undercover Operations: While the 2nd Division is in charge of stealth, this is not the only requirement for a true undercover agent. These 10th Division members are trained in the art of assuming an identity and going deep within an organization, providing the means with which to destroy it from the inside. Taiki leads this group as well, though he generally dictates management to other seated officers.


    Style/Abilities: Due to the nature of his Zanpakuto and the popular knowledge surrounding him, Taiki generally fights with a combination of hand-to-hand combat, shunpo, and some minor kido. While as a Captain he can use a variety of Kido, he can only use the first five levels of both Hado and Bakudo without the chant, making Kido a weak combat area for him. While Taiki is capable of using an incomplete version of Shunko, it only increases his strength and defense and does not allow him to perform any special techniques. His shunpo is incredible, allowing him to move both fast and far with incredible proficiency. He is also capable of performing several shunpo techniques.

    When using his Zanpaktuo, Taiki generally uses a combination of speed and deception to score his hits. He is incredibly skilled with his zanpakuto despite its lack of use in common combat, enough to rival many 11th Division members for some time.

    Ability Chart:
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    Zanpakuto: 幻影 Genei (Shadow Spirit). Genei is a constant-release type zanpakuto, and therefore has no sealed form or Shikai command.

    Shikai: Genei takes the form of an invisible katana. The entire weapon, including the hilt and the blade, cannot be seen by any form of vision and cannot be detected by reiatsu detection. Thus, Taiki has gained the nickname "Broken Blade" (残剣 zanken) due to his apparent lack of zanpakuto. In fact, he is rumored to be the only Shinigami to simply not have a zanpakuto. Besides its invisibility, Genei is simply a normal katana with no tsuba.

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    Shikai Special Ability Genei's main special ability is its ghostly abilities. Genei is completely undetectable by anyone except Taiki. In addition, it can phase through most solid materials, including flesh. (Basically, it can't phase through seki-seki rock or zanpakuto. Everything else will be tackled on a case-by-case basis.) However, Genei cannot phase through a material and inflict damage at the same time. For example, if someone is standing with their back against the wall, Taiki cannot stab them by phasing Genei through the wall but allowing the blade to be solid once it reaches the other side.

    In addition, Genei's entire form can be made immaterial. This means it is unaffected by any other physical object or gravity. When it is in this form, it can be moved mentally by Taiki. While it can be made material at will, it cannot become material while inside other objects. If it is made material while in motion, it will continue to move with the same speed. While Genei is in this immaterial form, it gives off a detectable reiatsu within a sphere of radius 7'.


    Bankai (Depending on what happens, may be attained later)
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    Bankai 無声鬼幻影 Museiki Genei (Silent Demon Shadow Spirit): Museiki Genei remains completely invisible and undetectable. When it is first activated, this Bankai emits a huge amount of smoke and darkness, basically negating any sight of Taiki in a wide radius.

    If it could be seen, this Bankai would consist of two wings of blades on Taiki's back and a giant scythe-like weapon in his hands.
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    Bankai Special Abilities: Museiki Genei creates a zone of shadow in which the general sight radius of anyone within it except Taiki is incredibly reduced. Any other senses are not affected, though the reiatsu of the smoke itself causes reiatsu detection to be rather difficult.

    In addition, Museiki Genei can create "smoke clones" of Taiki. These clones can only perform basic combat, basically only capable of running and attacking with invisible blades, but they are still useful combatants. Museiki Genei can also create invisible swords from the wings it grants Taiki. These blades can be fired at high speed from the wings or used to supply more ghost clones, or even as weapons if Taiki somehow loses his scythe. Additionally, anything created by Taiki's Bankai, as well as Taiki himself, can achieve an immaterial form, allowing them to phase through most physical objects. Taiki can control these objects mentally while they are immaterial, though he can only control a maximum of 10 objects. (I.E., 5 total clones with swords.)

    Though technically there is no limit to the number of blades or clones that can be created in this way, creating each requires Taiki to imbue it with some of his own reiatsu. His limit on that basis is around 200 total blades and clones during any one activation of Bankai, assuming he is at full power when he releases.

    The wings can act as a shield, similar to Toshiro's Bankai, generally blocking any attack that a Zanpakuto could survive against. If the wings are destroyed, Taiki's Bankai reseals, so he generally does not use the wings to defend against any incredibly powerful attacks.



    Ren Karashi, 17th Seat of 10th Division
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    Name (Family Name, Given Name): Karashi, Ren

    Position/Allegiance: 17th Seated member of 10th Division, head of Execution Squad 7

    Vital Stats:
    Age: Unknown
    Height: 5' 7"
    Weight: Slightly heavy but for the most part normal for height
    Reiatsu/Spiritual Color: Olive
    Health: Healthy

    Personality
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    Karashi has an extremely short fuse. It is not hard to piss Karashi off, and when he gets angry he does not calm down easily. However, he prefers to be more passively aggressive than physically aggressive or directly aggressive, though in general when angry he is just darn aggressive. He also tends to swear a lot, and often. Karashi is quite pessimistic and relatively hateful of others, but he approaches it in a more nonchalant, thrill-seeker manner, choosing to enjoy as much of life as possible.

    Karashi is loyal to those who respect him, and incredibly aware of the chain of command. He does not talk back to his superiors, ever. He is absolutely oblivious to other’s low opinions of him. While he has an inquisitive mind, he generally does not delve unless he has good reason.


    Appearance
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    Karashi is fairly Caucasian in coloration, with brown hair and green eyes. He walks slightly slouched and rolls his shoulders constantly. He also blinks or winks fairly often, usually as force of habit. His unshaven appearance and dull eyes mark the trials he has experienced.


    History
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    Ren Karashi sat alone in the interrogation room.

    It was an incredibly unfortunate day for him. They had run out of space elsewhere for the annual psychological review. Apparently every other member of 10th had decided today would be a good day to get their minds reaffirmed. Karashi wasn't afraid, but he was peeved. As a seated officer he had at least expected to be shown to a room. Unfortunately, a few minutes spent prepping the uniform cost him a slot in one of the nice, comfy offices with his review officer.

    It was almost 10 minutes before the door opened to a young officer entered. She carried way too many papers in her hands, and when she went to close the door the sound of the slam almost made her drop everything. An intern? Karashi thought. Nervously, she looked at Ren. Something about his face must have been off, because she had barely a glance before she had instinctually backed up against the wall. Probably the smell.

    What Karashi suspected was an intern sat across the table from him. Her nose crinkled absentmindedly. "So. Ren Karashi, 17th seat of the 10th Division." Her voice would have sounded authoritative had she not dropped her pen shortly after saying it. She slowly picked it up, blushing as she rose from behind the table. Karashi nodded in response.

    "May I ask, Miss…" "Amagi." "Amagi. You are new to this division, yes?" "Yes, I joined 10th only a short while ago." Karashi laughed. "You have nothing to worry about. Just stay calm, follow the procedures you were taught. That's generally how he likes things to be." She nodded and continued. "Um, right, so. 17th Seat Karashi. I suppose we could cover your past first, if that would be alright…" Ren nods.

    "Miss Amagi. Do you remember where you were when you were born? No? Didn't think so. Most people don't. It's not important, really. I remember where I grew up. I grew up in the lower districts. Not as far as Zaraki, mind you, but pretty damn far. I mean, you would not have wanted to grow up there. I sure didn't. I got out of that hole as fast as I…"

    "Um, 17th Seat Karashi. If you could…"

    "Yes, yes. Of course. Sorry, Miss Amagi. I joined Sereitei first through the Kido Corp. I had expressed early on skill in using and manipulating my reiatsu, so I was tapped by Chen - Sorry, Ex-Commander Shengdi. Some member of the Corp. found me after I tried to steal some of his money. Almost got the bast - guy's sword, too, but he got the jump on me. Anyways, I was brought into the Corp. initially as a bookkeeper and scribe. Had to repay my "debts to society" or something. Turns out when I figured out how to actually cast the spell the Corp. started actually paying attention. They also had to find the damn book and make sure they never let an intern see it again, but hey, at least I got formally inducted into the Corp.

    "Turns out I was a pretty good researcher. I got good. Very good. I wasn't casting high-level spells, but I was combining spells at a level that many couldn't manage. There was one spell that I got particularly good at…Here, may I have that pen?"

    Miss Amagi looked up from her clipboard. "I'm sorry?" "The pen. May I?" Ren held out his hand. The girl looked down for a moment, then tentatively put it in his hand. It disappeared for a minute, then reappeared. "Not perfect on other solid objects. Still working on that one. But I'm sure you recognized Kyokko. It is one of the most utilitarian Kido, after all. No? Not at all? Geez, you look at me like it's a fu-er, darn magic trick. What do they teach at that academy, anyways?" Miss Amagi opened her mouth to speak, but Karashi cut her off. "I'm sorry. You must think I'm a vulgar - pardon my language - asscrap. Well, I'm not nearly as bad as…well, I'll get to that. Anyways, here's your pen, back to taking notes.

    "So, anyways. I got good at Kido. I rose up in the ranks of Kido Corp. from a scribe to a researcher officially, and I quickly put in a lot of time to combining and modifying kido. While many of my plans weren't successful, as you can see I did succeed significantly in one way. In the lab, I unfortunately…caused an incident. I'm sure you know about it in your damn files. I did not fu- sorry - damn cause that accident. I was not responsible! But unfortunately, colleagues died. Friends of mine. Friends. And I was blamed. They blamed ME! You've got to be kidding. You've got to be ****ing kidding me. Sorry. Didn't mean to. Lost myself a bit there. Where was I? Ah yes. That thing I didn't do.

    "Some idiots thought it would be a good idea to mix a high level Hado spell with a high-level Bakudo without a Seated supervisor. Dumbasses. They could barely even cast the damn spells they were combining themselves, what made them think it was a good idea? One of them ended up incinerating his entire left side, and the other one…well, we don't talk about what happened to him. He'd probably kill me or something. Just because they had asked me to supervise I was responsible, even though I had never actually agreed to do so. Guess that's what it means when they tell you to read the fine print. Apparently I had signed some form or something that held me responsible. Damn ridiculous if you ask me.

    [color=Olive]"I was blamed for the death. It was considered not only a breach of Kido Corp. regs, but a public relations failure. The guy who died, he had family in high places. Those nobles made sure I got punished. Hard. I was sentenced to an indefinite prison term in the 10th division prisons. One of their friends was the current Captain of the division.

    "Osagawa Mio. I met her. She was pretty nice to me. The two of us, we understood something about the world, I think. She tried to fight against my transfer, but it was not to be. Despite her status in 10th and in Sereitei, she still was just a commoner. The nobles really ran the show on my sentence. So I made it to the Nest. Then I got let out, got into 10th, and now we're sitting here."

    Miss Amagi stared at Karashi. He stared back. "What? Something on my face?" They sat looking at each other for a bit longer. Karashi won. Miss Amagi turned back to her papers eventually, scanning a bit. "Please. Tell me about your time in the Nest." "No." "I'm sorry?" "No." "It's part of the evaluation." "It's not and you know it isn't." "Then please. Won't you?" She put her hand on his. Karashi looked down, then back up. "Are you right in the f-damn head? I'm a looney! A crazy! You're sitting in the same room with a NESTER and you think you can just touch my ****ing hand like that? You don't even know what you're getting into, do you?! Fine. I'll tell you. I'll tell you what the **** when down in that stupid ****ing hole they call the Maggot's Nest." Karashi sat back down. He hadn't realized just how much his rage could make him rise. It stunk.

    "After my transfer to the Nest, I began to understand what it meant to really be evil. I saw these people every day. I lived with them. It changes a person, you know? It changes them. Completely. You don't go to the Nest on a picnic, you go there because you've ****ed up your life and now you have nothing remaining. And the people in the Nest, they live forever. The people sentenced to the Nest are the souls that someone thinks are too dangerous to be allowed to die and go back to the Mortal World. They are the ****ing scum of the ****ing cosmos. And I was among them. You clearly don't think I'm one of them, do you?" Miss Amagi nodded. "Well, I am. I am now. 50 years after I got out, and I am still a part of that place. And it's always at the edge of my mind.

    Taiki Takahashi got me out. After he became Captain, he fought hard for me to be taken from that place. He recognized my talents. Eventually, he found a loophole. If he hired me to work for him, brought me into 10th Division, he could get me on a trial-run probation of sorts. If, after a decade of good service, I had done good work or some **** like that, I could be released. But I later found out that Taiki didn't want me to be nice. He wanted my knowledge. So out of one prison, into another one. Welcome to 10th. Here is your ****ing shackle." He tugged at his division insignia. "But that didn't stop me. I worked my way up the ladder. Now I'm a Seated officer, and I'm damn good at my job. Even got myself an Execution Squad. So you better let me go back to work, Miss Amagi."

    She nodded, jotted a few last notes. At the end, she handed him a piece of paper. "Open that outside. You're free to go. I'll let you know my final report in about a week's time." Karashi got up and was out of the room in a flash. He barely acknowledged her as he went.

    At the exit he opened her note. A butterfly flew from it. The note had one word on it. "LUNCH?" Karashi tossed it in the courtyard.

    "Bitch."


    Style/Abilities:
    As an Ex-member of Kido Corp., much of Karashi's skill set relates to his abilities in the Kido field. He was once a Kido researcher, specifically in the field of combinations of Kido. As such, he tends to combine a lot of kido, while not being particularly skilled in casting incredibly high levels. Because of his 10th Division training, Karashi is adept at Bakudo, capable of casting any Bakudo up to level 40 without the chant, and any Bakudo up to level 20 without the chant at near maximum strength. Rather than general skill, Karashi's Hado skill is much more specific. He can cast the following Hado without the chant at close to their normal strength:
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    Hado 1: Sho
    Hado 4: Byakurai
    Hado 8: Tetsuiba
    Hado 12: Soren Byakurai
    Hado 19: Dantoudai
    Hado 31: Shakkaho
    Hado 54: Haien

    …and besides the above list, can barely cast any Hado at all. He can, however, combine the above Hado in various ways and to various effects, generally more effective the lower total level of the Hado combined. He is also especially skilled in Kyokko, and besides being especially skilled in casting it without the chant, he can also combine it with several other Bakudo spells (combining Hado and Bakudo is rare and difficult) and he can also counter it on others, negating it as if by Hanki. His own unique abilities assist him in this.

    Karashi has the ability to "sniff out" a reiatsu signature, essentially functioning as a scent-tracker would. He can learn the scent of a reiatsu and memorize it, then recognize a person's recent whereabouts by the smell of their unique spiritual signature. He can also "learn" scents through detecting remnants left by the person in question, for example a Bakudo left by a Shinigami would allow Karashi to learn the caster's "scent." Besides detecting location and identity, this ability serves no other function.

    Zanpakuto: ブラッドハウンドBuraddohaundo (Bloodhound)
    Karashi's Zanpakuto appears as a normal wakizashi for his stature, with a tsuba shaped almost like a Bloodhound's nose. Like Ikkaku's Zanpakuto, there is a compartment in the hilt of Buraddohaundo that contained a small bit of powder. This powder has a unique but faint reiatsu smell, so that Karashi can leave a trail for himself to find at a later date.

    Shikai: Buraddohaundo, when released, takes the form of a magnifying lens with a short blade (about 15cm) at the bottom. It functions as a magnifying lens normally would, increasing the apparent size of object seen through it. The blade, however, has a small gauge on it that increases or decreases throughout battle (see below).

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    Shikai Special Ability Buraddohaundo’s increases the strength of Kido fired through it. When a Kido is fired through Buraddohaundo in this position, its power becomes amplified. While it technically affects all Kido used through its lens, due to the small size only Hado spells are particularly effective through it. Additionally, the gauge on Buraddohaundo increases each time a Kido's power is increased in this way. The gauge reaches the maximum after about 3 Kido are fired through it.

    Currently, the purpose of the gauge is unknown, as Karashi has far from mastered Buraddohaundo.
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    The purpose of the gauge is actually another part of Buraddohaundo’s abilities. When it reaches the maximum, Karashi can allow Buraddohaundo’s blade to extend, causing the gauge to completely empty. Each time it fills, the blade can extend a full 5 cm. The blade requires 1 Kido fired per 5 cm to charge up fully to extend its length. The blade stops growing at around 60cm, at which point it glows.

    The longer the blade of Buraddohaundo, the greater the increase in power any Kido fired through the lens.



    Reikiku Nakamura, Seventh Lieutenant, 5th Seat of 7th Division
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    Name: (Surname, Given Name) 中村麗菊 Nakamura Reikiku

    Position/Allegiance:7th Division 5th Seat, 7th Lieutenant and Liaison between 8th and 7th Divisions

    Vital Stats:
    Age: Unknown
    Height: 5' 5"
    Weight: 134 lb.
    Reiatsu/Spiritual Color: Dark Goldenrod
    Health: Depressed, otherwise Healthy

    Personality
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    Reikiku is a generally fun-loving, thoughtful individual. She enjoys being in the company of others and she is always willing to speak up and have a good time. Her humor and wit in combination can make her an interesting friend to have. When not having fun, she tends to be very thoughtful and meticulous, incredibly detailed, and overly thorough. She takes safety very seriously, though she knows when to back off and let herself take risks.

    Sometimes, Reikiku falls into episodes of incredible depression, during which she becomes very distant and unsociable, usually taking to herself and spending most of her time on her work. She almost never cries or has fits of sadness, though a few people have noticed cuts on her arms before. She does not talk about her condition often and when she does, she only does so with those she trusts.

    Reikiku is a kid at heart, and loves children’s toys, board games, and many very basic items. She has been caught with a ball and cup several times, and she actually owns a collection of yo-yos that she keeps in her quarters. When she has time, Reikiku visits Captain Nakamura and gets schooled in the art of Chess.


    Appearance
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    Reikiku’s brown hair falls to about her elbow when she stands straight up, though she usually wears it in a ponytail or pig tails, though she has been known to wear it down or in a bun for special occasions. It frames her oval face and smile quite well when let down. She wears a pair of black-framed glasses generally, though she has demonstrated in the past that she doesn’t need them and mostly wears them for the appearance. Her blue eyes always have a glint of brilliance in them, though one could only notice it up very close. Her cheeks have a tendency to puff out a bit when she’s upset or in deep thought.

    Her body type makes her generally a bit heavier set, but it does not bother her in the slightest and she seems totally at home with herself. She knows how to show it off as well, though overall she tends to prefer to take a meeker approach. Her shihakusho follows the standard, though she wears a badge indicating her status as 7th Lieutenant. She tends to wear a necklace with the symbol of the Nakamura family as a pendant, though she has hidden it from view before.

    History
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    Seizan Megumi was born 4 years after her brother, Seizan Kouichi. The two of them had been as close as siblings could be, and no one was prouder than Megumi when Kouichi began to succeed as a surgeon. Unfortunately, throughout her life, Megumi from depression, trapped in a world of constant stress, self-esteem issues, and inability to see out of the deep, dark hole that she thought was her life. Her family tried to support her and help her with whatever treatment they could, but the combination of her own inferiority complex and the disappearance of her brother eventually put her too far over the edge. Sometime before her brother’s death, Seizan Megumi committed suicide, leaving a note for her family explaining what had happened.

    Reborn as a young child, she gave herself the name Reikiku, combining words she had been fond of as a youth. She remembered little of her previous life, like most brought into the Soul Society. For a while, she survived by grouping with other children in the Rukongai. Reikiku learned to steal and survive on little, finding friendship in a Amagatsu Kazuma. The two of them connected and, in part because of a deep spiritual connection, the two treated each other as family for as long as they were together.

    On one particular thieving expedition, however, Reikiku was caught. She had gone out alone and gotten lost, and in an effort to survive, she attempted to steal some money from a couple nearby. When the man grabbed her, Reikiku panicked. Her fear of punishment overcame her and she sobbed and begged for help from her captors. Their hearts led them to pity her, and they adopted her as their own child, passing on the Nakamura name to her just as it had been granted to them for service to the family.

    For the first time in her memory, Reikiku had people caring for her and providing an environment for her to grow. She was the happiest she could remember being, despite missing her family in the Rukongai. However, her past began to caught up with her, and Reikiku began to feel the pressure of her depression once again. This time, however, her parents became quite aware of the change in her, and tried to help her through it constantly. One day, Reikiku’s father brought home a set of building blocks he had been working on to pass on to some children in the Rukon, and Reikiku became fascinated by them. She began to build things of her own, learning from her father’s skill in toy-making. Soon she found that she felt better about herself. Being able to make something, to really construct something, made her feel amazing. Reikiku was saved.

    Reikiku’s talent was noticed by a member of Gotei 13, who was somewhat familiar with Captain Nakamura himself, and on her parent’s blessing and suggestion, Reikiku enrolled in the Shinigami academy. In a strange turn of luck, Reikiku found herself in the same year as her old brother Kazuma. However, they wound up in different classes and barely had the chance to see each other at all. Reikiku worked hard and tried to get better, but she struggled overall. However, when her teacher found her notebook filled with schematics and designs for various toys, models, and even structures and furniture, he asked her to apply for an internship with the 7th Division. Naturally, Reikiku filled out an application immediately.

    As luck would have it, Reikiku was accepted and spent a year learning from 7th Division officers. She felt at home, learning better building plans and the importance of proper structural design. Her stress and struggles were gone. It was a paradise for her. At the end of her internship’s term, her mentor asked her to join 7th Division officially as a Private. He never needed to ask her more than twice.

    When she returned home shortly after her acceptance, her parents had prepared a celebration in her honor. Reikiku was thrilled. It so happened that Captain Masaru Nakamura of 8th Division had taken the time to visit after hearing of another Nakamura Shinigami’s success, and the two of them formed a close family relationship after a rough match of chess (for Reikiku, anyways). Eventually, Masaru helped Reikiku become more confident in her abilities as a Shinigami. That, combined with practice and an incredibly fostering environment helped Reikiku become a strong member of Gotei 13.


    Style/Abilities: Reikiku generally avoids combat when she can. However, she is a skilled fighter and when necessary, she is more than capable of defending herself. She tends to prefer to draw out a fight when possible, examining and analyzing her opponents in order to gain advantage through preparation rather than surpassing their overall skill. Her focus on this strategy lends Reikiku to a defensive fighting style.

    Expert in Zanjutsu: Her swordsmanship is strong in the fundamentals, though she rarely demonstrates skill to match masters of the sword. When battling with her Zanpakuto, Reikiku tends to prefer a defensive stance, waiting for her opponent to reveal weak points for her to strike. Most 3rd-seated members would surpass her skill in pure Zanjutsu, and most 4th-seated members would likely be able to defeat her, though she could pose a challenge to them.

    Skilled Pracitioner in Kido: Reikiku is a capable Kido user, though it is not her preferred method of combat. Usually, she focuses mostly on Bakudo, stalling her foes to regain a defensive advantage. She can cast any Bakudo up to level 70 pretty effectively, even without chant, though her spells above level 40 are not as strong as they should be. Her skill with Hado is much more inferior, and she has only ever cast spells up to level 40, with or without chant. She generally performs them with the chant when she uses them, even basic spells like Hado 31: Shakkaho, because her non-chanted spells of any kind are actually quite weak.

    Low Expert in Hoho: Reikiku’s shunpo allows her to move very quickly, which fits her reactive style. While she has a short flash step, she has great stamina, and can use her shunpo many times before she becomes tired. She is not capable of using any special techniques.

    Zanpakuto: うさぎもどりUsagimodori (Rabbit Return) is a katana with a curved diamond-shaped tsuba with rabbits etched into it. It has orange wrappings and a short green tassel at the end.

    Shikai: Usagimodoru’s release command is ”come back”. In its Shikai state, Usagimodoru takes the form of a yo-yo, a circular metal wheel about twice the size of her fist held by a string wrapped around Reikiku’s finger. Reikiku can throw the yo-yo an incredibly far distance from her and pull it back with the string. Additionally, long blades can slide out of the metal sphere seemingly from nowhere, allowing it to function as a viable defense against sword-wielding opponents. The string itself can wrap around other objects, and for the most part acts basically as a much tougher string. It can, however, be cut or broken through brute force.

    Spoiler
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    Shikai Special Ability The yo-yo is actually not connected to Reikiku by the string, but by a spiritual energy tether. While the string can be cut, this invisible, intangible tether cannot be. As such, the yo-yo, after being thrown, can at any time be returned to Reikiku so long as she pulls it back to her. She can also cause the yo-yo to swing mid-flight, basically allowing her to use it as a flail in some cases. It will ignore changes in momentum caused by blocking or striking against it, and will always continue spinning until Reikiku pulls it back to her hand.


    Character Post 2 (Mortal World Characters)
    Last edited by tgva8889; 2011-08-05 at 08:13 AM.
    It's tgva8889. If you can't spell it correctly, just copypasta it, please.

    Pokemon White Friend Code: 3353 3706 1386
    Thanks to araveugnitsuga for my current Poke-atar.

  14. - Top - End - #14
    Dwarf in the Playground
     
    Kobold

    Join Date
    Dec 2009

    Default Re: BleachITP Reborn Character Registry

    Mimus
    Sorry for the horrid avatar.


    Information of Mimus

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    Fraccion: (No clue)
    Faction: Las Noches
    Age: Physically appears to be in 20's
    Height: 5" 4' (but varies when mimicking. )
    Weight: 175 Ibs. (but varies when mimicking. )
    Reiatsu/Cero: Purple (but varies when mimicking. )
    Number: 11


    Personality:
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    Mimus tends to be very quiet and self reserved until spoken to. When carrying on a conversation at first things may seem normal but it can't be predicted when things will take a sudden shift in personality. The day can start off with her quiet and shy, mid afternoon she`ll be peppy and hyper active and by dinner time in a horrible rage.

    But other than this she's rather easy to get along with.

    Quote: "I think I'm surrounded by perverts and psychopaths."



    Background:
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    As a hollow Mimus would spend years stalking a single target (preferably ones that lived in a small area,) waiting for the target to eventually die and then once the soul was released from its body, she would mimic a family member or friend and trick the soul into a false sense of security and would then strike and consume.


    Zanpaktou:
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    While sealed her Zanpaktou takes the form of two twin blades, each curving around Mimus’s hands and with a large spike sticking from each handle.


    Resurrección: (mīmicus, variabilis)
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    Mimus has a rather interesting Resurrection, when her Zanpaktou is released she completely disintegrates (1 sec of fan service included) and reforms into an exact living replica of the person she selects from memory and if her target is nearby she can even mimic fighting styles and abilities (if the target is not nearby she wont be able to mimic fighting styles and abilities unless she herself knows them.) However this ability has a few staggering flaws, the spiritual pressure that is produced from Mimus is almost never anything to write home about it (unless mimicking one with strong pressure,) Mimus cannot copy crafted tools and if in the form of a none resurrected from Arrancar she cannot use that Arrancar's Resurrección

    When disguised in combat her Reiatsu will flicker to her true color (making it easy to spot her in heated combat.)

    When in resurrection Mimus loses her bipolar and acts like the person she has mimicked.

    If Mimus stays in a mimicked form/Resurrección for too long she may start to think she is the one she is mimicking

    "Cero Fail"
    If Mimicking another Arrancar and attempting a Cero the Cero will instead violently explode in Mimus's hands.





    Hund Wolfgang


    sorry for the slightly less horrid avatar

    Information of Hund

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    Self given name: Hund Wolfgang (Named herself after her father.)
    Actual name: Lea Wolfgang
    Position: 8th seat Squad 6
    Reiatsu: Red and blue light that changes to darker shades as the sword releases

    Personality: Hund is the one soul reaper who can spend hours on silly thoughts and theories buzzing around in her head that basically add up to nothing. Which will often get her in trouble but at heart is a hard dedicated worker. She is ferociously loyal to a fault and overall she's easy going and with familiar company and can be incredibly great to have around. Otherwise she's rather sociably awkward.

    Quote: "Norreni Udeoshi is awesome (and no I'm not saying that because he knew my dad...)"

    Background:
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    Hund grew up at a restaurant working with her family. Her father (a soul reaper) died when she was young and her mother quickly remarried (affair.) She always adored her fathers line of work from the stories she was told and would always hope to one day be a great soul reaper like she viewed her father as. Friends of her father would often eat at the restaurant even after her death to pay their respects and get a discount on food.. Hund constantly bugged them and questioned them about their line of work and for stories even as she became older till one day one of her fathers old friends suggested she to follow in her footsteps. Her mother apposed of this idea and even her step father apposed it despite the rest of her family fully behind the idea. It took months but she finally convinced her and off she went.

    Sadly what she didn't know and to this day no one has the heart to tell her is that her father made up most of her stories and was actually in squad 4 as an assistant.



    Sealed form:
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    A short sword and a small shield with random images engraved all over the shield. While in her sealed form, she can deflect some attacks with her shield
    (except spirit energy.)

    Shikai: Das Wolfen Schiene und Mauer (Hunt and feast,Das Tier Schiene und Mauer!)
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    As Hund goes into Shikai, her shield grows into a kite shield with a large run on it and her sword turns into a Rapier with a hand guard.

    For brief moments she can drastically increase her reflexes but with this comes a physical strain if used multiple times within a short period of time.



    Heulen Widerspiegeln
    The shield (Mauer ) releases a quick burst of energy that allows it to reflect spiritual projectiles (to an extent) and then will rebuild its energy to be able to do so again based on the amount of energy of the attack For example if it by a weak bala, low level hado, or a weak Quincy arrow, etc, it will recharge after a few seconds (the stronger the attack the longer it takes the shield to full recharge , even stretching into a minute or more.)



    Jagen Wolfen: The sword (Schiene) marks with a strange scent what ever it hits and when activated again the wielder can see the scent.



    Hamstring
    This ability allows Hund to apply a proportional affect on an enemy that essentially "locks away" some of their power (be it kido, speed, super-strength, whatever) that isn't directly derived from their body, or the basic physical shape of their weapon. However, the same proportion (1%, 5%, etc.) that she locks away in her opponent, Hund herself has locked away. This ability has a hard limit to how much of an opponent's power it can lock away. It has been propose between 25% and 50%. As well, a particularly strong opponent might reduce, or even break, this lock. As well, it takes a couple of seconds to apply it, which leaves Hund vulnerable.








    Last edited by Vulkan; 2011-02-05 at 02:42 AM. Reason: Was moved to squad 6

  15. - Top - End - #15
    Halfling in the Playground
     
    Purple Rose's Avatar

    Join Date
    Jan 2009
    Location
    A castle in the sky
    Gender
    Female

    Default Re: BleachITP Reborn Character Registry

    Kato Ai
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    Name: Kato Ai (last, first)
    Gender: Female
    Height: 5'7"
    Weight: Very thin
    Affiliation: Shinigami
    Rank:

    Appearance: Very thin with youngish features. Her hair is a mousy brown and short cut. She has soft brown eyes and an almost permanent wistful look on her face. She wears sailor fuku style school uniform (in a rather modest way, you pervs ). Most notable about her is a pair of small wings growing from her back. The wings are white and between two and three feet long. She also has a faintly glowing halo floating above her head. The halo is a physical ring that hovers over her head and can be grabbed and pulled. Though it seems to be "rooted" in place, meaning that if the halo is pulled, it would result in her head being yanked along as well. But it is able to be moved around though, that is, she can pull it off to the side or pull it down onto her head. It just snaps back into place afterward.

    Personality: Somewhat shy and reserved, she tends to weigh on the serious side. Pensive, but she can be sweet and friendly too.

    Background: Still coming up with this. I figured she comes from outside the Seireitei, though not from the hollow or bounts.

    Zanpaktou: She doesn't actually have a zanpaktou, but instead uses a combination of unarmed attack styles and her halo (covered below).

    Shikai: Though she doesn't have a zanpaktou per se, she does have a form of release when she fights. Specifically, it results in her wings growing very large, allowing her to use them to fly very swiftly. When released, her physical attack power increases significantly, as well as her speed and agility. In addition, her halo gains the ability to fire off a beam of golden energy, similar to a Cero, which she does by grabbing the halo and pulling it down in front of her face, aiming at her target. She can only fire a limited amount during her release though and has to recharge after she reaches the limit.

    Bankai: Again, it isn't a bankai exactly, just an attack on that level. Her halo rises into the air, growing wider rapidly, turning into a vast circle over the battle area with her at the center. After a moment of charging, the halo fires a column of devastating golden energy that blasts everything within its area, including its user, resulting, in most cases, with her release ending and her being left incapacitated afterward, making it an all or nothing attack. Either it defeats her enemy, or she leaves herself entirely vulnerable to attack after its use.


    Takara
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    Name: Takara
    Age: 16
    Type: Spiritually Empowered Human

    Appearance:
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    Picture by Kasanip

    Takara is a typical highschool student. She is the same height as Eri and has black hair cut just above shoulder length.

    Personality:
    Takara is quite nearly the polar opposite of Eri. She is excitable and energetic. Outgoing and somewhat compulsive in everything she does. She is the kind of person who gets a random idea in her head and doggedly follows through with it until its done. She tends to drag Eri along with her on these sudden expeditions, regardless of whether the girl wants to go or not.

    Background: Takara is an only child and has been able to see ghost and other spiritual beings since she was very young. She would often spend more time playing with ghost than with the other children, though it was always assumed she was playing make-believe. Because of this she became a bit of an outcast at school, seen as the weird girl who talks to herself.

    As she grew older, Takara spent most of her time playing alone at home or exploring the neighborhood. She especially enjoyed playing in her family's attic. One day she dug out an old box and found a collection of her great-grandmother's old clothing, including an old scarf. Takara fell in love with the old piece of cloth and wore it everywhere, playing with it and taking it with her even during the weather was warm.

    Of course, much to her joy, the scarf transformed into a girl her own age one day while she was playing. Being used to ghost and other strange spiritual creatures, Takara immediately befriended Eri and the rest is history.

    Abilities: Takara is very spiritually aware, able to see all sorts of spiritual beings aside from ghosts and hollows and shinigami. Though she is physically powerful, she is well trained in martial arts. In addition, she has developed a super human level of speed and agility. She also has the ability to transform and "wield" Eri, wearing her around her neck in combat and using her as a pair of clawed, fluid limbs to strike with. Her relationship with Eri is such that in combat they flow seamlessly between her influencing Eri's motions and Eri being in control of her own attacks, the two working in a sublime unity.

    In combat, Takara tends to rely on her speed to leap in and out of her target's range, dodging attacks and allowing Eri to strike when the opportunity presents itself.

    Of course, Takara's ability to change and wear Eri tends to translate far more often into her using the girl as a warm accessory, whether or not Eri felt like being worn at the moment.


    Wasureru
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    Name: Wasureru
    Reiatsu: weak gray
    Height: 7’
    Weight: 90 lb
    Affiliation: -

    Appearance: Wasureru is very tall and slender(emaciatedly so) with long, gangly limbs. His hands are thin and elongated, almost skeletal in appearance. His face is drawn and gaunt with deep-set, hollow eyes that show almost not spark of life. His skin is pale and sickly, nearly corpse-like in color and his hair is thin and scraggly at best. The remnants of his mask are scattered fragments across his face, the largest of which being a pair of half crescents below his eyes, adding to the inset look. He wears a single piece jumpsuit-like outfit comprised of white cloth stretched across his awkward form, flaring wider at the wrists, ankles, and neck. He stands in a perpetually slumped position, nearly letting his ungainly arms drag on the ground when he walks.

    Backstory/Personality: Wasureru is an arrancar that became obsessed with the memories of life contained within the countless hollow's that comprised his being. As the souls merged and blended those glimpses of the living world became distorted and blurred, loosing their coherence. With an unhealthy (particularly for those he ran into) obsession, Wasureru began seeking out other hollows, menos, and arrancar, devouring them and adding their muddled recollections to his own, trying to make sense of everything he absorbed so as to give himself an understanding of what he had lost. But the more he added to his being, the more convoluted and contradictory the fragments he could sift out became. And so his obsession grew and worsened, all the while he continued devouring and assimilating other hollows until eventually he tipped beyond the separation dividing powerful hollows and arrancar. In a blinding moment all the fractured memories within him coalesced and became a new, amalgamated soul. Wasureru was born. But in the process all his memories from before his creation were lost. He retained his obsession, however. His desire to build for himself a past had only gotten stronger and more impulsive. It consumed his being, forging his abilities along this single minded goal.

    Wasureru's personality is ever fluctuating between quiet reserved and manic and outgoing and every emotional state in between. His memories are in a constant state of flux, with some floating on the surface of his mind for long periods while other sink almost immediately into the black gulfs of oblivion, lost forever. The only static features of his personality are the way he huffs at the end of ever sentence, his habit of staring unblinking at whoever he is talking to with a bewildered expression that has elicited the heebie jeebies in even the most fearsome arrancar, and the fact that he refers to everyone he speaks to as "My Dearest Blossom."

    Zanpaktuo: Olvidado: In its sealed form, Olvidado is a set of ten fingerclaws. Though they are not very sharp, and even when wielded by Wasureru expertly are not designed to maim or kill, it is a truly horrifying weapon.

    *Memory Pilfer: Olvidado's true strength lies in its ability to pluck from its victims shreds of their very being. When cut by Wasuremono, a being's memories are snatched from them and added to Wasureru's hodgepodge of recollections.

    When struck, a victim finds themselves reliving some moment in their life. Which moment and how important it is is entirely random, as Olvidado is a capricious thief. It could be as banal as a memory of brushing their teeth that morning, or as valuable as the first time they kissed the love of their life. For a moment so fast on the outside that it is impossible to see it happen aside from their reactions after, the person relives the memory in perfect detail. Both physically and emotionally. And just as fast the remembrance is taken from them and added to Wasureru. They can remember remembering something, but have a complete knowledge that, whatever it was, they are no longer able to remember it. Whatever is stolen is gone forever, never to be recalled. This does not represent a transfer of power to Wasureru. He does not gain strength from the memories stolen, nor does he gain valuable knowledge, as whatever he takes is more than likely to be so completely meshed with every other memory he has as to become indecipherable. it is quite simply a loss of memory for the victim of his ability.

    Olvidado is unbiased and indiscreet. It does not target specific memories, important ones, or even whatever the target might be thinking of at the moment of contact. It simply snatches away some part of its target.

    Wasureru has fought many beings, both shinigami and hollow, since his awakening as an arrancar, but he has never been defeated in battle. But nor has he ever killed or even wounded beyond superficial cuts. What he lacks entirely in strength he makes up for in an unmatchable speed. The simple fact of the matter is, every enemy that has ever done battle with him has given up or fled once they truly grasped the depths of his horrific ability. None felt the gains of the battle worth the risk of loosing a memory integral to their being. While remembering that they had ramen for lunch is not a great loss, remembering the day their best friend was killed by hollows, the single event that has defined their purpose, goals, and motivation their entire life, is by far too high a price to pay. Defeat to Wasureru represents a fate perhaps worse than death. Death of the Self. The irreversible loss of that which defines a person as a unique being. Considering Wasureru posses so little a threat outside of that one ability, it is simply not worth it. He does not feed on the living or pluses, nor does he grow in power or cause untold destruction. He simply wanders about, snatching recollections from those he encounters, striving endlessly for the impossible task of assembling from the pilfered scraps a true memory of his past which does not exist.

    **Ressurecion: "Take from their being, Olvidado!" In his ressurecion form, Wasureru is drastically changed. His limbs split and multiply, stretching to form a wide cage around his foe. His torso and head separate from the limbs, drifting into the cage with his trapped prey. His mouth opens wide into a yawning void of swirling black, from which flows phantasmal specters made from the fractured splinters of every being he has sampled memories of. Beneath the cage appears a vast book, spread open. On its pages is written in perfect detail three complete memories of significant events in that person's life. Unlike its normal form, which snatches at random, this attack targets those memories which mean the most to the person trapped. They are then told to choose of the three, one memory to give up to gain freedom. Upon selecting the memory to sacrifice, the person is forced to relive the memory in perfect detail one last time before it is stolen completely from them. If the person chooses to try to escape by attacking or forcing their way out, the ressurection collapses violently, resulting in a high probability of a large handful of random memories being torn from them painfully with a very high risk of causing severe psychological damage, a fact that they are informed of upon being trapped. Though some would find this a risk worth taking, given the alternative.

    Upon the completion of the ressurecion's effect, Wasureru reverts immediately to his normal form. He is then no longer able to steal memories from the target of his ressurection, either by use of his ressurecion or normal attacking. For this reason, Wasureru generally will pour all of his strength into fleeing the area at mind boggling speed, as the person is no longer of interest to him and the risk of retaliation.

    Other abilities:

    Wasureru lacks the ability to use cero, bala, or any other ability normally known by arrancar, excluding sonido.


    * The memory that is stolen is determined by the player controlling the character affected. How important (if at all) is entirely up to the victim's player.


    ** As above, the memories are determined by the player of the targeted character. Whether the resurrection will even hit will have to be decided in advance of any possible fight and should the character choose to fight his or her way loose, whether there is any backlash for doing so is entirely at the discretion of their player.


    Sakura

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    Name: Sakura (probably taken, but more of a placeholder for now)
    Gender: Female
    Height: 6'1"
    Weight: -
    Affiliation: Shinigami
    Rank: Candidate for Third Squad Captain

    Appearance: Sakura is a woman who appears to be in her mid thirties. She is mature and dignified with whitish yellow hair in a tall bun and a pair of thin framed glasses. She has deep brown eyes and her thin face is almost always in a look of calm reserve.

    She wears a white priestess' uniform, though it doesn't restrict her movement when she needs to be agile and fast.
    Personality: Quiet and very mellow in her actions and emotions, she is almost always contemplative and thoughtful. She never speaks without weighing her words carefully and is very slow to extreme emotions such as anger or passion. She moves with a fluid and measured grace, never making a move that does not seem 100% certain in its intent. She is known for her wisdom and spiritual nature.

    As a Captain she is known for her strict adherence to the rules and traditions of the Gotei 13. She is not a lenient Captain and holds her subordinates to a very high standard, both in ability and behavior. She has been known to demote seated officers on the spot for even somewhat inconsequential breaches in conduct. However, those in her squad hold her in very high respects, finder her manner not cold but affectionate and caring in its own way. Despite her strict treatment of her squad, it is not doubted that she would give her life to save any one of them if it came down to it.

    Background: Sakura's history with the Seireitei is a long one, dating back nearly 500 years with her appointment to Captaincy following the death of her predecessor. She has served admirably since her taking over the role and was key in the restoration of the execution grounds. Before being a Captain she was a skilled Vice Captain and before that a notable officer in the 13th squad.

    Execution grounds: Under Sakura's instructions a temple was build on the large hill at the center of the Seireitei. The grounds, which are several hundred feet long and half as wide, are situated at the highest point on the hill, on a wide, level area.

    At one end is a stunningly ornate pagoda with seven tiers. It rises high above the hill and is visible from almost anywhere in the Seireitei. Its peak is crowned in gold and catches the light like a beacon during the day.

    At the far end, opposite the pagoda, is a large, raised circular platform carved from marble and engraved with intricate carvings that form a complex web of symbols and patterns throughout. At the center of the platform is another raised circle cut from the stone, on which rests a small shrine. Within the shrine is a plain looking ceremonial sword, resting on a raised dais and shielded by thin veils on all sides.

    Running the length of the grounds between the pagoda and the shrine is a path of cut marble and granite. The workmanship of the pathway is exquisite and unmatched. Lining the path on both sides are twelve cherry trees that are in blossom year round.

    Standing on the outer side of the raised platform is a towering oak tree which nearly dwarfs the Pagoda on the far end of the grounds. The tree, like the others, is covered with leafs all year round. It's trunk it thick and ancient and it exudes its own spiritual presence.

    Stationed around the grounds are 13 guards, 4 guard the pagoda, 4 the pathway, 4 the circumference of the platform, and 1 the shrine itself. They all wear elegant ceremonial uniforms and their faces are masked behind thickly veiled headgear and remain perfectly motionless throughout their shifts. Each wields a decorative, but also practical, lance and are trained to fight anyone who endangers the sanctity of the grounds. Though visitation is allowed, absolute silence is enforced on the grounds with violators being forcefully removed by the guards.

    During actual executions only the soon to be executed and Sakura are permitted to speak. The blade, though simple and modest in appearance, serves the role of sending criminals off to the mortal world to be reborn. The ceremony is somewhat complex and a rather solemn event.

    The entire area has been underlain with sekiseki, allowing even powerful criminals to be brought and punished there without exceptional risk.

    Inner world: Sakura's inner world is a vast featureless wasteland filled with an almost continuous wailing in the distance.

    Zanpaktou Spirit: Sakura's Zanpaktou spirit appears in the form of a pale woman in priestess robes with six arms, each holding a mote of fire. Her eyes are sewn shut and a band of alive branches rests on her head. Tightly coiled around her arms and legs are thirteen snakes of varying colors.

    Zanpaktou: Name: Diamond Star (translation would be very muchly appreciated )

    When sealed her blade appears as a normal zanpaktou but with a red tassel attached to the hilt.

    Shikai: "Shine your divine light, Diamond Star!"

    Upon release, Diamond Star retains the shape of a normal zanpaktou but its blade is transformed into pure diamond, stunningly beautiful and nearly unbreakable. In addition, the blade is able to cut through all but the most resilient materials. Despite it's ability to cut almost anything cleanly, none of its shikai abilities deal physical damage.

    Three Strikes: Sakura attempts deals three consecutive blows to her opponent. If she manages to land all three then her opponent looses one sense for the duration of Diamond Star being released. For each subsequent use of the attack she seals another of their senses (providing she successfully lands all three attacks again). If she she fails to accomplish it, however, the sealed senses are restored. The order that the senses are sealed goes in order:

    1. Taste
    2. Smell
    3. Hearing
    4. Feeling
    5. Sight
    6. Reaistu detection


    Seven Strikes: Diamond Star's Seven Strikes allows Sakura to hit her opponent with seven simultaneous hits, striking and sealing seven specific spiritual pressure points, sealing their spiritual power as well as her own for as long as her weapon is released, forcing the two of them to fight with only their physical abilities.

    Forty-Three Strikes: Sakura's reaistu flares and she launches a volley of 43 nearly instantaneous blows against her target. A hollow hit with this attack has its ability to devour souls completely sealed, along with the mouth on its mask.

    Bankai: Diamond Star vanishes in a cloud of fine diamond powder that fills the air and refracts rainbows throughout the battle area in a stunningly beautiful effect. Starting at the moment of the release, Sakura must remain withing three hundred feet of her opponent, unarmed, for a set amount of time. As she stays within proximity of her foe the diamond dust starts to collect on their body, coating them in ever thicker crystal platelets until, at the end of the time limit, they become encased in diamond permanently, sealed within an unbreakable prison. After this happens Sakura must wait months for her zanpaktou to regenerate, piece by piece. Should her opponent manage to get far enough away, the diamond dust falls off at a rate slightly faster than at which is collected.


    The Third Squad
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    The 3rd Division


    The 3rd division has long been seen as the darker side of the Soul Society. The squads very existence and duties is a constant reminder that even shinigami are capable of horrendous deeds. Though the squad has always served the same purpose within the seireitei, it's implementation of them has always been in a state of flux based on the style and beliefs of the captain at the time. Throughout its various incarnations, the 3rd squad and its members have always been viewed by the other squads with a level of mixed respect and distaste and its members have always been treated with a distance by the other shinigami they serve with.

    Sakura's promotion to captaincy marked the latest shift in practices, away from a more brutal method held by her predecessor and towards a heavy focus on the spirituality of their duties. The new practices she instituted has left the squad much smaller than it previously was and unfortunately further distanced itself from the rest of the seireitei.


    Number: 100

    Flower:
    The flower for the 3rd Division is the Lotus bloom. It is a symbol of birth and rebirth, the endless cycle which powers the Soul Society as well as the primary purpose of the 3rd squad: to usher those who have sinned in this life across the barrier into rebirth, cleansing them and giving them a new life and redemption through it.

    Motto: “Life, Death, and Rebirth.”

    Duties

    Execution: The primary duty of the 3rd squad has been, and remains, the carrying out of executions of those deemed worthy of such a punishment by the Soul Society. In the past, executions were often a bloody affair, at times seen as a spectacle, with executions being public events in which the condemned were paraded through the streets, their crimes read out loud to all present before their end was met.

    Over the years the squad has drifted from these practices, treating the executions with more respect and dignity and solemness. From public executions the act was moved to private affairs, with only captains present to oversee it. Eventually executions were made entirely private, with only the accused and the 3rd squad being allowed. Under Sakura's captaincy, however, they have been made semi-public once again, with captains and vice captains permitted, and encouraged, to attend.

    The act itself has been changed from a simply killing to a very ceremonial event. Sakura herself performs each execution herself, leading the prayers and being the one to wield the blade that sends them off into to cycle of rebirth in the mortal world.


    Skills required:


    All members of the squad must be dedicated and have strong conviction for what they do. They must be strong and fast, as with all shinigami, but a high level of mental and spiritual fortitude is also required. Any squad member that is unable to maintain their respect for their positions and conduct themselves with the utmost dignity is immediately dismissed from duty. The rowdiness and competition seen amongst other squads is notably absent within the ranks of the 3rd squad. To this end, the organization of the squad is somewhat different from the others within the Seieitei.

    While combat ability is certainly required in the squad, it is far from the most important factor in its members. All members are encouraged to achieve shikai and eventually Ban Kai, as it is seen as an important part of mastering one's own spirituality, but it is an unwritten rule that should a member desire a more combat heavy role in the Seireitei they are permitted to transfer to another squad with Sakura's recommendation. Even still, there are many within the squad of exceptional combat prowess, which comes in handy with the guard duties as well as handling dangerous criminals leading up to executions.

    Captaincy, Promotion, and Ranking:

    The third squad consists of a captain, vice captain, 10 seated officers, and 88 unseated members. Each seated officer is viewed within the squad as being equal in rank, each commanding a squad of unseated. Seated members are chosen, often at random, by the vice captain and captain when needed and generally only exist to make delegation of duties easier for the leadership of the squad.

    Vice Captain are traditionally selected by the Captain. In the past, the Captain of the 3rd squad has almost always been the Vice Captain under the previous Captain and are promoted into the position when the Captain either dies or otherwise is removed from the positions. Sakura was promoted to Captain in this way, following the death of her predecessor at the hands of an escaped criminal.

    Previous Captains

    Though there have been many captains to hold the position of running the 3rd squad, the most notable was the last one: Grindilaw Narro.

    Narro was a force of nature in and of himself, leading the squad with a brutal efficiency that gained it the nickname "The Black Wave." Narro would often execute prisoners within their cells with no ceremony beyond reading them the charges they had been convicted of and informing them of their sentence moments before carrying it out. A small number of squad members belonged to a Shadow Squad, which served as interrogators and assassins, taking out targets who had been deemed guilty of horrendous crimes but could not be captured. For centuries the 3rd squad was held with a mixture of respect and contempt, seen as both cleaning up the most heinous criminals and being uncontrolled attack dogs.

    Narro met his end during the execution of a dangerous criminal who broke free and killed many of the squad members present before Narro restrained him. The criminal struck out, dealing a killing blow against Narro, and was killed himself by Sakura, who was promoted immediately to Captain.

    Following Narro's death, Sakura began what she saw as a crucial restructuring of the squad in an attempt to redeem them and restore the squad to its original role. The Shadow Squad was disbanded and many of the members quit the 3rd to join other squads.


    Tai

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    Name: Tai
    Gender: female
    Affiliation: Shinigami
    Rank:

    Appearance: Tai is, by all appearances, a six or seven year old girl with curly candy-floss coloured hair and large violet eyes. She wears an indigo kimono with a festive floral print and has a water lily in her hair at almost all times. She wears a dainty pair of wooden sandals. The little girl also wears her Zanpaktou on her back at all times, it being too big to wear on her waist and almost drags on the ground behind her as it is.

    Personality: Tai, for the most part, acts the role of an excitable and innocent little girl. Her mannerism and attitude are those of a sweet little girl who has no knowledge of the things a shinigami of her standing should have. However, it is well known that she can, at the drop of a hat, switch off the childish persona and become intensely mature and serious. It isn't so much a throwing off of a false pretense, an act of childish naivete, so much as a shift between two equally genuine expressions of her personality.

    Background: Tai, despite her very young appearance, is well over 600 years old. She has a long history within the seireitei as a superb fighter and a cheerful soul. It is not entirely clear why Tai has remained so young physically but it is common knowledge that she is not to be underestimated or treated like the child she so often acts like.

    Zanpaktou:

    Name: (translation would be much appreciated) Sweet Ether

    Sealed Form: When sealed, Sweet Ether is a normal zanpaktou.

    Shikai: "Unspindle, Sweet Ether."

    Sweet Ether dissolves entirely, reforming above Tai in the form of a large, brown square of some unknown material. The square, roughly 6 feet to each edge, hovers and rotates slowly above her of its own power. It is incredibly durable, able to block most attacks while taking only superficial damage. Tai is able to control the movements of the block, using it as both a shield, a platform for transportation, and a heavy bludgeon to fight with.

    Skikai abilities:

    Size Manipulation: Tai is able to alter the size of her block to a great degree, inflating or shrinking it rapidly. However, the block appears to hold to standard laws of mass conservation. That is, when she expands the block, it becomes less and less dense, and thus exponentially weaker.

    So while she can increase its size vastly, it becomes less effective at blocking attacks and more susceptible to being broken through of held off when used to attack. There is also an upper size limit, around twenty-five feet per edge, at which the block begins to become less substantial, turning transparent and permeable. At this point it looses all its potential as a weapon, as it is too soft to deal any more damage than a pillow. In addition, the speed at which it moves decreases with increased size, though she is able to guide its movements very precisely.

    When shrinking the block, the opposite occurs. It becomes denser and denser, gaining durability to the point of near unbreakability. At the same time, her ability to accelerate it increases drastically while her fine control over its movements becomes much less accurate. She has been able to shrink it to a size just under five inches per edge, though it caused her considerable strain to maintain it at that size for long.

    Number manipulation: Tai is able to, through much concentration, divide the block into separate peices, though she must always do so to produce all squares, eight being the smallest number of divisions. Not all the blocks have to be split, though, allowing her to create many blocks of varying size. However, she is only able to split the main block from it's default size and cannot manipulate the size of any subsequent divisions from then on. In addition, with each parsing she looses more and more control over the behavior of the blocks, being unable to impart more than a general instruction after the first two splits, and having no control at all after five.

    Bankai: None yet
    Last edited by Purple Rose; 2010-10-18 at 07:51 PM.
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  16. - Top - End - #16
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    Default Re: BleachITP Reborn Character Registry

    Erscheinung Von Geister: Ghost King of Hollows
    Theme Song
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    Age: Arbitrarily old.
    Height: 6’2”
    Weight: 187 lb.
    Speech/Reiatsu/Cero color: Dark Slate Gray
    Aspect of Death: Life
    Mask Fragment: Teethed shoulderpads.
    Hollow Hole: Ribcage.

    Physical Description:
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    Von Geister looms tall above most. He wears a white hakama with long sleeves, white gloves, white socks and white sandals, all covered by a white mantle that falls from beneath his pauldrons, which in turn boast short, sharp teeth. His face bears the weight of age and his hair is gray of the same ailment. He always holds an ivory cane in one of his hands.


    Personality:
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    Von Geister is patient. Shinigami are long-lived, but hollow are immortal, and no hollow to date has lived longer than him. For millennia he has kept his grip tight over the vastest swath of the White Sands and the Forest of Menos. For centuries he has kept the stalemate between Hueco Mundo and the Soul Society. For decades he has kept the secret of the hougyoku, the tool that could end the stalemate, but surely cause the downfall of both sides, and for an equal amount of time he has been wise enough never to consider its use.
    In the rule of his city, Las Noches, crown jewel of Hueco Mundo, Von Geister cannot be considered anything less than the best one could hope… For a monster. His decisions mostly work out for the best of the group, if not usually to the benefit of the individual. In counter, his punishments are harsh, harsher than death itself could be, if the need calls.
    In more personal matters, the old hollow has a soft spot for his queen, and to a lesser extent, for his Espada. He nourishes a cold spite for reapers everywhere, and perceives mortals as amusing, shallow things with petty concerns that are ultimately trivial. He is also a compulsive collector of exotic creatures, be them spiritual or mortal.


    Powers:
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    Von Geister is the mightiest of all hollows, a status that he has kept for millennia.

    Bala: Von Geister’s bala is fast and potent. He can fire as many as six bala per second, but usually takes a moment to 'reload' between salvos.

    Cero: Cero is one of the areas of mastery of the Ghost King. Von Geister is capable of effortlessly generating and firing two ceros at once, a technique known as Dos Ceros. He is also capable of using Cero Doble to redirect ceros back at attackers.

    Hierro: Von Geister's hierro compares to that of other hollows as the hard exhoskeleton of a beetle compares to the soft skin of a grub. The Ghost Kind of All Hollows can march unharmed through even the most destructive of attacks if they are not backed up by a sufficiently potent spiritual power.

    Garganta Del Vaccio (Throat of the Void): Garganta is a technique owned by all hollows, used for dimensional transportation. Von Geister is capable of forcing a vacuum to form at either end of the portal, either forcing things into it or out of it. This vacuum results in a relatively strong windstorm directly in front of the open portal. He is also capable of creating truly vast dimentional rifts, as wide as 20 meters in diameter.

    Sonido: Von Geister's combat style is, in one word, immobile. The Ghost King of All Hollows intentionally avoids fast combat styles and prefers to parry attacks than dodge them. His sonido is not as great as his stature would indicate, being easily matched up by some of the espada.

    Regeneration: Von Geister can quickly regenerate moderate wounds and even regrown or reattach lost limbs, organs and other body parts. Regenerating internal organs takes time and large amounts of energy, but reattaching anything is not particularly troublesome.

    Necromancia, Master: Way of Twisted Life
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    Inevitably, all life marches towards death. In fact, it is safe to assume that death only exists because there are living things to die, and that survival itself relies inexorably on the death of other living creatures. Such is the cruel design of nature, that all beings afflicted of life must always bring pain and death upon others to keep selfishly going on, until they are finally prey themselves to the fickle whims of survival.

    To itself as an end, life endures, and to endure on living, all beings change, they evolve, they mutate and improve, they grow. Those who fail to do so die, and feed future life through their remains and the removal of their failure from the roll of glorious existance. A design almost as beautiful as it is cruel and only barely as efficient as it is effective. The king of hollows harnesses all of these truths into his horrid magic. Tried and true applications of design are kept and expanded upon to ensure survival, to ensure absolute power. But experimentation never ceases, to believe that the greatest of all necromancers has reached the apex of his craft is to believe him perfect, which he is not, for when he does, all will know so, for all other life will know that they stand before the apex and can do nothing but cower in awe of the divine.


    Fundamental: Living Blight
    Living Blight is a form of brown-green fungus that quickly grows on surfaces bathed by Von Geister’s reiatsu (but does not grow over other living beings). Living blight by default has no noteworthy odor and is not poisonous, but has a horrid taste, these aspects, as well as its color, can be easily altered by Von Geister, however.
    Living Blight has excellent tactile senses and can detect the presence of creatures and objects by the way their movements disturb the air (or if they touch it, whatever) and shares that information with Von Geister. It also provides an excellent base material for his spells. Living blight has some mobility, directed by Von Geister’s will, but it is soft and spongy in its natural state.

    Lesser Spells
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    Architectheurge: This spell allows Von Geister to nudge the growth of structures from the living foundation of Las Noches. Structures don’t grow particularly fast but once a design has been given to the city, it will grow on its own without the need of further attention. This spell must be used on the spot where the desired structure will grow.

    Blight Plate: This spell allows Von Geister to coalesce living blight around him (or a nearby target) to form a resilient living armor that works as an additional layer of his own hierro. This blight plate can be made with or without moving parts and can be made to cover a creature fully or only partially.

    Bone Dart: This spell creates and fires a bone projectile at target location.

    Cerebral Consumption Method: This spell allows Von Geister to absorb the memories of a creature he devours. Despite its name, he does not actually need to consume a brain, but he needs to consume at least 60% of the creature in question.

    Enhancement – Toxin: This spell enhances one of Von Geister’s natural weapons (including those created through other spells) with poison.

    Eyes and Ears of the City: This spell allows Von Geister to gather sensory input (sight, hearing, smell, tact or taste) from the organic surfaces of Las Noches. Von Geister can only keep attention on one position while still retaining awareness of his actual surroundings.

    Halt Decay: This spell prevents dead organic matter from decaying.

    Induce Decay: This spell causes a nearby corpse (or inactive Servant) to suddenly decay into its component spirit particles.

    Induce Healing: Von Geister channels the target’s reiryoku into a very limited form of fast-speed regeneration. The target will be healed of slashed and pierced tissues, blunt trauma and most similar wounds, but lost organs and body parts will not be regrown. If the target has no reiryoku to fuel this healing, the spell does nothing.

    Iron blight Wall: This spell causes living blight to solidify its surface into hierro on par with Von Geister’s.

    Maw of the Blight: This spell allows Von Geister to create a powerful maw under his control out of living blight.

    Purge: This spell allows Von Geister to detect and expunge foreign agents from the body of his target, such as poisons, viruses and bacteria.

    Reroute Neural Response: This spell allows Von Geister to scramble the way the target’s brain reacts to stimuli. It could be used to cause visual input to be interpreted as smell or to cause pleasure to be identified as pain or taste.

    Servant – Raven-Wasp: This spell creates a raven-wasp. An organic construct roughly the size of a horse, the creature is not quite a bird and not quite a winged insect, it is mindless and obeys its rider’s mental commands. Once created, the raven-wasp is permanent, but without an infusion of spiritual energy from a rider it becomes inactive. Any individual with hollow reiryoku in contact with an inactive raven-wasp can infuse it with spiritual energy to become the “rider”.

    Servant – Serpent-Octopus: This spell creates a serpent-octopus. An organic construct roughly nine meters long, the creature is akin to a large leech or lamprey with numerous tentacles surrounding its maw, it is mindless and obeys its rider’s mental commands. Once created, the serpent-octopus is permanent, but without an infusion of spiritual energy from a rider it becomes inactive, unlike a Raven-wasp, however, the serpent-octopus can sustain itself on the last infusion of reiryoku for up to one hour, allowing it to keep serving its master even if not in direct contact with it. Any individual with hollow reiryoku in contact with an inactive serpent-octopus can infuse it with spiritual energy to become the “rider”.

    Spore Cloud: This spell causes living blight to release a cloud of spores, these spores can be poisonous, induce sleep, allergy or a variety of similar effects.

    Tentacle of the Blight: This spell allows Von Geister to create one or more tentacles under his control out of living blight. This spell can also create other kinds of limbs out of blight, such as clawed arms.

    Thousandfold Living Armaments: This spell allows Von Geister to reshape his zanpakutou (a bone cane) into nearly any kind of weapon. The resulting weapon is made of bone, muscle, chitin, hide and sinew where needed.


    Greater Spells
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    Blightswarm: Out of living blight, Von Geister creates thousands of small, simple flying creatures that amount to little more than winged bone arrowheads. The Blightswarm is fast and dangerous, moving under Von Geister’s mental commands.

    Contagion: This spell allows Von Geister to breed and spread a disease (a virus, bacteria or similar microorganism, to be precise). He can decide how quickly the disease acts, how it can be transmitted and what its symptoms are. No matter what the final transmission method is, Von Geister can deliver the disease with a touch.

    Foundations of the Living City: This spell converts a mass of living blight into a seed from which the foundations of a city can start growing. The seed’s initial area is of roughly one kilometer in diameter, but from that point on it keeps slowly expanding outward.

    Greater Architectheurge: As Architectheurge, but the structure grows faster.

    Municipal Travel: This spell allows Von Geister to dive into one of the organic structures of Las Noches and reemerge from any other such structure.

    Imbue – Architectheurgy: This spell allows the target to mimic the effects of the Architectheurge spell even if the target is not otherwise a necromancer.

    Induce Regeneration: As Induce Healing, but can regrow lost limbs and organs.

    Reforge the Flesh: This spell allows Von Geister to rework the physical structure of a willing or helpless victim. He could turn an animal into a human or a human into an animal, for instance (or something in-between in both cases), or alter characteristics such as appearance, number of limbs, species, etc. The target needs time to adjust to the changes, impairing motor capacities for as long as that adjustment takes (the more extreme the change, the longer to adjust).

    Servant – Scorpion-Roc: As Raven-Wasp, but the creature is much larger.

    Servant – Serpent-Kraken: As Serpent-Octopus, but the creature is much larger.


    Horrific Spells
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    Halt Death: Through the use of this spell, Von Geister can prevent a creature he is in contact with from dying no matter the level of trauma it has suffered. Even a disembodied head can keep living as long as it is in his grasp and he maintains the spell. If the target has already, factually, died, this spell will simply prevent the body from decaying.

    Origin of Species – Soul-crushing Science: Perhaps one of the most complex and intricate spells ever developed. With Origin of Species – Soul-crushing Science, Von Geister is able to take one or more souls and crush them into a form of primordial ooze. This volatile substance can be sculpted into a new creature according to Von Geister’s design, a human (or animal) soul, a hollow or even a shinigami can be made through this spell.
    The creature made with this spell has no knowledge of the world, it is a newborn mentally, even if not physically (but will learn quickly if it is made at an advanced age), it has any instinctive knowledge it should have, its overall level of spiritual power is limited by that of the soul(s) it was made from, lastly, lastly, it is under no special compulsion to serve Von Geister, it is its own individual.

    Pandemic: As contagion, but the disease is more brutal and can spread more easily. Von Geister can also make its initial release cover an area around him.

    Patropolis: Patropolis is the ultimate demonstration of Von Geister’s mastery over his domain, the living city of Las Noches. While Patropolis is active, Von Geister’s reiatsu suffuses the territory of the city, he can treat himself as being in any place of the city for the purposes of Architectheurge and its greater version, he may use Municipal Travel as easily as someone would normally run or sonido, and he may sustain attention on as many as five separate instances of Eyes and Ears of the City while also keeping awareness of himself.


    Zanpakutou: Misa Cancerosa (Cancerous Mass)
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    Sealed Form:
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    Misa cancerosa’s sealed form is Von Geister’s cane, a four feet long staff of spotless, white hollow bone tipped by a circular handle with spiral markings.


    Resurrección:
    "Defile, Misa Cancerosa."
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    Von Geister’s legs split into six arthropod limbs, and his arms, now four in number, become similarly insectile, all covered in white hollow bone. His body enlarges to four times his natural size, his head is completely engulfed by his mask, an insectile head bearing ten small, glowing green-gray eyes, a five-parted, insectile lower mandible and a bone frill extending from his forehead, with innumerable thin tendrils extending from beneath it like a mane. Von Geister’s back is adorned by four elastic, segmented tentacles, each tipped with a heavy bone spike. Finally, his body extends further back, a mass hidden beneath a segmented plate and supported by a myriad of short insectile legs.

    Misa Cancerosa grants Von Geister a few extra natural weapons and the power to create and manipulate cysts of anomalous organic tissue. He gains a pair of staffs that he can manipulate in the same manner as his zanpakutou.

    Tentáculo de Punto (Barbed Tentacle): Each of the four tentacles on Von Geister’s back can extend as far as sixty feet, the segmented plates of the tentacles and the stinger at their end sport a hierro much denser than even the rest of his body and have a density mass roughtly five times greater than is apparent.

    Cañón de Espina (Spine Cannon): Von Geister has structures in his head frill that allow him to fire volleys of small bone spines in quick bursts. These spines are become his prefered means of quick, continuous ranged attack (over balas), due to tremendous impact power and extreme firing speed.

    Quiste Canceroso:
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    Von Geister can produce a cyst of anomalous tissue and implant it on a victim, or throw it like a projectile. The cysts are a focus for many of his other abilities. Implanting a cyst on a victim requires said victim to be helpless or willing. Once implanted, the cyst latches to the tissue around it and links with the host’s blood vessels to sustain it. It can usually be felt as a nodule beneath the skin, seen as a tumor through appropriate means, and can be removed by means of chirurgery.
    A cyst without a host starves to death in a few minutes.

    Once a cyst has been created it can then be altered in one of many ways, once a cyst has been so mutated it cannot mutate into a different form. Von Geister cannot manipulate a cyst if he is not in the same plane as it.


    Hinchar Quiste:
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    Von Geister causes a cyst to swell abruptly. If within a host, the swelling can cause intense pain and hinder movements, as the hollow tissue grows around and over muscles and tendons. Most forms of spiritual healing and regeneration will attack the cancerous growth and cause it to regress.
    If the cyst is not inside a host, the growth of cancerous tissue will spread over any avaiable surfaces, creating a carpet of organic material capable of sustaining itself on ambient reishi particles to last indefinitely. Cysts can attach to this layer of organic material for sustenance, but the destruction of the original cyst causes the tissue to lose the capacity to feed. Von Geister calls this organic material Living Blight, and it is the same thing that spreads from his feet (see Organic Byoconstruction).


    Explotar Quiste:
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    Von Geister causes the cyst to enlarge and explode violently in a shower of acid, bone fragments and gore. The explosion can be lethal if it happens inside of a host. Alternatively, the cyst can burst into poisonous spores; this is a much less violent explosion and is unlikely to damage a host. The poison is not lethal, meant simply to knock victims out.


    Tumor Nervioso:
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    The cyst develops nervous terminations that link to the host’s own nervous system, allowing Von Geister access to the victim’s mind and senses. Von Geister can telepathically communicate with the host of one of these cysts, perceive the word through their senses (while losing awareness of his own), and assault the victim’s mind, manipulating their perception, personality and memories. This cyst also allows the host to communicate with other bearers of the Tumor Nervioso. None of this cyst’s psychic powers work across the planes.
    A Tumor Nervioso not inside a host spreads ganglion tissue over a small surrounding area, this tissue produces an electric current and contact with it can be harmful, if detached from a suitable organic material (such as that created by Hinchar quiste), the tissue dies in no more than ten minutes, dispersing in the air as reishi shortly afterwards.


    Terminar Quiste: Von Geister causes the cyst to degenerate and die, dealing no harm to the host.


    Segunda Etapa:
    Creador. (Creator)
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    "Kneel before no false gods of death. Kneel before the lord of all that lives."

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    Upon entering Segunda Etapa, Von Geister’s body snaps and fuses back into a humanoid form about nine feet tall, apparently wearing a fully closed helmet and a pale white, stripped mantle ending in stingers.
    The first impression is deceiving. The mantle is, in actuality, a set of ten tentacles ending in bone stingers. Von Geister’s head is engulfed by a bone-white plate without eyes, ears or nose, but it does have a complex mouth made of horizontal and vertical sets of mandibles.

    Once the shroud of tentacles is off, the rest of Von Geister’s body is visible, he is covered in skeletal plate not unlike the armor of his drone children, he still sports four arms, and wields a single bone-white staff. The most glaringly obvious detail that becomes visible once the shroud comes off is, however, the head-sized, three-lobed green-gray glowing eye in the middle of his ribcage. Even if this eye is closed, Von Geister always appears to be able to see with perfect clarity.

    But this initial appearance is of relatively little concern, because Creador has no set form.

    Tres Ceros: While in Segunda Etapa, Von Geister can charge and fire up to three ceros simultaneously.

    Cero Palido: However, Von Geister can focus energy into a single cero of terrible glory; this is the Ghost King’s Cero, a surge of bleak radiance that illuminates the world around it with nothing but black, white and shades of gray.

    Form of Madness [Imperialist Burning Eye]: Von Geister’s oldest children sport a Form of Madness of their own, all of whom derive those awful powers from their father, who in turn sports two such powers. The first is the Imperialist Burning Eye, causing any being that locks its gaze with Von Geister’s own three-lobed burning eye to be utterly immobilized (they find blinking or otherwise closing their eyes to be specially difficult). This effect is akin to a binding kido of 90th level. Any effect that breaks this eye contact immediately ends the effect. This effect can be suppressed if Von Geister feels like.

    Form of Madness [Undefined Unnatural Being]: Lesser beings who gaze upon the Ghost King of All Hollows in all of his dreadful glory need not suffer the memory, He is not so cruel. Any time Von Geister shapechanges, any memory onlookers held of his previous form immediately vanish, even recordings of it become blurred and undecipherable. The only thing an onlooker can ever consciously recall is his burning, green-gray eye, but it is not unusual for the weaker and more impressionable to be haunted by nightmares of the Ghost King’s forms for the rest of their lives. This ability is only triggered by radical changes of appearance, small additions to the current basic form do not trigger it (or do, but it doesn’t matter).

    Protean Flesh: Creador is ever-changing. It is the ultimate definition of Von Geister’s power, adaptability to match that of his whole species, the unquenchable desire of life to persevere at any cost and the absolute power of nature to cheat its way past any trial. This ability allows Von Geister to change his form freely and at will, with two limitations. First, his eye never changes anything besides its size and it can never be smaller than a human skull (limiting how small Von Geister can become). Second, Von Geister has a limit of mass of about 150 tons (30 tons less than your average blue whale). Larger sizes increase Von Geister’s physical strength and resilience accordingly, but also reduce his agility.


    Reene Lucaster, Queen of the White Sands
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    Age: 1500 years old.
    Height: 5’8”
    Weight: 140 lb.
    Speech/Reiatsu/Cero color: Olive
    Aspect of Death: Thirst
    Mask Fragment: Necklace.
    Hollow Hole: navel.

    Physical Description:
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    In contrast with the aged visage of the Ghost King, Reene is a beautiful woman, with white skin and deep green eyes. Her black hair reaches down to the middle of her back, straight and framing her face with two bangs that reach down to her neck. The remains of her mask form a thick necklace and her hollow hole is right below her breasts, hidden by her dress, which is fully closed and quite form-fitting.


    Personality:
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    Reene handles many affairs of the city in her mate’s stead, and also keeps close tabs on some of the interests of Las Noches in the Mortal World, and as one could expect, she is very controlling, but also oddly matronly and even nurturing at times.


    Powers:
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    Bala: Reene’s balas have a tendency to slash through objects and then dissipating, as opposed to simply exploding. She can cause them to explode, however.

    Cero: Reene charges her cero in front of her chest, it is considerably strong.

    Hierro: Reene’s hierro is moderately strong.

    Garganta: Reene has no special techniques involving garganta.

    Sonido: Reene is very agile, capable of blurring through the landscape with ease. Using sonido does not tire her out.

    Scouring Sand: Reene controls the sands of Hueco Mundo, and by extension, the sand, silt and dust everywhere. The crystal sand of Hueco Mundo is particularly destructive, but when under her control, even the dust of the mortal world can be dangerous. Controlling the sandstorm requires concentration, and when not directly controlled it will spiral around her.


    Zanpakutou: Gandra (Arid Land)
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    Gandra takes the shape of a katana. Its sheath is tied around Reene’s waist by a white sash. The blade is clear and the hilt is of a lustrous black.


    Resurrección
    Scour, Gandra.”
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    Reene’s body becomes covered in a segmented skeletal armor, which takes the place of her clothes. This armor has a long, flat tail with a five claws at the end surrounding an orifice that resembles a mouth, and has thicker segments on its back. Her hands and feet boast razor claws, and a second pair of arms appears. A skull-like helmet appears on her head, flat and eyeless.

    Storm of Razor Sand: The sand Reene controls while in resurrección compacts against itself, forming minuscule blades of great cutting potential. Controlling the sandstorm requires concentration, and when not directly controlled it will spiral around her.

    Broodmother:
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    Reene can expel an egg from the mouthlike structure at the end of her tail. From these eggs hatch, at the whim of their mother, spiderlike creatures made of white hollow bone. These critters attempt to latch to a host of humanoid shape, at which point a special form of hollowfication begins. If the victim fails to resist the hollowfication, she will be covered in an armor of hollow bone and become a drone under Reene’s control. After twenty-four hours, the new drone will gain the power to revert to the shape of the original being and act perfectly like the original, but retaining a very weak hollow reiatsu.
    Purifying or killing the drone destroys the broodling, leaving the original victim safe and unharmed in place of the drone, but unconscious. This hollowfication will never result in an unstable vizard, if inflicted upon a shinigami, but might awake spiritual powers of hollow nature on mortals.

    Broodling:
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    Stats:
    Strength: 15. Broodlings are considerably stronger than normal humans, but generally need a spiritually aware victim to be unconscious before being capable of doing anything.
    Offense: 5. Broodlings have no claws, fangs or natural weapons.
    Defense: 20. Broodlings have hollow bone armor for plating.
    Agility: 20: Broodlings are fairly fast and excellent jumpers. They cannot use sonido.
    Intelligence: 0. Broodlings are irrational.
    Cero/Bala/Reiatsu: 10. Broodlings boast little to no reiatsu. They cannot use cero or bala.

    Broodlings are poor combatants, all they can truly do is try to latch to a host and turn into a drone. Broodlings that fail to do so die in twenty-four hours.


    Drone
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    Strength: +20
    Offense: +20
    Defense: +20
    Agility: +20
    Intelligence: +0
    Cero/Bala/Reiatsu: +20

    Drones use the stats of their victim, plus the boosts above. They are superior to their victim, but not overly so.


    Laying eggs takes time and effort, Reene needs around sixteen hours to finish releasing a clutch. Each egg is roughly two feet tall and is visible even to non-spiritually aware beings.


    Defensive Roll: Reene can curl herself into a ball, protecting herself with the near-impervious plating on her back. While in this form she can roll and strike enemies with her weight and the spines on her armor, but cannot see or exercise control of her sandstorm if it is active.


    Segunda Etapa: Reina Madre (Mother Queen)
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    [Not yet achieved]


    Battle Stats:
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    Strength: 20
    Offense: 40
    Defense: 50
    Agility: 50
    Intelligence: 75
    Cero/Bala/Reiatsu: 50



    Ryou Kazuo, (Sane) 12th Division Captain.

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    Age: 560
    Height: 5’6”
    Weight: 140 lb.
    Reiatsu/Speech: Blue

    Appearance:
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    Kazuo wears a standard shihakusho with a white Labcoat over it, giving the impression of a captain’s haori. Slung horizontally over his back is his zanpakutou, a tachi. Kazuo also wears a special device over his ears, which holds a visor over his eyes, which, given his division, many mistake for a prosthetic. This device includes a variety of systems meant to augment vision and hearing, such as thermal, nocturnal and magnifying lenses, and sound filters. This is but one of Kazuo’s many creations, and one of his favourites.
    Kazuo has short, dark blue hair and brown eyes. He keeps his hair short but slightly messed, and his beard is trimmed down to such nothingness that more than one has wondered if he uses a laser to do so. He appears to be in his early thirties and boasts a confident look.


    Personality:
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    Kazuo knows it all. Or at the very least knows more than anyone else about most anything, and he is very proud of that, happily sharing his knowledge with the less fortunate. He enjoys his job, and enjoys a wide variety of pastimes on his free time, particularly finding new books to read, but is unlikely to decline a time among friends.
    In combat, Kazuo fights smart, preferring to deny his opponent of any possible advantage while keeping him in a safe position. His zanpakutou’s abilities are not true weapons (but can be fairly efficient weapons), so he prefers to employ kidõ or technologic devices when forced into combat.


    History:
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    Kazuo grew in the 3rd district of south Rukongai, son of minor nobles, and entered the shinigami academy at age 120, graduating in five years and immediately assigning himself to the 12th division, once in the division he climbed through the officer ranks over the course of the following 100 years, enforcing better safety measures during experiments to all who fell under his authority, a stance that has saved many limbs over the centuries, but not all.


    Zanpakutou: Dougu no Tsukirite (Tool of the Maker)
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    Sealed Form:
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    Dougu no Tsukirite takes the form of a tachi with a pentagonal guard and a dark blue hilt. Kazuo keeps it slung horizontally across his back by means of a string attached to the sheath.


    Inner World:
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    Kazuo's inner world is a vast complex with numerous chambers, including personal quarters for each of the manifestations of his zanpakutou spirit, workshops for them, a meeting room and a massive central workshop, the architecture of the place favors rounded, smooth surfaces and almost no sharp turns, glass is prominent, with richly decorated stained glass windows, transparent tubes with ionized gas coursing through it and statues with lights within them, resembling constelations.


    Zanpakutou Spirit:
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    Dougu no Tsukirite’s spirits are five large humanoids with metallic skin and imposing physique. Each of these beings is a master of one wide field of sciences, colectivelly they are the “Tsukirite”, the Makers.
    Enjinia: A female spirit, master of engineering.
    Seibutsugakuo: A male spirits, master of biology.
    Kusuriya: A female spirit, master of chemistry.
    Tejinashi: A male spirit, master of magic.
    Butsurigakusha: A female spirit, master of physics.


    Shikai:
    Bestow, Dougu no Tsukirite.”
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    When released in Shikai form, Dougu no Tsukirite produces two segmented metal sashes that cross over Kazuo’s chest. These sashes support a round, metallic backpack at his back; this backpack has eight small circular hatches evenly spaced at its outer rim and one larger hatch at the center. It is very smoothly polished.

    Special Ability:
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    Dougu no Tsukirite has an internal computer capable of storing an effectively infinite amounts of information, which Kazuo has already put to use by digitalizing every book avaiable in the seireitei, allowing him quick access to any information ever gleaned by shinigami researchers. Additionally, it can extend segmented metal stalks from its hatches, eight in total. These stalks are roughly 1,5 meters long and 2 centimeters wide, and are mentally controlled. Each of these stalks can hold one of a small variety of tools freely avaiable. Kazuo can change the tools or repair damaged stalks by retracting them into the backpack.

    Surge Needle: Each surge needle is a ten centimeter long metal spike capable of generating and delivering an electrical charge, it has a potential of up to 1.000 volts.

    Diamond Drill: This small drill is made of enhanced particles and nearly indestructible, it can be used to pierce even the hardest of materials.

    Pincer: Each pincer is made of three “fingers” capable of moving independently. It can rotate on its base and perform extremely fine manipulation.

    Plasma Beam: The plasma beam produces a short-range beam of intense heat, capable of reaching as far as nine meters. It can also be focused into shorter ranges, and when reduced to no more than half a meter, it can be made into a continuous stream. The plasma beam can be used to cut objects (and creatures), and weld metals.

    Injector Needle: The injector needle has a variable width, being capable of being as thin as an hypodermic needle or as thick as a caulking gun. It can be used to inject materials, which must be stored inside the larger hatch of the backpack before they can be injected.

    Monomolecular Scalpel: The monomolecular scalpel is a small surgical blade; its edge is extremely sharp and capable of cutting through most materials, but it lacks the strength to cut through large, hard objects.

    Vibroreishi Sawblade: The vibroreishi sawblade is the third cutting tool in Dougu no Tsukirite’s arsenal. This spinning blade has an edge of reishi capable of vibrating fifty thousand times per second, making it capable of cutting through nearly anything, it is, however, larger and less finesseable than the monomolecular scalpel or the plasma beam.

    Holo-projector: This tool is capable of projecting an image with an area of up to two cubic meters. The projected hologram is very clearly false, and could not be used to deceive anyone with half a brain.


    Further, Dougu no Tsukirite consumes very little energy, and so it can be sustained for a very long time. Indefinitely if the combat functions are not used too much in too short a timespan.


    Bankai: “Bankai, Sagyouba no Tsukirite” (Workshop of the Makers)
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    Not yet achieved. Kazuo is stuck on the training part, being fully capable of manifesting the spirits and already working on this, but the Maker's test proves incredibly complex.



    Other Abilities:
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    Zanjutsu: Kazuo is not particularly impressive with a sword. He prefers to fight from a distance, and if forced into melee he releases his shikai and employs his tools, relying more on their number and innate cutting power than his actual skill.

    Hoho: Kazuo can perform flash steps decently.

    Hakuda: See zanjutsu.

    Kido: Kazuo is considerably proficient with kido, capable of performing a wide number of hados, bakudos and Wu Weis up to level 80, but only up to 60 without employing a chant. He favors metal and electricity kido.


    Gear:
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    Visor: Kazuo is very proud of his visor, which enhances his sight and audition in a variety of ways, as well as including a useful H.U.D. and auxiliar targeting system, along with a visual interface with his zanpakutou's database.

    Kazuo-vision: Kazuo-vision are small monitors that fly with the aid of heliblades and tiny turbines. They allow Kazuo to communicate with those nearby the monitor, seeing and hearing them while he can see and hear them in return. The Kazuo-vision can transmit other images at Kazuo's disposal (such as from other Kazuo-visions), it boasts no real weapons but has a small electrified staff. Kazuo uses these in preference to common Hell Butterflies, not because he thinks they are more practical (they actually aren't) but because he thinks it is fun to fly them around the Seireitei.

    [more to come]



    12th Division
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    The 12th Division


    The 12th Division is the smallest of the Seireitei, with less than one hundred official members. It is also the second division with which most prospecting shinigami have contact, due to the internship program. And lastly, it is the division that makes the most use of artificial souls and reigai, who are their prime labor force.

    12th division has a long story of mad geniuses, shady deals and less than savory experiments, some bordering the unethical, many outright so. Over the last two hundred years of his captaincy, Kazuo has made a through effort to eradicate such stains on the division’s reputation, leading to the mostly upstanding current situation, if with mild longing by some of the older, less stable, officers.

    Captain Ryou Kazuo leads the 12th division, a task he has diligently performed over the last two hundred years, since the death of former captain Kamiya Hanako. Kazuo was the vice-captain of the division under Hanako, and responsible for the implementation of several security measures during experiments, something the division neglected to an outrageous level, vastly endangering themselves and the nearby area. His personal projects usually amount to non-intrusive augmentation, large vehicles and a variety of utilitarian tools. No project by any member of the division is ever disallowed, as long as its undertaking respects the ethics and morals instituted by Kazuo.

    All official members of 12th division are instantly assigned the position of seated officer; the division technically has no unseated members. Because of this fact and the reduced size of the division, wages tend to be higher than in other divisions. Interns work half time and receive half of the normal wages of an unseated member of other divisions. The artificial souls employed by the 12th division receive no wages but have a break on weekends and holidays.

    Division Size: 89 official members.
    Interns: 120, more or less.
    Artificial Souls: 700

    Flower: The flower for the 12th Division of the Gotei 13 is the Thistle. The meaning behind this symbol is Vengeance, Strictness, Independence. Ryou dislikes the first meaning of the symbol, but enforces the strictness aspect in the safety regulations, and the independence aspect represents the importance of independent research for the advancement of Soul Society.

    Motto: "SCIENCE!"

    Duties

    Planar Scanning: The 12th Division carries the duty of scanning the mortal world and dangai for interdimensional activity, which, allows the Seireitei to monitor the movements of spiritual entities through the planes and gauge their general power to respond accordingly, when necessary.

    Research & Development: The 12th division’s most famous aspect is that of research and development. It is their duty to keep the Seireitei supplied with the best and most cutting-edge gear possible.

    Internship: Starting at third year in the shinigami academy, all students undergo a six-month internship into the 12th division, where they learn about the many common devices the shinigami use in their training and duty and also help the small division with their own duties. Those interns who develop a taste for the workplace are invited to remain for the remainder of their time in the academy, during which they will further learn about the division and some will enter the ranks of the researchers.

    Necessary Skills

    12th division requires its members to boast ingenuity, creativity and innovativeness. Kazuo seeks proclivity, proactivity, diligence and a love of research among its prospective recruits.

    Promotion

    Three things weight in for promotion in the 12th division, respect for safety measures, mastery of a subject and breakthroughs. All true members of the 12th division are 20th seats from the start. No ranks beneath that of 6th seat hold any true authority over those bellow, they merely govern the distribution of funds for projects and overall prestige. Higher seats receive more funds for their personal projects.
    The 6th seat is the last rank which is held by multiple division members; each 6th seated officer is the leader of one of the subsections of the 12th division and directly leads the members stationed within his subsector.

    Previous Captains

    Kazuo shares one aspect with the previous captains of the 12th division. He is a genius, and he shares no other aspects with them, such as absolute disregard for his own safety and that of others, lack morals or ethics, or extremely short captaincies due to accidental death. 12th division has undergone so many changes of captain before Kazuo that the vast majority of his predecessors, like himself, lacked the power of Bankai, a shortcoming mostly solved with heavy weaponry of exclusive use of 12th division experts.

    Kamiya Hanako: Hanako led the division for an astonishingly long time if compared to her predecessors, 50 full years. Her captaincy followed the model that Kazuo worked so diligently to step away from, the same that had been kept in place by all captains before her.
    Hanako died 205 years ago, after slipping on an oil stain and falling off a ledge on top of an experimental reishi disintegration bomb.
    “On the plus side, the obliteration of captain Hanako's soul made it clear that the project was never going to be approved for battlefield use." - Unknown 12th divisioner.


    Donovan Bonaventura, Owner of the Venti Buon Caffè
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    Age: 389

    Height: 5'9"

    Weight: 136

    Type: Bount

    Reiatsu/Speaking Color: Dark Slate Blue

    Appearance:
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    Donovan wears a white cotton shirt and black linen pants, and a brown tie with diagonal stripes. Over this simple attire he uses a long brown coat with a checkered pattern. His hair is black and well kept, his eyes are brown, he wears simple glasses and only smiles when greeting those he knows.
    He appears to be in his mid twenties.
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    Donovan and Jämmerlich


    Personality:
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    Donovan has been through almost four centuries of brutal wars and political shifts, witch hunts and no small amount of hollow harassment. Most of the time he acts modestly jaded and negative, but will spiral down to the overly dramatic if pushed enough.

    It doesn't really take that much to push him enough either.

    When so pushed out, Donovan will usually brood and act in a particularly gloomy manner, but sometimes he will simply become irritated and may start to radiate his aura of despair unconsciously when that happens.



    History:
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    Donovan lived in Europe until no more than two decades ago, where he had his coffè always moving around countries, to avoid being noticed for his bount immortality, not always successfully. In the first two centuries of his life he underwent his fair share of hangings, drownings and burnings at the stake, as well as overseeing the executions of criminals himself, he had pride in his hangings, of never making the mistake that caused the condemned to not die as soon as the rope tightened.

    In more recent times, Donovan traveled the world hiding his ageless immortality. He has many material assets, not nearly as much as Viatrix, granted, but more than enough to nourish his passions, cuisine and winemaking.


    Doll: Jämmerlich (Miserable)
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    In its sealed form, Jämmerlich is Donovan's tie. Once released, Jämmerlich looks like a nine feet tall humanoid made of hemp rope, a "hangman golem", his power controls ropes and to a very minor extent, emotions.

    The doll itself is made of heavy, strong ropes. It packs a strong punch, but prefers to entangle and constrict its oponents, Jämmerlich also gives Donovan a heavy piece of hemp, which, using his power of rope control, he uses very efficiently as a whip or as a flail.

    Rope Control: Both Jämmerlich and Donovan can animate hemp rope in the area, forcing the objects to attack by themselves. Jämmerlich can also produce an effectively limitless amount of hemp rope from its body. By twisting and shaping these ropes, as well as combining them with things such as chains and other objects that can be held in the animated knots, Donovan is capable of performing terrifying attacks such as the dreaded Henker-Drache.

    Despair Aura: Jämmerlich exudes an aura that causes a sense of hopelessness on those within range, which can make the doll appear much more intimidating than it actualy is, and also quenching strong, positive feelings. Donovan is immune to this effect, more because he is already hopeless than because the power is technicaly his. This aura extends up to a 60 feet radius around both and does not discern ally from enemy, which is why Donovan prefers to fight alone when possible.

    Miser's Ward: Donovan and Jämmerlich have their minds clouded and protected against outside effects. Telephatic contact, psychic attacks and mental effects do not reach them.

    Fusion: Scharfrichter von Ungerechten Sätzen (Executioner of Unrighteous Sentences).
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    Donovan has not yet achieved this power. Great stress and a major slight against him are required to unlock his doll fusion.


    Battle Stats:
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    Physical Strength: 35 (Donovan is considerably stronger than your average mortal and even a few hollows, but not by much.)
    Offense: 60 (Donovan has worked as an executioneer in the past, and staved off more than one spiritual bar brawl around the world in the past few decades, Jämmerlich's attacks are, thus, swift and merciless.)
    Defense: 50 (Jämmerlich is capable of quickly raising and maintaining barriers of thick rope, providing a potent defense)
    Mobility: 30 (Donovan has excelent agility, compared to most humans, but his fighting style does not involve much movement from his own part)
    Intelligence: 65 (Donovan is a learned man and capable of performing a vast array of special attacks by means of his doll, Jämmerlich.)
    Special/Reiatsu: 40 (Donovan boasts a considerable array of special abilities.)


    Venti Buon Caffè:
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    The Venti Buon is excelently placed, in relation to some of the best spiritual spots in Phoenix Town, including the Local School, the Furousha Shop and the cemetary. For this excelent positioning, it is a favorite meeting place for many of the students after classes, and also caters to a small spiritual clientele.
    Last edited by Draken; 2011-10-19 at 12:26 AM.
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    Homebrewing

  17. - Top - End - #17
    Bugbear in the Playground
     
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    Default Re: BleachITP Reborn Character Registry

    Spirits
    By the awesome Teutonic Knight for Draw Your Friends!
    Mitsukai, Karite (Last Name, First Name) - Vice Captain
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    Gender: Male
    Age: 251, (Appears 19)
    Height: 5'11"
    Weight: approx. 185 lbs.
    Reiatsu: The first hit of it is a massive power clash, and the feeling of light and dark constantly fighting.
    Rank: 2nd Seat of the 13th Division.
    Quote: "That the best you can do?"


    Appearance:
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    Karite has made massive changes to his uniform, considering it "hard to move around in," "sleeves get caught easily," and other annoyances. He has a scar over his right eye, and spiky blonde hair, with a single long braid going down his back. The haori (which he made into a scarf), was a gift from the old 13th Captain.


    History:
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    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.

    Shinigami:
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    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.


    Vizard:
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    During the Joint-Ops Mission, Auset drained Karite to the limit, infecting him with Hollow Reiatsu. This, combining with Karite's despondence at his failure, created a Hollow.



    Personality:
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    Karite is incredibly cocky, and is constantly seen smirking. Due to the four inches in height he has over Natsuko, he jokingly makes fun of her often, but not enough to anger her. He acts in a way that reminds the veterans of the division of the old captain, pushing those he knows can do better to their limits.


    Vizard:
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    Inner Hollow:
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    Name: Ranshi

    Appearance:
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    Ranshi is the Karite's exact opposite. They're the same height, weight, and such, but he doesn't look anything like Karite.


    Personality:
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    Ranshi is quite cunning, often playing the 'nice guy' in order to get Shina and Karite's guards down. He will alter his appearance in order to escape, and he is incredibly skilled at manipulating reiatsu.


    Mask:
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    Karite's mask looks very strange. It's the usual white, but it covers just his face. It has drastically slanted slits for eyes, and it has 3 red lines going down over his right eye, like a massive scratch. Besides that, the mouth is a series of jagged teeth, and appear to be jumping at you, wanting to attack.


    Enhancements:
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    Karite gains enhancements to his strength, agility, and general power.



    Zanpakuto:
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    Zanpakuto Release Command: Crystalize, Kuyashinaki.
    Unreleased Zanpakuto:
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    A single katana with a ice symbol set right above the crossguard. The blade is black, and the handle is a bright green.


    Inner World:
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    The aftermaths of a battlefield. If you stay there long enough you will see his Zanpakuto and Inner Hollow leading two massive armies, fighting for control, while Karite oversees it all.


    Zanpakuto Spirit:
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    Name: Kuyashinaki (Shina)

    Appearance:
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    Shina takes the appearance of a young queen, who is tormented by her wartorn country. The queen wears a Shinigami uniform covered with blood, and holds a massive katana. She has blue eyes and hair, and her hair is shoulder-length and slightly curled at the ends.


    Personality:
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    Shina is a queen in charge of a wartorn country (Karite's Inner World). She merely wishes for the conflict to end, and has forced his Hollow into a Reiatsu Chamber where it is currently locked. She has triple-locked the chamber, but the Hollow has managed to send out his soul to fight in the war.


    Shikai:
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    Karite's shikai is a simple five-foot Katana. But, the guard looks strange, almost... like crystallized ice. The guard seems to be slowing creeping over his hand, and the blade is a shining silver one. The handle is barely visible thanks to the enroachment, and has a silver chain on the end, with a pointed crystal at the bottom.
    Shikai Abilities:
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    Karite's shikai gives him a bit of ice control. He can use it to make pillars, create giant icicles, and just general control.

    Ice Needles:
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    Karite's guard of crystals shoots out several iced needles and shoots them at the enemy.


    Ice Storm:
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    Karite's zanpakuto summons diamond shaped icicles that fly around the enemy, distracting them for a short period of time (5 minutes), allowing him to prepare for his next move.




    Ban Kai: Ban Kai, Kuyashinaki.
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    Appearance:
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    Karite's ban kai makes his guard fully enclose the handle, covering his hand and most of his forearm, and a single wing, again crystalized.


    Ban Kai Abilities:
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    With his ban kai, Karite can control ice, manipulating it to his will. He can use it to throw needles, create pillars for stepping on, and even use to fight his enemy, via forcing water into massive ice directed towards them. His control over ice has drastically increased with his ban kai, and is not anything to snicker at. He cannot freeze his enemy, as he's literally making ice, not spiritual ice.

    Specifics:
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    Freezescape:
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    Karite creates a massive ice battlefield, which increases his zanpakuto's power expotentially. This takes a lot out of him, so he doesn't really use it.


    Ice Blade:
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    Karite's ice control creates a pseudo-zanpakuto in his other hand, which he can use for leverage against his enemy.





    General Abiltiies:
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    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.


    Possible Connections:
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    • Other 13th Members
    • Others His Age
    • Vizards





    Cecilia Alejwin
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    Gender: Female
    Age: Unknown.
    Height: 5'8".
    Weight: "Do you really need to know?"
    Reiatsu: Filled with madness and fear.
    Rank: Sexta.
    Aspect Of Death: Fear
    Quote: " 'Cecilia Alejwin'... It sounds magnificent, but that name's essence is the essence of magicks and spellcraft, of Gods and Demons."

    History:
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    The girl is quite well known, as is appropriate for a being of her age. She appears to known Von Geister in some capacity, and has a lingering connection with Elder as well - from the meeting that broke her, just a little bit.


    Appearance:
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    Cecilia has neck-length feathery blonde hair, and it appears sort of wild, as does she, her eyes dancing merrily at unseen wonders. She wears a tight long-sleeve shirt that has a slit going down just past her neckline, and the collar brushes the ends of her hair. Her mask fragment is... surprisingly absent on her face, and is instead a part of the long dress-like cover that emits below her waist, protecting her legs but allowing her to maneuver quite easily. The cover can be adjusted in length and width, but she usually keeps it in it's dress-like state, just barely showing the pointed greaves she wears underneath.


    Personality:
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    While some might think after being alone she would be socially awkward, Cecilia is far from it. She's the most fun-loving, insane, ridiculous Espada that exists. She bounces from diehard insanity to calm contemplation in less than seconds, and poor Caiphus just tries to keep up.


    Zanpakuto: Cosechero - Reaper
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    Sealed Form:
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    A massive longsword, with a gem inset in the hilt.


    Resurreccion: "Flee, Cosechero."
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    Cecilia becomes a wraith like being, made entirely of shadows.

    Abilities:

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    Shadow Movement: Cecilia can teleport through shadows, using them to great effect.

    Aura of Madness: Cecilia's very presence sets others on edge, and if she presses with her aura, they teeter towards her end of the sanity spectrum.

    Shadow Manipulation: Cecilia can weave her Shadows into a wide variety of things, creating wings, tentacles, spears, and other such things with her ability.

    Nightmare Realm: Using her aura and shadow manipulation, Cecilia can dredge up the darkest fears of her opponents and make them forcibly experience these fears, in a realm without light.


    Segunda Etapa: "Dios de los Cosecheros." - God of the Reapers
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    Appearance:

    She becomes even more wraithlike, and is less humanoid and more like a black cloth floating in the air. All of her abilities in Resurreccion are rampantly enhanced, and her aura of madness can now drive even the most strong-willed to insanity.


    General Abilities:
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    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.





    Caos Encarnado: (Cecilia's Territory)
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    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.

    Layer One:
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    The first layer is where the most activity takes place. Here are all the people who would be considered "Quartermasters", they take inventory, cook, and clean. Strangely, these people are held in the highest regard in Caos Encarnado, instead of considered worthless. This area is usually where the more powerful entities stay, particularly if they're older than most.


    Layer Two:
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    In the second layer, their seems to be just a vast city of Arrancar. This appears odd, but the strangest thing is... It functions like a regular city. They get their food from the first layer, and they go to the third layer to relax. The second layer is the part of Caos Encarnado that shocks visitors, as it is more like the Soul Society then any other part of Las Noches.


    Layer Three:
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    In layer three you can relax. Here is where you will find games like chess, checkers, and Go. Layer three's leader doubles as a strategist for Cecilia in times of war, and is one of her most trusted Fraccion, rather than any other entity. This layer is riddled with traps to get to the actual relaxation spot, to allow enough time for those there to prepare for a fight.


    Layer Four:
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    The fourth layer of Caos Encarnado is where Cecilia rules. This layer is different from the rest, as it is near Von Geister's palace. It is a series of towers, all red or black, and dot across the landscape. Here is where those of Caos Encarnado go to test themselves against the ruler, and to train themselves against one another.


    Mukudori, Kazuki (Last Name, First Name) - Rogue Shinigami, Mercenary
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    Gender: Male
    Age: 327. (Appears to be in his early twenties)
    Height: 6'.
    Weight: approx. 175 lbs.
    Reiatsu: A calming, peaceful aura, with a hint of amusement.
    Rank: Unranked by Modern Standards.
    Aliases: The Grey Lord, Mercenary of Death, Chronicler.
    Quote: "I apologize for troubling you, Shinigami-san, but could you perhaps calm yourself?"


    Appearance:
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    "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.


    History:
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    "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.

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    Dear Shinigami-san(s),

    I am tired of this. Bored of the monotony. I think I shall take my leave of this place temporarily Shinigami-san. I think I will look for the strong ones for a time, perhaps see them in combat.

    Goodbye,

    Kazuki Mukudori.




    Personality:
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    "Reader-san, what more do you wish to know?"

    Kazuki is renowned for his lack of normal emotions, and his perchance for calling most people by a nickname, such as Shinigami, Hollow, Blade, or Light. All with the suffix of -san. He does not show emotions even in battle, although there is sometimes a flare of emotion when he grows frustrated, angered, or bemused by events surrounding him.


    Zanpakuto:
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    Zanpakuto Release Command: Relinquish, Nakago.
    Unreleased Zanpakuto:
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    A simple katana, with a blade of about three feet in length.


    Inner World:
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    A continent, half of which is filled with death and decay, the other half bright and full of life.


    Zanpakuto Spirit:
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    Name: Nakago.

    Appearance:
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    Nakago appears to look like a veteran samurai, wearing a black kimono, and he has several scars over his body. He has a trimmed black beard and a mustache, as well as black hair pulled back into a spiky ponytail. He also has a scar running down his left eye, and kind blue eyes.


    Personality:
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    Nagako is cold and rough towards Kazuki, but secretly enjoys the man's company. Due to the long history the duo share, their interactions that would appear hostile to others are merely playful to themselves.


    Shikai:
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    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.
    Shikai Abilities:
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    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.

    喜 Joy: 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.

    怒 Anger: 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.

    憂 Anxiety: 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.

    思 Pensiveness: 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.

    悲 Grief: 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.

    恐 Fear: 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.

    驚 Fright: 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: Ban Kai, Nagako.
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    Kazuki does not have his Bankai, refusing to train himself in a way that would increase his power off of a normal level, where he can fight strong opponents.


    General Abiltiies:
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    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.




    H.E.C.A.T.E. (Hollow Execution/Cremation: Active Test Entity)
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    Name: Hecate
    Age: Fourth Incarnation of her kind.
    Gender: Female
    Height: 5'7".
    Weight: 4-5 tons.
    Reiatsu: Like creaking gears.

    Appearance:
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    With short blonde hair, messy in the back, and blue eyes, HECATE was designed to not only complete what she was made for, but to look good as well. HECATE wears a pair of oversized headphones to aid in hearing, and only wears the Shinigami uniform on the rarest of occasions, considering her robotic design was made to protect from Hollows. Her design is fairly complex, for a robot. With a white shell and golden colored shoulders and hips, her body is designed solely for combat. While she may look partially humanoid, Shinigami have proved time and again that 'appearances can be deceiving'.


    Personality:
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    HECATE is always, always analyzing. People, places, whatever occurs around her, and compiling it inside her database. She acts robotic, and talks in a monotone, lacking emotion, with a vaguely tinny sound to her voice. HECATE is curious about the world around her, absorbing the information told to her at a rapid rate.


    Weapons/Add-Ons:
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    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.


    History:
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    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.


    Styles:
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    Path of the Door: Basic Sword Style
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    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.



    Path of The Heavens: Advanced Sword Style
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    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.




    Advanced Hakuda Techniques/Styles: Reiatsu Manipulation
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    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; 2012-04-07 at 06:21 PM.
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  18. - Top - End - #18
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    Yuuki Miyagawa: 2nd Division Captain, Leader of the Onmitsukidō.
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    Name: Yuuki Miyagawa
    Gender: Male
    Height: 6'
    Weight: 167 lbs.
    Hair: Lilac. Got a problem with that?
    Eyes: Golden
    Actual Age/Apparent: 170/26
    Reiatsu/Speech: Golden
    Division: 2nd division
    Seat: Captain

    Appearance: Yuuki Miyagawa is tall and lanky, but still muscular. He has long, straight lilac-coloured hair. It usually appears light and flowing, to his annoyance-although he is saving up for a deluxe hair straightener. He has very long bangs. His eyes are golden, which makes for an interesting combination with his hair. He wears his captain's haori at all times. He always can be seen wearing a black beaded necklace with a shark fang and a worn cloth bracelet with the kanji for, "Forever yesterday". He usually wears a somewhat apathetic expression on his face, but when he needs to, he looks serious.

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    Personality: Yuuki is many things, but he is definitely NOT a workaholic (cough lazy cough). When in a fight, he will only get serious once he knows that his enemy will do the same. His unusual appearance has been the source of many discussions among female shinigami. But he doesn't seem to mind this, and in fact, rather enjoys it. However, he can't stand other men commenting on his hair and eyes. Oh yes, and he is always treating people to dinner so there’s less of a hassle over the bill. Could be why he doesn’t have enough money for that $300 hair staightener...

    History: When he was a mortal, Yuuki was a general in the Japanese army, and died of a fatal bullet wound when he was 33. Upon arriving in the Rukon district, he became well-known for avoiding senseless fighting but protecting whoever he could. He came to the Academy 21 years after arriving, graduated at the top of his class, and went on to the second division 87 years ago, as well as the Onmitsukidō. He became a captain through recommendation 14 years ago, and became Commander-in-Chief of the Onmitsukidō almost immediately after.

    Abilities: Yuuki is a highly skilled assassin, and is very proficient in the areas of stealth, agility, and speed. His shunpo is the second fastest in the Seireitei. He prefers not to use kido, however, his abilities in this field are unknown.

    Zanpakuto: Asuteka Hyou (Aztec Jaguar). Its sealed form is an ancient Mayan dagger about six inches long.

    Zanpakuto Spirit: Asuteka Hyou is a ten-foot long jaguar with grass-green eyes and sleek golden fur. He has black swirls around his eyes and is very serious.

    Inner World: Yuuki's inner world has the appearance of an ancient Mayan ruin high above the coast of an ocean.

    Shikai: Howl, Asuteka Hyou! After release, the dagger becomes two golden 'gloves' that cover Yuuki’s hands. The gloves end in sharp claws that can be used as daggers in close combat. When Yuuki’s claws cut into an enemy's flesh, they are capable of taking a little spirit energy as well as blood. Yuuki can take over this access reiatsu and use it as his own. His senses are increased enough that he can detect an enemy's presence should they hide using an illusion or in the surroundings. Also, he can hide his spiritual pressure so that is almost undetectable.

    Bankai: Giseitekina Asuteka Hyou Kishi! (Sacrificial Aztec Jaguar Knight) In Mayan and Aztec mythology, jaguars were linked to the spirit world. Now since Yuuki's already dead, he is able to manipulate things like shadows which are also associated with spirits. Some more changes happen to Yuuki's body: his hair becomes golden, and golden 'boots' form over his feet, ending in claws as well. In bankai, Yuuki stands on all fours, like a cat. He has various abilities in bankai:

    • Sonic Roar: Yuuki roars like a jaguar, creating a powerful blast of air that is harmful to enemies. Physical attacks have no effect on the Sonic Roar, although it is weaker against kido, cero, and bala.


    • Spirit Vanish: Yuuki can vanish from the physical world entirely for a short time in order to avoid attacks. If he is in the shadows, he can stayed vanished for longer amounts of time.


    • Shadow Grasp: Yuuki can use either of his golden gloves or boots to pin his enemy’s shadow to a spot on the ground. In order to break free, the enemy must tear their shadow from their body (which results in physical damage). If an enemy is in the air and casting a shadow on the ground, Yuuki can use Shadow Grasp on their shadow as well.


    • Increased Senses: Yuuki’s sense of sight, hearing, and smell become that of a jaguar. Combine this with his keen ability to detect reiatsu, and it is almost impossible to sneak up on him. Also, his strength, speed, reiatsu, reaction time, and agility are increased.


    Battle Stats:
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    Physical Strength: 60. (Yuuki is trained to kill right away, rather than focus on sword fighting. However, he has mastered the art of Hakuda.)

    Offense: 100. (Yuuki has mastered the art of Hakuda to make him more than capable at hand-to-hand combat, and has very quick reaction times, notcing blind spots or weaknesses automatically.)

    Defense: 80. (His defense relies on the ability to dodge and counter-attack, as supposed to blocking.)

    Mobility: 100. (A master of shunpo, Yuuki's prowess at speed is unmatched by everyone except the Commander-General himself.)

    Intelligence: 70. (Yuuki is fairly intelligent when it comes to deviating plans, routes, and battle tactics, but his ability as a strategist is rather lacking.)

    Kidō/Reiatsu: 50. (Yuuki is of average abilities with kidō, using bakudō as supposed to hadō, in order to draw less attention to himself. He doesn't use it often, and certainly never practices, though.)


    2nd Division Proposal
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    The 2nd Division

    The 2nd Division is known and feared as the Seireitei’s assassination squad. As a result of this, many members are skilled in the art of Hakuda (hand-to-hand combat). They are tied directly with the Onmitsukidō, which is a special strike force with five different units, each with their own different purpose and duties. The 2nd Division is relied on when dealing with skilled attackers that threaten the Seireitei, such as rogue shinigami or enemy scout missions.

    The 2nd Division has close ties with the 8th and 10th Divisions, as well as the Onmitsukidō. The 2nd Division acts as the covert police in the Mortal World and the Soul Society along with the 10th Division. They provide enemy surveillance and collect data in foreign locations that can be used at the 8th Division's strategic planning sessions. The Onmitsukidō is not directly part of the Gotei 13, but with Yuuki Miyagawa (the 2nd division’s captain) also captaining the Omnitsukidō, it is effectively under the Seireitei’s control. Each 2nd division member from the 5th seat up controls a different division of the Onmitsukidō. For example: the 2nd Division’s current captain is usually the Commander-in-Chief of the Onmitsukidō; the 2nd Division’s vice-captain the Corps Commander of the Onmitsukidō’s Security Unit; and the 2nd Division’s 3rd seat is in charge of the Reconnaissance Unit.

    Captain Miyagawa entered the 2nd Division 87 years ago. At the Academy, his skill was exceptional and became a seated officer almost immediately after entering the division. He worked his way up the ranks until he became the captain of the division. His skill was recognized by many of the Gotei 13’s captains, and became a captain by recommendation 14 years ago. He went on to become Commander-in-Cheif of the Onmitsukidō almost immediately after that. More captains thought that he should captain the division than his predecessor. Since Yuuki became captain, he has radically changed the division. He has put lots of effort into making sure that each and every one of his subordinates is the strongest that they can be. He believes that his old captain did not work hard enough to make sure of this. He runs a tight schedule, also taking on the position of Commander-in-Chief of the Onmitsukidō, which the previous captain did not actively participate in.

    Division Size: The 2nd Division has a total of 236 shinigami, making it the Seireitei’s second smallest division (only the 1st Division is smaller). Out of these, 20 members (including the captain and vice-captain) are seated, and the remaining 216 are unseated. One of the reasons that the division is so small could be because of the strenuous and difficult tests required to join the division that no other division in the Seireitei enforces.

    Flower: The 2nd Division’s flower is the tulip. The meaning of the tulip is, "Fame, charity, and one-sided love".

    Motto: "If you see your allies losing, that is your chance. Do not step between them. Take the enemy down from behind. And if the enemy is so strong that you cannot do even that, then watch your ally be killed. This is what it means, to be an assassin."

    Duties
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    Stealth and Assassination: The main duty of the members of the 2nd Division is stealth and assassination. If the Seireitei has designated that a rogue shinigami is to be tracked down and killed, it is left to the 2nd Division to do this. These missions usually given to members between the 12th-5th seats of the division, but if the opponent is highly skilled, it will be given to a higher seated member. However, these duties are almost never carried out by the division’s captain or vice-captain. This duty has earned the 2nd Division its nickname: "The Assassination Squad".

    Undercover Operations: During strategic planning sessions, if it is decided that an undercover scouting or data-collecting mission must take place, this duty is also given to the 2nd Division. These shinigami’s stealth and prowess at remaining undetected makes them top candidates to sneak into enemy territory to scout and gather information. This information is then given to usually the 8th Division to be used in weaponry and defence planning sessions.

    Onmitsukidō: The captain of the 2nd Division is almost always also the captain of the Onmitsukidō, which is one of the two factions in the Seireitei that is not directly under the influence of the Gotei 13. However, if the 2nd Division captain is the Commander-in-Chief of the Onmitsukidō, then it will be almost completely under the Seireitei’s command. The Onmitsukidō and the 2nd Division are almost completely intermeshed, with many members holding positions in both factions. The Omnmitsukidō is made up of five separate units, each with its own duty to carry out.

    The leaders of each division are ranked as ‘Corps Commander’, with the leader being the Commander-in-Chief. Usually, the captain of the 2nd Division is both the Commander-in-Chief and the Corps Commander of the 1st unit, and the Corps Commanders of the other 4 units are also mostly seated members, usually with higher ranks (most commonly from 5th seat to vice-captain). The five units are as follows: 1st unit, Executive Militia; 2nd unit, Security Unit; 3rd unit, Reconnaissance Unit; 4th unit, Assassination Unit; and 5th unit, Intelligence Unit.


    Necessary Skills:
    First and foremost, all members of the 2nd Division have to be stealthy, fast, and agile. The Seireitei relies on the 2nd Division for assassination and scouting missions, and without exceptional stealth, these missions are impossible. Each shinigami hoping to be a seated must display these qualities flawlessly. All shinigami of the 2nd Division, both seated and unseated, must have some skill in Hakuda, which is the art of hand-to-hand combat.

    In terms of zanpakuto abilities, a combat-type zanpakuto is vastly preferred over a kido-type zanpakuto. Usually, 2nd Division member’s zanpakutos release as small, mostly un-noticeable weapons which can be used for stealth and assassination. There is not a particularly large emphasis on zanjutsu either. According to Captain Miyagawa, “It’s best if you can kill without having to draw your zanpakuto. Don’t release unless you need to. It’ll draw unnecessary attention to you. And when you’re an assassin, you definitely don’t want that.” Also, any 2nd Division members wishing to apply to the Onmitsukidō must undergo a necessary 2-year stealth training program.

    Promotion:
    The main criteria that the 2nd Division focuses on when considering the promotion of one of its officers is their assassination abilities, for example, stealth, agility, speed, and the ability to remain unnoticed. The promotion standards for the 2nd Division are very strict, which could be why it has such a little number of seated officers (one officer per seat). Yuuki looks for above average talent when promoting, and if an officer displays superior talent, they will be assigned to the appropriate seat. Another quality that a shinigami looking for a promotion must have is versatility. The 2nd Division has a variety of different duties, from gathering data in an enemy location, to dealing with rogues, to protection and security. If an officer shows exceptional talent in battle but cannot function in surveillance missions, they are unlikely to be promoted.

    Most 2nd Division members are handpicked shinigami who show talent in the fields that the 2nd Division focuses on. It could just be that they are a phenomenal thief. Captain Miyagawa tends to prefer shinigami who are refined, disciplined, and skilled in their art. For a promotion to a higher seat (from 5th seat to vice-captain), being a high-ranking member or Corps Commander in the Onmitsukidō greatly increases the chances of earning the promotion.

    Previous Captains
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    Otori Takeo: Takeo was Captain Miyagawa’s immediate predecessor. He held his position for the short time of 75 years. He was not the best of captains, and was a slacker. He didn’t take promotions very seriously, and didn’t provide much leadership for his subordinates. The division’s vice-captain and 3rd seat at the time had to act as stand in captains and give orders of their own in order to keep the division functioning. The other captains of the Gotei 13 became aware of Takeo’s failure and how his vice-captain and 3rd seat managed the division on their own. Both received promotions by recommendation and Takeo was forced to retire.

    Maruyama Naomi: Naomi was the 2nd Division’s most important and respected captain. She held her position for the long time of almost 800 years. She ran the division under a tight schedule and was known for her bravery. She abided by the rules at all times and demonstrated superiority both on and off of the battlefield. She was promoted to the 0th division, leaving her vice-captain Takeo to take over the division. Since she was captain for such a long time, little to nothing is known about any captains that may have come before her.


    Onmitsukidō
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    The Duties of the Onmitsukidō

    The Onmitsukidō is an underground stealth faction within the Seireitei that is separate of the Gotei 13. It is comprised of five Units, for which the 1st Unit has the most authority, and the 5th Unit the least; and each Unit has its own unique duties. Each Unit is led by a Corps Commander, who is an officer of superior experience and skill. The Corps Commander of the First Unit is the leader of the Onmitsukidō and their position is the Commander-in-Chief. The Onmitsukidō is directly under the control of the Central 46. Its duties range from reconnaissance, to assassination, to high-level security. If the Gotei 13 is considered an exterior guard, then the Onmitsukidō is an interior, covert guard.

    Over the years, the Onmitsukidō has become intertwined with the Seireitei’s Second Division, with many of its members holding positions in both the Onmitsukidō and the 2nd Division. It is normal for the five Unit Commanders to be higher-ranked seated officers from the 2nd Division, usually ranging from 5th Seat to Captain. If the 2nd Division’s Captain is the leader of Unit 1, and therefore the leader of the Onmitsukidō as a whole, the faction is effectively under the Gotei 13’s control. In the past, two of the 2nd Division Captains have held leadership over the Onmitsukidō: the beloved warrior princess Maruyama Naomi, as well as the 2nd Division’s current Captain, the young, enigmatic Yuuki Miyagawa. Little is actually known about the Onmitsukidō by non-members, for this faction conducts most of its operations in secret, although its presence can always be felt. Members of the Onmitsukidō are rarely seen in the Seireitei, with the exception of members who also hold positions in the 2nd Division.

    The duties of the five Units of the Onmitsukidō are as follows:

    Unit 1, Executive Militia

    The first branch of the Onmitsukidō. It is ranked the highest out of the five Units in the faction. Their main responsibility is to govern the actions of each of the other units, assigning missions, and communicating with other factions or Gotei 13 Divisions. They are also the torture Unit within the Onmitsukidō. They torture and punish any ex-comrades who have broken the law that have been apprehended by the Security or Assassination Units. The members of the 1st Unit dress all in black and are well-known for their cold-bloodedness and skill in Hakuda, which is the art of hand-to-hand combat.

    Current Corps Commander: The current Corps Commander (and Commander-in-Chief) of the Executive Militia is Yuuki Miyagawa.


    Unit 2, Security Unit

    The second branch of the Onmitsukidō. It is ranked the second-highest out of the five Units in the faction. The main responsibility of the Security Unit is to provide security to the rich or important. Most of these clients are members of the Central 46 Chambers. Every member of the Security Unit must have finely attuned senses and be skilled in the art of Hakuda. The members of the 2nd Unit also dress in all black and are the main mouthpiece between the Central 46 and the Onmitsukidō.

    Current Corps Commander: The current Corps Commander of the Security Unit is Kyasarin Shihan.


    Unit 3, Reconnaissance Unit

    The third branch of the Onmitsukidō. It is ranked the third-highest out of the five Units in the faction. The main responsibility of the Reconnaissance Unit (Recon Unit for short) is to gather information on enemies and enemy locations through highly organized spy missions. The members of this Unit may even be sent as spies to Hueco Mundo in the coming future, although this matter is still just a passing rumour. Every member of the Reconnaissance Unit must be highly proficient at stealth and all must have relatively good memories in order to be able to give accurate reports. The members of the 3rd Unit wear the customary black uniform and are always the first with new information, whether it is spy intel or simply happenings around the Seireitei.

    Current Corps Commander: The current Corps Commander of the Reconnassiance Unit is Sigint Kageen.


    Unit 4, Assassination Unit

    The fourth branch of the Onmitsukidō. It is ranked the fourth-highest out of the five Units in the faction. The main responsibility of the Assassination Unit is all in the title: the members of the 4th Unit are specially trained mercenaries tasked with hunting down and killing rogue shinigami. In rare cases, however, they are only asked to apprehend. When this is the case, the apprehended criminals are then handed over to the Maggot’s Nest, and are placed under care of the Seireitei’s 10th Division jailers. The members of the Assassination Unit must be stealthy and must have the ability to track targets without being detected. The members of the 2nd Unit wear the customary black uniform and generally don’t give much care who it is they kill, as long as the means are justified in the views of the Onmitsukidō and the Central 46.

    Current Corps Commander: The current Corps Commander of the Assassination Unit is Nao.


    Unit 5, Intelligence Unit

    The fifth and final branch of the Onmitsukidō. It is ranked the lowest out of the five Units in the faction. The main responsibility of the Intelligence Unit (Intel Unit for short) is to take information collected on enemies by the Reconnaissance Unit and process it into detailed reports which are then given to the 8th Division to assist with strategic planning sessions and to update their information gathered for preparation for a cold war. The members of the Intel Unit rarely engage in combat and spend most of their time in a headquarters separate from the Onmitsukidō’s main headquarters and are rarely seen anywhere else, except when delivering information. The members of the 5th Unit are the only exception to the regular black uniform, and wear black pants, a loose-fitting white jacket with a hood covering most of the face, and a backpack stuffed full of data and report papers. Its members are highly proficient at interpreting and processing data.

    Current Corps Commander: Unknown.


    Feiyan Tewulan: 4th Division 3rd Seat
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    Name: Feiyan Tewulan
    Gender: Female
    Height: 5'9''
    Weight: 116 lbs.
    Hair: Brown-black
    Eyes: Icy blue
    Actual Age/Apparent: 153/17
    Reiatsu/Speech: Sea Green
    Division: 4th Division
    Seat: 3rd Seat

    Appearance: Feiyan has relatively tanned skin, with a few freckles on her face. Her hair is dark brown, almost black, and is almost always in a ponytail, which goes down to her hips. Her eyes are light blue, and usually wears cherry-coloured lipstick. Under her Soul Reaper robes, she wears knee-length khakis and a plain black t-shirt. Feiyan is relatively thin and wiry.

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    Personality: Feiyan is strong-willed and good natured, but that doesn't stop her from being a little sadistic towards patients. Perhaps she enjoys scaring people? Feiyan is kind-hearted, and she would never betray her friends. Feiyan is also extremely stubborn. But perhaps her most unique personality trait of all is that she won't stand a man who flirts with her. Feiyan is generally not the boyfriend/girlfriend type. But this trait could be susceptible to change.

    History: Little to nothing is known of Feiyan's history, other than that upon arriving in the Seireitei, she lived in the Zaraki district with her parents and younger sister. Her parents were killed, and the whereabouts of her sister shall remain unknown...for now.

    Abilities: Feiyan is an expert healer, although living in Zaraki district has taught her how to fight as well. Her best ability, though, is terrifying her patients. She's well-known for it.

    Zanpakuto: Saezuki Megami (Three Moon Goddess). Its sealed form looks like a regular katana with a bronze hilt.

    Zanpakuto Spirit: The words that come to mind of Saezuki are, 'deluxe flirt'. Saezuki has waist-length spiky dandelion coloured hair. She has caramel coloured eyes. She wears a short, strapless, pink-purple dress, with fishnet stockings. She wears lime green shoes with an electric blue platform heel. She is always wearing makeup, and has a tattoo of a red heart on her right forearm.

    Shikai: Show your faces, Saezuki Megami! Released, it has the ability to manipulate reiatsu. First, it can discharge some of Feiyan's reiatsu in order to heal the wounded, and second, upon contact with an enemy's blade, can suck out the enemy's reiatsu.

    Bankai: Feiyan has yet to achieve bankai.


    Katarina Giugovaz, Arrancar #16, Fraccion to Pan
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    Gender: Female
    Age: 227 years as a hollow, 198 years as an arrancar. Looks 24.
    Height: 5'6''
    Weight: 124lbs.
    Hair: Dark Gray
    Eyes: Brown
    Mask Fragment: Earrings
    Hollow Hole: Below the Waist
    Reiatsu/Speech Colour: Indigo
    Aspect of Death: Childbirth

    Appearance: Katarina's appearance is much softer and more fragile than that of most arrancar. Her skin is smooth and very pale. Her hair is dark gray and is always fresh, silky, and sweet-smelling. Her eyes are milk-chocolate brown and almost always seem sad. Katarina's facial expression rarely strays too far from looking either sad or shy. An exception is in the presence of her master. The remnant of her hollow mask is a pair of swirling silvery-white earrings.

    Katarina's arrancar uniform is made up of very loose and flowing white cloth, that seems like scarves. Her shirt consists of two white gauzy scarves crossed in a x-shaped formation over her chest and wrap around her neck.She has two white elbow-length gloves that cut off at the wrist. Her skirt starts as a scarf wrapped around her waist, and under this flows a loose white ankle-length skirt. Katarina usually walks around barefooted.

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    Personality: Katarina is a very shy figure and rarely speaks or makes eye contact with any other arrancar. She will speak to Von Geister and Queen Reene, but is always shy and reserved when she does so. She is very obedient and will obey orders without question. She is much kinder and acts like a mother towards her master because he looks like a child. The sight of younger arrancar makes her sad, because she died giving birth and desperately wishes for a child to call her own.

    History: Katarina died giving birth, and her regret for not being able to have a child was so great that she became a hollow soon after death. Katarina has forced all memories of her life except for her child out of her mind, because it pains her too much to think about it. She was an adjuchas-class menos when she became an arrancar, and has served Pan loyally ever since and regards him as the son she never had.

    Zanpakuto: Caballo Triste (Sad Horse)
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    Sealed Form: Caballo Triste's sealed form is a small silver blade that seems to be a type of wakizashi. Katarina keeps this blade hidden under one of the may layers of her scarf skirt, and it is not visible.

    Resurrecion: Cry, Caballo Triste.
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    Upon release, Katarina's legs disappear and she becomes a centaur with a dark black unicorn's body, complete with four legs and a long flyaway gray tail. In addition to this, Katarina's hair becomes tied up closer to her head to allow her to see better, and her shirt changes to a regular black shirt instead of two scarves.

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    General Abilities:

    Close Comabt Skill: Poor. When/if Katarina has to fight, she fights long-range. In truth, her close combat skill is rather poor, as a result of her shy nature

    Hierro: Moderate. Works well against spiritual attacks but has little power in protecting against direct physical attacks.

    Sonido: Fast. During release, and going in a straight line, her speeds can sometimes match that of her master. However, the extra horse hooves do not help with precision turns.

    Garganta: Poor. Katarina's skills with the garganta are so inadequate that she needs someone else to open it for her.

    Pesquisa: Formidable. Katarina is able to sense reiatsu easily around her, but people walking can sometimes slip through it undetected.

    Cero and Bala: Formidable. Katarina can fire multiple ceros (one from each of her front hooves) and the speed of her balas is rapid and continuous. However, these attacks are a little less powerful than others and seem to focus more on speed as supposed to strength.

    Resurrecion Abilities:

    Force Field: Katarina can project a force field which blocks attacks such as kido, hado, or bakudo. She can create the force field in a translucent white sphere around herself which can block attacks for 10-30 seconds, depending on the power of the attack.



    Possible Connections:
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    • Her master

    • Other fraccion

    • Most arrancar



    Rebecca 'Beck' Williams, High School Student and Quincy
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    Name: Rebecca Williams, but call her Beck. Or else.
    Gender: Female
    Height: 5'6''
    Weight: Ha ha...no.
    Hair: Dyed lime green and dark purple. Real colour is dark brown.
    Eyes: Purple-black
    Age: 17
    Reiatsu/Speech Colour: Teal
    Class: 2-3
    Powers: Quincy

    Appearance: Beck is an artist, and expresses it in what she wears. When not working to make rent, Beck assembles her rebelliously stylized wardrobe by shredding her own jeans, sewing on patches and otherwise altering whatever looked like it had some potential at the local thrift store. Her hair's real colour is dark brown, although she has dyed it several different colours. The top part of her spiky hair is dyed lime green, while the sides are dyed dark purple. Beck has several ear piercings and can always be expected to come to school wearing a mis-matched outfit, along with mis-matched bracelets, rings, and other accessories. The colours on her outfits don't have to match either; actually, Beck prefers it that way. Her eyes are so purple they are almost black, and her skin is rather yellowish. She usually wears a violent splash of lip stick and eyeliner, to further make a fashion statement. Beck wears her quincy cross at home as well as during school, simply dismissing it as a self-created work of art to fellow students and faculty.

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    Personality: Not as scary as her punkish appearance and bored looks would lead people to believe, Beck is open-minded, calm, and personable. With courtesy superior to most, she has the patience to make friends with almost any type of person she meets. Beck is also an avid musician, and plays her guitar daily. She also takes her visits to her parent's house as a valuable opportunity to play their piano. Her main hobby is of course, salvaging new clothes that can be turned from dreary thrift shop finds into punkish artistic statements. And although she would never admit it, Beck loves to cook and is actually quite good at it.


    History: Beck was born in Cleveland, Ohio, and lived there until she was nine, along with her parents and grandmother. Family troubles and the promise of a higher-paying job led them to move to Phoenix Town, Japan. Soon after the family moved in, Beck's grandmother died. After the funeral, Beck returned home to find a hazy image of her grandmother sitting on her bed. Ever since, she has been able to see ghosts. About a year after that incident, she finally went to her parents and asked what was happening, and why spirits kept following her. After some persuasion, her father told her of her quincy history and agreed to train her in order to protect her friends from dangerous hollows. When she was 15, she moved into a small two-room apartment, in order to be more independent. She still keeps in touch with her family and trains with her father on weekends.


    Abilities:

    Bow: Beck's quincy bow takes the shape of a bow not unlike the kind used in modern-day archery. It is blue, like the standard quincy bow, but more on the teal side, to match her reiatsu. Beck's aim could be a lot better, but she is able to fire two arrows rapid-fire to increase her chances of landing a hit. Also, although her arrows are slow and her aim is a little lacking, the arrows pack a surprisingly strong punch.


    Lilianna Kane, Mortal
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    Name: Lilianna Kane
    Gender: Female
    Height: 5'5''
    Weight: 115lbs
    Hair: Blue
    Eyes: Blue
    Age: 34
    Reiatsu/Speech Colour: Brown
    Powers: None...yet.

    Theme Song

    Appearance: If being a happy-go-lucky character type means having no fashion sense, then obviously the person who thought it up never met Lilianna. A lover of nature, Lililanna prefers to stick to neutral clothing colours, such as brown or gray. She often pins up her curly blue hair in a bun, with a cute and colouful clip to keep it in place. She has a very relaxed and happy face, with laugh lines around her eyes. She has vibrant blue eyes that always seem to sparkle, and blue rimmed glasses that are always present on her face. She can almost always be seen wearing her lucky charm necklace, a lucky donut-shaped stone looped through a leather cord. She also likes to wear bracelets, and will often wear a light jacket on top of her shirt. She likes to dress 'young' because if she feels young at heart, why not dress like it, too?

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    Personality: Some people are never boring, or just never bored. Certainly such is the case with Lilianna. Always able to find a way to entertain herself, Lilianna tends to enjoy life, the universe, and everything-usually with a skip in her step and an upbeat song stuck in her head. While she has a few close friends, there's almost no one who doesn't enjoy her company, as she effortlessly manages a precarious balance between serious and silly. So whether it's dragging her husband on wild spelunking adventures or concocting devious plans to get her friends to hook up-no matter what's happening, Lilianna can always be counted on to be having the most fun in any situation.

    History: Lilianna was born in the Bronx, New York City to a family that wasn't well off, but wasn't too poor, either. An exceptionally bright and inquisitive child, Lilianna was entered into private school at a young age. She skipped ninth grade and went on to study English literature at New York University at eighteen. In the fourth and final year of her university, she met the mysterious MIT graduate Josiah Kane, and quickly struck up a friendship which soon became romance. After a year, they were married and Lilianna had a daughter, Stephani, whom she loves to pieces. Recently, they family moved to Phoenix Town, Japan, where they currently live. She found work in the local library. She still doesn't know of Josiah's work with S.W.O.R.D. and knows only that he has some 'side job'. She does not have any spiritual powers, but she is affected by reiatsu and can see ghosts, but they appear blurry and unfocused to her.

    Abiliies: None yet, but she is affected by reiatsu.
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    Her abilities will be related to the season she so loves, autumn. She has three different uses of her power: the red leaf, the orange leaf, and the gold leaf. She can use each power by calling out the power's name.

    Red Leaf: The power of red leaf is an offensive power. When Lilanna calls on red leaf, a wind will pick up, a wind that carries many 'leaves' of reiatsu at a moderate speed. These leaves are sticky and very hard to remove once they make contact with any part of the body. Once five leaves are stuck to the body, Lilianna can activate the attack, and the leaves will disintigrate the flesh surrounding them at a moderate pace, similar to the way fallen leaves are turned to mulch.

    Orange Leaf: The power of orange leaf is a defensive power. Upon calling out the name, a thick 'tree' made of condensed reiatsu will grow up from the ground. This reiatsu acts as a shield that can protect Lilianna and anyone else behind the shield. It works well on physical attacks.

    Golden Leaf: The power of golden leaf is to creat a diversion. Once activated, a dense swarm of golden 'leaves' will swirl around Lilianna, making it very hard for the enemy to see her. She can use this barrier as a diversion in order to escape. The leaves also stick to each other, and require considerable physical force to penetrate.
    Last edited by Moon Wolf; 2010-11-05 at 06:58 AM.
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  19. - Top - End - #19
    Barbarian in the Playground
     
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    Canguro, Numeros 93
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    Name:Canguro
    Gender: Female
    Age: ??? (Around 40 years)
    Height: 5'4"
    Weight: 109 lbs.
    Reiatsu: Dark Green
    Rank: Números 93




    Appearance:
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    A young looking girl with dark skin and blonde hair, green eyes with green facial markings around the eyes. Hollow Mask remnants form a circlet and a pair of kangaroo ears on top of her head.. She wears a white longcoat and shorts with a grey messenger bag.


    Personality:
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    Loud and energetic, Canguro is a relatively young Arrancar. She also have a competitive nature, turning most activities into a race or competition, whether she has willing participants or not. She's also very impatient, having to stand still for long peroids of time is oneo f the things she hates the most.



    General Abilities:
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    Cero: Fires a green Cero from her mouth

    Bala Patada: Fires a Bala from the legs, with no noticeable difference from a regular Bala

    Bala Patada Rapida: A technique that uses a series of swift kicks to fire a volley of Bala at the cost of accuracy.

    Hiero: A technique which condenses spiritual power, hardening the skin.

    Sonido: A technique that allows Arrancar to move at extreme speed. Her Sonida is very fast, her constant running around Las Noches, even when not delivering, has made this her most impressive skill.

    Garnganta: Tears open the dimensional fabric separating worlds and allows for travel between them.

    Pesquisa: The ability to detect, sense and gauge the amount of reiatsu in her vicinity. It functions in a manner not unlike sonar.

    Patada Doble Cero: Only available in Resurreccion. Allows Canguro to charge a cero into each leg and fire one with a kick, followed by firing the next cero right afterward. Slows down the user for thirty seconds after using it, but the technique can be used continuously. The maximum possible limit with full health and spiritual power is four sets of cero (If given time to charge them again). After which the user will hardly be able to move, and unable to use Sonido.

    Zanpakuto: Her Zanpakuto takes the form of a pair of greaves and arm-guards with serrated blades.

    Resurreccion: Salto Poderoso. Canguro's Ressureccion isn't much of a change in size, growing to six and a half feet tall, arms becoming longer and claws forming on the hands as the legs change to digitigrade in shape, ending in large, three-clawed paws. Canguoro also grows thick, strong tail six feet in length, and the remnants of the mask forms into a half-helmet into upper half of a Kangaroo skull, her lower face exposed.

    Release Command: 'Preparese'


    History: The young Arracar had removed his mask only 40 years ago. She has a job with a courier business in Las Noches, using her above-average Sonido and leg-power to leap around the city, delivering messages, letters, and packages. She does her job well, going on many deliveries a day, mostly due to her inability to stand still and her love of racing. She tries to have someone at the courier office time her on her runs

    Possible connections:
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    Hollows and low-level Arrancar in Hueco Mundo.

    Last edited by Zerkai; 2010-10-27 at 06:26 AM.

  20. - Top - End - #20
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    Default Re: BleachITP Reborn Character Registry

    Katisugo Ichimyouri: 12th Division Vice Captain
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    Appearance:
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    Katisugo is a Vice Captain who is 656 years old, but only looks to be in his late thirties. His skin is slightly tanned as a result of being out in the sun so often. His hair is mostly dark brown but is tanned to a sandy brown color that reaches to around the bottom of his shoulders with brown eyes to accompany his hair's color. Katisugo stands at a solid 6ft 3in, and has a medium body tone and wears Haori that features a mosaic of runes inscriptions with flower petals that appear to be floating on the inside of the robe. He also wears an Indigo-Navy gee with a dark red belt tying around his waist securing his Zanpaktou. Katisugo also wears a pair of wooden sandals that is are also dark blue.


    Personality:
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    Katisugo is a very laid back person. He often spend time in hi office snoozing comfortably on the pile of documents, reports, and experiment results. The times when he is working though almost nothing can distract or stop him.(except a pretty lady) However, Katisugo hates working by himself and unlike some of the more reclusive members of 12th, he enjoys working in groups and will often help others with their little projects. In combat Katisugo is usually seen lying against the side of a wall or lying down on the side of a field. His laziness tends to affect how he acts in combat starting things off rather slow with opponents. He makes up for this laziness by having unique combat skills, a variety of Hado spells, and mastery at most hand in hand combats styles. Katisugo is also known for being a tad arrogant, always displaying his vast knowledge, and combat skills that he rarely uses or shows. Despite being lazy, arrogant, and somewhat unreliable in combat, he has many good aspects that outweigh the negative ones. Katisugo seems to have the innate ability to become friends with just about anyone and loves giving people advice and words of encouragement. He often takes advantage of his charm and as a result, borderlines between being flirtatious, to a womanizer. Katisugo response towards the younger members of Seireitei and those below him can be described as carefree. He likes to spend time with them and teach them about techniques he learned or knowledge gained from his life experience. It is quite common to see him playing games, and interacting with the seated and unseated officers in his division, often having his division conduct activities outside of 12th Division building. In short Katisugo relies on his fellow underlings to help him when he needs it for an experiment and in turn he often returns the favor. When Katisugo is around his superior, the CG he tries his best to show nothing but respect of their opinion and authority. However, he is also known to display his own beliefs and opinions avidly.


    Combat Skills:
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    Flash Step: Generic skill of the majority of seated shinigami. Katisugo is especially adept at using this skill although he tires after using it in 20-25 successions.

    Hand-in-Hand Combat Expert: Katisugo is very reluctant to pull his sword on most people. Instead he like to fight with his own bare hands being able to fight, as well as stun, parry, and disarm foes if their clumsy enough or if opportunity presents itself.

    Sword Mastery: Nothing much to this one. Katisugo's skill with both his sealed Zanpaktou and Shikai, are near advanced. His most highly noted skill using his Shikai as a stake to bounce off of and use for his Hand-in-Hand techniques.

    Hado Specialist: Katisugo's no good at Bakudo and can only use up to Bakudo 10. However, he can use the majority Hado techniques including, Hado 4: Byakurai (White Lightning), Hado 33: Soukatsui (Crashing Blue Fire), Hado 63: Raikouhou (Lightning Pulse), and Hado 73: Souren Soukatsui (Twin Lotus of Crashing Blue Fire) that can be done with no incantations. In general, Katisugo is able to cast Hadous in the mid 70s without incantation and is able to cast up to Hado 85 with incantation. He is also capable using Hado 88: Hiryugekizokushintenraiho (Heaven Shaking Strike, Heaven Shaking Lightning Cannon) without incantation but is not perfectly formed and is only 25% as powerful without him saying incantation.


    Zanpaktou: Usagi No-Ashi
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    Katisugo's Zanpaktou would appear as very thin long sword with the guard of the sword designed like a four-leaf clover and is actually tinted green like a clover.

    The spirit of the Zanpaktou is an absolutely beautiful spirit-like geisha. Most of the makeup she used to wear has smudged away and her floral kimono has become blackened by ash on the fringes. Usagi, as she likes to be called is a highly intelligent spirit that is capable of visualizing and presenting any possible future before Katisugo that could result from a given event to Katisugo or even other shinigami. This being said, it is impossible to predict which future is likely to occur based on how the scenario goes. Katisugo's connection with Usagi is so deep that Katisugo may only speak her name and she will appear before him to speak, almost pausing time around him and anyone that also enters his mindscape.

    Sadly, despite her fragile, and docile appearance, the mindscape she often surrounds herself with is the wastelands of Seireitei or a petrified forest after a great volcanic eruption or in the white of winter. Katisugo has questioned the reason why she shows this imaged of the destroyed Soul Society in which she has replied more than once with a scary smile "It is a likely outcome of the not to distant future." Katisugo shared mindscape with Usagi though allows him to see not only the possibilities of futures after an event such as a major battle outcome, but this mindscape also allows him to review past events. He can also allow others who are willing to enter his mindscape and even be able to speak with Usagi herself.


    Shikai: Level the Playing field Usagi No-Ashi
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    Upon Katisugo's release, his Zanpaktou turns into an extra long Claymore that is 62 inches in length counting with a hole in the toward the guard end of the blade. Five floating runes also appear that float behind him each one of them representing five elements: Fire, Water, Earth, Air, and Wood. Katisugo is able to take any of the runes and augment them onto his blade to add that power to his blade. The five given runes leave Katisugo with a wide number of versatility. Having all this power comes at a price, as Katisugo can't switch out between his shikai powers during a battle, only when the fight ends. More data on the rune powers can be found in the Rune Powers List. Each shikai transformation has a slightly different affect on the Shikai.


    Bankai: Return Balance to the World, Setsuri-no Kagayaiteiru Hikari! (Providence's Shining Light)
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    Katisugo takes all five of the runes and fuses them with his Shikai transforming it into a massive cannon with a bladed edge that is merged with the majority of Katisugo's left arm. Katisugo can fire his Bankai attack at any time which is on par with a Hado 70. In order to fire the cannon at full power Katisugo must speak an incantation that requires he remain somewhat stationary and not be interrupted by an attack. The blast of this cannon is so powerful that upon firing, not only does it leave nothing untouched in its path of fire, but it also literally causes the Bankai to shatter upon firing returning to it normal form with the flaring white with heat, making it completely unusable for the next 3-4 days. The resulting blast also leaves Katisugo's arm severely burned. The power of the full incantation blast is capable of rivaling the power of Hado 96. When the cannon shatters, the runes also shatter but reform after 24 hours.


    Rune Power List: The Only Guide you'll need to know each of Katisugo's Rune powers. Please note that a few of the runes are still a little incomplete.
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    Fire: The blade of the claymore is tinted an ashy gray with cracks in it revealing molten fire flowing through it and a gem in the center of the hilt is a fiery tinted ruby that looks as if there is a fire inside of it.

    When this rune is activated Katisugo's blade or fists are capable of bursting into flames, increasing his power by 25% and reach with the sword by 2ft.

    Water: The blade of the sword shimmers a reflective blue like the surface of the ocean that drips with water. The gem on the center of the hilt is a deep blue sapphire and looks to be filled with water with tiny air bubbles visible in the gem.

    When this rune is activated, Katisugo gains the ability to control his reiatsu to avoid being detected, he is capable of manipulating his spiritual pressure to appear as if it belongs to some other person. This includes being able to make his reiatsu appearance like that a Arrancar, Quincy, Shinigami, etc. Katisugo can also morph his reiatsu to turn into a thick fog that hinders the opponent’s sight as well as Katisugo's.

    Air: The blade of the zanpaktou becomes a very lightweight steel with curves of wind etched into the blade. The gem on the center of the hilt is a pale looking moonstone.

    When this runes is activated, Katisugo's overall speed and dexterity receives a 50% boost.

    Earth: The blade takes on an earthy brownish-dark green hue, and becomes raw stone. The gem in the hilt of the zanpaktou is large agate gemstone

    When Katisugo actives this rune, he gains a pseudo-Hierro, increasing his defensive abilities by 50% but lowering his speed by 25%

    Wood: Katisugo's Shikai becomes a hard oak blade with thorns all over the blade. The hilt is also of a heavy yew wood that has tiny little thorns throughout the blade. The gem in the hilt is a piece of brilliant amber with a petrified insect in it.

    With this rune activated, Katisugo gains the ability to create walls that can either be a vertical walls, Half dome wall, or Spherical Wall. The walls are capable of absorbing a low-mid level kido spell or a mid level cero.


    Battle Stats:
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    Misaki "Saki-san" Ichimyouri Kido Corp, Junior Member
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    Appearance:
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    Misaki is a 106 years old, although she appears to be about 15 years old. She stands at about 5ft 3in and weighs around 100lbs. Misaki's lightweight body results in her being somewhat frail and susceptible to injury more than your average shinigami. One of Misaki's most defining features is her misty pink hair, that runs down to the lower part of her back. She has crimson red eyes with an ever so slightly pale skin tone. Misaki has a thin body with sizable B-Cup breasts .(…What?!) Misaki wears the usual Shinigami uniform, with the front somewhat open, wearing a large red and white bow to hold her hair back, and a pair of Red Shoes. Beneath her uniform, Misaki has special bandages that she wears on nearly her entire body. There purpose has yet to of been revealed at this point in the game.


    Personality:
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    Misaki is quite the out of the ordinary girl. She is a highly energetic girl with an above average intelligence, and is very friendly towards just about everyone she knows. She can usually be seen doing work around the Kido Corp Base, training with Kido, or doing some gardening in the Kido Corps garden. When there nothing to do, Misaki usually goes to seek out someone to chat with, whether it be one of her friends, her older brother when hes not on patrol in the Mortal World, or go and bother the Kido Commander. Her child-like attitude can usually be broken if someone goes out of start to mess with her, or someone is gawking at her boobs. As result, she becomes really flustered yelling, and flailing at the person. Despite this, Misaki is known to become really attached to anyone that she has known for length of time, and can't stand to see them get hurt. At this point and time no one, even her father, Katisugo Ichimyouri has ever seen her angry. Her attitude also becomes a near polar opposite in battle, as her child charm is replaced with a stoic highly dexterous and agile fighter, even though she sticks heavily to long-range combat.


    Combat Skills:
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    Flash Step Practitioner: Misaki can use shunpo as necessary to avoid combat. She is known to be able to use 5 flash steps consecutively before exhausting herself. Her shunpo is far faste than her brother's but she travels much shorter distances with her shunpo.

    Basic Healing Skill: Although Misaki doesn't have much experience with it, she is Qi Healing Arts well enough to heal some minor injuries on herself. She has however no experience applying it to others.

    Graceful Sword Technique: Misaki has pitifully low strength making her attacks with her physical strikes with her zanpaktou near useless against an above-average opponent. She can however use an effective, but weak chain attack that can strike up to 3-4 times. As she grows, this combo will likely increase. Misaki is also able to use

    Kido Intermediate: Misaki is capable of using Bakudo and Hado up to 25 without incantation as well as Hado 31. She can also use Bakudos up to 40 with incantation, and Hados up to 35.


    Zanpaktou: Kajiohana "Fire Blossom"
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    Misaki’s Zanpaktou is a katana whose blade is tinted a very faint red. The guard of the sword is shaped like a cherry blossom and appears to be made of crystal.

    The spirit within her zanpaktou appears as a young geisha that looks to be the same age as Misaki whom has eyes amber colored eyes that seem to spark like the embers of flames. The kimono Kajiohana wears a pink and red kimono that decorated with dancing flames on the bottom of the robes. She is also surrounded by small mass of pink petals that drift around and behind her. She often encourage Misaki when she is in combat to be creative with her abilities.


    Shikai: Blast the Sky, Kajiohana
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    Misaki at the start of the game has only recently achieved her Shikai and hasn’t learned much about its true capabilities. Misaki’s shikai takes the form of a saber-like Tachi blade that seems to be made of a silverish-steel, that is capable of burning someone if touch by anyone but its user. The blade itself however is less than a 1cm in width. As of now all Misaki has learned about her shikai is that she can created bolts of fire with her blade and fire them at people. There impact is the equivalent a of small firework explosion, leaving a pretty bad burn as a result.

    She will later however, learn how produce multiple bolts of fire at one time, as well as learn how to guide a single bolt of fire with the motion of her blade.


    Battle Stats:
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    Shinji Ichimyouri 13th Division, 6th Seat
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    Appearance:
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    Shinji is 213 years old, though he appears to be 18 or 19 years old. He stands at 5ft 11in and weighs around 135 pounds. Shinji has brown eyes with brown hair running down to his lower neck that is somewhat unkempt. Shinji has a fairly built athletic frame that is otherwise not very special save for one major detail. Shinji's right arm all the way up to his lower shoulder is a prosthetic arm. Shinji has yet to explain even to his father how he lost his though he has claimed when debriefed that he became unconscious immediately after losing his arm. Thanks to a combined efforts from 4th and 12th Division, Shinji was given a titanium prosthetic arm with artificial skin nervous system and muscle that was grafted onto the remainder of his right arm. Shinji wears a standard Shinigami uniform with shoulder pads with the kanji for Water and Ice on them.


    Personality:
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    In a word, Shinji is a dedicated individual. He has taken up the role of Shinigami and the risk and rewards of being one as if he was born for the position. Similar to his father, Katisugo Ichimyouri, Shinji has an heir of both intelligence and lenience. He is considered to be very mature for his age...well, that is when his sister isn't around. Shiniji has share a strong sibling bond for his younger sister, Misaki Ichimyouri especially because she is curious of what he does in the Mortal World and love to hear his stories about it. However, Misaki likes to provoke her brother, which usually causes some heated arguments and fights between the two of them.
    Unfortunately, Shinji does not share the same grand wisdom his father has. Shinji is quick to rush into a fight when provoked, and is not afraid to show off his strength. Because of this he also usually lacks a good strategy to combat a new opponent, which has gotten him in a tight spot more than once. That said, Shinji is a quick learner, and will not fall victim to the same attack twice, and can rather quickly devise a way to counter said attack. This gives him a decisive edge in battle.


    Combat Skills:
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    Flash Step Adept: Shinji is able to use his shunpo consistently for around for about 2 minutes, or up to 30 shunpos simultaneously before beginning to experience fatigue. His shunpo's speed is much slower than his sibling Misaki's but he is able to travel farther on a one shunpo jump.

    Hand-to-Hand Combat Practitioner: Shinji is not afraid to engage in fisticuffs with an opponent should his sword not be immediately accessible. His hand-to-hand combat is largely used as self-defense, or to distance himself from his opponent(s).

    Advanced Sword Styles: Shinji sparred with father when he was young, and even after he became a shinigami. His father taught him how to master the majority of one-sword styles essential to fighting, and defending oneself. When Shinji discovered his zanpaktou were two blades, he began to to teach himself Two-Sword Style. He has a basic understanding of two-sword style but has yet to actively use it in combat due to a lack of coordination.

    Kido Intermediate: Even though Shinji has been practicing Kido longer than his sister Misaki, his skills are only slightly above hers. Shinji knows how to do most Hado Spells up to Hado 48 usually without the aid of incantation; while he only know how to use Bakudo Spells up to Bakudo 30.


    Zanpaktou: Umi no Tsuinzu "Twins of the Sea"
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    Shinji's sealed Zanpaktous take the form of a katana with a quicksilver sheen, whose guard resembles a deep blue fish with scales that look like waves and storm clouds; the other is a wakizashi with a jagged blade that is oddly cool to touch, with a guard that resembles a ice blue fish whose scale all look like snowflakes. The swords have an almost magnetic connection to each other and can not ever be separated.

    The Inner World of Shinji's zanpaktous is a small island surrounded by a seemingly endless ocean. Some sections of the ocean are dominated by glaciers or even completely frozen on the surface, while others area are rules by spires of rocks and torrential storms, and elsewhere one can see magnificent coral reefs that paint the ocean floors and are overrun with the most beautiful sea creatures.

    At this center island is where his zanpaktou's spirits can be found. One spirit is a larger than life male twin who has an aggressive and overconfident heir. He is the spirit that encourages Shinji to fight and occasionally taunts during moments of hesitation. The other is a female twin who is less than half the size of her twin brother with pale skin, and a very fragile appearance. She is the spirit that encourages Shinji to use his head and apply his abilities to combat his enemies in a less lethal manner when he is able. The twins have a gold silk ribbon around their waists that is unbreakable, bonding the two for eternity.


    Shikai: Bind Together and Rise from the Depths, Umi no Tsuinzu
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    When Shinji activate his shikai his zanpaktous change into vastly different weapons. His katana becomes a massive cleaver-like sword with a serrated surface similar to that of a shark tooth. His wakizashi turns into a sword entirely made of ice with smooth surface that is freezing to the touch. Attached to the lower hilts of both blades is a gold silk ribbon similar to the Zanpaktous' spirits. Shinji will usually either use one of his swords at a time, or use both simultaneously depending on the situation.

    Shinji's Cleaver Blade is capable of producing waves with every motion he makes. The size of the waves is dependent on the power of his attacks. The current and pressure of the waves are also dependent on the speed at which he can swing his sword. This is a difficult task for Shinji since his Cleaver Blade is heavy and requires a lot of control to use.

    Shinji's Ice Blade is capable of create and manipulating ice from the water particles with a close vicinity of him self. From this he is able to use the ice to create weapons, platforms, shields, etc. This ability however is limited in its manipulation. The larger the ice structure Shinji makes, the weaker its integrity is and the easier it is to break. He is also limited in his creation ability to an area of just 10-15ft spherical area around him which is a total of 11.2 gallons on average. He also can't use the water created by his cleaver blade.



    12th Division Structure According to Katisugo
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    The 12th Division


    12th Division is one of the smaller divisions of the Gotei 13 with just under six hundred members on average. 12th Division is current Captain is Katisugo Ichimyouri whom has been in command for just over three hundred years now. His high intelligence in most forms of Natural Science known to this date as well as what could be interpreted as modern day Chemistry.

    12th division is well known for its supergenius', border lining madmen, and the great achievements they made, despite most details of these achievements are rather shady and obscure. Katisugo is no exception to this and in his last three hundred years has done his share of unusual experiments. Realizing that a number of its members tend to become mentally unstable overtime after his first fifty years as Captain, Katisugo has since focused on improving the ethics and mental stability of its members.

    Captain Katisugo Ichimyouri second responsibility as Captain is ensuring the safety of his division members. After the tragic death of the previous Captain, Kamiya Hanako due to an avoidable safety hazard that was blatantly neglected to be cleaned. He personally watches over almost all experiments that 12th division members conduct. Even if the experiment is 99.9% safe, there is still a chance for disaster. Even experiments he personally heads are done in the safest manner. 12th division has become an essential part of Seireitei, providing many new tools for Shinigami to use, and libraries of research and data open to the use of all Shinigami.

    All official members of 12th division are instantly assigned the position of seated officer; the division technically has no unseated members. Because of this fact and the reduced size of the division, wages tend to be higher than in other divisions. Interns work half time and receive half of the normal wages of an unseated member of other divisions. The artificial souls employed by the 12th division receive no wages but have a break on weekends and holydays.

    Division Size: 596 official members.
    Interns: 50-100
    Artificial Souls: 200-220

    Flower: The flower for the 12th Division of the Gotei 13 is the Blue Rose, which stands for Mystery, and Achieving the Impossible. These along with ones intelligence are the cornerstones of 12th division. All the members of 12th division seek to solve the mysteries of life, and Katisugo is no exception to this idea. Despite his slow pacing in conducting research and experiments it is a thrill to him to discovery and solve the mysteries of this world and go beyond what people say is impossible.

    Motto: "Science is why each Answered Question Creates only more Questions to Answer."

    Duties

    Planar Scanning: The 12th Division carries the duty of scanning the mortal world and Dangai for interdimensional activity, which, allows the Seireitei to monitor the movements of spiritual entities through the planes and gauge their general power to respond accordingly, when necessary.

    Research & Development: The 12th division’s most famous aspect is that of research and development. It is their duty to keep the Seireitei supplied with the best and most cutting-edge gear possible.

    Internship: Starting at third year in the shinigami academy, all students have the opportunity to undergo a six-month internship into the 12th division, where they learn about the many common devices the shinigami use in their training and duty and also help the small division with their own duties. Those interns who develop a taste for the workplace are invited to remain for the remainder of their time in the academy, during which they will further learn about the division and some will enter the ranks of the researchers.

    Necessary Skills

    Being a member of 12th division only requires that you are fairly intelligent and you have a yearning to learn and conduct both thrilling and possibly dangerous experiments. An combat skill is appreciated, but overall not necessary.

    Promotion

    As stated above, all official members of 12th division are seated officers. All members save for 5th rank and above are share equal authority and an equal voice or opinion on something. This allows members to present ideas to each other and provide insight without

    Previous Captains

    Katisugo shares one aspect with the previous captains of the 12th division is his intelligence. Other than that he, lacks the other attributes of disregard for safety of others, or respect for ethics and mental stability. Most of 12th division’s members hadn't achieved bankai, but made up for it by using state of the art machinery as part of their arsenal of weapons. Katisugo on the other hand had achieved bankai before becoming Captain, but is not as technologically savvy, sticking with Kidou and has Natural Ability.

    Kamiya Hanako: Hanako led the division for an astonishingly long time if compared to her predecessors, 50 full years. Her captaincy model was seen by Katisugo to be reckless and lacking the necessary safety ideals that Katisugo has taken up.
    Hanako died about 310 years ago, after slipping on an oil stain and falling off a ledge on top of an experimental reishi disintegration bomb.
    Hideki Enomoto: Enomoto was rather reclusive old man. He spent his entire 43 years of duty with almost no social contact with his division members. Enomoto died as a result of a faulty valve that leaked a toxic gas into the lab, he was working in.
    Genki Hayashi: Hayashi was the first Captain of 12th Katisugo knew when he transferred over to 12th division. He had been Captain for over a 110 years. He would assign projects consistently to the his division members almost working them to their mental limits daily. Hayashi had a loose order of safety regulations and procedure, but contained to many Gray Areas. Katisugo had a lot of respect for the man ideas, but hated his attitude towards his officers treating them as lowly peasants.
    Hayashi died from an explosion made by a poor placement of reactants that reacted with each other.
    Last edited by Righty; 2011-05-17 at 04:45 PM.
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    Zibarra Emet, 7th Division Captain
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    Name: Zibarra Emet (Last, First)
    Gender: None, physically. Psychologically, male.
    Height: 7’1”
    Weight: 324lbs.
    Hair: None.
    Eyes: Pale.
    Actual Age/Apparent: 247/???
    Reiatsu/Speech: #222255, [FONT="Book Antiqua"][COLOR=#222255][B][/B][/COLOR][/FONT]
    Division: 7th
    Seat: Captain.

    Appearance:
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    Emet’s most obvious feature is that his appearance is not human. Humanoid, but not human. Quite exactly what he is isn’t easy to pin down, but it is clearly artificial. Over a mass of what seems to be organic matter roughly similar to musculature, Emet is covered in an assortment of armour plating, quite haphazard and asymmetrical. His neck is topped with a mostly featureless head, its only distinguishing marks being the two pale orbs that are his eyes and the metallic plate inscribed with the Hebrew word emet – truth.

    Whilst he technically has no need to clothing, Emet always wears at least his captain’s haori whilst on duty, and always dons the full shinigami uniform for captain’s meetings and other formal events.


    Personality:
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    Despite over two centuries of life serving in Seireitei, emotions still do not come easily to Emet. However, he enjoys jokes, cooking and long walks. He is also thankful for the support and teaching he has be given in the past, and remains grateful both for that and the position he currently holds.


    History:
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    It is unclear whether Emet’s previous life really was a life. He was certainly a ghost in the shell, but whether that makes him a soul or not is still a subject of some debate.

    The spirit that would become Emet first gained a spark of self-awareness whilst dwelling within the shell of a sword in Gaza. Ascribed great significance by the one who wielded it, who was little more than a boy, the spirit residing in the weapon slowly grew. When the boy died, the spirit jumped to another object held dear by the one who used it. And so the process continued, the spirit jumping from one object to the next, until it ended up in a soroban in Japan. Now attached to an item requiring higher thought, it was able to develop at a vastly increased rate, enough that when the soroban broke, it left a spiritual echo.

    It was strange and flitting, almost spiritual static, but eventually it was found by a confused shinigami who nevertheless performed konso on it.

    The arrival of a metal man in the Rukongai did not go unnoticed, and neither did its surprisingly high reiatsu, nor the fact that it appeared with two blades.

    After several weeks of interrogation determining that it was, in fact, a soul and not some horrendous entity bent on the destruction of Soul Society Emet, as the metal man had taken to calling itself, was given the choice to enter the Shinigami Academy. He accepted, and began training along with the other recruits as normal.

    Showing an incredible rate of assimilation with the skills being presented to him, Emet graduated from the Academy with flying colours, his Zanjutsu and Hakudo well above average, his Hoho and Bakudo very respectable, and his Hado acceptable. He entered into the 7th Division, which was short of combat specialists at the time. Due to his rapid assimilation allowing combat techniques to quickly become rote, he rapidly rose through the ranks, quickly reaching Vice Captaincy of the Division. When the current Captain passed away, Emet was promoted to the position, mainly due to a lack of other viable candidates at the time.

    Upon gaining the Captaincy, he began a reform of the Division, seeking to give it a new vision and purpose.


    Combat:
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    Zanjutsu: Emet is highly adept at Zanjutsu, having assimilated the rudiments a wide variety of fighting styles that he continually works on improving.

    Hakudo: Emet is equally adept at Hakudo. The combination of metal fists and the ability to quickly assess an opponent’s position make him a highly competent unarmed fighter.

    Hoho: Emet is competent with shunpo for his rank, but he is not a speedster. However, his reaction times surpass his own speed, allowing him at least a chance of keeping up with a speed-focused opponent’s movements.

    Kido: Whilst able to use up to Bakudo 81 without incantation, Emet can only manage up to Hado 33 without incantation, and only up to Hado 54 even with incantation.


    Zanpakutou: Sensou no Sharin – Wheel of War
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    Zanpakutou Spirit:
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    A humanoid figure of silver and golden gears, sat at the hub of the largest gear in Emet’s inner world. Sensou no Sharin is quite distant and aloof, concerned almost entirely with logic and progression.


    Inner World:
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    A world of eternally turning gears of iron, steel, gold and silver, all of them driving a great machine above the central hub of the largest gear that periodically releases a great jet of steam.


    Zanpakutou Unreleased Form:
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    Whilst sealed, Sensou no Sharin takes the shape of a narrow longsword and a main-gauche. The hilts of both are wrapped in black leather, and each has a chain with a small cog on the end attached to the pommel.


    Shikai: Eien ni maware, Sensou no Sharin – Turn eternally, Wheel of War
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    When released, Sensou no Sharin reshapes into a pair of bladed weapons halfway between a meat cleaver and a scimitar, the main-gauche remaining marginally narrower and shorter in this shape. In addition, a maze of gears and clockwork grow from the hilt of the weapons, and the hilts extend backwards at a 45 degree angle, changing into narrow spouts that slowly issue steam.

    Powers
    Kensaku – Grinding: In shikai, Sensou no Sharin’s blades vibrate at high speed similar to a Seele Schneider, though not to the same extent as the Quincy weapon, and it cannot use this function at the same time as Moumou to Agaru Jouki. However, whilst functioning, it increases the cutting power of Sensou no Sharin’s blades.

    Moumou to Agaru Jouki – Cloud of Steam: When not powering Kensaku, Sensou no Sharin can instead produce great blankets of steam. As well as obscuring vision, the increased moisture in the air impedes fire-based attacks as well as improving water or ice based ones. The cloud remains for as long as Sensou no Sharin is assigned to this task and for up to a minute afterwards, depending on surrounding conditions (wind speed, temperature, etc).

    Joukidouryoku – Power of Steam: Sensou no Sharin’s final ability is to empower other spiritual beings. By placing the hilts of both weapons upon another spiritual being’s weapon or body, Emet can bestow any degree of his own reiryoku to them temporarily.


    Bankai: Shinjinbukai Sensou no Sharin – Godly Wheel of War
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    In bankai, Sensou no Sharin alters into the following shape. An overlarge gear, shielded from behind by cast iron, and a pair of valves spurting steam appear on Emet’s back, interlocked with a series of other gears and supports that ultimately lead to a ramshackle box on both of his upper arms. In turn, these connect via a form of segmented piping to Emet’s weaponry, which have now changed significantly. The blades of Emet’s cleavers have expanded to roughly fight feet in length and three feet in breadth. Their cutting edges are hollowed out and filled with a series of razor-edged gears that are powered by the steam carried down the piping, spinning at high velocity as long as their power source remains. However, the blades now merely serve as bayonets. The main weaponry of Shinjinbukai Sensou no Sharin is a pair of double-barrelled cannons. Both these and the chaingear blade bayonets are heavily integrated into Emet’s forearms.

    Powers: Aside from the improved cutting power of the enhanced blades, Shinjinbukai Sensou no Sharin possesses the following abilities:

    Suijoukihou – Steam Cannons: Shinjinbukai Sensou no Sharin’s cannons fire reiryoku projectiles that pack a considerable punch at a good rate of fire.

    Kyuukyokutenrai Suijoukitaihou – Final Divine Great Steam Cannon: Placing both cannons together, they and the chaingear bayonets assimilate into a single massive ramshackle cannon. The cogs on Emet’s back go into overdrive, the valves alongside them letting out a final massive burst of steam before it all collapses and crumbles. The cannon, odd nuts, bolts and pieces flying off as the power courses down its barrel fires one last shot of massive power before falling apart. Using this technique destroys Emet’s bankai, and it requires several weeks to be rebuilt.

    7th Division
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    The 7th Division

    The 7th Division contains the architectural experts of Seireitei, whether they be architects, military engineers or siege engineers. In times of war, it is they who reinforce the Seireitei, supply routes and other strategic assets the shinigami need to hold. In peacetime, they maintain the walls and gates of Seireitei, perform repair work on the structures of the city and the nearby Rukongai, the roads and perform any landscaping required for projects.

    The 7th maintains close ties with the 4th, 8th and 12th Divisions, as well as the Kido Corp. As the 4th handles logistics, it is often up to the 7th to secure and reinforce the defences of vital points on supply lines. The 4th’s janitorial duties sometime coincide with the 7th’s construction and reconstruction duties as well. The 8th’s direction and prioritisation of points of strategic value can vital for determining the effectiveness of the Division’s fortifications, and the 12th provides new technologies for the 7th to utilise in its duties. The Kido Corp’s research into kido can prove vital in both the Division’s offensive and defensive wartime duties, with new Hado allowing individuals to function as artillery and Bakudo making fortifications that much harder to bypass.

    Division Size: 600 total. Of those, only 30 are seated, including Captain Emet and the Vice-Captain. Emet maintains a strict policy of one shinigami per seat, and frequently adjusts the rankings based on power gains and losses to maintain organisational effectiveness.

    Flower: Bumblebee orchid – Industry.

    Motto: "A strong foundation, lest the tower fall."

    Duties
    Architectural Planning: It is up to the 7th to plan and design any new construction or reconstruction of bureaucratic Seireitei property. Third parties seeking to construct on their own land must come to the 7th for initial planning permission.

    Construction, Reconstruction and Field Construction: In addition to planning buildings, it is up to the 7th to actually construct them, whether it be an extension to a Division’s barracks, a repair of the walls of the Seireitei, or the deployment of prefabricated structures for the front line. Any construction or demolition is handled by the 7th.

    Siege Engineers: If the strange oversized weaponry of the 12th Division or the Kido Corp ever needs to be deployed, it is the 7th who entrench them when needed and who act as battery commanders.

    Deathstone Quarrying: Given the frequency with which they may require it, it is up to the 7th to mine, quarry or otherwise obtain and cut any seki-seki they need for their work. Any other Division that requires it must go through the 7th.

    Necessary Skills
    Emet looks for candidates with an interest in architecture and construction or demolition. Skill with Hado and Bakudo is a definite plus, but a useful offensive or defensive shikai is just as valued. Emet prefers individuals with a passion for the work they must accomplish, but not those who put it before orders – those who enjoy massive property damage are not overly welcome in the Division.

    Promotion
    The 7th maintains two organisational structures – the seating system and separate rank system. Seats are granted purely on basis of strength, whilst the other rank system is based on organisational competence. Seating is used purely as a track of the Division’s power, whilst the second rank system functions as the organisational one. Emet and his Vice-Captain hold first and second rank, respectively, in both systems. The second ranking system uses the following ranks:

    Brigadier: The Captain.
    Lieutenant Colonel: The Vice Captain.
    First to Thirtieth Lieutenants: Commanding officers.
    Privates: The rest of the division.

    Previous Captains
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    All names in first name, last name format.

    Arata Fujimoto: Emet’s immediate predecessor and the Captain whom he joined the Division under, it was Fujimoto who brought the Division into its current shape. He deemed the war with Las Noches, Cold or not, a major problem and was determined to make sure that Seireitei could withstand and recover from attacks as easily as possible, whilst making the opposite true for the Arrancar. He had been Captain for 350 years, and it had taken much of that time to reorganise the Division into its current shape. Fujimoto passed away due to natural causes just over 120 years ago, giving Emet the chance to take his mentor’s place.

    Katsuo Himura: Fujimoto’s predecessor, Katsuo only maintained the Captaincy of the Division for 98 years. A powerful individual, but ultimately incompetent in a leadership position, Katsuo had no purpose for the 7th and effectively turned it into a poor imitation of the 11th. His Captaincy ended when he was promoted to the Royal Guard.

    Nori Ito: Katuso’s predecessor, Ito managed a longer stint than his successor, but it was not much more successful. Under Ito, the 7th became the self-proclaimed morale officers of the Gotei, though in reality they were little more than hedonists looking for any excuse to throw a party. Ito managed 286 years as Captain before the Central 46 grew tired of the antic of him and his Division and had his reiryoku sealed and exiled him.

    Makoto Honda: Ito’s predecessor and the last Captain prior to Fujimoto with a real vision for the 7th, Honda formed the 7th into a Division for Honour and Justice. They became a police Division, though as time went on in Honda’s 436 years as Captain, their judgements became increasingly draconian as they came down on all forms of perceived corruption. Their harshness is alleged to be the reason for Ito’s extreme light-heartedness. Captain Honda’s ultimate fate is not recorded, but it is assumed he passed away, either in combat or naturally.

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    Aléjandro Mendez, Cuarta Espada (First Name, Last Name)
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    Speech, Reiatsu and Cero Colour: Indigo.
    Aspect of Death: Complacency.
    Fracción: Vincente Ortiz

    Physical Description
    Aléjandro is of relatively average build, but is leanly muscled. His most striking feature is his hollow mask, which still covers the entirety of his face. His hair shoots out back from his mask in a shock of indigo, and his reptilian eyes leer out from behind the bone of his mask. He wears his zanpakutou on his right, and keeps his clothing immaculate at all times. His Espada number (assuming we keep this) is located on his right hand, and his hollow hole is located on the left side of his chest.

    Personality
    First and foremost, Aléjandro is a thinker. He spends much of his time in the library of Las Noches, reading up any subject that piques his interest, particularly philosophy, both that of living humans and that of Soul Society, and even the rare introspective Arrancar that has come before him. He is calm and contemplative for the most part, and remains so even in battle, even when faced with defeat or on the cusp of victory.

    Abilities

    Combat Abilities: Aléjandro's strength, speed and hierro are average for one of his rank, but his technical swordsmanship is noteworthy.

    Discouraging Draw: Aléjandro has perfected a defensive technique whereby he draws his sword by pushing it out of its scabbard with his right thumb at high speed. He then quickly grabs the hilt so that the blade actually has some force behind it. This essentially allows him to parry with his sword still sheathed.

    Face of Regret: No one knows what Aléjandro's face looks like under mask, not even he. If anyone breaks some or all of his mask off to see his visage, they see the face of their dearest departed loved one - even Aléjandro, who is plagued by a massive number of faces, all the missing loved ones of the souls that form his composite self, if he looks at his face in the mirror. The visage is accompanied by a reiryoku-empowered compulsion, and anyone seeing what lies under Aléjandro's mask will be hard put motivating themselves to harm him.

    Zanpakutou
    Mahurkur (lit. "great mountain beast"). Sealed, Mahurkur takes the shape of a Western longsword

    Resurrección: Exhale, Mahurkur.
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    In his release, Aléjandro appearance does not change drastically. His upper torso, stomach and upper legs are covered in the bone armour of an Adjuchas, as are his hands and forearms, forming claws that can function as perfectly serviceable weaponry, accompanied with blades along the outside edge of his forearms that taper off to a point about two inches beyond his elbow. A tail of Adjuchas bone trails extrudes from the base of his spine, and his mask ceases to be purely decorative, becoming a fully functional set of jaws. All the Adjuchas bone sported by his Resurrección is almost craggy in appearance.

    Combat Abilities: In Resurrección, Aléjandro's strength and hierro increase notably, and his speed improves to a very small degree. His tail's physical strength is roughly twice that of the rest of his released self.

    Cero Exhalado - Exhaled Cero: In Resurrección, Aléjandro gains a cero variation he can use instead of the standard. Cero Exhalado is shorter ranged attack exhaled in a cone from Aléjandro's mouth. The blast can be maintained up to five seconds, and energy is the blast clings to flammable substances it touches, burning for a few seconds before extinguishing.

    El Dragón Sé - The Dragon Knows: Upon consuming the flesh of any spiritual creature whilst in Resurrección, Aléjandro immediately knows what sort of creature they self-identify as, as well as how many releases they can currently use. Vizard masks do not count as releases for the purpose of this ability. He can also identify them perfectly solely through scent for 365 days.

    Fuerza Antigua - Ancient Force: Aléjandro's Resurrección is like a slumbering dragon - slow to wake, but powerful once it does. In a manner similar to Ikkaku's bankai, it increases in strength the longer it is active. Aléjandro's strength, speed, hierro and cero potency increases by roughly 5% of their initial Resurrección strength every in-game thirty seconds/three posts, the increase maxing out at 150% of his initial strength after 5 minutes/30 posts.

    Segunda Etapa: Nabbar Mahurkur (God-Splitting Great Mountain Beast) Not yet achieved.
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    In Segunda Etapa, Aléjandro reverts to looking much like his pre-Arrancar self. He remains roughly humanoid, though he adds a couple of feet in height and a few hundred pounds in weight. Now just comfortable on four limbs as two, his Adjuchas armour spreads to cover his entire body, dulling to an earth brown and taking on the consistency of rock. His reiatsu glows from the cracks between his armour, and a pair of jagged, non-functional wings rise from his back.

    Combat Abilities: In Segunda Etapa, Aléjandro's speed improves slightly, but his strength and hierro improve greatly, and his tail retains its double standard strength.

    Aliento de la Aniquilación - Breath of Annihilation: Ostensibly still a cero, this devastating technique functions as a ranged instrument of death. Whilst charging, the reiatsu showing through the cracks in Aléjandro's armour start fading, starting at the tip of the tail and working along to the head, where it collects in the mouth and charges. The conical blast caused by the technique is roughly 250ft long and equally as wide. The energy of the blast also clings to those it strikes like that of Cero Exhalado.

    Furia de la Tierra - Rage of the Earth: Aléjandro gains the ability to create 10ft wide, 50ft long, 100ft deep fissures by touch, and then a moment later fire an equally sized cero-like blast upward from the crack.

    Aléjandro's Demesne
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    A Platonic Realm
    Aléjandro's sector has been separated into four quarters: Cuprum, Argentum, Aurum and Mercurius. Any Arrancar is free to dwell in the sector, but must follow the laws outlined here:

    • Law the First: Denizens and visitors may move freely throughout the sector, but denizens may only dwell in the quarter allocated per these laws.
    • Law the Second: Those Arrancar who choose to dwell within the realm of the Cuarta whose focus is in arts and industry of great use that require skill and/or forethought, such as woodworking, smithing, weaving or warfare, are required to dwell within the Cuprum Quarter, and must acquiesce to reasonable requests given to them by denizens of the Argentum, Aurum or Mercurius Quarters.
    • Law the Third: Those Arrancar who choose to dwell within the realm of the Cuarta whose focus is in purely intellectual matters, such as law, the sciences, strategy or mathematics, are required to dwell within the Argentum Quarter, and must acquiesce to reasonable requests given to them by denizens of the Aurum or Mercurius Quarters.
    • Law the Fourth: Those Arrancar who choose to dwell within the realm of the Cuarta whose focus is in matters both intellectual and spiritual, such as philosophy, theology or the sciences and metaphysics of the afterlife, are required to dwell within the Aurum Quarter, and must acquiesce to reasonable requests given to them by denizens of the Mercurius Quarter.
    • Law the Fifth: Only the Cuarta, his Fraccion and their personal guests may dwell within the Mercurius Quarter.
    • Law he Sixth: A 'reasonable request' is determined as a request that does not threaten the well being of the one so requested, with some form of recompense provided for performing the request.
    • Law the Seventh: The edicts of the Cuarta's Fraccion as pertaining to the sector are overruled only by the Cuarta himself and the Ghost King and his Queen. The edicts of the Cuarta as pertaining to the sector are overruled only by the edicts of the Ghost King and his Queen.
    • Law the Eighth: All edicts and laws of the Ghost King and his Queen are in effect in the Cuarta's Sector. If any edict by the Cuarta or his Fraccion unknowingly clashes with an edict or law of the Ghost King or his Queen, then the word of the Ghost King and his Queen takes prevalence.
    • Law the Ninth: Duels may only be conducted within the sector in the Cuprum Quarter's arena. The nature and terms of the duel must be agreed upon by both participants beforehand, and the duel must be observed by a neutral third party. Failure to adhere to the established rules of the duel is punishable by imprisonment, within the Primera's sector if currently feasible. Killing an opponent in a pre-agreed duel to the death without a neutral observer is treated as murder of a fellow Arrancar and punished as such.
    • Law the Tenth: A denizen of the Cuarta's sector must always be working on a project of some description, with a week's leniency given upon the completion of a project. Denizens must be able to supply evidence of their progress to the Cuarta and/or his Fraccion on a bi-monthly basis.


    Geography of the Cuarta's Sector

    The Cuprum Quarter
    The Cuprum Quarter is situated around the entrance to the sector, and is the largest of the four quarters. The quarter is filled with large numbers of one and two storey buildings, mostly housing, but also contains forges, workshops, loom mills and other industrial buildings, as well as a large varieties of restaurants, bars and public houses. At the centre of the quarter lies the arena, which is more often utilised as an amphitheatre than it is as a battleground. The arena is the only building the quarter than breaks three storeys.

    The Argentum Quarter
    With a considerably small area than the Cuprum Quarter, the architecture in the Argentum Quarter is more vertical. Buildings are usually at least three or four storeys, and can often reach six or seven storeys. Again, most buildings are devoted to housing, but the quarter also contains a large number of fora, labs, lecture halls and workshops.

    The Aurum Quarter
    Smaller again than the preceding quarter, the Aurum Quarter takes verticality as a standard of its architecture and runs with it. Buildings in the Aurum Quarter are typically ten storeys at minimum. With a considerably smaller population than the Cuprum or Argentum Quarters, a far less extreme percentage of building space is given to housing in the Aurum Quarter. There are many fora, lecture halls within in the Aurum Quarter, but most of the building space other than the housing is in fact currently undeveloped.

    The Mercurius Quarter - the Palacio Cuarta
    With a vastly smaller plot of land to work with than any of the preceding Quarters, the Mercurius Quarter consists solely of the Palacio Cuarta. An elegant building with little in the way of ostentatious external decoration, the Palacio Cuarta uses mainly shape, verticality and contrast to make its impression. The interiors are tastefully decorated, with ostentation kept to a minimum. The higher levels of the towers of the Palacio are given over to living quarters for the Cuarta, his Fraccion, and guests, including personalised kitchens, each with their own head chef and team of cooks. Lower levels of the towers and the main body of the Palacio are given over to other things: the great hall functions as amphitheatre, lecture hall, debating room and mental workplace. Most of the Palacio, however, is given over to the Grand Library of Las Noches. Taking up an exactly calculated 89.45% of the Palacio's space, the library consists of hundreds of floors, each with a dedicated subject, check-out desks (both manned and automated), a unique computerised catalogue (including a floor-by-floor map of the library with the dedicated subjects thereof listed) and, of course, millions, if not billions of books. Some seem to be impossible acquisitions (papyri and others documents whose catalogue files claim to originate or be copies of documents from the Great Library of Alexandria and similarly ancient centres of knowledge), but they seem to be authentic enough - most of these not having been translated.

    The library staff are all technically Aléjandro's Fraccion within the grand scheme of Las Noches, but they are not granted the benefits of that status within the sector, other than being allowed to dwell within the Mercurius Quarter, and all lack the strength one would expect of a true Fraccion.

    ----------------------------------------

    Erik/Riku/Eriku Ginomamori (First Name, Last Name)
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    Age: 127
    Reiatsu/Speech Colour: #330000. Feels like lying in a warm bath… drowning.
    Affiliation/Rank: First Apostle of Chaos Made Flesh (self-bestowed); former Ail of the House of Glyndwr

    Physical Appearance: Eriku is of mixed White British and British Japanese heritage, the tone of his skin residing halfway between those of his two parents. His hair is short, spiky and black, and the irises of his eyes are a dullish red. He is tall, and built with densely packed muscle that leaves him looking athletically slender. The features of his parents blend into an attractive face, which combined with elegance, poise and almost tangible charisma, make him stunningly handsome.

    Almost as stunning is his voice. Almost always tinted with an edge of seduction, Eriku’s words are like silk over pearl, always spoken softly, but rarely inaudible.

    Eriku’s typical outfit consists of a black suit with a deep maroon shirt, the top button left undone but nevertheless accompanied with a navy blue tie. He typically wears his zanpakutou at his right hip.

    Personality: Eriku bores easily, and loves to be different. It’s why he joined Kujo in the first place. Over time, he came to love the man rather than difference and freedom he provided, idolise him even. Quite when Eriku took the step that made Kujo into his personal deity is up for debate, but the rogue shinigami will now and forever have Eriku’s devotion and service.

    Eriku is not reserved about his faith, either. He is more than happy to proselytize to all in his cool, charming manner, even in the midst of combat. However, he has no patience for infidels and heretics (as he sees them) – those who not only refuse Kujo’s perceived divinity, but also actively act against his lord’s wishes.

    History: Born and raised in Britain by a White British father and British Japanese mother, Eriku’s mortal life was uneventful up until his death in traffic collision. Brought over to Annwn, Eriku showed promised, and remarkably quickly worked his way to the position of Ail of his House with remarkable speed, mostly due to the time he spent on combat training out of boredom. But he was still bored.

    One year, whilst serving as a Fianna, he deserted, leaving Britain behind in search of excitement elsewhere. It was on his travels that he encountered Kujo, and Eriku quickly became one of his most devoted followers and servants.

    Combat: Eriku is specialised in Zanjutsu and Hoho, and barely competent with Hakudo.

    Ealaín/Kido: Eriku is proficient with Silakus 73 and Girserusu 77, and can use up to Silakus 54 and Girserusu 58 without incantation.

    Treoir Anam/Zanpakutou: Kuroyousei (Black Claim)

    Sealed Form: Kuroyousei take the shape of a katana whilst sealed, with a deep, dark maroon binding on the grip.

    Spirit: The spirit of Kuroyousei takes the shape of a middle-aged man with shoulder-length dark hair, his face obscured with a straw hat. He is clothed in an altered version of shinigami shihakusho, white replaced with blue-black, and black with a deep, dark maroon.

    Mindscape: An endless green field around a small hillock with a cherry tree atop it, its flowers in full bloom.

    Shikai: Tsukurigoto, Kuroyousei – Lie, Black Claim

    Shikai Appearance: In shikai, Kuroyousei shifts into a kaiken with a guard that curls back towards the hilt to form a ring. The hilt retains its dark maroon bindings.

    Shikai Abilities:
    Zanitsuwari – Cutting Lies: Whenever anyone lies, whether to someone else or to themselves whilst within earshot of Kuroyousei, they are wounded on a random part of their body as though they had been cut by Kuroyousei’s shikai form. The wound is deeper the more serious the lie is.

    Kyouko no Moushiyou – Strength of Words: The severity of the wounds caused by Kuroyousei in shikai increase slightly every time a word is spoken within earshot of it during shikai. The effect fades upon reseal, and it can never more than triple the effectiveness of Kuroyousei.

    Geasa
    Eriku is held by the following geis:
    • Is physically incapable of harming anyone in love with him.

    ----------------------------------------

    Caerwyn ap Gruffydd, Earl of Powys, British Ambassador to the Court of Pure Souls (First Name, Patronym)
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    Age: 987
    Reiatsu/Speech Colour: Dark Grey. Feels like rubbing against granite.
    Rank: Ambassador to Seireitei and Earl of Powys; former Ail of the House of Arawn.

    Physical Appearance: Caerwyn appears as an old man, tall and unbent by age. His white hair is worn long and loose, and is accompanied with a matching full beard. His eyes are a steely grey, and as yet undimmed by his advancing years, and his left bears an old scar underneath it that stands out against his oddly pallid skin. He prefers to dress in understated but detailed clothing in muted colours, favouring sable, leather and home-spun wool.

    Personality: Caerwyn is gruff, but tactful. A dedicated and focused man all his life, he has gladly dedicated himself to the position his monarch provided him with after his forfeit of the rank of Ail. He does not take frivolity well in serious situations, but does not mind it in small doses outside of such moments.

    History: Caerwyn long served as the Ail of House Arawn, remaining faithful and serving competently to both the Pennaeth he served under during his time in service. He was selected to be Fianna a number of times, taking the opportunity to learn as much Ealaín from wandering Aois-dàna as he could during his years away from the House of Arawn.

    He married midway into his military career and had three children, all of whom have gone on to make their parents proud. As age caught up with him, he forfeited his rank and handed the reigns over to the next generation. His monarch offered him the position of ambassador to the Japanese afterlife, and he accepted.

    Caerwyn and his wife, Alis verch Cefn, moved to the Seireitei roughly ten years ago for his new position. So far, diplomacy between Annwn and Seireitei a major issue, but he has been glad to offer advice when it has been called for.

    Combat: Caerwyn’s once Vice-Captain level skills have diminished with age, his speed and reaction times in particular suffering. He currently stands at around a 5th Seat in combat effectiveness.

    Ealaín: Caerwyn is proficient with up to Silakus 73 and Girserusu 73, and can use up to Silakus 54 and Girserusu 58 without incantation.

    Treoir Anam/Zanpakutou: Trahaearn – “Very much like Iron.”

    Sealed Form: Trahaearn’s sealed form takes the shape of a bastard sword, the grip bound tightly in red leather, and the hilt and pommel done in a gold/silver alloy.

    Spirit and Mindscape: The spirit of Trahaearn takes the shape of a rough humanoid made of iron. His mindscape is a reflection of his family’s estate back in Powys, only starker and more harsh in its lighting.

    Rhyddhau/Shikai: Stand firm against all onslaught, Trahaearn.

    Geasa
    Caerwyn is held by the following geasa:
    • Must not yield in combat until on death’s door (bestowed by Trahaearn, sanction: loss of Rhyddhau).
    • May not refuse any food offered by a woman (bestowed by Ealaín tutor, sanction: loss of all Ealaín for one month).
    • May not harm another on 22nd May, 1st April, 30th June or 23rd November (bestowed by Alis, sanction: loss of wits, Alis may divorce and receive all joint property).

  22. - Top - End - #22
    Ogre in the Playground
     
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    Apr 2008
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    Japan
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    Female

    Default Re: BleachITP Reborn Character Registry

    Kondo Family and Shrine
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    It is supposed to be a safe place for human characters to plan, meet, heal, or train, like Urahara's shop.

    Houheiden Shrine
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    Houheiden Shrine (泰幤殿 神社)

    the Houheiden Shrine stands at the top of a decent sized hill in the less developed side of Fushichou Phoenix Town. Though the Shrine does have a good view of the surrounding area, the hill itself is still heavily forested, providing seclusion but also perhaps limiting visibility from the shrine as well. There is one entrance to the shrine, a stone path of stairs that leads up to the Shrine Grounds.

    Unnecessary information:
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    The most important building stands directly to the front up another small flight of stairs: The Sanctuary building where the actual deity is enshrined (Honden), which lies behind the Hall of Offerings where people actually stand to offer their prayers (Heiden).
    Off to the left, there stands another single story traditional building that serves as an administrative section, as well as the place where fortunes and charms can be purchased (shamusho).

    There is the fountain where visitors clean their hands and mouth for ritual purification (temizuya) which stands next to the Gateway (torii) that marks the end of the flight of stone steps. Flanking the entrance way at the end of the stairs are two lion-dog statues (koma-inu) that serve as traditional guardians to the Shrine. The steps extend down for about almost three hundred meters, and though the incline isn't terribly steep, it is still a good distance uphill coming up to it. The stairs are flanked by woods - it's a relatively serene walk. At the base of the stairs the stone pathway flattens out for about ten meters or so, and there is another gate that marks the entrance to the shrine's 'domain.' The trees stop, and there is a sidewalk and road that the pathway ends at rather abruptly...and then one is in the 'city.' The shrine lies on a sleepier edge of the city.


    The Shrine is, like all shrines, a gate to the spiritual world. It is a pure place that lies on such a boundary. Seireitei can use the Torii gate of this shrine as an entrance to the world, so long as it obeys 犯幅戒絶対酷評 (please see Sayaka's sheet).


    Houheiden Shrine Family

    近藤 桜弥香
    Kondo Sayaka
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    Age: 16
    Height: 152 cm
    Speaking color: #008899
    Appearance: Sayaka's eyes are a tinted green, and her hair a dark blue/black color. Her hair is fastened in front and pulled to her right shoulder with a hair tie. Most often to be seen in her shrine robes as she works, yet she may also be seen in her school uniform occasionally.

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    Personality: Most of her classmates know of her because they have seen her working at the shrine around holidays, and though she is friendly and a little shy, they have never expected her dual-life nature to be this big. She comes across as a slightly shy, if modest girl- friendly to those that would approach her, with a hint of grace to her. She is very earnest and though she has great self discipline, she is still a high school student.

    After her age was regressed in a supernatural incident, she seems a little more vulnerable and outspoken, but not as cold and distant as she used to be. She is stressed due to the adjustments to her life that have happened, even if she doesn't understand some. But she is starting to rely on others and try to make more friends. Before incident, Sayaka was conflicted between attempting for 'normal life' and her family position, but had never acted to change her path until now. Beginning to adjust to her new life, she is trying to make the most of her chance for a second life, and also is starting to embrace her own identity and path.

    After the recent incidents though, she is becoming opposed to Hollows more surely, which may influence her on the shinigami. Certainly to her classmates, she is willing to help them however she can.

    Background:Sayaka is now a first year high school student. Due to her age regression in a supernatural incident, no one seems to remember her as a former second year student. So, while she had been the 2nd year class's Health Officer, that has been changed. Her record and attendance in the Japanese archery club is also gone, though she has been thinking to join again now...But she will have to start from the beginning. She wants to apply to be Health Officer again, and seems much more interested in school and her friends.

    Perhaps one other difference is that while she had had a very bad attendance record and few friends, now that past is gone too, giving her a new chance to preform well in school. So far she has had perfect attendance and is doing well in her classes.

    Outside of school, she lives at the Houheiden Shrine, her father (Haruaki) being the priest there. What isn't known about her is that Sayaka's family has long been involved in spiritual affairs. Rather, she's the heir in the family line that has lasted since ancient days. Sayaka does have her family job to perform, so she must wake up early and help in the evenings with taking care of the shrine. Now that Ken has moved into the Shrine with her family, she is teaching him to help out while her father is training him.


    Abilities:

    弓と御札 (Bow and Paper Talismans)
    Sayaka's ability to 'attack' is using paper talismans either attached or shot with her bow. It is not a spiritual bow like a quincy, so it's usefulness is only within the human world. The talismans are paper and are made to hold or purify evil. They may be used to protect an area from hollows coming within, like a miniature border, but it's effect wears off after some time.

    応急処置訓練 (First Aid Training)
    Sayaka has a limited ability to heal, but knows her first aid well, and may be able to stabilize an injured person. They should go to her father, or a hospital later.

    御守 (Talismans)
    These talismans are for protecting such things as health or traffic safety, or to help school examinations, and are useful to humans. Maybe it is not so useful for spiritual beings, but Sayaka probably would sell them anyway if it was desired.

    御神籤 (Paper fortune)
    It is tradition to receive these at shrines, and it will hint at your future to come. Be careful of 'Curse' fortunes.

    地方の守護 (Protection of Localness)
    The Shrine is sacred space, a dedicated land between the earth and sky, and life and death. Because it is such a place, the job of Sayaka and her father is to maintain it's peacefulness and neutrality. This is done with 犯幅戒絶対酷評. There are a small number of people who come quaintly to this shrine pray and ask for services, so it is not unknown.

    犯幅戒絶対酷評 (Absolute castigation of transgressors)
    The area of the shrine is an area of no conflict. Aggressive weaponry and spiritual powers and abilities come to no effect here, and seem only as illusory images. So a shinigami may appear to have a sword, but it cannot strike. A Quincy may appear to have a bow, but it cannot pierce. Naturally hollows cannot enter the shrine's area anyway, so it is a safe place. Of course so too is Sayaka and Haruaki's aggressive spiritual powers cannot be used in such a place. Noncombat abilities like healing are okay to use in such a place. Of course physical strength is not an illusion, but to threaten risks banishment.


    Her Father:

    近藤 晴明
    Kondo Haruaki
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    Age: 43
    Height: 176 cm
    Appearance: Tall with closed eyes and a calm smile, Haruaki wears robes of the shrine when he is there, otherwise wears jeans and casual shirts.
    Personality: A little quirky, he loves to play affectionately in a humorous manner, to the exasperation of his daughter. Yet he is also a very perceptive and serious father, with very studied knowledge and experience with the supernatural. With just a simple opening of his eyes, one can see the change from buffoon to teacher and priest. There is something mysterious about him still. Maybe he has connections?

    Role: Maintains the Houheiden shrine with his daughter Sayaka, who he dotes on. He preforms many services and likely will become something of a mentor or source of information for the humans who get spiritual powers. In addition, the Shrine may become something of a place to rest, heal, or train, for the humans... though it is not a 'playground' as he would say.
    Abilities
    Please see Sayaka's sheet.
    He is of greater spiritual power, and can use prayers in form of chanting. Something kind of like Kido or Bakudo, but there is no shortened form for these prayers.



    My partner character for Purple Rose's mortal human Takara.


    襟巻 "Eri" (Erima)

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    Age: 108 (looks like a 16 year old student)
    Type: Tsukumogami (please see 'Nature and Abilities')
    Height: 160cm
    Appearance:
    • In human form, Eri appears as a student of the same age as Takara. She wears her hair with a ribbon tied in it, generally patterned or colored, and prone to being changed by day.
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      Often it actually is patterned in the style of whatever pattern or color she last was appearing as when she was a scarf.
      Her appearance is unimposing, and though she has good posture, often she is seen lazily in class, though she is quite proficient in PE.
    • (Human form)
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    • Other (see below)
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      Being a scarf otherwise, she can appear in different shapes and sizes, as well as color or pattern to match an outfit.

    Personality
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    A practical and deliberate being, Eri gives off a little bit of an air of 'coolness' though she is very 'down-to-earth.' She is quiet and serious most of the time, not that she is anti-social (she actually really enjoys learning and talking to people deep within), but she is wary of her own lack of experience in conversation and perhaps the certain oddities of her character. She maybe even is a little shy.
    Certainly proud and confident in her own nature and ability, she nonetheless is a 'straight-man' kind of character, who is constantly put off-balance by the energetic and excitable Takara.
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    Of course, part of this is due to her lack of ability to accurately predict human nature, though Takara's often compulsive attitude does not make this easy anyway.
    She is something of a 'tsukkomi' or 'tsundere' kind of character. Sometimes Eri tries to distance herself from 'humans' but actually greatly enjoys their presence. She is a little ignorant of a lot of things still in human life, but yet is very perceptive on people's feelings, even if the motivations behind them are difficult to understand for her.


    Background:
    Eri is a tsukumogami- a 'youkai' who became alive, but was originally an object. Her original form is a scarf, made by the great-grandmother of Takara. She was well cared for and worn by both Takara's grandmother and mother. Somehow, she ended up in storage with other things as Takara's family settled became a little better off after the war. Having been used and then neglected for 100 years, she can assume a human form at will, and she has a monstrous form (her 'youkai' form).
    She likely would have become an angry and vengeful spirit, except Takara appeared and 'adopted' her, finding the scarf within the attic of her house. Playing with it often when she was younger, one day while playing the scarf became a human somewhat like her, and they became friends. Since then, they have quite been inseparable.
    Nature and Abilities
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    Tsukumogami
    Being a supernatural existence, Eri can see ghosts and other spiritual beings. Being a tsukumogami, her original form is a scarf, made by the great-grandmother of Takara. Having been used and then neglected for 100 years, she can assume a human form at will, though because of her bond with Takara's family, if 'wielded' or 'held' by one of their family members, she cannot return to human form until released.
    A Good Muffler:
    • As a 'shapeshift object' she can change her form slightly within reason. For example,as a scarf she can become longer or thicker, change color and pattern. This makes her a valuable accessory (sometimes to her chagrin) to Takara.
    • Under Eri's own power, she can do such things as turn one of her arms into part of a scarf- but such a thing is frightening for humans and she considers it extremely poor taste. An insult to both humans and to youkai.

    Wearing: When Eri changes between forms, she returns to her other form in the appearance of what she was like before. For scarf, this means that what pattern/color her last form was (which can be changed then easily). For a human, this means she is wearing whatever she was wearing before she changed.
    Injury: When she is wounded, this will affect her between forms. For a scarf, she maybe appears more worn and frayed. For a human, she may be scratched or bleeding. For her monstrous form it may be a combination of the two.
    Combat monstrous form: The 'monstrous' form of Eri is the scarf, much elongated, and yet seemingly (for those with spiritual vision) emitting a dangerous, purple aura. The ends of the scarf are razor sharp claws, and the whole form is animate and strongly resistant to slashing weapons. Often though when worn, Takara controls her. Quickly slashing and striking like arms or serpents themselves, it would be difficult to approach Takara easily. Eri's more 'youkai' nature comes out, and she generally is more inclined to violence and enjoys causing fear.

    Traits
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    Warm
    Because of her actual nature as a scarf, Eri isn't bothered by cold weather. For example, her hands are always warm to touch, though this slight strangeness has in the past caused people to think that she in fact has a fever when she does not. Likewise, the opposite is true in summer. While she is fine in cold weather, she is not fond of hot weather.
    Sleepy
    Often Eri seems a little weary or gloomy. It is likely because she has exerted her power too much, or not gotten enough sleep. If forcibly wielded as a weapon in monstrous form by Takara, Eri is generally weary and tired after it (which tends to make her less agreeable). If she's very tired maybe she'll just sleep where she is, or become a scarf for a while.
    Youkai nature
    • Because she is a Tsukumogami, she cannot enter into holy grounds like Shrines or Temples in human form. Even though she can normally communicate with Eri while a scarf, she is completely silent, as if just a normal scarf within such places. Obviously she would prefer not to go to such a place, and if she has the option, she will refuse to accompany Eri (or whoever she is with) into the place. If pulled forcibly into the grounds, she will automatically become a normal scarf (like above) until they leave.
    • In human form, she very faintly gives off a trace of supernatural energy, though trained priests or other supernatural creatures probably are the only ones who could identify that aura as being a youkai. This trace of energy is from the 'magic' of gaining a human form. It is something like a 'gigai' except a real body. (If you would please, talk to me in a pm before assuming your character can look at her and tell instantly what she is. I am happy to work things out, but this is not the case of her being a ghost or spirit, for those who can see such things.)
    • When she is in scarf form, she gives off no such energy and is just a scarf. In her combat form, this energy is much more visible (and can likely be noticed even by the other spiritually aware mortals).


    Abomination of Life
    Eri absolutely hates and is terrified of moths and other cloth-eating insects. She will slay them wherever they are and whenever she finds one if she can. On the last school trip to the zoo, at the Insect-Viewing Place she was forced to leave after 'causing disturbance' inside the building. Though most students probably just think she dislikes insects (it is not untrue).

    Abomination of False Life
    Like all Tsukumogami, Eri greatly dislikes and distrusts (is also maybe even a little afraid, though she won't ever admit it) of electric devices. Lights are okay, but she hates even such things as crosswalk signs or computers. Even microwaves and most certainly automatic doors. She doesn't trust them at all, but grudgingly accepts them. She will avoid interacting with such things if at all possible, which might lead to occasional awkward or humorous situations.
    She has skipped every Computers class, and writes everything by pen or pencil. She struggles in math but is too proud to ask for help (because of calculators). Likewise, it goes without saying she has no cellular phone. If one wants to contact her, it would be good to ask Takara, because Eri won't even answer a telephone.





    My partner character for nothingclever's mortal human Ren.

    飾 (“Kazari”)
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    Age: 103 (Human Age: 13)
    Type: Tsukumogami (please see 'Nature and Abilities')
    Height: 145cm
    Appearance:
    In human form, Kazari appears as a young junior high school student. She wears her hair most often in 2 pigtails and keeps her appearance very clean. She appears as a good student and unimposing, but this attitude can change to a critical one with a dark side sometimes.
    (Human form)
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    Personality
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    Kazari seems to be most often a polite and quiet girl. She is serious most of the time, not that she is anti-social (she actually really enjoys learning and talking to people deep within), but she is aware of her own little experience, and easily flustered for a long conversation. She likes to be helpful to others and uses those chance to start talking.
    Certainly proud and confident in her nature and ability, she is a 'straight-man' kind of character, who is constantly put off-balance by playful and outgoing Ren. Sometimes Kazari tries to distance herself from 'humans' but actually greatly enjoys their presence. She is ignorant of a lot of things still in human life, but yet is very perceptive and responding of people's feelings, even if motivations behind them are difficult to understand for her.


    Background:
    Kazari is a tsukumogami- a 'youkai' who became alive, but was originally an object. Her original form is a necklace and pendant, made long ago within Ren's family. She was treasured and used as an heirloom for a long time. One day 3 years ago, when she was being polished by Ren, she became a person like a little sister to him. He accepted her and supported her, and his parents agreed to 'adopt' her, and so for 3 years she has lived with the family now.
    Nature and Abilities
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    Tsukumogami
    Being a supernatural existence, Kazari can clearly see and sense ghosts and other spiritual beings. Being a tsukumogami, her original form is a necklace and pendant. Having been used and then neglected for 100 years, she can assume a human form at will, though because of her bond with Ren's family, if 'worn' or 'held' by one of their family members, she cannot return to human form until released.
    A Beautiful Necklace:
    • As a 'shapeshift object' she can change her form slightly within it's category of object. For example,as a necklace she can become longer chain or change the jewel color. This can be a way she can show emotion. Of course, Ren can alter her to suit his appearance too.
    • Under Kazari's own power, she can do such things as turn one of her arms into part of a necklace chain- but such a thing is frightening for humans and she considers it extremely embarrassing. An insult to both humans and to youkai.

    Wearing: When Kazari changes between forms, she returns to her other form in the appearance of what she was like before. For object form, this means that what pattern/color her last form was (which can be changed then easily). For a human, this change would affect her clothes, and the opposite.
    Injury: When she is wounded, this will affect her between forms. For a necklace, she maybe appears more 'tarnished' or scratched. For a human, she may be scratched or bleeding.
    Monstrous form: A tsukumogami is not a harmless youkai, and in this form it may in humans be unsettling, like a nightmare or bad uncomfortable feeling. Kazari is not a combat focused tsukumogami however, so the increase to her strength, speed, and endurance are not so great. In this form her spiritual energy appears in an eerie dark purple and red aura, and her eyes glow in darkness as well. Any spiritually aware entity can see and identify her as a youkai spirit with this. Humans who cannot see ghosts or spirits likely will be the most unsettled by this.

    Traits
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    Princess
    Often Kazari seems polite and well mannered. It is because of being a beauty object. If she becomes annoyed or is very tired she often makes complaint and seems immature.
    Youkai nature
    • Because she is a Tsukumogami, she cannot enter into holy grounds like Shrines or Temples in human form. Even though she can normally communicate with Ren while a necklace, she is completely silent, as if just a normal necklace within such places. Obviously she would prefer not to go to such a place, and if she has the option, she will politely refuse to accompany Ren (or whoever she is with) into the place. If pulled forcibly into the grounds, she will automatically become a normal necklace (like above) until they leave.
    • In human form, she very faintly gives off a trace of supernatural energy, though trained priests or other supernatural creatures probably are the only ones who could identify that aura as being a youkai. This trace of energy is from the 'magic' of gaining a human form. It is something like a 'gigai' except a real body. (If you would please, talk to me in a pm before assuming your character can look at her and tell instantly what she is. I am happy to discuss a plan, but this is not the case of her being a ghost or spirit, for those who can see such things.)
    • When she is in necklace form, she gives off no such energy and is just a necklace. In her monstrous form, this energy is much more visible (and can likely be noticed even by the other spiritually aware mortals) Please see 'Monstrous Form' description above.


    Abomination of False Life
    Like all Tsukumogami, Kazari greatly dislikes and distrusts (is also maybe even a little afraid, though she won't ever admit it) of electric devices. Lights are okay, but she hates even such things as crosswalk signs or computers. Even microwaves and most certainly automatic doors. She doesn't trust them at all, but grudgingly accepts them. She will avoid interacting with such things if at all possible, which might lead to occasional awkward or humorous situations. Being quite shy about these kinds of things, still she may be embarrassed and try to hide it.


    Special Ability: Healing
    Kazari is capable of using her spiritual energy to heal herself or others. To heal herself, it is almost an unconscious trait. A trait of a youkai. It would seem she does not stay injured for very long, though healing makes her tired quickly. To heal others takes longer and she must be touching them for that time. It also uses more energy, so she may quickly become tired to do this. Becoming too tired, and she will fall asleep or return to being a necklace.





    岡地 佳紀 ("Okaji Kaki")
    Spoiler
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    Spoiler
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    Age: 44 (17 appear)
    Hair: Green
    Eyes: Gold
    Reiatsu: Dust, it seems thin and weak, but it is spread very widely around her. Subtle.
    Rank: 4th seat, 9th Division (maybe soon to be vice captain?)

    Appearance: A short young woman, Kaki seems more like she is still an academy student. Her defining features are green hair and unusual gold eyes.

    Personality:
    A calm and collected girl, she doesn't seem easily upset by things. Maybe she seems a little aloof. But it is the personality of a young person who wants to be seen with dignity and grace. She is very diligent of taking notes and observations, to do paperwork and essay, and seems to often offer an opinion that is older than she looks. She has a strong spirit and determination that is more than she seems. A very straight-laced junior.

    Background:
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    Born in Soul Society, her father is a researcher in the 12th division, who gave her the hanafuda cards that she uses now. She had an uneventful early life, but entered the Academy at an extremely young age. It was expected with her intelligence she would preform well in science and join her father in 12th division, but she was more interested in Kido.

    During her time in the Academy, she was a very gifted student in Kido, because of her excellent memory. A recent Academy graduate, Kaki was promoted quickly in the last year due to her strong performance on 12 different assignments, and the recent loss of members in the 9th division. She is considered by some to be a prodigy of Kido, but is overshadowed because of some of some other more famous characters, like the former Kido Corps Commander. Maybe with time, she will earn recognition.

    Something Extra:
    The powerful and delicious coffee of 9th Division is somewhat famous. It is known to be useful for 13th division members on long patrols, and maybe even in 12th division for the researchers. It is the famous Okaji style coffee, Kaki learned of it from her father, who rarely sleeps with his research job at 12th division. Kaki has learned to make this coffee quite strongly, and though Vice Captain Goto never drinks it, Kaki makes certain that the 9th division building always has coffee ready for drinking.
    Sometimes she can be seen to make deliveries to other divisions if there is request.
    Where is coffee grown in Soul Society? It is a secret I think.

    Something Extra 2:

    The hairpin worn by Kaki is changed every month. It is rumored if it is asked about, Kaki will be happy.

    Something Extra 3:
    The ghost phone used by Kaki is said to be a fashionable style for young people in soul society, but does not suit her personality and job.

    General Skills:

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    Zanjutsu: This is not the speciality of Kaki, though she is training hard to meet the expectations of her superiors. Her zanpakutou's nature makes this hard however. She uses her speed to quickly enter and leave close range.

    Hakuda: No she cannot very well.

    Hoho: All of 9th division members must be skilled at this, and Kaki is very precise in footwork. She is very accurate, and one of the fastest of seated members, though she doesn't seem like it. For 9th division scouts, it is a necessary skill, and she has good stamina of shunpo technique.

    Kido: This is Kaki's other skill specialty from Shunpo. She is very strong in Scout techniques and also Geomancing. Of elements, her choice is normally Earth or Lightning. She is very skilled in recording, analysis and creation of area wards and hiding her presence.

    Reiryoku: Her spiritual presence feels very weak, and is not very centered. It is dispersed in the area, which lets her feel around her in a 10 meter radius. If she focuses, she can extend this much further. It does make her difficult to locate, though one simply must guess within the area where she may be.

    Sensor: She is, like some scouts of 9th, a reiryoku sensor, capable of detecting, identifying, and tracking spiritual energy over many kilometers. With kido and tools, to be a 4th seat of 9th Division, it is to mean she is perhaps 4th best scout in Soul Society, and of course one of the best sensors.


    Hanafuda:
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    The tool that allows Kaki her skill, it is a set of Hanafuda cards, which she uses with Kido for many things: scouting, creating maps, distractions, divinations, and some others.

    Seasons: Of course there are 4 seasons, and are to connect to a direction.
    Suits: There are 12 suits of flowers, and they have a month, which is so divided also to season. So it is a 12/12/4 system, and to have 3 suits to 1 season.
    Cards: Each flower suit has 4 cards.
    In total, there are 48 cards, which also relate to the 48 kido she is very familiar with. Because of such a trait, she was sometimes called nickname "Twelve", but maybe it was a joke for her young appearance at academy too.


    Quote Originally Posted by Sucrose View Post
    -Kaki knows at least 48 Kido
    -For each of these Kido, she has identified at least one Hanafuda card that can be associated with it
    -Using such a Hanafuda card, she can create a modified form of the Kido
    -One Hanafuda card can be used with multiple basic Kido techniques
    -One basic Kido technique can be modified by multiple Hanafuda cards, so long as the association still makes sense.


    Zanpakutou: 燕子花 (Kakitsubata )
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    In it's sealed form, Kakitsubata is a normal wakizashi. When on assignment, Kaki keeps it on her back. In soul society, it is on her side.

    Shikai:
    Kakitsubata transforms into the smaller form of a tanto Kaki keeps in her robes.
    Abilities:
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    覚えれ,燕子花! Oboere, Kakitsubata!
    The first ability of Kaki's shikai is a memorization power. To point the zanpakutou at a target, it's unique spiritual energy is memorized by Kaki, allowing her to track it across great distances using her sensor abilities and kido. It can also be used to memorize a book, or a location in a very quick period of time. Of course, the information will be eventually forgotten.


    掏り替えれ,燕子花! Surikaere, Kakitsubata!

    The second ability of Kaki's sword lets her to switch places with a target within 70 meters when she swings her sword. The target appears where she was standing, and she appears where the target was. She can choose freely to use or not use this in a sword strke. The target object or person must weigh at least half of her weight (so she cannot switch with a notebook or something like this). It is an instant effect. Motion and speed remains, so it does not stop someone moving when switched, just where they are and maybe their direction.

    Bankai: Not achieved
    Last edited by Kasanip; 2011-05-22 at 05:03 AM.
    Kasanip's Sketchbook 2 Thread
    It is difficult to speak English, please excuse mistakes kindly m(_ _)m

  23. - Top - End - #23
    Ogre in the Playground
     
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    Default Re: BleachITP Reborn Character Registry

    Hayashi Izumi

    Image by Prime32

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    Age: 16
    Speaking Color: Dark Slate Blue
    Appearance: Izumi is a girl of about 16 years old, with long, black hair, light skin, and blue eyes, and who has been commented by many as quite stunning in appearance. She generally wears a typical Japanese school uniform, although outside of school, she generally wears jeans and a t-shirt. There is a hint of Caucasian in her features, but it is difficult to pick out, and she doesn't actually know which of her ancestors came from the West.

    Personality: Izumi has a kind personality to her friends, and will work in any way she can to defend them if they’re getting hurt, although she prefers to act as support and let them solve a problem themselves unless they’re unable to. She’s also quite hard-working, doing consistently well in school as well as a number of extracurricular activities, particularly the kendo club and singing.

    Abilities: Izumi is quite skilled at swordsmanship, from her long-standing interest in the kendo club at school. She is quite agile, and is also extremely smart, able to figure out a way to defeat most opponents.

    Zanpakuto: Kaminari (雷)

    Sealed state: Kaminari appears as a simple daisho pair (katana and wakizashi), with a pattern of stormclouds carved along both blades

    Inner World: Izumi's inner world takes the form of a bamboo forest, in the middle of which is a Shinto-style shrine. Her Zanpaktou spirit takes the form of a japanese samurai, with lightning patterns engraved in his armor. He generally is harsh to her, but will acknowledge when she's done well.

    Shikai: "The lightning god brings his wrath upon the earth,
    The thunder god laughs as the battle rages on,
    Kaminari!"

    As Izumi speaks the command, she slides the blades along each other. As she does this, they become a pair of huge, heavily-curved, black Chinese scimitars with silver edges.

    Abilities granted by shikai: Izumi is capable of charging either blade with electricity, anything from a light shock to the intensity of a lightning bolt.
    ‘Inazuma’: This attack summons a bolt of lightning, either from directly above, or using one of the blades of the Zanpaktou itself as a source.

    Bankai: not achieved.


    ----

    Hayashi Natsuko, 13th Squad Captain

    Image by Terry576

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    Speaking Color: Dark Red
    Reiatsu: Dark Orange, with hints of fire.
    Height: 5'5"
    Weight: "Not very heavy. I haven't weighed myself in a while though. Isn't it impolite to ask a woman her weight, anyway?"
    Age: 200 (Appears about 20)

    Appearance: Natsuko is a beautiful young woman, with brown hair, sparkling blue eyes, and fair skin. She wears the standard Shinigami shihakushō, with a white haori over it. The symbol on the Captain's haori she wears is that of the 13th division, and the color on the inside is a deep red. The haori has no sleeves, allowing a slightly greater ease of movement. She wears her Zanpaktou slung over her back, although in length it's just a standard katana.

    Personality: Natsuko has a firey personality, living life to the fullest extent- although she completes all of her work, she also sets time aside for her own personal life, and often mingles with the rest of the division, creating a great sense of comradeship in the division. She also has a quick sense of humor, which can often irritate the more serious Captains- but on the other hand, she does take her job seriously. She can be quickly angered when someone under her command is threatened, or when someone who she likes or owes her loyalty to is insulted- and insults to herself aren't taken that well, either. Although she won't draw steel over the issue, the offending party is highly likely to know exactly what she thinks of them, very quickly.

    Backstory:
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    Natsuko was born to Hayashi Akemi and Hayashi Kichirou of the Hayashi Noble House about 200 years ago. She was trained by the House, and then joined the Shinigami Academy at age 50. After the six year course, she joined 13th Division, in the same squad as future Commander-General Ryouichi, under whom she served for 26 years, before he transferred to 1st Division. His dedication to making sure his subordinates all survived the situations they found themselves in was a major influence for her.

    Shortly after he left, she was promoted into the now-vacant 5th seat position, and awakened her Shikai at about the same time. She tried to lead her squad with the same fatality rate as Ryouichi- that is to say, none- and she almost succeeded, having had only one death in her squad over her 80 years of leading a squad, before being promoted to Vice-Captain by Captain Ito, as he saw her leadership abilities, and how different her style of leadership was from his own.

    Ito aided her in achieving Bankai, as he saw her potential (and, quite frankly, wanted an excuse to retire by then, having been in the Gotei for over 800 years). She achieved it after 20 years as Vice-Captain, and he took the opportunity to retire. She was a natural choice, as not only did she fufill all the prerequisites, she passed the Captaincy Exam with distinction, and the Division trusted and liked her.

    When she walked into her first Captains’ Meeting, she met Taiki. The two didn’t fall in love at first sight, but they did strike up a friendship, growing to trust each other over time. Eventually, they started going out together, and after five years of this- ten years since their first meeting as fellow Captains- they were married at the Hayashi estate. That was ten years ago, and they have been very, very happy together, which has only been increased by Natsuko’s pregnancy, one that has been going on for seven and a half months…


    Abilities:
    Natsuko is a great all-round fighter, being about equal in Zanjutsu, Hakuda, Hoho and Kido (she is able to use up to number 80 with incantation, and 60 without), and often mixes them up in battle, making it tricky for the opponent to read what exactly she's going to do next- although she does have a slight preference for using her Shikai over using Hado spells.

    Zanpakuto: Karinmaru (火輪丸)

    Sealed state
    Karinmaru takes the form of a standard katana, with a light red hilt, dark red sheath, and a dark bronze, round crossguard with a flame engraving on it. The sheath completely dissolves when she draws Karinmaru, leaving only the strap it's attached to.

    Inner World
    Natsuko's inner world, interestingly, is almost identical to Izumi's- a bamboo forest, with a traditional Shinto shrine in the middle. However, the shrine has some differences- there are ceremonial flames in prevalence.

    Shikai: "Bring down the fires of heaven, Karinmaru!"

    In Shikai, Natsuko gains control over fire- in particular, her spiritual pressure overflows from the blade, and becomes fire in the form of a large Chinese dragon. The dragon flies towards and can burn opponents, as well as actually exerting physical force on whatever it hits, almost as if the fire was a physical substance. Multiple dragons can be created by this power, and Natsuko can also expel a wave of fire from the blade that rushes along the ground, overwhelming opponents.

    Bankai: 'Daiguren Karinmaru' (大紅蓮 火輪丸)

    When Bankai is activated, fire flows up from Karinmaru onto Natsuko, starting at her right arm, where it forms into a dragon's head, enveloping the sword up to the hilt. The fire continues to form over her shoulders, forming two large wings and a tail, all three of which can be used to attack opponents along with the sword. It also envelops her left arm in the form of a claw, along with both her legs. None of this fire is capable of burning her- or any of her clothing, for that matter- and indeed, she is highly resistant to fire in this form.


    13th Division

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    Division Size: 500. 50 Seated Officers, 450 Unseated.
    Division Training Levels: Generally high. The 13th division spends the most time in the Mortal World, and they need to be able to take care of themselves for at least long enough for backup to arrive- the division emphasises that if you don't think you can beat it, you delay it long enough for someone else to arrive and kick its ass.

    Duties

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    Patrol

    The fundamental function of 13th Division is the fact that it is the patrol division, meant to perform most of the work of Seretei in the Mortal world. As such, either individual Shinigami or patrols are assigned to certain areas of the Mortal World, based on a variety of factors which determine whether a single Shingami or a group patrol is sent, and also the general skill level of any Shinigami stationed in an area. Each group patrol consists of 10 to 20 members, and is lead by a Seated Officer.

    Analysis

    The fact is that the forces of Seretei can't be everywhere in the world at once, especially since they have other jobs as well- therefore, about 20 members of 13th division form the Analysis section. This section has one job- assign areas of the Mortal World, and 'rank' each area. This rank is based on a number of factors- history of the area (both spiritual history and mortal history), the level and number of spiritual beings that are known to reside there, the current level of political stability, and even the road safety statistics (although the last is considered the least important factor). The ultimate objective of this analysis, of course, is to determine the likely number of Hollows that could arise from a certain area (as well as be drawn to it). The ranking of an area is the most important factor when determining what forces are sent to patrol an area. This section has been pioneered by Natsuko, and is already quite effective.

    Strike Teams

    The fact is, a patrol sometimes runs into unexpected difficulties. When this happens, the standing orders are to call it into 13th Division HQ, which does two things. Firstly, they contact Captain Hayashi, no matter where she is (which can lead to minor embarrassment). Secondly, they send the on-duty 'strike team', consisting of 5 Seated Officers who have attained Shikai from 13th division. Their job is twofold- firstly, they are to get the patrol out of the immediate danger, and they are to assess and report the situation. If the threat is deemed more serious than they can put down, either, Captain Hayashi has to make a judgement call whether to take the time to contact the other divisions and gather a multi-division team, or to send a third set of 13th Division reinforcements while the other divisions are contacted. If the latter option is taken, Captain Hayashi or her Vice-Captain always accompanies this third force.


    Promotion
    The 13th division generally promotes based on skill in making decisions, rather than sheer combat ability, with officers being expected to be able to make good snap decisions if they're attacked. Officers leading squads (from 20th to 10th seat) may or may not have Shikai- indeed, at this level, it is not unknown for the officer in a squad to not be the strongest member, as the entrance test is mainly based on decision-making skills.

    At higher levels, Shikai is expected, as these officers are the members of the three 'strike teams', which operate on a rotational basis. They are also expected to make quick decisions, and indeed, are expected to be better at this than the leaders of patrols.

    Previous Captains
    Spoiler
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    Ito Haruki
    Natsuko's predecessor, Haruki was a serious man who lead the 13th division for over 400 years, pioneering the concept of the 'Strike Teams'. He chose Natsuko as his Vice-Captain specifically because she was so different to him, and aided her in achieving Bankai. After 450 years of leading the divsion, he retired, and now teaches at the Shinigami Academy in the leadership classes. His style was fairly strict, but despite this, he was well-respected among the division and in Seretei as a whole, and Natsuko has felt some pressure to live up to his legacy.


    Hayashi Household

    Spoiler
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    Hayashi Household

    Status: One of the four Greater Noble Houses

    Main Estate: The Hayashi estate is located in the Seretei proper, and like many other noble estates, is big- several hectares of land are covered by the estates, at the center of which is a massive, sprawling mansion in the traditional Japanese style, with sliding doors, and built in traditional architecture, with enough rooms for the majority of the House as well as servants. At times, this can become jarring, however, as the mansion also include such modern affections as TVs (over 200 mortal channels available, and the new Seretei TV channel!), some telephones hooked into the reshi telephone network, and even a full swimming facility.

    The other part of the estate is dominated by a large garden, tended by both the servants and by the more botanically inclined among the Hayashi family. It also includes a training area that can be set up into a variety of configurations for different types of training if necessary.

    Unusual Features: The main unusual feature of the Hayashi Noble House is that they have a remarkable tendency, at the end of their spiritual lives (whatever the cause of that ending was) to be reincarnated into a particular family in Japan- even more remarkably, this family shares the same family name as the Noble House. The reaction of the Noble House to this is that members never truly leave- when a Hayashi family member dies and is sent on to Soul Society, the Noble House adopts them right back into the House. This has formed a number of their beliefs, given that a not insignificant (although a minority- many Hayashi family members refuse the adoption, and in this case, they are not bothered again, unless they then come to the House of their own free will) of members lived lives that they remember and have carried over beliefs from these lives. The only restriction is that the head of the Noble House is always someone who was born in Soul Society.

    Beliefs: The Hayashi house holds to the belief that the noble houses aren't inherently superior- just lucky in the circumstances of their birth. This is borne out by a large number of their actions- while they keep to a large amount of the behavior 'expected' of the Noble Houses, they also divert a large amount of income to bettering the lot of the commoners, and more importantly, listening to their complaints. This has only increased in recent years, due to the increased influence of Hayashi family members being adopted in. On the other hand, a degree of the noble affectations is required if the Hayashi Noble House is to interact with the other Great Houses (or even the minor Houses), and so lessons in etiquette and in Bushido are given to all members, and are expected to be absorbed, at the very least (although not necessarily followed). The other belief of the House is that if someone has a gift, they should be prepared to use it- delinquency is considered an utter waste, and therefore, a large number of the Hayashis enter the Shinigami Academy (and the family makes a point of advancing in the Gotei 13, Kido Corps, or Ommnisukido by merit and not because of noble birth). Their view on the law is that the spirit of the law is far more important than the letter of it- the law’s purpose must be followed, or the justification for having those laws is lost.
    The Hayashi house, at the moment, is pushing for a certain amount of discreet interference in the politics of the Mortal World to reduce the amount of work that the Shinigami have to do in purifying Hollows.


    ----

    Cheng Mei, Octava Espada candidate
    Last edited by horngeek; 2010-06-14 at 10:58 AM.


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    Quote Originally Posted by Revlid View Post
    And so it was that Zaeed, Aang, Winry, Ezio, Sadoko and Snow White all set out on their epic journey to destroy The Empire.

    God I love Exalted.


    Desert Elf Druid by Akrim.elf. Thanks!


  24. - Top - End - #24
    Ghost in the Playground
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    Default Re: BleachITP Reborn Character Registry

    Nakatashi Tamiyo, Ninth Seat of the 12th Division (last name, first name)
    Riatsu + Speech Color: Sienna
    Age: 297, though her physical appearance is a 40-year-old woman
    Height: 5'4"
    Weight: 148lbs

    Spoiler
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    Appearance: Alongside her many ostentatious and unusual counterparts among the Shinigami, Tamiyo appears incredibly normal, to the point that she is often overlooked, forgotten or simply ignored. Tamiyo is slightly below average in terms of height, and is a bit overweight, though she insists that she is simply stockily built. She has lightly tanned skin that has a rather sallow tint to it. Her figure is somewhat attractive, as she is reasonably endowed, but her hips are too wide to be considered attractive and there is little definition to her form. Her face is unremarkable and not altogether attractive, with a long nose that seems to have been broken once, dark brown eyes set deeply beneath eyebrows that have been plucked to the extent that they are practically nonexistent. Her lips are colorless and perpetually chapped, and she has some age lines begining to appear around her mouth and eyes. Her shoulder-length black hair is liberally interspersed with streaks of grey, and is always neatly tied back in a low ponytail using an inoffensive black elastic, though a strand or two always manages to escape. She wears the standard black Shinigami robes neatly, with no personal decoration save for a short length of faded red silk braid tied around her left wrist. Her sandals are also standard issue, though they are a tad worn and perhaps a bit too large.

    Personality: Tamiyo has always tried to be as proper and respectful as possible, especially around those of a higher rank than herself. Still, for all her efforts, this is not her true nature. Though she is naturally dedicated and hardworking, which is how she has managed to attain her current status, she is naturally a childish individual who is prone to sulking and fits of irrational giggles. She wonders if this may be in part responsable for the decidedly untraditional and somewhat irrational nature of her Zanpakto. Her efforts to be a proper and mature woman have led her to despise her Zanpakto, but this is one of her deepest secrets. It should be noted - When Tamiyo keeps a secret, no-one ever finds out. She is not at all prone to gossip, and talking about her private life or the lives of others (regardless of how well she may know them) makes her extremely flustered. She is disinclined to be romantic, and though she still secretly enjoys the flirtations of men, those sort of events have become so rare now that she has been able to dissasociate herself with romance. Suffice to say that, in keeping with her proper personality, she does not entertain thoughts of a romantic relationship. Overall, she is a strange hybrid of girlish immaturity and formal propriety.

    Abilities: Tamiyo has chosen to focus her combat abilities on the Binding Arts (Kido) and on hand to hand Combat. She is proficient in both to a greater extent than the average 9th seat, but this is not to say that she is in any way exceptional in either field. She is capable of using Bakudo spells up to level 61, and they decrease to half power if she does not utilise the incantation. She cannot use Hado or any healing kido proficiently. Her swordfighting ability could politely be described as abyssimal, and she goes for months at a time without so much as drawing her blade. Simply put, she loathes the concept of fighting with it. Her shunpo is average, and she can use perhaps two dozen consecutive flash steps before becoming exhausted. In combat, she tends to hang back until she can gauge the strength of her opponent before entering into close combat. She prefers to use Bakudo only after she has already weakened her opponent, and resorts to her Zanpakto only in dire straits.

    Rank and Division:
    Tamiyo joined the 12th (Science) division because she was told upon graduating from the Academy that this was the area in which she could excel given her unique Zanpakto release. She spends a great deal of time working diligently in the lab, but more often as a co-colaborator on large projects than as an inventor and scientist in her own right. Though she does have a genuine passion for science, she would still rather spend time completing paperwork rather than performing experiments. As a result, she has become the 12th division's unofficial secretary. She attained the rank of ninth seat nearly a half-century ago, after a great deal of hard work and a concentrated effort. She barely made the cut, and oddly enough, after attaining the rank, she has never applied for promotion nor shown any signs of further ambition. Her increase in maturity also coincieded directly with her achievement of said rank. Her loss of interest in experimentation and newfound dedication to the more 'mature' persuit of secretarial paperwork duties has also coincided with her ascension to ninth seat. She rarely elaborates on the matter, but due to her competence and respectful behavior, none have really thought to question it.

    Zanpakto: Moebot
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    Tamiyo's Zanpakto takes the form of a sturdy Nodachi that seems abnormally heavy even to Tamiyo herself, as the weight is notably disproportionate to the blade size. A series of five evenly-spaced diagonal grooves run parallel along the flat of the otherwise ordinary blade, making it seem as though it might be segmented (though it is not). The crossguard is square and made of the same silvery metal as the blade, and it is decorated with an inch-wide strip of white lace trim that runs along the outer edges of the square. The hilt is made of the same metal as the rest of the sword, and is wrapped with lengths of pink and white satin ribbon that dangle as twin streamers from the end of the hilt. The overall appearance is quite feminine and childish, and seems intended more as some bizzare showpiece than as a functional weapon, though the appearance has little impact on it's effectiveness.

    Shikai: "Flirt, Moebot."

    When Tamiyo says her release command, her Zanpakto dissintegrates in a burst of pale pink particles of light. Then, in a somewhat stereotypical Shojou transformation, Tamiyo is transformed into the Moebot. First, her clothing dissolves, and then, beginning from her toes, a thin band of pink light travels up her legs, then moves up her abdomen, head and upraised arms. In it's wake, the light leaves her skin silvered and metalic, with segmented bands every few inches. When the light reaches the tips of her fingers, there is a flash of blinding white, and the transformation is complete.

    Moebot is roughly four feet tall, with the figure of a thin girl perhaps twelve years old. Her flesh is no longer flesh but metal, segmented every few inches to allow her a human range of movement. There is also additional segmentation at the joints for much the same reason. Her feet are the only part of her body that deviates significantly from human form, becoming rounded, flat-bottomed stumps that taper outwards slightly. Her eyes become impossibly large and innocent, with her left iris a vibrant pink, and the right a bright caramel color. Though it is not immediatly apparent, they are also made of electronic components. Her hair, also metal, is now a shade of flourecent blue, with bangs that fall almost to her eyes and huge curved pigtails that fall to her waist, secured to her head with large, spherical pink clips. Delicate, frilly clothing also materializes from somwhere, though the origin is not immediatly evident. This clothing consists of a knee-length, sleeveless white dress with a three-flouenced skirt. The entire dress is richly decorated with cream-colored lace and pink ribbons, and there are matching 'detatched sleeves'. A hairband with similar embelishments appears tied between her pigtails, a lace collar encircles her throat, and significantly altered white patent-leather shoes encase her modified feet.

    Though it is not certain whether this is directly related to Tamiyo's transformation, it has been noted that she acts far more childish and playful in this form, teasing her opponents, playfully mocking others and abandoning the mature persona that she has tried to cultivate. All of her inhibitions dissapear, and she tends towards flirtation, which can be rather disturbing considering her usual age and appearance outside of Shikai.

    In her Moebot form, Tamiyo no longer has her sword, and her riatsu dinimishes to the point that it is nearly nonexistent. The strength of all Kido spells that she casts is halved, therefore any Kido that she casts without incantation will only have one-quarter of it's full potential strength. She also loses the ability to use Shunpo, though her overall land speed doubles, along with a proportionate increase in her reaction time. Her strength increases vastly, to the point that she can easily lift and fling in excess of 300lbs for a distance of more than 50 meters. This makes her unarmed attacks all the more lethal, and gives her the convenient ability to crush a Hollow's skull between her hands. She is also capable of leaping several meters into the air. Her metal skin gives her the resistance of a mid-level Arrancar's Hierro, and her resistance to physical attacks (and the number of 'lethal' attacks she can endure before death) also increases. She becomes extremely succeptible to water, however, and significant exposure to liquid can cause her circuitry to short out, knocking her unconcious and forcing her out of Shikai.

    It should be noted that the reason that her body reacts as though it were a machine is because, in actuallity, that is what it becomes. All of her organs, bones, ligaments, muscles and other internal workings transform into mechanical parts. For this reason, she does not breathe, nor have any other human needs, while in this form, though she can technically 'eat'. As a result of these changes, she can be repaired as though she was a machine while in Shikai, which would be equivilent to healing her injuries if she were still fully human. The main pitfall to this, however, is that when she transforms back, she could die instantly if the extent of damage to Moebot is more than what her shinigami form would be able to endure, or if an wound would be fatal. This means that she must carefully judge the damage that she takes, and is careful to avoid being too badly injured.

    Shikai Special Abilities:

    Cute Aura - In her Moebot form, Tamiyo exudes an aura of incredible, 'aww'-inspiring cuteness that affects anyone who looks directly at her for three seconds or more, enough time to take in the details of her appearance. This aura makes her foes or opponents less inclined to harm her, and reluctant to attack such an adorable little robot-girl by placing them into an almost trancelike state. Strong-willed individuals who are determined to cause Moebot harm are effected to a far lesser extent than the average foe, who will almost certainly become disoriented, lose all inclination to battle and stand stunned and awestruck by her cuteness. This aura is a permanent and constant effect that functions for as long as Tamiyo remains in Shikai. Those under its influence can break free through a concentrated effort, a shock (such as cold water, a slap or other direct attack), or by not seeing Moebot for a period of more than one hour. A blindfold or any other eye covering that prevents the attacker from clearly seeing Moebot, particularily her facial features, will negate the effects of this aura. This aura is used in combat for her to gain a temporary advantage over her opponent, entrancing them and wounding them before they even realize what has happened. The aura is not a visible spatial effect but rather an innate property of Moebot, though those under it's influence can be identified by a glassy-eyed stare, aimless confusion or other entranced characteristics.

    Lazer Eye - Moebot has the ability to fire a lazerbeam from her left eye. This lazer does not need to be charged, and can be fired instentaniously and at will, but her iris will glow brightly for a second prior to its use. The beam is a bright pink, the same color as the iris of the eye from which it is fired. It is quite thin, with a diameter of less than a centimeter no matter how far it travels. It can either be fired as a continuous beam that has a range of two meters and a duration of ten seconds (that can be moved while firing), or as individual bursts that fire at a rate of five shots per second for ten seconds (though they can be spread over a longer duration). There is a one-minute waiting time between uses of the lazer so that it can cool sufficiently. In terms of strength, the beam is equivilent in strength to the bala of a low-level numeros. They move quite rapidly, but can be eveded through the use of Shunpo or Sonido. If concentrated as a continous beam for it's full duration on a metal surface with a thickness of less than half a centimeter, it can cut through fairly easily at close range. The lazer has only one 'setting' in terms of strength and duration. It can be blocked by hierro of sufficient strength, higher level barrier kido, skillful sword deflection, or the compression of riatsu to form the Shinigami equivilent of hierro. Moebot prefers to use the lazer for surprise attacks and to dispatch incapacitated foes without resorting to physical contact. Gouging out that eye, or at least the circuitry that comprises it, will prevent Moebot from being able to use the lazer.

    Mini-Bombs - The two spherical, pale pink clips that are secured to the base of Moebot's pigtails are in actuality miniature bombs. Roughly two inches in diameter, they have a blast radius of thirty feet, though the shock wave that they generate may travel for a greater distance. The bombs activate upon detatchment, and have a five-second countdown time before detonation. They detonate without any obvious warning, and the countdown/detonation cannot be prevented. Though they can be easily caught and thrown back without any ill effect prior to detonation, most do not know the function of these spheres until it is too late, or cannot return them swiftly enough. Even with the clips removed, Moebot's pigtails remain eirily hovering in place on either side of her head, and do not seem affected. Even if both bombs are used during one particular activation of Tamiyo's Shikai, they will reappear the next time that she choses to use Shikai, regardless of the length of the duration between these activations. The spheres have a hard surface that appears to be enamel of some sort, and can be shattered with a sufficiently powerful blow, though this only serves to trigger the explosion immediatly. They contain some potent form of plastic explosive and a timed trigger device, though it is unlikely that anyone would have sufficient time to examine one before it exploded. The explosion cannot be triggered while they are still attatched to Moebot's pigtails, as the mechanism that holds them in place also keeps the detonator from activating by breaking the circuit.


  25. - Top - End - #25
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    Default Re: BleachITP Reborn Character Registry

    Name: Isamaru Myojin (Family name, Given name)
    Position: 10th Division Vice Captain
    Reiatsu: Jade (#3B604C)
    Age: 729 (40's)
    Height: 5' 10"
    Weight: 160

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    Avatar Version:
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    Credit to grubblybubbly
    WARNING! Big Picture:
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    Credit to my Aunt Kim

    Appearance: Myojin is 5ft 10in, 160lbs, bald, mid-forties looking, and decently buff. His eyes were once blue, but are now shrouded, melding with his pupil to create a white eye with a sky blue dot where the iris and pupil should be. As far as anybody can tell, he never blinks. He wears the standard shinigami uniform. However, he has personalized his, replacing all the white with sage green and adding steel-toed black leather combat boots. He also wears a hat like this one here, pulled down over his eyes.

    Personality: Myojin is very calm and collected, and is polite to a fault. He can also be very formal, calling even those closest to him by their title or last name until asked to stop, sometimes multiple times. That being said, he is a generally a nice person, and can be pleasant to be around.

    Backstory: In life, Myojin was on the shogunate of Prince Hisaaki, and served as his second-in-command. After dying defending his commander, he found is way into the ranks of the Shinigami, almost immediately becoming the Vice Captain of the Tenth Division. He has held that position for as long as most can remember. He has spent many years speaking with other military leaders from different time periods and places, learning Sanskrit, English, Russian, and Mongolian.

    Zanpakuto: Myojin's Zanpakuto has two names, Tatsumasa and Umezawa. The sealed form is an ōdachi, about 4 ft long, 1 ft being handle. The handle and about a third of the blade is black and inscribed with 'Tatsumasa' the rest is silver and is inscribed with 'Umezawa'. When fighting, Myojin's movements are deceptively slow. His years of fighting have allowed him to move and exert himself as little as possible to dodge attacks and time his swings perfectly. As spirits, Umezawa appears as a young woman with short black hair wearing fencing clothing, holding the helmet. She always stands next to Tatsumasa, and old man with long silver hair, wearing a shogun's uniform. He has a scar across his face, running from his left cheekbone to his right temple.

    Shikai: Gaitou to Tanken(Cloak and Dagger) Break!: Tatsumasa and Umezawa glow bright white and split in two, bending and forming a pair of 4ft hook swords, like these. Umezawa is silver, Tatsumasa is black. These two swords can be attached at the hooks, and spun around Myojin to produce blades of energy 3ft long. When fighting in this style, Myojins attacks speed up considerably, and become more fluid.

    Bankai: Saishuu Bushido (Ultimate Bushido): Myojin throws Tatsumasa and Umezawa into the air, and crosses his arms on his chest. Tatsumasa and Umezawa whirl about ten feet above him as pieces of jade green samurai armor fly out of nowhere and attach to Myojin. When he is completely covered in jade armor, Tatsumasa and Umezawa fall, Umezawa on his back in the form of an 8ft long Yari, Tatsumasa he catches in the form of a 6ft Kanabō. Umezawa can be spun or swung to produce blades 4 ft long. When Tatsumasa strikes anything, he produces massive shock waves, throwing back or knocking over enemies in the immediate vicinity. In his Bankai, Myojins movements such as walking are slowed considerably, although his attacks are still fast. However, his armor is nigh impenetrable, making Myojin very hard to damage.

    Abilities: Myojin is, as noted above, blind. He 'sees' by a sonar-like ability, which reveals walls and other objects to him. He sees people by their reiatsu, which to him forms the shape of their body and clothing. The more reiatsu a person has, the farther away he can see them. (Essentially, people with high levels of power Myojin can see vividly from far away. Very low-powered people, such as mortals that aren't spiritually aware, he has trouble seeing when they're too far away.) Myojin is also proficient in the followng Bakudos: 1, 9, 61, 62, 63, and 75.

    Other: In Myojin's quarters, there is a tapestry and a book bought from the mortal world. The tapestry is of a battle between samurai, with Prince Hisaaki sitting on his horse on a hilltop in the center. If the tapestry is examined, however, a man in jade armor can be seen fighting, wearing a farmer's hat instead of the normal type of samurai helm. He looks very much like a younger Myojin. The book, bought at an auction, is a very old copy of Go Rin No Sho, or The Book of Five Rings.
    His theme song is this.

    Last edited by CMOTDibbler; 2012-09-10 at 10:46 PM. Reason: Character Revision
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  26. - Top - End - #26
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    Default Re: BleachITP Reborn Character Registry

    Name: Iwamori Higure (Family name, Given name)
    Position: Spiritually Aware Human
    Reiatsu: Slate Blue (#7B68EE)
    Age: 26
    Height: 6'2"
    Weight: 145lbs.

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    Appearance:
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    This is an artist's rendition of Higure, with his zanpakuto's spirit, Untaidake, behind him. Drawn by my friend Sarah.

    Higure is a tall, thin man with almost gaunt features. His square, silver-rimmed glasses obscure his dark blue eyes, causing his pupil and iris to almost blend in with each other. His dark hair is almost shoulder length, and pulled away from his face. At a glance, he appears to be frowning, but almost never is.

    In the way of clothing, Higure always wears his aforementioned glasses, dark pants or slacks, nice shoes, a short sleeved dress shirt of some pleasing pattern using purple, and a dark colored vest. Over this he has a long, off-white coat, not quite a trenchcoat. Untaidake sits under his left arm, upside down. The sword hangs loosely, easy to draw with his right hand.

    Personality: Higure is a calm man, easy to imagine in a lab coat finding a cure for cancer or inventing the newest chemical weapon. A chemistry major with a taste for DnD, he's not one to doubt any sort of outlandish explanation or request from those he trusts. He's joking around his friends, and always good for a conversation. Currently a consultant working for Daiichi Pharmaceutical, he gets a lot of free time, and will wander the streets looking for interesting things. He likes swords and knifes, and owns several of each. Of course he's always carrying one. Higure also likes computers and reading.

    Zanpakuto: Untaidake
    Untaidake was inherited from his grandfather, along with a note. The note said that the sword was called Untaidake, and was passed down from his grandfather before him. The beautifully crafted wakizashi is very sharp for looking so ceremonial.
    Picture 1 Picture 2 Picture 3 Picture 4
    20" all together, 14" blade
    Untaidake takes the spiritual form of a green Coatl* with yellow eyes.

    Abilities: Higure has found that Untaidake can cut through almost anything, and that he seems to move faster while holding Untaidake. While Untaidake is short, Higure is fast, and doesn't need Untaidake to kill someone. He's not strong, but is a master of hand to hand combat. In addition to English and Japanese, he speaks some Russian.

    *:a coatl is a type of winged, feathered serpent in DnD. The best picture I can find is this.
    Last edited by CMOTDibbler; 2012-09-09 at 06:00 PM.
    Nunc id Vides, Nunc ne Vides ("Now you see it, Now you don't.")

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  27. - Top - End - #27
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    Default Re: BleachITP Reborn Character Registry

    Emi, Spiritually Empowered Human
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    Name: Emily Martin ('Emi')
    Age: 16
    Gender: Female
    Height: 5'9"
    Weight: Trim (asking exact weight would be impolite! )
    Affiliation/Type: None / Spiritual Empowered Human
    Speech Color: #DD0088

    Appearance: Emi's appearance is an odd contrast between her personality and her natural aesthetics. On one hand, she generally stands out among her peers. She's tall and slender, standing a significant height above most of those around her, though her overall frame lends itself well to such a height. What is more, her long, loosely gathered auburn hair and doll-like face make clear that her ancestry is quite certainly not all Japanese.

    However, Emi is certainly not the type of person to try and stand out. She typically wears standard and unassuming clothing, and has a rather meek and unobtrusive presence that makes her somewhat more forgettable. It is typically on initial meetings that she most makes an impression; after that initial meeting, she tends to drop out of people's minds.

    Personality: While not painfully shy, Emi is certainly less outgoing than most. She tends not to take initiative, but rather builds towards things slowly and with careful planning. Also, she pays heavy attention to her misgivings and might come across as overly worrisome at points.

    However, those that do get talking to Emi will find that she's really quite a kind and intelligent girl, though unfortunately her school performance is affected by her more ponderous methods (and thus she only earns average grades where she could theoretically do quite well). While not especially humorous herself, she loves to laugh and very much appreciates the company of others, even if she doesn't always seek it out.

    Sometimes, Emi expresses frustration with her tediously careful nature, all too aware how it holds her back. She's not entirely comfortable with how she expresses herself and acts in every day life.

    History: For the most part, Emi's life has been fairly normal. She's never had encounters with the supernatural, and she's had an average school experience and a decent family life. Her mother and father are divorced, but the two don't have any hard feelings between them, and the smooth separation allowed Emi to deal with it much less painfully than it might have been otherwise.

    The only large event in Emi's life was moving to Japan, which occurred relatively recently. For most of her life, she lived in America. However, she moved with her father to Japan, and has since felt a little more out of touch and uncertain about things, which contributes to her frustration with her personality. Ostensibly, her father moved to Japan to take a very lucrative job offer and be with his family, and Emi came with him for a change of pace and to also get in touch with her father's side of the family. Her mother still lives in America, and keeps in touch with Emi despite the distance between them. So far she hasn't come to visit, but Emi hasn't been in Japan all that long.

    Emi is still starting into school, having only been able to attend a few weeks at the end of the last school year, and is a bit nervous about it all.

    It is important to note that Emi has had no contact with anything remotely supernatural in her entire life- at least, nothing that she did not quickly dismiss as nonsense.

    Capabilities:

    Non-Spiritual Abilities:
    Beyond her normal knowledge and skills as a student, Emi is a fair musician, skilled primarily in the French Horn (which she stubbornly, and correctly, refers to as the Horn in F), though she is also capable of playing piano. Other than that, Emi is a fairly normal person, with no remarkable skills.

    Spiritual Awareness:
    Currently, Emi only possesses a limited form of spiritual awareness. While she can only barely perceive the presence (not even general whereabouts) of most spiritual entities, Emi's senses are unusually adept at noticing Hollows, though even those are some what indistinct.

    Releasing Fury
    Though currently incapable of this, Emi's main power is symbolically casting aside her uncertainty and acting far more brashly and boldly. When using this ability, a writhing, winged and clawed ghostly presence emerges from Emi, half mirroring her movements and half taking its own actions. It takes a bit of desperation or real need for Emi to tap into this ability, at least initially, but when she does, she changes quite significantly. Those familiar with hollows, or Vizards, might mistake her for something similar, though in truth she only has many parallels to them, not true connections.

    The three capabilities she gains from Releasing Fury are as follows:

    -Unceasing Wings
    While using her Releasing Fury power, Emi is capable of using the wings of her ghostly presence to fly. She is fairly graceful, but not especially fast (though certainly not slow). Further, she can also use her wings to shield herself from harm. They are not all encompassing, and it takes decent reflexes to pull them in the way in time, but they can sustain (or even outright ignore) a fair amount of damage, and even if a powerful attack destroys a wing, she can regrow it almost instantly, though this will tire her and eventually drain her completely if forced to do it repeatedly. She can't fly and use her wings as shields at the same time.

    -Zealous Rapidity
    The weakest of her three powers, Zealous Rapidity increases Emi's speed far beyond the levels she should normally have... but as she's an untrained young girl, this says very little. In short, she's fairly fast, but not remarkably so.

    -Tisiphone's Vengeance
    Emi's claws in her Releasing Fury form are relatively hard hitting, and though there may be those who hit harder or faster, Emi's adeptness at both still allow her to be a threatening force, hitting a middle line where some specialize in one or another. The true power of her claws is more subtle and horrifying though- any wound she causes is stubborn, taking twice as long to naturally heal, and doubling the effort it would take to heal it with other methods.

    While for the most part Releasing Fury does not cause a significant strain on her, especially long fights may wear Emi out and prevent her from using it further until she rests.





    Arcelia Cruz, Tercera Candidate
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    Name: Arcelia Cruz
    Age: [Insert Large Number Here]
    Gender: Female
    Height: 5'8"
    Affiliation/Type: Las Noches, Espada
    Aspect of Death: Betrayal
    Speech Color: #EE8800

    Appearance: Arcelia is slender and supple, her precisely curving body augmented by the flow of her golden hair and effortless grace. The curving bone of her fragmented mask sweeps through her hair and over her brow in a silver circlet, each end stopping above on of her dark blue eyes. Arcelia takes great pains to keep herself pristine and immaculate, and her alabaster skin and perpetually white clothing are a testament to her constant success. Her clothing is tailored to avoid covering her back and arms, to allow her release to be performed without harming her clothing.

    Notably, Arcelia also wears long white gloves, which cover the sign of her nature- the hollow hole, which manifests on her left hand. Even underneath her gloves, she has the hole (and her other hand, for symmetry and misdirection) covered in thin, tightly wound bandages.

    Personality: As befits her unusual appearance for an Arrancar, Arcelia also has an unusual personality. Though marked as one of the strongest Arrancar, Arcelia's initial impulse is never to fight, and she takes great interest in the world of others. Those who meet her may swiftly get the impression of someone more fun loving, cheerful, and friendly.

    The other Arrancar, of course, know this is an absolute lie. Arcelia is just as egotistical and ruthless as the rest of them, and she can be exceedingly cruel. The difference is that Arcelia pretends to play nice, twisting words and manipulating subtly rather than crushing her foes openly. To some extent, she drops this habit among her fellows- though she is still more likely to use biting and spiteful words to strike at them rather than her powers.

    Arcelia finds her greatest joy in tempting and corrupting others, either by twisting a Plus into a Hollow, or convincing a wayward Shinigami that he has been betrayed... but she can help him. She makes promises and collects those whose minds and thoughts she manipulates, gathering an array of lesser servants for her own selfish whims. Because of this, Arcelia spends a great deal of time in the mortal world.

    Backstory: Arcelia was always a bit of an oddity. It was not primarily through great strength that she got to her position, but her unceasing power of manipulation. From the beginning, she twisted others to do her bidding, simultaneously using and feasting on her underlings until she finally reached the station where she could advance to her current status. She always would make things seem so inevitable and reasonable, getting her way every time.

    She does not prefer to remember her days of cannibalism and savagery however, focusing instead on her acceptance into the Espada, whereupon she took the title of Herald and Steward to their King. She acts as his messenger, proclaiming his edicts and carrying them out so that he can keep a kingly distance, yet still have his orders executed by a powerful presence.

    Capabilities

    Standard Arrancar Powers:
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    -Bala: Unusually, while Arcelia utilizes Bala, she chiefly uses it in conjunction with slashes from her Zanpakutō rather than condensing her power around her fist.
    -Cero: Arcelia's Cero is white, and she launches it from her left hand only. Her Cero is otherwise unremarkable.
    -Hierro: Arcelia's hierro leaves much to be desired. She is not even necessarily capable of blocking an average strength Zanpakutō strike.
    -Sonido: As to be expected of a messenger, Arcelia's speed is very notable, and as such, she is certainly of Master level.
    -Garganta: Using her swift speed and practiced mastery of Garganta, Arcelia is capable of opening, entering, and closing a Garganta almost instantly, denying all but the most perceptive the opportunity to even see what she has done. The only sign of her departure is a soft crackling sound- that and her disappearance.
    -Pesquisa: In the short range, Arcelia's Pesquisa is fairly detailed, allowing her to detect the nature and power level of close to her quite accurately (the range is comfortable speaking distance). This takes a little time for her, however, so she primarily uses it outside of combat.

    Zanpakutō: Mensajera
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    While her Zanpakutō is a sword, as is standard, it takes the form of European longsword. The sword follows Arcelia's color scheme, crafting with glistening golden in its guard and blade, while the pommel is wrapped in white. Arcelia's swordsmanship is average, and though her strength is sub-par, her speed and ability to combine attacks with Bala make up for it.

    Most notable, however, is that Arcelia has two levels of release:

    Resurrección: Ascenda
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    The first level of release is Arcelia's Ascensión, which bathes her in silver light, shifts her mask fragments to form a halo behind her head rather than a circlet, and most notably, grants her beautiful white wings. In addition, her spiritual energy becomes awe inspiring. Not necessarily due to its power, however, but simply due to its nature.

    Arcelia also still possesses her sword, though it is made out of brilliant light and spiritual power.

    While in this form, Arcelia gains the following abilities:

    Holy Aura: Arcelia's spiritual energy gains a quality that moves those who feel it, inspiring awe and making them question any ill intentions they may have towards Arcelia. Those who are more amoral or who don't care about the consequences of their actions are less likely to be affected by this.

    Enhanced Speed: Arcelia moves noticably quicker while in this first level of release.

    Resurrección: Condene
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    While this level of release is known to her fellow Espada, Arcelia uses it only when she is desperate and intends to actually kill an enemy. Condenar is Arcelia's true Resurrección- it is not that she has two releases, so much as Ascensión is a false release, a mask suiting her nature and abilities (which is why it does not increase her power much).

    When using her true form, Arcelia appears as a terrible demon- humanoid, but massive in size (over ten feet), and no longer appearing beautiful or human. Her mask remnants form pointed horns that sweep backwards from her brow, and her blue eyes turn red, her golden hair blackening and turning wild. Her hollow hole and tattoo also become visible, with the latter settling between her horns, and the former taking its place at her sternum. Further, she sprouts wings of flame and shadow, which allow her to soar through the sky with ease.

    Her sword also undergoes a drastic change, becoming engulfed in fire. Its crossguard is burnt away, and it is now large enough for Arcelia to use two-handed, even as her size has increased.

    Arcelia gains the following abilities in this form:

    Enhanced Hierro: Arcelia's Hierro strengthens dramatically, allowing her to turn away lesser strikes without effort, and disallow a Zanpakutō to harm her without supreme effort.

    Enhanced Speed: Arcelia remains as fast as she is in Ascensión.

    Enhanced Strength: Arcelia's strength increases in her Condenar form, allowing her to deal much more devastating blows, comparable to other more potent Espada.

    Searing Bala: As normal, Arcelia can channel her Bala through her sword. However, her Bala are now charged with fiery power, scorching anyone they touch. She can use this to set fire to landscape or incinerate flammable objects.

    Demonic Hate: While this form increases Arcelia's power in many ways, it has its drawbacks. In Condenar, she may not use Garganta, Pesquisa, or any of her unique abilities, as she has revealed the monster of her true form, and dedicated herself to the destruction of her enemy.


    Unique Abilities:
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    Spiritual Disguise: Arcelia is very adept at manipulating her spiritual presence, and uses this to either decrease it to quite hidden state, or shift it to seem more natural, nearly undetectable as what it really is (that of an Arrancar). She cannot impersonate any particular type of spiritual energy, however.

    Sense Weakness: With practice, comes ability. Arcelia has tirelessly practiced the art of twisting and manipulating others, and she finds that true power comes through understanding precisely what weak points her opponents have and exploiting them. When sensing others with her Pesquisa, Arcelia can also try to learn of one of their weaknesses- whether this be a flaw in their character, a particular emotion or emotional attachment that can be exploited, or a vice. She cannot choose what she learns, nor can she manipulate these weaknesses with her power. With more time, she can learn more weaknesses, but every weakness after the first requires substantially more time than the first.






    Lia, Fraccion to Arcelia
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    Lia
    Age:
    Gender: Female
    Height: 5'5"
    Affiliation/Type: Fraccion to Arcelia
    Speech Color: Royal Blue

    Appearance: Lia looks quite similar to Arcelia, with the exception that she is a little shorter, has black hair, and dresses in light grey instead of white. Further, she has soft blue highlights along her clothing that match the strange blue stone of Arcelia's palace, and also wears a small choker of the same color. Otherwise, she is the same- slender and curved, matching the appearance of Arcelia close enough to where they might be sisters.

    Personality: Soft spoken and quietly polite, while also being quite intelligent and capable, Lia is the perfect servant. She tends to more of an extrovert than one would think from her rather passive and quiet demeanor.

    History: Unknown. If her history is anything worth noting, the only one who knows it is Arcelia. Maybe.


    Capabilities

    General Capabilities:
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    -Physical Strength: Lia is not particular strong at all, generally not accomplishing more with her strength than the lowest of the Numeros.

    -Offense: It seems that Lia isn't very capable at most combat skills, and thus is never seen with any weaponry at all.

    -Defense: For someone as indisposed to combat as she appears to be, Lia is startlingly good at defending herself. She has remarkable skills at blocking and dodging attacks.

    -Mobility: Decently mobile, though no more so than any unseated Shinigami.

    Standard Arrancar Powers:
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    -Bala and Cero: Lia never uses Bala, but she is quite proficient with Cero, and uses it as her primary attack. She can manipulate its area of effect, and use it repeatedly. However, it is fairly weak in power. She tends to focus it into a thin beam to make the most of its strength, rather than spreading it out in a wide blast.

    -Hierro: Strong. While focusing on this ability alone, Lia can turn aside heavy blows and remain unharmed, usually by combining it and her prowess at blocking attacks. However, should she attack in return, it drops much closer to average strength.

    -Sonido: Lia is slightly below average at Sonido.

    -Garganta: Lia cannot use Garganta.

    -Pesquisa: Lia is only average at Pesquisa, though she uses it regularly to check up on guests in Arcelia's home.

    Resurrección
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    Currently, Lia does not appear to possess a Zanpakutō, and thus cannot use Resurrección.






    Akemi Aoki, Exiled Shinigami
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    Name: Akemi Aoki
    Age: ???
    Gender: Female
    Height: 5'4"
    Affiliation/Type: Exiled Shinigami
    Speech Color: #882288

    Appearance: No longer part of Soul Society, Akemi is devoid of all the typical trappings of a Shinigami, even down to her Zanpakutō. Instead, Akemi appears as a young woman- definitely old enough to be out of school, but youthful. In terms of clothing, she favors black and purple, with a rather goth or punkish theme. She doesn't wear the style heavily, however, and manages to pull it off with a flair that makes her seem more zany than anything else. Typically, she wears t-shirts, and favors bracelets, arm bands, and arm warmers. She might have on one or more belts, and black pants. Due to her love of spontaneous activities and parkour, Akemi tends not to wear dresses or skirts, as they tend to get in the way and hamper her movement.

    If it weren't for her clothing choice and style, Akemi would be distinctly average. Her plain, straight black hair has a vivid dyed purple streak through it to add interest, while she keeps a variety of sunglasses to hide her eyes. To deal with her lack of curves, Akemi relies on tighter fitting clothing, or just style and color to draw attention away from it.

    Personality: Akemi deeply appreciates life and what it has to offer her, enjoying every chance she gets to live just a little more. She cares less about societal expectations and more about what she- and others- desire. Akemi is also very kind and caring, though at first glance, she might seem like a roguish mischief maker, which can earn her the ire of authority figures... but it isn't so much that she disrespects rules as it is that she cares about other things- people, that is- far more. If she really causes harm by her disrespect somehow, she will be sure to try and make amends for it.

    While she often goes out to enjoy herself, she can be introspective and philosophical as well, spending time to fully understand new ideas and different view points. It may not be outwardly obvious though, as she often thinks at the same time as she performs other activities (such as parkour or exercise).

    One of Akemi's most pervasive beliefs and ideas is her faith in the goodness of others. This is not to say she is wholly naive and innocent- she is well aware of all the terrible things that people can do. However, she is certain that it is possible for even the most hardened hearts to find remorse and repentance, even if her powers cannot help them accomplish it. She is willing to risk herself to help others atone, though she will not be foolhardy or careless with others to try and accomplish such, as she puts the well being of others first. Usually, when her cleansing powers fail, she will accept that sending a Hollow on to Hell is the best option available to her, but that doesn't mean she likes the conclusion, no matter the truth of it.

    All in all, Akemi is a fairly complex and experienced person. Each time someone thinks they know her, she unfolds a little further.

    History: Akemi was once one of the most skilled Shinigami in Soul Society. Though her spiritual energy was not the most potent, Akemi's focus and training allowed her to compete where all sense said she should fail. Her precision and long practice allowed her to act as if her power were far greater than it was, and eventually she even achieved the position of Vice Commander in the Kidō Corps.

    Yet, Akemi was not loved among the Shinigami, or even in the mortal world. Her philosophies and abilities earned her many enemies. With the power of her Shikai, she purified even the Hollows who would be condemned to Hell, and she openly criticized many aspects of Soul Society law and government.

    Eventually, this led to her downfall. A number of her foes joined forces against her, notably among them a Quincy, who used his techniques in an attempt to seal her spiritual energy away. As Akemi relied more on skill than anything else, such an assault hampered her less than expected, and she managed to escape before her energy was fully sealed, and before she was killed.

    Knowing she could not go back to Soul Society, Akemi hid herself in the mortal world, concealing her history and what powers she had left. There, she seeks to live as best as she can in her current state.


    Capabilities

    Non-Spiritual Abilities:
    Akemi is superbly skilled at melee combat, both with and without use of a sword. Further, she is an accomplished traceuse and free runner.
    Lastly, she has a great love of board games, though she has not dedicated quite the same time to them as she has other, more vital skills.

    Sealed Spiritual Power:
    While Akemi's spiritual power would normally be at average level, the sealing technique used against her cuts this down to at least 20% of what it once was.
    Though Akemi has developed a technique where she can break the seal and achieve higher power, but the seal is her own body. The implications of this is that even breaking the seal partially gives her terrible wounds (at minimum)- and if she were ever to try a powerful technique (such as Bankai or advanced Kidō), she would certainly die shortly after its completion.
    Due to the danger, even looming defeat will not necessarily be enough to inspire Akemi to unleash her former power.

    Kidō:
    Former Vice Commander, Akemi's Kidō technique is her only skill that surpasses her ability at swordplay. However, due to her loss of spiritual energy, using Kido has become frustratingly difficult for her ever since her self imposed exile.
    While she knows all the precision required to pull off Kidō without chants and in double incantation, her low spiritual power means that if she utilizes them, she can only get the most basic and lowest power of effects (and they are certainly not effective in a direct, combative effort).
    Most of Akemi's remaining power rests in her use of Bakudō, which she always most skilled at. When using the incantations, she can manage them at a slightly below average level. Particularly, she utilizes Kyokko to hide her Zanpakutō so she can carry it around on a day to day basis without it being spotted.

    Hohō:
    Akemi was never particularly skilled at Hohō, and with her spiritual power sealed, she relies on her natural skill and speed almost exclusively, using Hohō only when she has no other resort. Due to low spiritual power, using it for too long can exhaust her, and she cannot maintain any other powers while using it.

    Zanpakutō: Sin Eater
    Sin Eater is a slender kodachi, unremarkable until it is released.
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    Shikai: Catharsis
    When released, Sin Eater becomes jet black, giving off a terrible Reiatsu that feels like a hundred claws scraping at one's very soul and haunting voices whispering in their ears.

    Special Ability: Weight of Sin
    When Sin Eater is released, the Reiatsu and aura of it surrounds Akemi and her opponents. Vague phantoms, materialize from within the tainted area, hounding Akemi's enemies, striking at them, hindering their movements, or attempting to distract or scare them.
    Attacking the phantoms accomplishes nothing, as they are mostly insubstantial.
    These phantoms typically are not powerful enough to leave more than moderate blows, or hold down an opponent for significant periods of time.

    Special Ability: Cleanse
    The second ability of Sin Eater's Shikai is Cleansing. When utilizing this ability, Akemi has the power to cause subconscious conflict within a Hollow or Plus that would otherwise be bound to Hell when she strikes it with her Zanpakutō. This conflict does not affect their outward power or strength of will as it relates to combat, but it is the catalyst for them to begin questioning the crimes and sins they have committed (even though they may not realize it). This ability can awaken the conscience of even the most insane and evil beings, but it cannot create remorse and repentance from nothing: it only grants a fair chance for the target to understand and desire to atone for their crimes. The nature of this internal conflict differs from entity to entity.

    Once the conflict is resolved, Sin Eater can absorb their sins, allowing the target to go to Soul Society instead of Heaven. However, to absorb their sins, Sin Eater must contact the target with its edge, usually for an extended period. If a subject recognizes their sin, repents, and accepts the cleansing of Sin Eater, they may have their sins completely absorbed in a method that looks like (and probably hurts as much as) ritual execution.

    In many entities, particularly with Hollows, even the successful use of this ability does not instantly manifest itself in their behavior. Hollows and like entities, due to their nature, will likely not even recognize the repentance and nature within them, continuing to act on their maddened urges. When the internal conflict is resolved, Akemi senses it through either a resonance (if it was successful) or dissonance (if it was unsuccessful) in their Reiatsu with her Sin Eater. If the conflict was resolved successfully, she may absorb their sins by striking them with Sin Eater in combat. Once she has scored enough hits (the amount of which is dependent on the level of evil of the being), she may send them to Soul Society with her Zanpakutō (either Konso, if they stop fighting for some reason, or by executing them with her Zanpakutō, as is done with most Hollows).

    Absorbing the sin of other entities is an intense and draining experience, both mentally and physically. Not only will it likely prove necessary for Akemi to partially break her seal to accomplish Cleansing, but even if she were to restore her power, it would still prove tiring and traumatic to use.


    Bankai: Absolution
    With her power sealed, Akemi is incapable of using Bankai, even if she partially breaks the seal. If she fully breaks her seal (which will incur the consequences noted in the Sealed Spiritual Power section), she will be able to use Bankai again.

    When she uses her Bankai, the black taint along Sin Eater sloughs away, leaving behind a brilliant white blade.

    Special Ability: Storm of Sin
    The Reiatsu and aura of Weight of Sin are increased dramatically as the taint of her sword dissolves into them. Opponents near her will have to struggle against countless grasping hands and slashing claws or weapons from the phantoms.
    Each phantom also becomes much more distinct, showing the features of one of those successfully affected by either Cleanse or Mercy. They may even retain the smallest fragment of their power and personality, though the former is rare.

    Special Ability: Mercy
    Any struck by Akemi's sword while she is using Bankai instantly experiences an increased form of Cleanse, which absolves the sins of all but the most corrupted and unrepentant in a single blow.
    Further, each strike will cause the subject to recall one or more memories of significance related to any sins they may have committed (whether Mercy absolves them of sins or not). This may disorient the target for a very short duration (long enough for Akemi to set up, but not complete, a second attack), though after experiencing the sensation one or more times, they may derive a way to ignore or lessen the effect.

    On each strike that absolves sins, Akemi experiences the same disorientation as her enemy. However, once their sins have been absorbed, she no longer feels this disorientation. This replaces the negative effects of Cleansing.






    Akena, Arrancar
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    Name: Akena
    Age: Old, very
    Gender: Female?
    Size: Big (26ft long, 8ft tall, 1.75 tons)
    Affiliation/Type: Tentatively Loyal Arrancar
    Aspect of Death: Savagery
    Speech Color: #445599

    Appearance:
    While most arrancar take on human form, or at least have some vague semblance of humanity to them, Akena is persistently monstrous. If Akena even has a human form, none remember it, or have lived past seeing it.

    Describing Akena's form is difficult, however, as it is remarkably protean and bizarre, adding new limbs and subtracting old ones, shifting length and height and coloration. However, Akena generally has to keep the same size, and usually is quadrupedal (or more), and has a long and slender body rather like an over-sized salamander. Quite often, exposed bones weave in and out of Akena's skin and flesh at random places, sometimes in sharp barbs, or in curved, protective plates or rings.

    One constant, however, are Akena's eyes; She possesses eight, each one a rounded triangle. Each eye is a dull, steely blue, and tends to be placed with one other eye so they form a strange diamond shape.
    The other constant is Akena's breath, which bears the same coloration as her eyes. Involuntarily, Akena releases a strange smoke or fog from her mouth and other places across her body, which tends to clump and gather, or spread out subtly so that it is difficult to notice. Where it is dense, shapes can be seen in the fog- phantom limbs and faces that mimic the forms Akena has taken.

    Generally, also Akena has razor sharp teeth and claws of a dull gray material that acts like metal- however, she sometimes substitutes it with bone, and uses the "metal' more protectively in patches across her body.

    Personality:
    Monstrous is the best word to describe Akena. Following after that is bestial, savage, and inhuman. She does not care for society or social norms, but instead acts like the terrible creature she appears to be. As often as she would speak, she would eat or maul, or simply ignore. The idea of civilization is simply bizarre to her.

    This is not to say she lacks intelligence or the capability to speak or socialize, however. Akena is quite canny and cunning, and has been known to talk to people she isn't interested in devouring, and those that catch her attention. People who manage to do this will often note that Akena's personality seems... disjointed. She will say things that are contradictory one after another, or shift emotions and goals rapidly. Even if she isn't coherent or consistent, however, she remains purposeful, and rarely ever does something that isn't self-serving (whether for entertainment or out of greed or need).

    When she does speak for longer periods of time, it becomes apparent that she enjoys trying to rile people- to make them angry or hateful, and it doesn't matter what their anger is at (though most often it is directed at her). If she's pursuing a specific goal, she tends to try and get her way through intimidation, brutality and forcefulness, which serve her quite well.

    However, there are a few who manage to get the better of Akena, and around them, she manages a resentful servility. She often tests these people, either with direct confrontation or through contrived challenges, always watching and waiting for weakness, biding her time until she can strike them down. Until that time, however, she can be considered loyal... though not reliable. Currently, the Ghost King exerts this form of loyalty over her to ensure her obedience, and she may defer to Espada if pressed (though they will likely have to demonstrate their superiority).

    History:

    The history of Akena is incredibly long, extending back over two thousand years. It is difficult to piece together everything she has done, but the best way to track her activity is through plagues. The Antonine Plague, or the Plague of Galen, is one of the first known plagues attributed to her, and later the Black Death and Third Pandemic. While it's clear she could in no way cause all of the deaths in these plagues, it is known that she delighted in them, and quite possibly did engage in her own rampages as they took place. Whether she actually caused, started, or actually aided the progression of the actual disease is unknown.

    The Antonine Plague is of particular note, however, for it was in this time period that Elder and Akena encountered one another. Having moved west from her usual locations, Akena drove into the Roman Empire, laying havoc on the people within as the plague spread... and inadvertently interfering with Elder's current territory. Since then, the two have remained fierce enemies and rivals, clashing violently.

    Though she is considered a useful weapon against Elder, Von Geister has taken steps to curb and remove some of Akena's tendencies and abilities, to ensure that she is not overly detrimental to his cause. As such, Akena is somewhat weaker currently than she was in the past, a fact which she deeply resents... not that it changes her situation.

    Capabilities

    General Capabilities:
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    -Physical Strength: Akena is immensely strong, as is befitting a creature as large as she is.

    -Offense: Akena is only of average combat skill, as she relies more on her strength.

    -Defense: Her skin is quite tough, and especially due to the bone and metal that shifts across her body.

    -Mobility: Akena is not especially mobile due to her size, though attempting to flank her is much more difficult than it seems. She is quick at running, though her attacks don't benefit the same way.

    Standard Arrancar Powers:
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    -Bala and Cero: Akena is not capable of using Bala or Cero.

    -Hierro: Incredibly potent. Attacking her may result in damage to the offending object.

    -Sonido: While she can use Sonido with slight below average ability, generally she has to use it in short dashes as she has difficulty turning while using it.

    -Garganta: Akena can use Garganta, but it is limited to herself, and it can only take her to one place (her lair) in Hueco Mundo (though she is not limited to where she can arrive in the mortal world)

    -Pesquisa: Akena's Pesquisa has a good range, but is incredibly dull- she cannot distinguish between auras in any manner other than very general size, and particularly weak auras may escape her entirely.

    Unique Abilities:
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    -Breath of Decay: Akena constantly releases a steely blue breath that spreads out around her like rolling fog. When angered or riled, this smoke becomes more dense around her, forming shapes that mimic her or her limbs (or sometimes just eyes). Any caught within this aura will subtly began to decay or dissolve, skin and fingernails peeling away the first sign of its effects, with flesh being next. It takes time to work, but it tends to cling even after moving away from Akena, though it fades fairly quickly when removed from the source. Protective abilities (such as hierro) and strong auras can diminish her breath's effects.
    If she wills it, Akena can release as little of her breath as possible, but she cannot do so over extended periods of time, and cannot fully negate it.

    -Chimeric Body: Akena's body is highly mutable, and can be reshaped in a variety of ways. However, she cannot add or subtract anything from her body- thus, she always has the same mass, and same materials with which to construct it. Some things seem to be a necessity to her body (such as the form of her eyes, openings from which to release her breath, and outer patches of bone and metal), so Akena is hard pressed to use this as a disguise or drastically reform herself- however, she can use it to protect certain parts of her body over others, move wounds, grow and retract limbs, and more.

    -Plague Bearer: Unusually, Akena is capable of catching and purposefully retaining diseases, though she does not suffer from their effects. It is tiring for her to sustain them for too long, however, so generally she does not carry diseases for long periods of time. She can purposefully release these diseases in manners that allow others to catch them (though this doesn't allow her to infect those who would normally be immune to it, such as other spiritual creatures).






    Akita Akiko, Living Arrancar
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    Name: Akita Akiko
    Age: 17
    Gender: Female
    Height: 5'5"
    Affiliation/Type: None
    Speech Color: Olive

    Appearance:
    Though in some ways Akiko's appearance is typical, it proves that one does not need to be exotic to look good. Her features streamline the average into an simple set of features that need no augmentation. She is not unusually slender or long limbed, but has a natural curve and and sleekness to her that makes anything more or less look like it is trying too hard. Neither tall or especially short, she is defined instead by a relaxed but vivacious poise and posture.

    Her hair is black, straight, and of moderate length, but neatly kept and brushed, and her eyes a simple dark brown that go well with it. She tends to wear casual clothing of a lighter coloration, and avoids more formal attire unless it is unavoidably the most appropriate for the situation.

    Personality:
    Akiko is somewhat of an idealist and dreamer, always thinking and reaching towards the best and the fantastic, even if she can't reach them. She tends to be kind, almost to a fault, and rather impatient, always ready for what is next rather than what is now.
    As well, Akiko is a fairly serious person. While she can enjoy humor, she tends to be quite particular about the when and where of it, and can sometimes discard fun as frivolous (though it isn't too hard to bring her back down to earth). Occasionally this will manifest as bouts of solemn and subdued nature on her part, but those moments are rather rare.

    History:
    Currently unknown (to be revealed in gameplay)

    Capabilities

    General Capabilities:
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    Physical Strength: Above human capabilities while in her release, but not particularly high by the spirit world average.

    Offense: Akiko is unskilled in combat, and only has few methods of attack anyway.

    Defense: While in release, her armor is fairly hefty, and the abilities it grants give her some versatility and bonuses that would go unexpected by attackers. Akiko is capable of putting up good resistance against even strong enemies.

    Mobility: Eventually, Akiko may be capable of Sonido, but currently is fairly slow in her movements, only managing to move as quickly as an athletic human (since that's all she really is).

    Reiatsu: For someone who demonstrates few spiritual powers, Akiko has a surprisingly coherent and dense Reiatsu. Offensively, it seems to be released only in her Eyes of Menace ability, as it does not really extend far from herself under normal conditions- but defensively, it manages to protect her from most ill effects of the Reiatsu of others.

    Zanpakutō: White Hound
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    Akiko's sealed power takes the form of a single white gauntlet meant to be worn on left hand, formed of numerous overlocking plates. Small protrusions dot its surface, designed to catch blades and push them aside.
    Resurrección:
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    Guard!

    When released, Akiko is covered in white armor of the same style as her gauntlet, which takes the form of a bipedal, anthropomorphic hound. Just after releasing it, one might easily draw similarities between this form and Akiko- its posture and body shape are the same. However, with a few more seconds, one might also notice some strange disparities. Her eye color has shifted to a much lighter blue shade, her height has increased by a number of inches, her shoulders are somewhat broader and overall she seems a little more muscular. None of these actually seem to relate to the powers of her release, which make the changes rather inexplicable.

    The armor, at first, seems like a tool rather than a form she has taken on, but it is impossible to remove this armor from her, as it has integrated with her very body. Closer examination will reveal that it is made not of metal, but a material closer to composition of nail or bone. Her hands and the gauntlets of the armor now possess hard, cruel claws, and the helm- or head- has strong, moving jaws and teeth which can easily pierce flesh and armor.

    In this form, she gains the following abilities:

    -Loyal Shield
    More than just mundane protection, Akiko's armor enhances her defenses supernaturally. Her reflexes improve in an uncanny manner, causing her to block or avoid even attacks that she is unaware of. Further, the armor generates a small field around itself that extends the range of its protection, preventing attacks from targeting joints as easily, and allowing her to use limbs to guard larger areas than they would cover, as if they were covered by invisible shields.
    Very strong, quick, or precise attacks can still pierce this protection, but it ensures that an enemy has to put much more effort into harming her than they otherwise would.

    -Eyes of Menace
    Akiko's blue eyes in this form are particularly unnerving, though why is hard to