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  1. - Top - End - #1
    Ettin in the Playground
    Join Date
    Sep 2009
    Gender
    Male

    Default [BitPR²] Character Registry

    This is the second character registry for Bleach in the Playground: Renewed Revolution roleplay. This was created because the old thread was getting old and cluttered by unplayed characters. For the old thread, http://www.giantitp.com/forums/showt...acter-Registry For characters of other Bleach roleplays, 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 OOC discussion pertaining to the RP is also to be held in that thread.

    You CAN post work-in-progress character sheets here and edit them as necessary. Just be sure to inform other players of chances you make and don't jump into the game until others have had time to look over your character.

    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.

    If you are an old player, this is also a roll call! If you intend to keep playing, please repost an up-to-date version of your character sheets here.

    Characters from the old thread are automatically considered either MIA or NPC if they do not receive an update in this thread. Characters who had their names crossed over in the old thread will be removed here.

    Please don't delete posts! It messes up hyperlinks in this post. If you feel like not playing a character anymore, inform me and I'll edit this master list.

    About notations of the registry:

    [KIA] : Killed-in-action. This character has bit the dust, kicked the bucket, thrown in the towel, went to a better place, rests in pieces, yadda yadda. Their place is now in our fond memories and flashbacks.
    [MIA] : Missing-in-action. A player vanished and left their character off-screen, but the character was too important to be retconned out. Referring to these characters (and wondering where they are) is allowed, but their fate is left undisclosed unless their player returns.
    [NPC] : Non-player character. A character who can be controlled by anyone in need.
    [WIP] : Work-in-progress. A character is incomplete and not ready to be played yet.
    (Currently played by X) : informs if a character is being played by someone else than who made their registry post.
    Crossed-over: This character has been retconned out. They are considered never to have existed in the story. Don't refer to them.

    Forces of Soul Society


    Shinigami characters and influential Pluses go here.
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    Gotei 13 6 10

    The fabled Court Guard of Shinigami, defending Soul Society against Hollows and guiding deceased souls to their proper destination. Once consisting of 13 Divisions, during peacetime it was reorganized to have just 6 due to lack of Captains. Recently, the number of Divisions was increased once again to 10. Gotei is now looking to bolster its ranks ASAP.

    Headquarters: This is where over-arching decisions pertaining to all of Soul Society are made. It overseen by Commander-General of the whole Gotei 6. This Division is also responsible for upholding information channels and ensuring everyone gets their orders in time.

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    Commander-General: Ishinomori Koutarou, formerly Zheng Li Lin and Death [MIA]
    Vice-Commander: Ayaka Hayama [NPC], formerly Ishinomori Koutarou and Amaterasu Naomi [KIA]
    Seated Officer: Hishikawa Setsurou
    Vice-Captain: Wa-Den Eri [MIA]
    Seated Officer: Isamaru Myojin [MIA]
    Seated Officer: Hatiba Azwadu [MIA]
    Unseated Trooper: Takahashi Tetsuo [MIA]
    Unseated Trooper:


    Logistics & Medicine:
    Colloquially known as the "Hospital Division", this department oversees treatment of sick and injured Shinigami, as well as is responsible for distributing resources through Seireitei and keeping the grounds nice and clean.

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    Captain: Sēji Kodai
    Vice-Captain: Lucita [NPC]
    Seated Officer: formerly Nanoha Shigure [NPC], promoted to Royal Guard
    Seated Officer: Yoshiro [MIA]
    Unseated Trooper: Sho Sabitura, the bloodlusting killer [NPC]
    Unseated Trooper:


    Reconnassaince:
    This Division is responsible for sending patrols to outskirts of Soul Society, world of the living, and even Hueco Mundo! It's their duty to detect and purify stray Hollows and inform Headquarters about movements of the enemy. They are also the Division mainly responsible for performing Soul Burial on fresh Pluses.

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    Captain: Tsukino Hikaru [NPC]
    Vice-Captain: Arianna Junrin [NPC]
    Seated Officer: Calvin Thurstan [MIA]
    Seated Officer: Yukimura Akane [MIA]
    Seated Office:
    Unseated Trooper: Takakura Satoshi [MIA]
    Unseated Trooper:


    Shinigami Science Institute: Evolved from the esoteric Order of Eibon once responsible for dwelling deeper into mystical arts of Kido, SSI has become a much more modern establishment during the last century or so. Okay, so it still has its share of incense-huffing hippies, but they're balanced by a healthy dose of madmen willing to apply the scientific method to everything and anything, morals and ethics be screwed! (Why yes, other Divisions have bit of a dim view of SSI. What hinted you?) They are one of the busiests Division as of now, doing their best to design new arms and armor to be used against them Hollows.

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    Head Sorcerer: Formerly Yasonobu "Kurohime" Sawada [KIA] and Yasonobu Shenryu [KIA] [NPC]
    Head Researcher: Castus Vern [NPC]
    Senior Researcher: Alice "Rabbits" Ruggles [MIA]
    Senior Researcher:
    Senior Researcher: Kobayashi Momoka
    Senior Researcher: Michael Harada [KIA]
    Junior Researcher:
    Junior Researcher: Yumiko [MIA]
    Junior Researcher: Ryuu Sasaki [MIA]
    Junior Researcher: Hazuki Tsubame
    Mod Soul: Ichikobushi [NPC]
    Mod Soul: Nikokura [NPC]
    Mod Soul: Sanme [NPC]


    Combat (AKA "The Pack"):
    There's something strange in the neighbourhood. Who you gonna call... to smash its face in? Well, these guys. Reputedly the toughest of the tough, they carry on the long-standing tradition of being lead by the best swordsman in all of Soul Society, called Kenpachi. Kenpachis have a habit of dying in battle, against the next guy wanting to be Kenpachi if no other foe is available.

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    Captain: Hiraku Masaru, formerly Kenpachi Osuma [KIA] [NPC]
    Vice-Captain: Kiba [KIA?]
    Seated Officer: Hiju Naijeru [NPC]
    Seated Officer: Eiganjo Dosan [MIA]
    Seated Officer: Hanare Snooze [MIA]
    Seated Officer: Senshi Hoshigaki
    Seated Officer: Scarlet Whitechapel [MIA]
    Unseated Trooper: Suou Nicole [NPC]
    Unseated Trooper: Bulk [NPC]
    Unseated Trooper: Skull [NPC]


    Gotei Reservoir: A new Division founded for fast-track training of senior Academy students and Noble volunteers. Its job is to provide reinforcments to mitigate losses of other divisions.

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    Captain: Takeshi Sato [NPC]
    Vice-Captain:
    Seated Officer: Kokugen Mikoto [NPC]
    Seated Officer: Yoshida Kaoru
    Unseated Trooper: Tasuku Hyoshida [MIA]
    Unseated Trooper:


    Engineer Corps: With recent demise of Yasunobu Sawada, it was called to question whether SSI should hold a monopoly on R&D of Gotei. The idea of Engineer Corps was put forth to create an entity that could supply Gotei with practical equipment, without burdening itself on too many other duties. It is "Applied Technology" to SSI's "Theoretical Physics".

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    Head Researcher: Takenaka Chouko
    Senior Researcher: Koutetsu Hideki
    Senior Researcher:
    Junior Researcher:
    Junior Researcher:
    Chouko's Assistants: The Orchestra


    Ministry of Defense: An offshoot of SSI dedicated solely to protecting Soul Society, especially its civilian targets. It is tasked with building and maintaining new defensive infrastructure for Soul Society.

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    Captain: Hei Chen [MIA]
    Vice-Captain: Naganori "Rashi" Igarashi [MIA]
    Seated Officer:
    Seated Officer:
    Unseated Trooper:
    Unseated Trooper:


    Criminal Conscripts: Seireitei's prison and asylums, including the ill-reputed Maggot's Nest, hold a lot of people who've gone through Academy training. The question is, can they be trusted to hold a sword once again in defense of their homeland? The answer is still pending...

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    Captain:
    Seated Officer:
    Seated Officer:
    Unseated Trooper:
    Unseated Trooper:



    Shinōreijutsuin

    The Spiritual Arts Academy founded by 1st Commander-General all those years go, where teachers work night and day to hammer Shinigami out of new conscripts with Reiryoku. It is one of the few establishment in Seireitei not under command of Central 46 in peace-time, though this has lost significance now that Soul Society is under martial law.

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    Chief Instructor: Suzaku Fuyu [NPC], formerly Zheng Li Lin
    Teacher: Takeshi Sato [NPC]
    Teacher: Kokugen Mikoto [NPC]
    Student: Chishio Zuiichi [MIA]
    Student: Jou Asura [NPC]
    Student: The wronged bully, Kanomi Tarriz [NPC]
    Student: Ryuunosuke Peredur [MIA]



    Government

    Technically, Soul Society is a monarchy, ruled by the Spirit King. However, the King is long absent, living a whole dimension away from his subjects. Only the Commander-General knows how to access his palace. During peace-time, a council of wise men and women picked from all over Soul Society hold legistlative and executive power - they are called the Central 46. Currently, however, they have ceded power to Gotei 6. In addition, there are the four Noble Houses, who officially have little power, but unofficially hold a lot of strings in their hands:

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    The Spirit King: Unknown
    Council Member:
    Council Member:
    Head of Noble House #1: Yasonobu "Kurohime" Sawada [KIA] (?)
    Head of Noble House #2:
    Son of Noble House #2: Ryuunosuke Peredur [MIA]
    Head of Noble House #3: Koutetsu Azuma
    Son of Noble House #3: Koutetsu Hideki
    Head of Noble House #4:
    Son of Noble House #4: Yoshida Kaoru
    Royal Guard Member #1: Kisaragi Saruhiko [NPC]
    Royal Guard Member #2: Zheng Li Lin
    Royal Guard Member #3: Wan Li Lin (Currently played by Frozen_Feet)
    Royal Guard Member #4: Kusuma
    Royal Guard Member #5: Orihime
    Royal Guard Member #6: Masamune
    Royal Guard Member #7: Kobashigawa Rin
    Apprentice of the Royal Guard: Sanbo Kojin [MIA]


    Unaligned Pluses

    Residents of Soul Society who have no formal ties to the government nor the military.

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    Outlaws

    This is the place for spirits who live in Soul Society, but are not part of its organization, such as rogue Shinigami and criminal pluses.

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    Vengeful Ex-Lieutenant: Hayato Ichimyouri [MIA]
    The Demon Smith and leader of the Yi crime family, Shen Yi [KIA]
    Guard-captain of the Yi family, Yin Cao [KIA?]





    Forces of Hueco Mundo

    Hollows and Arrancar go here.
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    Espada, Fraccion and the Hollow King


    After their initial succesful assault on Soul Society, the disorganized nature of Hollows has turned against them. While they have overwhelming numbers and power on their side, they lack order and discipline of their foes. To solve this, the Hollow King has hand-picked 6 trusted Arrancars, named the Espada, to command his troops and rule over the great city of Las Noches.

    Each Espada has the right to choose one or mora Fraccion, to serve as their Lieutenants, messengers or servants. As of right now, the Espada are not strictly the most powerful Arrancar around, due to some of the most powerful Hollows not being committed enough to their King's cause.

    Spoiler
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    The Hollow King: Officially, none. Unofficially, Storm without direction, Jehoel Yurius (Formerly Dainichi Nyoria [KIA])
    Primera Espada: Jehoel Yurius
    Fraccion:
    Segunda Espada: Turiel Vulkensen, formerly Wakahisa Daiki [MIA]
    Fraccion: Aranita [MIA]
    Tercera Espada: Quidel Alamilla, formerly Azmus Von Greyssen [KIA]
    Fraccion:
    Quatro Espada:The Mad Girl, Kyoki [MIA] (formerly Jyn'Hao [KIA])
    Fraccion:
    Qinto Espada: Tinja Corva [KIA]
    Fraccion: Randii Mendez [MIA]
    Sexta Espada: Arrancar with inferiority complex,Valentina [MIA]
    Fraccion:


    Numeros

    Arrancars who've been created by the Hollow King or pledged allegiance to him, but who haven't been deemed skilled or loyal enough to earn a leadership position, are called Numeros. No matter how powerful they are personally, they are subservient to commands of Espada. Numeros get their name from numbered tattoos telling the order they joined, with a running numbering from 10 up.

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    Privaron Espada 104: Natake Nihono [MIA]
    Numeros 11: Lyco Spidaez [MIA]
    Numeros 12: Creon Toln [MIA]
    Numeros 14: Alicia Astenjo [MIA]
    Numeros 15: Rethlin Malk [MIA]
    Numeros 19: Bernadette Almira

    etc.


    Innumerables

    Finally, there are those Hollows and Arrancar who have flocked under the King's banner - but are in for merely their own gain, and hold no official position in his army. They are nominally under the command of Espada, but there isn't much way for them to enforce this. They are the Innumerables, both because they have no position, but also because it's impossible to keep track of how many there are as they leave and arrive on their own accord.
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    The Black Crow: Karasu [MIA]
    The over-ambitious general: Victor Vicente Alto Ramirez [KIA]
    Cute enough to die for: Cutie Pie [MIA]
    Enigmatic mastermind: Hades [MIA]
    The thoughtless wanderer: Ean dos Ashezin [MIA]
    The apathetic horde, Los Sin Rostro [NPC]
    Mikael's minions, faceless but awake
    The Red Whirlwind: Narsica Hella Zoraida



    Realm of the Living


    This section details people and organizations residing in the land of the living.

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    Hapless Mortals


    These are people with spiritual powers who don't have strong ties to any spiritual organizations. They are loose cannons, so to speak. Who they will ally themselves with may yet dictate the course of destiny...

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    Man hiding behind an empty smile: Mikael Esaja Rautiainen
    The student half dead: Shiki Sora [MIA]
    Part-time student with full-time boredom: Hakuto Kenzan [MIA]
    The colorless youth: Tetsuhiko Naito
    The suspicious office lady: Shiba Yui
    A striving martial artist: Tsukimoto Miya [NPC]
    Disturbed girl: Sazaki Miko [MIA]
    Spiritually unaware teacher: Takahashi Tanaka [MIA]
    Physics teacher with a family secret: Iwamori Higure [MIA]
    The School Genius: Haroda Tamaki
    The blunt athlete: Yamamoto Rin [MIA]
    Wannabe delinquent: Hataru [MIA]
    The unexpected strongman: Yamada Katsuo
    The doting mother: Tsukimoto Hikari [MIA]
    Stereotypical Japanese Doctor: Nakiyama [NPC]
    Manga fan, Tachibana Torahiko
    The young Onmyoji, Kamogawa Shinji
    The embittered sneaky teacher, Hasunaga Heiaki
    Art School Graduate, certified adult, Naomi Ostberg Hisakawa
    Asahi Umeko, Volleyball Champ and Future Mother to Horrorterrors?
    Sarah, young Fullbringer
    Nuala Byrne, Nonessential Fullbringer
    Robin Gower, new girl in town


    Quincies


    Quincies are a collection of four families from across the world who've formed a loose organization within the last 300 years. Like in the case of Shinigami, the four were originally five, but the fifth house was destroyed when they waged war against Gotei. The remaining four differ in their opinions of what to do and who to ally themselves with.



    Cult of the 1st Hollow King




    Sinners from Hell


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    ---

    Empty character template:

    <Your character's name here>
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    Age: Exact number or rough estimation.
    Gender: Male, female, etc.
    Height: Centimeters and/or feet and inches.
    Weight: Kilograms and/or pounds.
    Station: Which side your character is aligned with and what is his position. F. ex., Unaligned mortal, Gotei Reconnassaince Officer.

    Description:
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    What does your character look, feel, smell and sound like?


    Personality:
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    How does your character think? What drives him and what kind of a fellow is he?


    History:
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    What has happened to your character in the past and made them who they are?


    Story So Far:
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    You can summarize here what has happened to your character during the game.


    Abilities:
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    What is your character good or bad at? What special things can he do or knows?

    These could include:
    Shinigami: Kido (Hado and Bakudo), Hoho, Zanjutsu, Senkaimon, special equipment?
    Hollows and Arrancar: Cero, Hierro, Bala, Garganta, Pesquisa, Sonido, Regeneration, Negacion?
    Quincies: Hirenkyaku, archery, Ransotengai, Blut, available Ginto and Seele Schneiders?
    Fullbringers: Bringer's light, tricks with universal Fullbring?
    Everyone: strenght, speed, duarability, intelligence, education, everyday skills?



    Race Specific Add-ons:
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    Shinigami
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    Zanpakuto: <Name of your weapon here>
    Description: What does your personal weapon look like?
    Spirit: What does the spirit of your weapon look like and what kind of a person is it?
    Inner World: What kind of a mindscape does your spirit inhabit?

    Shikai: <Release command of your weapon here>
    Description: What new form does your weapon take?
    Power(s): What new abilities does this release bestow upon you?

    Bankai: <Name of your Bankai here>
    Description: What new form does your weapon take?
    Power(s): What new abilities does this release bestow upon you?

    NOTE: due to circumstances of the plot, Bankai is a rare thing. We don't really want people starting out with them. You can plot ahead if you want to acquire one in-game, but be prepared to play it out.


    Arrancar:
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    Aspect of Death: What was the core factor of your demise you now embody?
    Mask Fragment: What is left of your Hollow Mask?
    Hollow hole: where and how large is it?

    Zanpakuto: <Name of your weapon here>
    Description: What does your personal weapon look like?

    Resurreccion: <Release command of your weapon here>
    Description: What new form do you take?
    Power(s): What new abilities does this release bestow upon you?

    Segunda Etapa: <Name of your SE here (if any)>
    Description: What new form do you take?
    Power(s): What new abilities does this release bestow upon you?

    NOTE: We are marginally laxer with SE than Bankai due to circumstances of plot. However, do remember that canonically mere Resurreccion can be equivalent to Bankai. We still don't want too many Arrancars to have SE - it was canonically an unique occasion, afterall.


    Quincies:

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    Quincy Bow: <Name of your bow (if any)>
    Quincy Cross: How does the artefact serving as a focus to your bow look like?
    Description: How does the bow itself look like when manifested?
    Powers: Does the bow have special qualities?

    Sanrei glove: Does your character have one? What does it look like? (Yes, you can deviate from Canon.)
    Letzt Stil / Vollständig: Your final form - how does it look like? Does it have any special qualities? NOTE: If you intend to use Vollständig, be ready to explain how your character gained that ability as opposed to the tradition Letzt Stil.


    Fullbringers:

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    Personal Fullbring: <Name of the object's ability>
    Description: What object is your memento, and what new form does it take when activated?
    Power(s): What new abilities does this release bestow upon you?


    - - - Updated - - -

    Reserved for: Gotei Division information.
    Last edited by Frozen_Feet; 2016-12-28 at 12:37 PM.
    "It's the fate of all things under the sky,
    to grow old and wither and die."

  2. - Top - End - #2
    Colossus in the Playground
     
    Rater202's Avatar

    Join Date
    May 2013
    Location
    Where I am

    Default Re: [BitPR²] Character Registry

    Sarah
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    Age: About 14
    Gender: Female
    Height: five feet
    Weight: 100 pounds.
    Station: Unaligned mortal(for now)

    Description:
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    Sarah looks like a... relatively healthy teenage girl, though she's a little small for her age due to mild malnutrition and she's clearly used to roughing it. She has lightly tanned skin where it's exposed and pale where it's not, due to spending a lot of time outside.She has a light gray, almost silver, colored hair, which is usually straight and kept short. When her fullbring is inactive, she dresses in whatever clothing is the most practical for her current location and the time of the year, though she sometimes has difficulty getting a hold of it. She carries a backpack with her in which she contains all of her possessions-whatever clothes she has, a few days worth of food, a bed roll, and sometimes books pilfered from a school or library(they were going to throw them out anyway.)When she has access to a safe place to bathe, she smells like a teenage female normally would, though otherwise the smell of accumulated sweat and dirt over powers her natural scent. She speaks just loud enough to be herd in an even and sometimes even monotonous tone.


    Personality:
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    Sarah is somewhat cold and distant-she doen'st want to form strong attachments because she doen'st want to be hurt, physically or emotionally, ever again. For this reason, she tends to wander from place to place.

    She's an intelligent child, but a lot of her knowledge comes from self education-reading in public libraries or from pilfered textbooks. she has a rather lax attitude topetty theft or con artistry, due to needing to do so to sustain herself in such ways, but she tries not to do so to people who'd be hurt by it too badly.


    History:
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    Picture if you will, a town in the middle of nowhere. It's only claim to fame being the large number of tourist traps-assorted psychics, fortune tellers, mediums, and the like. Many would think it a town of con artists, but they were in fact a community consisting almost entirely of spiritually aware and empowered humans. Unfortunately, while aware of spirits, they were not aware of hollows, and so when a pack of them were inevitably drawn to the town, almost the entire population was slaughtered and eaten,leaving only children with little to no spiritual power-the least appetizing souls. The survivors were eventually found by the mundane authorities and taken to other places for foster care, but Sarah somewhow absorbed some of the left over hollow energy in the atmosphere during the time between the attack and her being found. The life threatening danger of the situation and the absorbed enrgy both increased her power and when the stress and trauma of the situation caught up to her, her powers awakened. However, the large amount of hollow enrgy she was exposed to caused a mutation in her soul-rather than become a medium, she became a Fullbringer.

    Her Foster Family never really understood her, after all, how could they? If she had told them what had really happened, they'd think she was insane. She eventually ran away, and has been living on the streets ever since, using her powers to earn or steel what she needs to survive.

    while wandering the country, she ran into another person with powers like her. He taught her what it was called, helped her learn all of the individual tricks, and complete her Fullbring. He had acted so nice, even letting her stay with him... But all her really wanted was to take her Fullbring for himself to make his own stronger. He wan'st expecting how durable her armor was, however, and she was able to injure him and run away. Now she doesn't let anyone in anymore than is necessary.


    Story So Far:
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    A'int nothing yet.


    Abilities:
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    Personal Fullbring: Aegis of the Death Knight
    Heart's Desire: To Never Hurt Again.
    Description: Sarah channels her Fullbring through a simple bracelet, a thin loose fitting silver chain with a simple silver skull charm, that once belonged to her mother. When activated, her Clad Type Fullbring becomes a durable set of spiked full plate armor of a dark black metal, which is in turn decorated with semi-stylized bone in a metal as silver as her mother's bracelet, though otherwise having the properties of the black metal. Under neath the armor, her clothes become/are replaced by a tight fitting outfit of black clothe. The armor has boots, gauntlets, grieves, pretty much the entire suit of full plate, with a Supersentai/Kamen Rider esque helmet with a silver face-plate on the front. The face-plate, a semi-styliazed human skull, would not be out of place among a collection of hollow's masks
    Deathly Aegis: It's armor. The metal it's made from is incredibly durable and capable of deflecting or redirecting impacts to prevent injury. but unlike most metals is a poor conductor. The cloth outfit underneath can also absorb shock and reduce impacts, while serving as an excellent insulator making the Fullbring a highly potent defense.
    Absorption of energy: Due to the unusual method by which she developed Fullbring, Sara's armor, when active, constantly absorbs a portion on the ambient energies in an area and store them within itself or it's bracelet form.
    Protection from spirtual attacks: The Armor's absorption abilities are much more effective against concentrated energy effects directed against itself: Reishi or Reiyoku based attacks like a Quincy's arrow of a hollow's Cero, certain types of Kido, and even certain elemental type releases are reduced to 3/4 effect against Sarah while her Fullbring is active.
    Evolution: Theoretically Unlimited:There are certain upper limits to how much enrgy can be contained in a single object, then it has to go somewhere. Aegis of the Death Knight gets around this problem by using the enrgy it stores to fuel it's evolution-even though it's technically complete, it can still continue to grow and develop new abilities, once enough enrgy has been absorbed. Theoretically, specific types of enrgy being omnipresent in the reserves could influence exactly how it evolves, but this could only happen within the existing parameters of Aegis of the Death Knight's theme and purpose.
    The Armor of the Hollow: After three rounds of evolution based on absorption of hollow energy, Sarah's armor has metamorphosed, becoming thicker, more durable, granting her a helmet, and becoming covered in spikes and placing claws on the gauntlets, representative of the natural weapons and armors that many hollows have.

    Spiritual Power: With the frequent use of her powers and occasional fights with hollows, Sarah has built up a reserve of spiritual power roughly equivalent to a lieutenant shinigami.

    Universal Fullbring: Sarah has a lot of experience in using her fullbring and can use it quite precisely-to open locks or temporarily shut down security systems, to open doors without leaving evidence of her presence and clean up after herself, to climb trees/buildings/whatever, to walk on water or stand on the air, levitate objects, and the like.

    High Speed Movement: With her great proficiency in Fullbring, the ability to Fullbring the ground to be more elastic, her shoes to give more lift when pushing way,and the air to limit resistance, for a platform for double jumping, or push her forward, she can move quite quickly, almost on par with low level shunpo, though the green bringer light can sometimes give it way.

    Unarmed combat: Completely honest, she sucks at it. While she's picked up some experience, her style is mostly just clumsy street brawling, counting on the fact that she's moving fast and wrapped in super durable metal to make up the difference. So far it's worked, but as she gets stronger, so do the hollows she sometimes attracts... Eventually, it won't be enough.

    Cero:Sarah can use basic ceros
    Last edited by Rater202; 2016-07-13 at 05:41 PM.
    I also answer to Bookmark and Shadow Claw.

    Read my fanfiction here. Homebrew Material Here Rater Reads the Hobbit and Dracula
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    Spoiler: Ode To Meteors, By zimmerwald
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    Quote Originally Posted by zimmerwald1915 View Post
    Meteor
    You are a meteor
    Falling star
    You soar your
    Way down the air
    To the floor
    Where my other
    Rocks
    Are.

  3. - Top - End - #3
    Ettin in the Playground
    Join Date
    Sep 2009
    Gender
    Male

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    Information on Gotei Division



    The Commanding Division: Gotei 13 Headquarters
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    Once, there was neither Gotei nor Seireitei - there was just the Shinōreijutsuin, where ghosts with great power were taught to use it for the benefit of those alive and dead both. However, as time passed, some of these souls began arguing that since they had more power and duties, so they should have more rights too. The Spirit King acknowledged this, and so the Noble Houses were formed. Not everyone was happy with this change. Some people rebelled, and the Houses had to raise their own milities to keep the unruly peasants at bay. Uneasy peace was restored... but as more time passed, one of the five Houses grew much bigger than others. Head of said house was not above abusing his position, and started placing demands on the other Houses, threatening them with violence should they disobey.

    The other four appealed to the Spirit King for help. The King, starting to feel threatened by the fifth House himself, turned to the founder of Shinōreijutsuin, Izanagi-no-Mikoto, for help. He agreed, on the condition that all four of the disparate Noble Houses would surrender command of their militias to him. Grudgingly, they accepted. Once the fifth house saw the might of all its rivals placed under the commaned of the eldest Shinigami in existence, they surrendered without a fight. All members of the House were stripped from their Zanpakuto, and they were exiled to the far reaches of Rukongai. Ever since, there have been just four Noble Houses.

    But though civil war had been averted, Izanagi saw that should the Nobles be allowed too much independence, such situation might arise again. The King saw wisdom in his words, and so Gotei 13 was founded, to protect the King and his court from threats both internal and external, and to ensure Shinigami would remain united in spirit and purpose ever since. This happened some fifteen centuries ago.

    Much has changed since then, but the 1st Division, Headquarters, still exists. It's the Division that's been in operation for the longest, overseeing organization and actions of the whole Gotei. It's where Captains gather to plan long-term strategy and co-operative missions, where performance files are kept of every person on Gotei, and where leadership training for new Seated Officers is often arranged. It's also where most everyday paperwork regarding the organization is done, with reports coming in and going out constantly. Most low-ranking officers and Unseated in HQ are couriers and, in increasing amounts, IT support personnel, for ensuring smooth flow of information between all Divisions. They also have gardens for breeding Hell Butterflies.

    The past Commander-General, venerable Izanagi-no-Mikoto, used the King's Key to go to the Royal Palace and procure help from the fabled Royal Guard shortly after the start of the recent crisis. He has not been seen since. Fortunately, he left behind a letter and (supposedly) the Key for his successor.

    Major locations:

    Barracks:
    The 2nd tallest of HQ buildings, it's a wooden building standing on ancient stone foundations. The uppermost floor has a great hall is divided into two parts by a sliding door. The first part (about on-quarter of the hall) is a waiting room and the Vice-Captain's office; the rest three-quarters serve as the Commander-Generals office and place for Captains' meetings - it has great view over Seireitei due to walls that can be slid to the side. Lower floors hold living quarters and offices for other HQ personnel.

    Canteen: a low but vast wooden hall separate from the barracks, it has a large kitchen and myriad tables for serving food to all HQ personnel and whoever happens to be visiting.

    Jigokuchō gardens: at the edge of HQ grounds lie six plexiglass greenhouses filled with various plantlife. These serve as home and breeding ground for Jigokucoho used for Shinigami communications.

    Communications towers: a huge modern radiomast sticking from between the ancient stone and wood buildings, it's one of the two main link towers for Reiphone network, the other one residing in Reconnassaince grounds. Next to it is a heavily-guarded building responsible for recording all radio communications in Seiretei. It also has main server room for electronic communications in Seireitei.

    Black Dragon Gate:
    a traditional Ryokan, that is, an inn, used for housing guests from Noble Houses or other people who can't be made to stay in the Barracks. Despite its initially unassuming appearance, it is a very luxurious establishment, with everything there being of finest quality available. As a result, it's also hideously expensive for non-nobles or HQ personnel to get a reservation.

    Organization:

    Commander-General: The leader of whole Gotei 6. While Seireitei is under martial law, the Commander is the effective ruler of whole Soul Society.
    Vice-Captain: supervisor of most everyday affairs in HQ. Should something happen to the Commander, the Vice-Captain assumes command over Gotei.
    Seated Officers: higher-ranking officers work on new strategies and training curriculums for Officers in all Division. Lower-ranking officers oversee information channels and direct couriers.
    Unseated Troopers: mostly couriers, carrying information and messages when other means would be unsuitable or unsafe.


    Shinigami Science Institute: They Blinded Me with Science


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    The Shinigami Science Institute, as it’s known in the present day, can trace it’s roots to the very foundation of Soul Society itself and perhaps even further. The original founder of the Institute was known as the Sorcerer Eibon, an ancient spirit even at the time of what was then known simply as the Order. Eibon was considered a genius in the fields of kido and the inticicies of the Zanpakuto, some whispering he was the first to develop Bankai before even his peers. Found in the halls of the Dragon Spiral Tower, a massive pagoda set far away from the starts of Soul Society, those who were members of the Order followed and studied under the great Sorcerer and were granted the bounty of knowledge such a being possessed. As the Order progressed they spread their temple grounds outwards around the Tower and even traveling to the Mortal World, communing with the mortals and researching the flow of souls from the Mortal World to Soul Society and the place Hollows had within the cycle of death and rebirth. Rumor holds that Eibon, weary of his immortal life, allowed his most trusted advisors to slay him so that he could return to the mortal world a new to study that final journey. If the great Sorcerer’s findings were ever discovered, the Institute to this day keeps their lips firmly sealed on the topic.

    But that was the past, and the Institute is not what it was under Eibon and his advisors. The Dragon Spiral Tower continues to loom over the Institute Grounds like an old and familiar friend but the lands about it have changed with the times. Modern gardens dot the well mapped out city roads and the incursion of Soul Society all around it are held at bay by large walls and artifically raised mountain peaks which give the Institute Grounds an ancient feel fitting it’s truly ancient origins. Food stalls line the streets, catering to the busy hustle and bustle of the largest Division in all of Soul Society. Rest buildings and bars line the modern streets, the men and women of the Division having long left the robes and ceremonial dress of the pervious Order for lab coats and modern clothing that wouldn’t look out of place in a mortal world city, even if a little dated. To all appearances, the Shinigami Science Institute appears open and inviting even if the many Division Members are in a constant hurry between meetings, labs and rest. The Institute Grounds never sleep, the glow of the floating lights replacing the bright sun at dusk while musicians and street performers hawk their trades. Such events give the Institute Grounds an almost festival like feel, though most performers are members of the Institute trying to raise private funds to fuel research that may well catapult their names to the height of fame within Soul Society and the Institute itself. Rail cars run along some of the many roads within the Institute, proto-types of the Institute that act as show pieces and testing grounds.

    However, despite the glitz and glam, the Institute has a well earned reputation of xenophobia, evasiveness, hostility and no short measure of outright misdirection. Members of the Institute almost seem taught in double talk, revealing nothing of their goings on unless drug out by protocol and threats. Rumors and hear say surround the Institute speaking of dark experiments in the bowels of the depths underneath the streets they show to Soul Society at large. Ancient rituals and sacrifices are a common story told of the Institute along with snickered murmuring of the rampant drug use that pervade the Institute as well. Few dare to say such in front of Institute members however, and while such rumors run rampant in bars and bath houses alike few would trade the products the Institute with their blood soaked legacy for no Institute at all. Gigai, Kido, engines that run on spirit particles and many more wonders have slid out of the labs of the Institute and regardless of how they came about their impact and role in the strength of the Shinigami are undeniable.


    Major Locations

    The Dragon Spiral Tower: The centerpiece of the Shinigami Science Institute, nestled between two mountain peaks preserved as parks and surrounded further by the ever expanding Soul Society. The Dragon Spiral Tower acts, as it always has, as the dorms for the Institute since the days of the Order though rooms are doubled up and additional buildings have been built over the years to house the ever growing numbers of the Institute Members. The Tower itself remains the central testing and training grounds for Kido, the ancient structure having been reinforced with various technologies and spells over it’s long history. The final floor is open, a well maintained garden and grove of cherry trees giving any and all members of the Institute a place to rest when the public gardens and parks are full.

    Laboratory Seven: Known through out the institute only as Laboratory Seven and barely known at all through Soul Society, Lab Seven is the operational facility where Mod Souls are born, trained and placed into sleep until they are required for use.

    The Shrines: The Institute operates various projects all around the Soul Society however they are not above operating in the Mortal World. The Shrines are ten facilities scattered through out the mortal world and are perhaps the most well guarded secret of the Institute. These Shrines are built deep underground, scattered around the world in case one or more of the Shrines become operational. Each Shrine contains a self destruct device as well, in case they are breached by foreign elements which can be remotely triggered from not only the other Shrines but Soul Society as well. Few know what the Shrines hold, fewer still what they were built for. Even the previous Grand Sorcerer spoke in hushed words to the Captain Commander concerning the Shrines.

    The Phoenix Temple and the Tiger Temple: The two largest temples in all of Soul Society, the Phoenix and Tiger temples sit on either side of the Dragon Spiral Towers built in the early days of the Order, potentially by Eibon himself. The Temples are less maintained and protected than Dragon Spiral Tower, sections having been rebuilt over the years. The Temples act as respites and libraries for Kido and their practitioners in the ever modernizing Institute. It is claimed that each hold a single Forbidden Kido that Eibon himself created before his death. While such a fable is true, the temples themselves hold the spells in their architecture and design, rather than as a musty old scroll that could deterorate with time.

    Rail Systems: While not spread through out Soul Society, the Shinigami Science Institute operates a small closed rail circuit leading from the Dragon Spiral Tower to the gates of the Institute. The Rail System is only open to members of the Institute for free, others required to pay a small fee to use the transit system.

    Structure of the Shinigami Science Institute

    Grand Sorcerer:

    Head Researcher:

    Senior Researcher:

    Junior Researcher:

    Mod Souls: Mod Souls make up a large number of the combatants of the Institute as many of the Shinigami Members are either not proficient in front line combat or high stress situations. Mod Souls are activated generally in case of emergencies and most are not granted autonomy unless the situation is especially dire or a free thinking Mod Soul is required.


    Combat Corps AKA "The Pack"

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    While every division of Seireitei has their own warriors, the Combat Corps are an entire class devoted to physical strength. Their focus is entirely battle, and their daily lives and training reflect that. Strength and loyalty are the most important aspects that members of the Combat Corps consider when judging their peers. While many Shinigami join the Combat Corps with a hope of becoming stronger and seeing real action, few stick around once they realize how intense the training is.

    There's not much in the way of written history for the Combat Corps. A minimum amount of physical records are kept, and instead the daring tales of the past of the Combat Corps are told by word of mouth, the stories becoming grander with each generation.

    Despite their demeanor as a bunch of hard-headed bloodthirsty berserkers, which isn't completely undeserved, the members of the Combat Corps are well trained in combat tactics, especially the seated officers. Their casualty rate is kept much lower than it could have been based simply on the fact that the higher ranking officers know when to order a retreat and where to focus their forces in a large fight.

    The first thing a newcomer grunt learns is humility. Exercises are particularly long, grueling, and painful, and the unseated troops routinely haze the new guy. All so that a newcomer can let go of any arrogance they might have so they can follow orders and not get themselves recklessly killed. That being said, troops who last long enough will eventually find the Combat Corps to be a fiercely loyal and welcoming band of brothers (and sisters), who would equally sacrifice their lives and simultaneously refuse to leave a man behind.

    Kido, gadgets, Zanpakuto with special abilities, and other such aspects not related to pure physical strength are silently frowned upon. It's an unwritten rule that members of the Combat Corps are judged based on purely their physical strength and skill. In live combat, kido, etc. are plenty appreciated as they help keep the troops alive. When it comes to training, sparring, or duels between members of the Combat Corps, kido and other such things are labeled as "cheap tricks" and using them against other members of the Combat Corps is frowned upon by all.

    "The Pack" is a very recent nickname for the Division based on how the very beast-like Kiba seems to be the current defacto leader for the group.

    Division Structure

    The structure of the division is much looser than other divisions. First, the Captain of the Combat Corps has always been a Kenpachi, a title bestowed to the physical strongest, and a title that has always been passed down through a deathmatch between the previous Kenpachi and whomever wishes to take that title, or, if the Kenpachi dies of other causes, he names a worthy disciple. However, recently the most recent Kenpachi, Kenpachi Osuma, died defending Rukongai from a surprise attack by Arrancar. By the time he was found, he was already dead, in his arms a scared child from Zaraki whom he died protecting. Without a named heir, no one in the division is sure what happens to the title of Kenpachi, or how a new captain would be named. Even if a new captain was appointed by the Captain-Commander, to the Combat Corps, the new captain would be captain in name-only, a substitute until a rightful Kenpachi assumed command.

    For now, Vice-Captain Kiba takes charge of leading the group, leading tougher training sessions than ever before. Kiba's daily training sessions are often taking on the entire division with "cheap tricks" of course barred. The troops are lucky to end the "training session" with only minor injuries. Routinely at least a dozen unseated officers are hospitalized. So far, only the seated officers give Kiba any real trouble, but he hasn't lost one of these matches yet.

    Behind the Captain and Vice-Captain in rank are an indeterminate number of seated officers. The actual numbers of the seats change frequently as seated officers constantly challenge each other to duels with rank on the line. They proudly display what number seat they are, but the number changes so often that everyone outside of the Combat Corps refers to them by other names and titles that stay constant. Each seated officer has about a dozen or so unseated shinigami as their personal squadron to undergo unique training and specialize in whatever the seated officer desires. There can be any number of seated officers, but the test to become one is an excruciating endurance test and obstacle course where even Shikai is forbidden to use. Kiba currently holds the fastest time for this trial, but that's likely because it caters to his usual fighting style.

    Other squads (headed by seated officers of course) include:
    • A Brute Squad where the toughest front line men of the division are trained.
    • A Combat Kido Squad that actually focuses on combat Kido while still training themselves physically,
    • An Artillery Squad that focuses on long-range weaponry like bows and gunpowder.
    • A Guerilla Squad that focuses on stealth and hit-and-run tactics.
    • An Enforcer Squad that is primarily tasked with setting up a defensive perimeter.


    There's an unseated officer, formerly a seated officer of the Medical Division, who wishes to graduate to an official seat and start a Combat Medical squad, but until they pass the test to become seated in the Combat Corps that remains a dream.


    Major Locations

    The Barracks - The majority of the Combat Corps live in group quarters in the barracks. There are two wings, one for men and one for women (though the women's wing isn't nearly as populated). There are group baths and a joint cafeteria. Private cabins exist for the seated officers nearby.

    The Training Grounds - The Training Grounds can actually describe the majority of the Combat Corps grounds. There's everything from large barren lots to gyms to sports fields, though most of it is a little run-down, due to the Combat Corps' lack of appreciation for aesthetics. There are several different obstacles courses, ranging from difficult to near impossible.

    The Thousand Deaths
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    The Thousand Deaths is the name of the forbidden training grounds of the Combat Division. Its entire perimeter is heavily fenced and sealed off so no one accidentally wanders in, and to train there requires the permission and supervision of at least one seated officer rank or higher from the Combat Division. There is a single mountain jutting up in the middle of a large quarry-sized pit. A series of rickety yet surprisingly stable bridges and catwalks offer transportation. Sealed doors that normally require a Combat Division seated officer or higher to open line both the walls of the quarry and the mountain itself, and each leads to one of many training courses. The courses themselves are highly dangerous, but not lethal unless you become injured with no one to pull you out. The training courses vary from the mundane to the magical to the deeply disturbing. Many make use of Kido, spatial magic, or chemicals to fool senses and provide vastly different experiences. Supposedly, there is also a separate course to train against the Shikai and Bankai of all who have ever trained here, including all the previous Combat Division officers and Kenpachis.

    Just some of many of the courses included are:...

    • Death by Darkness - A pitch-black cavern that actually drains light from light sources where the trainees have to rely on other senses.
    • Death by Noise - This cavern has a constant loud buzzing that cuts off any other sound, forcing the trainees to rely on other senses.
    • Death by Fire - Every part of this course is on fire. Just being in this room will teach trainees to fight even when suffering massive burns.
    • Death by Ice - Conversely, everything in this course is chilling to the touch, where even just staying in the same place for too long can cause frostbite.
    • Death by Poisoning - A vast cavern filled with diluted samples of every poison ever managed to have been collected by the Combat Division. Although all lethality has been removed, every other symptom remains, forcing any trainees to fight under conditions reflective of if they've been poisoned by an enemy during combat.
    • Death by Drowning - A cave in absolute darkness where the air becomes so thick it turns to water, and the trainee can fight in simulated underwater conditions, including being forced to hold their breath as they fight.
    • Death by Cave-In - Once entering this cavern, the floor and ceiling crumble apart into a neverending pit of tumbling rocks, forcing trainees to leap from rock to rock and fight with dangerous acrobatics.
    • Death by Electrocution - Lightning jumps from rock to floor to ceiling here. Dodging the bolts is part of the exercise, but getting hit is eventually inevitable, at which point the trainee must learn to fight with at least partially paralyzed muscles.
    • Death by Vegetation - This course contains a dense, tropical rainforest, free of animals, but not free of danger, as many of the plants are animate enough to try and ensnare prey.
    • Death by Bamboo - A seemingly endless bamboo forest. Less dangerous than some of the other courses, and even a favorite of some of the members of the Combat Division.


    And there are many more...

    The mountain in the middle also contains the Hellpath, a requirement to becoming a seated officer in the Combat Division. No one quite knows what all the Hellpath contains, not even the officers who have managed to complete it. On average, it takes a Captain-level Shinigami with full access to their abilities and items two full weeks to complete the Hellpath. In order to successfully pass the Hellpath and become a seated officer, with the prior approval and supervision of at least two Combat Division officers, an applicant must endure the entirety of the course with no Kido, no Zanpakuto, and no supplies. As a result, the Hellpath is very traumatizing, taking at least a full month without any rest or interruption for most officers, and most cannot remember the full contents out of sheer shock. What can be expected, at the least, are most of the other courses in the Thousand Deaths being present in some form or another in the Hellpath, and the applicant would be required to fight at absolute peak efficiency despite famine, thirst, sleep-deprivation, and multiple other debilitating conditions. Shinigami who fail are deposited at the bottom of the mountain, while victors are deposited at the peak, though both require immediate medical attention and often suffer debilitating medical conditions including a coma for weeks before they are fit to resume duty.

    Once a year, the previous Kenpachi would complete this course just to stay in shape. His record was about a week. The only one who's managed to beat that time is Kiba, who managed to complete the course in just over six days, though the fact that the conditions of the Hellpath play to his normal fighting style did provide an advantage.


    Kenpachi no Tousha - Formerly the private quarters of Kenpachi Osuma, this building is the only part of the Combat Corps kept immaculate out of respect. Theoretically, Kiba could use these quarters for himself since he's acting captain, but since he prefers the outdoors anyway, the building is left untouched as a memorial. Perhaps one day if a Kenpachi is named will it be occupied again. Inside is a large natural boulder jutting up out of the ground, vaguely sword-shaped, with the names of all the Kenpachi over history engraved on it.

    Hierarchy

    Kenpachi: Kenpachi Osuma (Deceased)

    Vice-Captain: Kiba

    Seated Officers:
    Hiju Naijeru, head of the Brute Squad.

    Eiganjo Dosan, head of the Enforcer Squad. (MIA)
    Hanare Snooze, head of the Artillery Squad. (MIA)

    Unseated:
    Suou Nicole

    Relationships with other Divisions

    Commander Division - Despite the fraternal nature of the Combat Corps, nearly all still recognize their loyalties as shinigami. The Combat Corps recognizes the authoritative position of the Commander Division and usually follows orders without too much trouble, as long as they don't terribly conflict with Combat Corps ideals. Kiba himself doesn't show much loyalty to the Commander Division as he does to the previous Kenpachi's ideals, but more or less follows direct orders because in his mind that's what the previous Kenpachi would've wanted. When it comes to bureaucracy, red tape, and politics, the Combat Corps stays out.

    Internal Security - Members of the Combat Corps can get a little rowdy, and sometimes internal affairs steps in, but Combat Corps generally takes care of their own and vouches for one another. Punishments are preferred to be handled within the Combat Corps, which causes some friction between the two divisions.

    Logistics & Medicine - Considering these are the people patching up the Combat Corps on nearly a daily basis (sometimes literally in Kiba's case), the Combat Corps respects this division and sets aside its usual grudges against Kido and the like. If anything, they might complain about not getting back on active duty fast enough, and sometimes this division complains that wounds aren't getting treated when the Combat Corps members insist that it's just a flesh wound.

    Reconnassaince - The higher ranking officers in particular share a close relationship with the Recon division, as the Combat Corps uses their information to form battle tactics and strategies. Their continued good relations rely on the Recon division's competency and success of their function.

    Shinigami Science Institute - If the Combat Corps could vote one division off the island, metaphorically speaking, it'd be these guys. Science? Sorcery? On the one hand, some of this stuff might be useful down the line. On the other hand, the Combat Corps sees them as delving where they ought not to be. The Shinigami Science Institute brings the superstition out of members of the division, and they're hardly trusted.


    The Hospital Division: Medicine & Logistics

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    Shinigami are warriors. At least, they've all been warriors since founding of Gotei. Unfortunately, not everyone with Reiryoku is very well suited for such life. From the start, the fearful, the meek and the frail were placed into their own compartment, and given those duties in Gotei organization that more worthy warriors saw to be beneath them. This included things like waste disposal, cooking, farming, janitoring, making clothes, tending the wounded and fixing broken equipment.

    But from these humble beginnings, the Division for "cowards and women" grew to be something more. As Gotei expanded and focused more on hunting down Hollows, the services provided by Medicine & Logistics became increasingly more vital as the other Divisions just didn't have enough men to keep doing all menial labor by themselves.

    The final turn that cemented Med&Log's place as respected organization standing side by side with other Divisions happened when "Cult of the Ho-ou", an esoteric offshoot of the Order of Eibon consisting mainly of women, took its home there and started systematically teaching secrets of alchemy to the Division healers. This lead to a huge improvement in overall healthcare in Soul Society, and culminated in founding of the oldest still standing hospital 1000 years ago.

    These days, Med&Log operates three big hospitals inside Seireitei, two for Gotei warriors and one for Noble patients. It also has a ward inside the Spirit Academy, where Officers from all Divisions are occasionally gathered to learn first aid and emergency medicine. In addition, Med&Log oversees food production in the Rukon and is responsible for maintaining a steady flow of resources to and within Seireitei, as well as maintaining food caches and greenhouses in case of siege.

    Major Locations:

    Monastery of the Ho-ou:
    decorated with a large banner bearing a picture of its namesake bird, this is the old name for Seireitei Main Hospital, which also serves as Med&Log headquarters and holds the Captain's office. It's a big, ancient caste made of white marble.

    West Gate and East Gate Hospitals:
    the other two big hospitals, these are much more modern in appearance than the Monastery, and hold cutting-edge medical equipment supplied by SSI, or made by Med&Log themselves based on modern mortal innovations. They are located near their respective gates. West Gate Hospital is normally reserved for nobles, but due to recent disasters has had to accommodate many ordinary unseated as well. East Gate is currently horribly overcrowded, as it is the place where most newly-injured Shinigami get taken.

    Seireitei Central Mundane Utility Warehouse: this place is just as boring as its name suggests. An area densely packed with grey storage halls, it's where Gotei stores everyday items, such as, say, brooms, pencils, office paper, eating utensils, socks, tabi, hakama, haori, yadda yadda. If you ever need a new pair of socks or a hole in your Shihakusho fixed, you go here. Poorer unseated can also come here to have their laundry done - poorest unseated will do the laundry in hope of extra pay.

    Alchemical gardens: Consisting of three big greenhouses covered in dark blue glass, these facilites exist for storing and growing... things that see little use beyond esoteric healing arts and alchemical concoctions. While SSI might sometimes need something from them, these greenhouses exists mostly for the convenience of Zheng Li Lin. No-one can really pin down exactly where they are, because they somehow seem to change place overnight (tales of footprints left by giant chicken legs abound), but "in the direction of Main Hospital" is usually a good guess.

    Organization:


    Captain: While Med&Log Captains have historically been greatest healers in Soul Society, their main function is to ensure safety of their Division, using their great powers so weaker members of the Division can do their jobs.
    Vice-Captain: supervisor of most everyday affairs in Med&Log. Often co-operates closely with HQ to plan and control resource flow within Seireitei.
    Seated Officers: Trained doctors, including specialists such as nerve surgeons etc. Those with most combat capacity are usually capable field medics, and are responsible for guarding the Division.
    Unseated Troopers: janitors, plumbers, farmers and nurses


    The Reconnaissance Division: The First Line Against Hollows


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    Even since the members of the Soul Society started their eternal hunt of Hollows, a portion of them have been devoted to the simple act of patrol. Patrolling their own borders for brave Hollows that want to take the fight to them. Patrolling the Mortal World to prevent the mortals from being attacked. Even patrolling some parts of Hueco Mundo to have an eye on the Hollows themselves. This is something that, to any kind of strategist, is as obvious and necessary as looking where one is walking.

    However, in the beginning, the various divisions seemed to share these duties with each other, using whomever was available for the task. For the most part, this worked fine. But when each division started becoming more specialized, they started having more strict requirements in who was accepted. And the people that qualified had skills that were more suited for a specific task, instead of multiple tasks. As such, fewer Shinigami could spend time in their division's work and do the patrol work needed. So, the Reconnaissance division was created, for those who would spend all of their working time patrolling for Hollows.

    In addition to the patrols, Recon members are also trained in the act of performing a Soul Burial. As they are the Shinigami who are the most frequent visitors to the Mortal World and Hueco Mundo, this only makes sense.

    The members of the division are broken into a large number of patrol teams, which can range in size from four people to a hundred. Sometimes more. Each team is assigned to a specific area of either the Soul Society, the Mortal World, or Hueco Mundo. Three teams of twenty people are also located on the grounds of the division itself, ready to use if another team requires assistance. Each team is lead by a seated officer, with the higher ranking ones leading the larger teams. Or the ones in more difficult locations The captain is most often in the division headquarters, overseeing team activities. The vice-captain is often out in the field, checking on any team at any time.

    At times, teams may be switched from one location to another, if people in their specific team are needed for a certain mission. Usually, however, a team is left in their assigned location at all times. This is so they become familiar with the area, and can learn of any hidden spots or shortcuts or anything else that isn't immediately obvious. Members of a team can request to be switched to another area, if they so wish. Such requests will need to be approved by either both team leaders or the captain.

    Every team member possesses a Reiphone. This is so every member can report any Hollow activity to their team leader, the vice-captain, the captain, or even Headquarters itself, if they have to. This also allows the captain, the vice-captain, and the team leaders to keep track of where their members are. The phones are password protected, so that of they fall into the wrong hands, they cannot be used. The captain and vice-captain's passwords can unlock any phone. As can the Commander-General.

    Team members get a number of days off patrol duty, being allowed to return to the Soul Society for rest and recreation. A team member can refuse this if they want.

    Locations

    Recon Headquarters - This where the captain and vice-captain reside. Besides their quarters, the building also possesses several offices, most commonly used for planning specific missions. The basement of this building holds the main control room. From here, the captain can track all Reiphone locations and communications. There is always a team of ten people in this room, tracking everything they can. This allows for some quick thinking and reaction to various scenarios, and gives every team a source of support from outside of their area. This building is also where team meetings are held.

    Communications Tower - This structure is almost an exact copy of the one at the Command Division, and serves the same purpose. It is connected to the headquarters building, directly feeding into the mission control room in the basement.

    Training Grounds - Located to the west of the headquarters some 300 yards, the training grounds have been built specifically for training skills used by recon teams. Not only does it have two traditional obstacles courses of decent size, the grounds also have a small city area, for training various Mortal World scenarios. There is also a small wooded area, with many traps and obstacles set for training as well. There is even an area devoid of almost all obstacles, left with only sand and rocks. For Hueco Mundo training. It is not uncommon for the Guerrilla Squad of the Combat Corps to hold a training session here. Or for them to hold one with Recon members.

    Barracks - These buildings house the rooms that members sleep in. Members of the same team are usually roomed near each other. This helps keep them friendly with each other. For team-building purposes. Each building has a common area and its own mess hall.

    Ranks

    Captain - The leader of the division. The captain has to approve of any mission a team requests before a team is allowed to execute it. The captain is not often in the field. They mostly spend their time in the control room, keeping track of the teams. The captain will go out on patrol from time to time, though. Mostly to keep their skills sharp.

    Vice-Captain - The vice-captain's main responsibility is to randomly check up on teams, making sure they are following the mission, or checking if they need assistance. In certain scenarios, the vice-captain will join the captain in the control room to oversee operations.

    Seated Officers - These members of the division lead every team. The number of seated officers in the division largely depends on the number of teams currently active. Officers of higher rank will lead either larger teams, or teams in more dangerous areas, such as Hueco Mundo.

    Unseated Members - These members make up the bulk of the teams. Newer members will be assigned to teams in areas with the least amount of activity. Veteran members will usually be assigned to more dangerous areas.


    Soul Society Ministry of Defense: The Ninth Division


    Spoiler
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    Insignia: Stylized Ivy
    Insignia Signifies: Dependence, Endurance
    Division Color: Dark Green

    History: Created from a split within the S.S.I, the Ninth Division began as two hundred dissenting voices within the organization and their role within Soul Society. Where as the Pack acts as the front line warriors of Soul Society and Internal Security roots out corruption and brings those who believe they're above the law to justice, The Ninth Division has a role born from the recent times within Soul Society. Sitting on the largest network of defensive structures, the Ninth Division is tasked to protect the innocent souls of Soul Society and keep as much damage as they can from occurring. Masters of Bakudo and Seals, the Ninth Division expresses the ritual and eccentric air of the S.S.I without the muddling of science. The Ninth Division also keeps a large home for Hell Butterflies, slowly taking over the task of keeping the insects healthy and running messages between the Divisions during peaceful times.


    Major Locations

    The White Tiger Temple: While still not fully built the White Tiger Temple and it's grounds on the edge of Soul Society and boarding the Noble Estates promises to stand as a new beacon of dedication and honor within Soul Society as a whole.

    The Midnight Carnival: The temporary homes of the Ninth Division, a large tent camp that surrounds the temple grounds. A concentrated area of bars and all you can eat open air taverns catering to the workforce, The Midnight Carnival has an energy within it that seems almost made to defy the tragedy of recent weeks within Soul Society.

    Structure of the NinthDivision


    Captain: Hei Chen: MISSING IN ACTION

    Vice Captain: Naganori Igarashi

    Seated:

    Unseated:
    Last edited by Frozen_Feet; 2016-07-05 at 08:42 AM.
    "It's the fate of all things under the sky,
    to grow old and wither and die."

  4. - Top - End - #4
    Ogre in the Playground
     
    BlueKnightGuy

    Join Date
    Oct 2008
    Location
    Midwest, USA
    Gender
    Male

    Default Re: [BitPR²] Character Registry

    Turiel Vulkenssen
    The Blacksmith
    Spoiler
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    Aliases: The Blacksmith; Wyrm of the Mountain; The Tarasque; Behemoth; Metal Master; Big T; Golden Duke of the Court of Dragons
    Age: Old. Very Old. Ancient, even.
    Gender: Male
    Height: 6’10”
    Weight: 275 lbs
    Aspect of Death: Covetousness
    Side: Las Noches, Hueco Mundo
    Station: Segunda Espada
    Speech/Reiatsu: #B37400

    Description:
    Spoiler
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    Mask Fragment: Two thick pieces replacing his eyebrows, with slight horn shapes at the outside ends
    Hollow hole: A single hole, about 3 inches wide, on his upper left chest (roughly top of the lung on a human).

    Turiel is a big man. He towers over most others, and his wide-shouldered frame is practically piled with muscles. His
    skin is unnaturally dark, and has a slight sheen to it. Many say he is carved from obsidian. His eyes contribute to the mystique, with his sclera shining like polished marble, and his irises appearing like metallic gold. His bright smile shows off perfect teeth that also seem almost like marble. His head is bald.
    His hands have a multitude of small, light scars on the backs, knuckles, and palms, with a couple more scattered on his forearms. The rest of his body is scar-free.
    All in all, he would appear to be a large, vigorous, extremely fit man of perhaps 30-some years old.
    He typically dresses in thick, robust clothes, opting for off-white pants and shirt with black boots. Around his waist is almost always a blacksmith’s toolbelt, a pair of heavy black leather gloves tucked in one side. As often as not he wears a heavy leather blacksmith’s apron as well.
    On more formal occasions, he pulls a bright, pure white three piece suit.


    Personality:
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    To many folks, Turiel is a genial giant, offering smiles, laughs, and the occasional back-slap (that never reduces the recipient into bloody mist).
    When he’s working, Turiel is quiet and focused. Some might seem him as too focused, but as blacksmithing and the associated arts are ones that require focus, patience, and steady hands, it is not likely out of malice.
    When speaking with someone about his trade, Turiel is animated and excited.
    He also enjoys speaking about music, though he has a strong preference for older music (be it soaring classical orchestral pieces, or bawdy, rowdy bar songs). He is, however, open to new experiences and music.
    He generally only uses lines like “back in my day” and “kids these days” as humorous jabs at others, in virtually the same breath where he’ll call himself an “old fogey”.
    Turiel seems to fall into a natural sort of “counter balance” with Jehoel when they’re interacting. Jehoel is the serious, restrained one while Turiel is more relaxed and animated.
    Those with exceptional insight into psychology, human behavior, and so on, though, might realize that Turiel is always observing everyone around him, and there’s a certain calculation in his eyes. It’s the trained eye of an experienced warrior who’s constantly wary of subterfuge and attack. As well as a sort of judgement, a weighing and measuring of those around him. If they could follow him for days they might observe he seems to find most others wanting in some way or another. Yet for all that he judges many of those around himself to be something less, he displays no wanton cruelty, no “dehumanization” of them. He simply carries on with his cheerful, polite self.

    If pushed into a genuine, serious fight, Turiel himself becomes serious, and will typically go for a set of tactics that result in maximum lethality in minimum time. He prefers to not waste too much time on fights, and especially not on the posturing that some seem to enjoy. Unless the other person really annoys him; then he will crank the melodrama and posturing up to 11.

    One quirk is that he tends to refer to Shinigami as “Psychopomps”, likely reflecting his somewhat more European outlook and culture (or at least adopted culture).


    History:
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    While in the present day the truly ancient and terrifying Hollows are few and far between, their impact on the myths of the world cannot be denied.
    From the court of the Ghost King came those who would inspire legends of guardians of the underworld, while the Ghost King himself resembles the most terrible legends of sanity-shattering horrors.
    Jehoel, the Primera Espada, is the inspiration of stories of terrible dragons and sea serpents.
    Turiel, then, is the inspiration for the myths of roaring dragons that dwell in mountains. He is Behemoth. He is the Tarasque. He is a dozen different great, pondering dragons that never take to the skies.

    Some say he was the King of Dragons, but Turiel himself will deny this. He took part in that mighty court in the ancient days, a court that sought but never claimed Jehoel as a member, and a group that clashed with the Ghost King’s capricious lot when their days came about.

    Turiel himself was always more “low-key” than Jehoel; while the latter would be known for towering, thundering rampages that ravaged the land, Turiel was lurking in caves and mountains for decades, his presence seeping into the area until Mortals slowly moved away and marked the map with “Here There Be Dragons”.
    Those bearing treasure were often waylaid and consumed by the Wyrm of the Mountain; their souls and their metals both sated his appetite.
    Sometimes, the Psychopomps would come and try to claim him. Always, his hide turned their blades and his teeth and claws shed their blood and claimed their power into himself.
    Eventually, the hunger became too much, and he fully retreated into Hueco Mundo. There he claimed one of the rare clusters of mountains and hills as his territory, putting him as one of the “anchor points” of the Court of Dragons’ territory.
    And for centuries, he found himself as content as a hungering Hollow could be, for he had his wits about him, strength in his limbs, flesh in his belly, and metal in his mouth.

    And then the Court of Dragons was shattered by the Court of the Ghost King. Turiel himself clashed with Oscar the Hundred-Handed, their titanic strengths colliding. Turiel survived the fight, but was thoroughly outclassed, his body almost shattered, much of his power torn away. He retreated to his mountains and began to dig, finally breaking into the Forest of Menos.

    There he spent centuries more hunting and feeding, his ever-growing bulk lurking from shadow to shadow. He spent but a brief time as a mostly-mindless Gillian, quickly ascending to the power of an Adjuchas, his reborn self showing more power and resilience than ever.
    Still he hunted and lurked and fed. He began searching for a new domain, a search that had him using “shortcuts” through the Mortal World on rare occasions. Such shortcuts gave birth to new rounds of legends about him, born from his altered form. The Psychopomps thought him some entirely new Hollow, and sent unprepared troops to face his ancient, canny self.
    Finally, after what was likely a thousand years of slow but steady growth, he achieved the pinnacle of his strength. He became a Vasto Lorde. His shining presence was a beacon of...well, there wasn’t much in the way of “hope” in the White Sands, but he was one of the fairer points of power among the sands, though his hatred of the Court of the Ghost King (for their role in the downfall of the Court of Dragons) was somewhat legendary.

    And then the Ghost King and his forces were laid low, and even that was denied Turiel. After a time, he left the small “court” he had been “in charge” of and began simply wandering the desert. He would stop at the occasional community of Hollows, his fearful presence still bringing an odd sort of comfort to many. He would craft trinkets and tools, sometimes build stone buildings, and then move on.
    Eventually he reached a positively huge mountain that he’d never encountered before. Curiosity overtook him, and he delved down into it. Deeper and deeper he went, and word of his presence soon stopped.
    For centuries he was gone from the knowledge of Hueco Mundo. Tales of his existence passed around, but many took him to be a myth.
    Finally, a veritable giant of a man with a hole through his chest and skin like obsidian was sighted on the white sands. He claimed the name “Turiel”, but appeared as one of the dreaded Reapers. Surely a jest!
    His power with just his bare hands proved the scoffers wrong, and soon the Blacksmith became the new legend. He could take any metal, mortal or spiritual, and forge wondrous tools and even weapons from it.
    For Hollows, weapons were rarely needed, but some found his unique inventions (metal overlays for claws, spiked rings for horns, or other, even more esoteric items) to give them an advantage that won them a fight.
    And so Turiel the Blacksmith grew in legend, power, and skill. Especially skill. He learned more ways to fight, but (more importantly to him) he also learned more and more ways to work metal and stone. To take dull lumps of rock and turn them into masterpieces of gold and silver and steel. He moved about the Mortal World sometimes, his presence hidden from all, simply watching and learning.
    In this way, he’s also kept pretty well abreast of what the human world is like, major innovations, and so on.


    Story So Far:
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    Having heard of the re-emergence of Jehoel Yurius, of how he’d laid claim to the fabled city of Las Noches, how he was seeking to change the very foundations of the afterlife, Turiel Vulkenssen could not stay away.
    So he came to Las Noches. For a time, he hid himself among the people, unknown except, perhaps, to Jehoel, though it had been over a thousand years since they’d last met. And then, when the time was right, he made his move.
    The former Segunda Espada, Wakahisa Daiki, was bloodlessly deposed from that lofty perch when Turiel arrived and, in two non-lethal blows, knocked the other Arrancar senseless. Daiki's precise fate is unknown, though it's unlikely he was eaten or something so crass.


    Abilities:
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    General Abilities:
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    General Physical Ability: Turiel is strong. Stronger by far than even his large frame would suggest. He can dent and bend metal with his bare hands, and has been known to crush stone without effort at all. His general resilience (even aside from his Hierro) is phenomenal as well. But while his reflexes and general speed are above the level of many, that is only because he himself is very powerful. Compared to others anywhere close to his “tier” of power (such as Jehoel), Turiel is fairly slow. His defensive reflexes are better than his offensive reflexes and general operating speed, though.
    Intelligence: While he may look like dumb muscle, and often acts like a friendly, if skilled, workman, Turiel is not stupid. You can’t be as old as he is and be stupid. While not a genius scientist or the like, Turiel is intelligent, and has had plenty of time to learn plenty of things. He has what you might consider a broad general education, picked up in bits and pieces over the years. Beyond his crafts, he’s got an excellent head for mathematics, numbers, business, monetary systems, finance, and related subjects.
    Fighting Skill and Style: While he can use most any weapon he makes with a fair bit of competence, staff fighting is where Turiel has few peers. He’s assimilated styles and moves from all over the world, making him quite possibly the best staff-user in the world, or certainly in the top few of them. His hand-to-hand skills are also excellent, though not quite to the same degree; in this regard, his skill is helped by being very broad, more so than how deep he’s delved into any one style. Turiel relies very much on a “use what works” style, which often means brutally cracking or crushing bones or otherwise using his immense strength to take an opponent completely out of the fight. He does seem to favor styles that use grappling or kicks, though.
    Expert Stonesmith: While it is not his focus area, Turiel is good at working with stone. He lacks the skill to do small, detailed carvings and the like, but larger works (such as walls, archways, doorways, and so on) are perfectly within his skill range. He’s done a few life or larger size sculptures that turned out alright. Part of this is simply experience working with stone that was keeping pieces of metal buried within it, and his efforts to use the bits of detritus left over by that process.
    Legendary Blacksmith: Turiel is so good at working iron and steel and bronze and metals into tools and weapons, he has inspired myths and legends. Even before his transformation into an Arrancar he had crafted wonders. Some of his works were left at the doorstep of mortals, or on a couple of rare occasions gifted to the mortals directly (when said individuals had notable amounts of power). These weapons, while not possessing the powers of the blades of Shinigami or Arrancar, are nonetheless without peer. They are light, sturdy, sharp, and whatever other positive aspects one wishes to apply. He is capable of crafting mostly-decorative pieces, but his greatest joy comes from making swords and other items from exotic metals, using a fairly practical pattern. He is familiar and equipped to use just as many new, cutting-edge techniques developed in the modern mortal world as he is to use classical methods.
    Legendary Jeweler: More surprising is that equal to his skill in forging weapons and tools, Turiel is capable of making pieces of beautiful jewelry. Crowns, necklaces, bracelets, the list goes on. He has as much of a knack for precious metals as he does with the baser sorts, and while he doesn’t have quite the same connection with precious gems, his skill is fine enough it doesn’t overly matter. At least a few of his works in this field have made their way into the mortal world, where they’ve become incredibly sought-after items. AS with his other metalworking skills, Turiel embraces technology and progress rather than rejecting it.
    Well Traveled: Turiel has been to a lot of places over the years and years and years. He’s seen a lot, heard a lot, read a lot, learned a lot. Chances are he’s been somewhere someone else is describing, or has an idea of where it is. Better still are the chances he can speak a particular language. You pick a few things up when you live long enough to see empires rise and fall.


    General Hollow Abilities:
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    Reiatsu/Reiryoku: Or, put another way, his sheer power. Which is quite sheer; Turiel is very old and immensely powerful. His physical stamina is exceeded by his spiritual stamina. He is very much a peer of Jehoel, though it’s hard to tell how close their power is. Both Arrancar are reluctant to simply unleash the full measure of their power in any world, so truly gauging how they measure up is difficult. Turiel does lack quite the same level of control as Jehoel. While the Primera can make himself completely undetectable, the Segunda is only capable of reducing his presence to that of an average Plus. He can somewhat mask his Hollow nature, especially to those sensing him from far away; up close, the more astute are likely to realize what he is even if he disguises his Hollow Hole and Mask Fragment. If unleashed, his presence is suffocating, and feels like you are wrapped in heavy chains of iron, dragging you to the earth.
    Hierro: Along with his generally incredible power and physical stamina, Turiel has a rather powerful Hierro, allowing him to withstand or even ignore many attacks from those of insufficient spiritual power.
    Regeneration: While he has not traded away his regeneration entirely, Turiel does not have high-speed regeneration of any sort. Instead, his regeneration requires him to be relatively still and resting; in that situation, and assuming he can stay alive, he can regrow virtually anything. He can regrow organs, but the trick at that point is keeping him alive long enough, as it can take a couple of hours to regrow something that complex. Simple burns, cuts, and breaks heal within a few minutes of rest. Limbs and organs take hours. He would die if you cut off his head, so he can’t regrow a new one or regrow from it (unless you did something really bizarre and then it’d be from his head while the decapitate body withered).
    Sonido: Turiel is fast, but that’s mostly a function of his high levels of power. Within his “weight class”, his speed is solid but not incredible; Jehoel can run rings around him with ease. He also does not know any specialized techniques with Sonido. He is fairly maneuverable with it, however.
    Cero: Turiel’s Ceros tend to feel very hot, though they don’t really start fires. He can keep one going for several seconds, sweeping it across an area. Their charge time is the typical few seconds. His real trick is that he can fire them from his hands, mouth, or even in front of his eyes, with his eyes not requiring a gesture or warning.
    Bala: His Bala are average, though they carry the same sense of heat. He can only fire them from his hands/fingers.
    Pesquisa: Turiel’s ability with Pesquisa is decidedly average. He can use it, and track people with it more accurately than general spiritual senses. But he has no special techniques with it or particular affinity for working with it.
    Descorrer: Turiel’s Garganta open quickly and smoothly, and he can support a number of passengers on a pathway with no trouble at all. He can open and maintain a single Garganta screen in close proximity to his person, with the other end being no further than 1,000 kilometers away.


    Zanpakuto
    Spoiler
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    Name: Behemoth
    Release Command: “Crush”
    Appearance: Behemoth is a 5-and-a-half-foot-long steel fighting staff. It bears no handgrips, and is the same polished matte steel finish along the whole weapon. When not in use, it can seamlessly contract in on itself to half of its starting length and store in a leather sheath strapped to his back.
    Resurreccion:
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    Turiel holds Behemoth in a vertical line, and molten rock pours out of the top, quickly cocooning him and hardening into a solid shell. After a few moments, said shell fragments outward as his new form is revealed.
    Description: Turiel becomes a true beast, his form growing until he’s as big as a tractor-trailer, not counting his tail. While not the normal mental image of a dragon, it’s not hard to see how he inspired many tales of dread and woe.
    He has a long, thick torso that’s encased in a gleaming white armored shell (which vaguely resembles that of a tortoise, top and bottom). The dorsal side of this shell bears a half-dozen sharp ridges of bone with small spikes rising at regular intervals along their length.
    Growing from the side of the torso are six legs; they are thick, powerful limbs covered in dense black fur that is as rough as the skin of a shark. Each leg ends in a paw with four fingers and two thumbs (one on each side) that can extend gleaming silvered claws. The paws are as dexterous as a hand, but obviously are typically engaged in more mundane tasks.
    From his hindquarters sprouts a tail covered in white armor scales that ends in an extendable “stinger” that more resembles a retractable sword, right down to its shined finish.
    His head bears a mane like a lion’s, but has features that are a strange, equal mix of lion and dragon, including a “crown” of white horns growing up out of the black fur. His eyes are glowing red pits, resembling the furnaces he loves to work with so often. His teeth gleam the same silvery steel color that his claws bear.
    Power(s):
    -General: While he can still use Sonido, Turiel is noticeably slower in this form (though for many opponents he is still shockingly fast, especially for his size). His skill with Descorrer is lessened, while his Pesquisa remains unchanged. His Regeneration also stays at roughly the same level as before.
    He can still speak, in all the languages he knows.
    But it is his strength, his stamina,and his Hierro that show the most increase. Turiel, in his Resurreccion, becomes a nigh-unstoppable powerhouse of destruction and indestructibility. His shell provides an even greater degree of protection, seemingly focusing some of his released power into solid defensibility.
    He can now only fire Bala from his tail (more rapidly than he could previously), and only fire Cero from his mouth.
    In short, Turiel becomes a creature of legend and, once more, proves he is a peer of Jehoel Yurius, and likely not trying for Primera out of respect for the other Arrancar.
    -Aliento ardiente Acero: (Burning Steel Breath) Turiel’s most remarkable, and signature, ability in his Resurreccion: He is able to expel liquid metal from his mouth at incredible velocity. This metal is always at or above the temperature required to melt that particular element. Because Turiel can actually alter the type of metal he expels. He tends to favor the following:
    --Molten Gold is hot and heavy but cools quickly enough to become a serious impediment. He can fire it in a cone, stream, or small “globs”.
    --Molten Mercury is heated well above its melting point, and in fact comes out not far from boiling. But it moves fast, and Turiel can control its trajectory to a degree. Further, it’s a contact heavy metal poison that might at least temporarily slow down or negatively affect an opponent. He can fire it in streams or globs.
    --Molten Steel is the metal he can produce in the greatest volumes. As well, he can alter the area it is fired in on the fly. When he first breathes it out, the steel is almost white-hot, though it quickly cools to red-hot.
    --Molten Tungsten is perhaps his most dangerous iteration of this ability, as tungsten’s melting point is the highest of any element. Turiel breathes it out at temperatures around 4000 degrees Celsius. The downside is that he can only fire small streams of it with little control. Still, the liquid tungsten clings to whatever it touches, and obviously takes a long while to cool down.
    --Metal Caesium is the competitor with Tungsten for “most dangerous”. While Tungsten comes out incredibly hot, Caesium just keeps burning. Water does not quench it, it only feeds it. Air provides it fuel. It will burn and burn and burn until there is none left.
    -Armor forjado: (Forged Armor) The shell on Turiel’s back and stomach is incredibly resistant to damage; it is to Hierro what Hierro is to normal skin. Few enemies can truly hope to pierce this part of his hide. Further, if he so chooses, Turiel can withdraw into the shell, locking himself within its impenetrable depths. While locked in like this, wounds to his tail or limbs heal at a very slow rate, while his torso/organs and head heal a bit more rapidly than they might otherwise. He cannot move or attack in this manner, but is generally aware of his surroundings, and can speak through the shell. He can unfurl in the blink of an eye to strike down an unsuspecting opponent. It is not possible for him to only extend a single limb from this “lockdown” mode; its nature means it is an “all or nothing” defense.
    -Vientre de la Bestia: (Belly of the Beast) Turiel can consume metal to help accelerate his healing or even just replenish energy. Just about any metal, mortal or spiritual, will do; he has even consumed the sealed form of Zanpakuto in this way.


    Segunda Etapa
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    Name: Oro Bestia Tierra (Golden Earth Beast)
    Description: A golden light begins to shine from within Turiel’s bestial form, until his entire body is glowing, and then there is a flash of bright golden light that obscures his form.
    When he emerges, he is humanoid once more, and actually smaller than he was in his fully sealed state. He stands only 6 feet tall, and is overall smaller, though his build has the lean look of an apex predator. His weight, however, clocks in at 400 pounds.
    Considering he seems to be an animated golden statue, that’s understandable. Every inch of his skin is the color of polished gold. His irises are the color of polished rubies, while his sclera are polished sapphires; his pupils are vertical slits of black. Upon his head is a thick, flowing mane of hair that is half as wide as his shoulders, and tapers down to a point a bit below his waist. The hair seems to be in a multitude of small spikes that wave gently in the breeze.
    His upper body is bare, while his lower body is adorned with simple flowing black martial artist pants. His waist is encircled by a belt composed of shining black metal threads, though at a glance one might take it for a simple cloth belt. His feet are bare. His fingers and toes end in slight claws.
    Power(s):-General: Turiel’s strength experiences only a slight increase in Segunda Etapa; the fact that it was already stupendous means it’s not a huge loss for him. What does improve greatly is his speed; his initial release might as well be standing still compared to how he can move as the Oro Bestia Tierra. His golden skin and hair bear the same defensive strength that his shell bore in Resurreccion. His Cero and Bala have not increased in power from his initial release. His regeneration speed has improved, though.
    -Aliento ardiente Acero: (Burning Steel Breath) Turiel can still expel various liquid-hot metals from his mouth, but now he is also capable of summoning Molten Gold from each of his hands. Gold is the only metal he can conjure in this way. The volume he can produce, and the speed he can produce it at, is increased.
    -Vientre de la Bestia: (Belly of the Beast) This power remains essentially unchanged, though the sheer volume he can consume at once is, by simple dint of size and shape, reduced.
    -Luminoso Garras de la Bestia: (Shining Claws of the Beast) The claws on Turiel’s extremities are extremely sharp and durable, proving themselves a match for any Zanpakuto, and even proving enough to harm mundane tungsten and diamonds.
    -Afilado de pelo de la Bestia: (Sharp Hair of the Beast) Turiel’s flowing hair is a weapon all its own. With the concentration of but a moment, he can harden part or all of his hair into a mass of spikes that can slice and pierce any foe unwitting enough to try and use his luscious locks to their advantage. He can also whip the mass of hair about as a weapon to extend his reach and surprise his foes.
    --Agujas para Perforar Cabello: (Piercing Hair Needles) Turiel can fire off his hair-needles as projectiles at opponents, imbuing them with a bit of the heat of his molten breath weapon. He can expend up to about half the mass of his hair, which renews itself within a couple of minutes.
    -Shining Molten Cero: Turiel’s “ultimate attack”. He summons up a mass of molten metal, but instead of flinging it at an opponent he holds it in his hands for a few moments until he summons up a larger-than-normal Cero. Then, when fired, his Cero bears with it a swirling mass of molten metal melting and burning its way through most any target.


    Segunda District
    Spoiler: Watch Out For The Lava
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    District Itself:
    Much of the Segunda's District is just recently constructed or renovated, and the whole thing is well-crafted and fairly orderly.
    It is populated with various buildings that are clearly large forging and smithing centers, metal refineries, stonemasonry centers, and other such industrial-focused efforts.
    Other areas, done up like relaxation and enjoyment sectors, seem to have small streams and rivers and even ponds of molten lava.
    Still other areas are half-covered by steam; large hot springs and saunas, some open to the air.
    There is also a giant restaurant that cooks food over fast-moving streams of lava.
    In the center of the District is a square tower that rises above the rest of the buildings, though not by a large margin. This is the Tower of the Segunda Espada.

    Turiel's Tower:
    It is actually many-tiered, with various square sections of rooftop popping up in a not-quite-spiral to the uppermost section of the building.
    One of the lower rooftops has a lava waterfall gracefully flowing down the side of the building. Another couple have open-air forges and blacksmith work areas, manned by several diligent Arrancar.
    On the topmost rooftop there is a set of sturdy-looking doors, which are operated by a pair of guards in body-concealing outfits of flowing cloth who share similar (large) builds.
    From these doors descend a set of stairs into a circular central room, with doors going in several directions.
    Among the amenities this "penthouse suite" (which actually encompasses several floors with multiple similar floor layouts around central rooms) possesses include:
    -Several small saunas
    -Several washrooms/bathrooms
    -Several large closet/dressing rooms with clothes available for any guests invited in
    -Several bedrooms with full luxury accommodations (most of which have a bathroom attached that can also be accessed from one of the main corridors)
    -Several meditation rooms, each with a different "theme" (one has a small stream of lava, one is done up like a desert, one has many plants, etc)
    -A multi-story library
    -Several smaller studies
    -A couple of large group entertainment rooms; there's a small theater room, a billiards room, and a couple others
    -All rooms have indicator flag systems to help discreetly signal for assistance in most any matter

    In short, the private domain of the Segunda is a luxurious stay for any guest he deems worthy.

    Turiel's own quarters are actually right in the middle of the overall penthouse suite, with extremely limited access (by way of hidden doors in staircases and the library that only he or a few designated individuals can open) giving him even greater privacy.
    In general his area resembles the rest of the penthouse, though his personal bathroom includes a nook that lets him take a shower in lava if he desires. As well, his meditation room includes not only a literal pool of lava that he sometimes swims in, it is also constantly at a very high temperature.
    In lieu of some sort of game or entertainment room, Turiel has a personal workshop where he does most of his jewelry work as well as his high-end forge work; two of the walls have discreet windows that can open to allow fresh air to flow through the room, to prevent nasty build-up of fumes or the like.
    BitPRR Characters: Entries Masaru, Chuck, Thomas, Turiel, and Masamune

  5. - Top - End - #5
    Ettin in the Playground
    Join Date
    Sep 2009
    Gender
    Male

    Default Re: [BitPR²] Character Registry

    Knowledge on Las Noches, Hollows and Arrancars

    Las Noches
    The White City of a Reborn People?
    Spoiler
    Show

    Las Noches, The White City in the Sand

    Originally by Eiko, modified by Dorizzit
    The Grand City of Las Noches is built in a giant circle, made of four separate rings. The outermost two rings are each divided into smaller, equally sized segments, or districts. The outermost layer is divided into 12 districts, the next into six. The penultimate forming ring is a single solid district and the currently semi-unoccupied and recently renamed Palacio Real forms the center of the circle.

    Las Noches protected by enormous white stone walls, some 15 foot thick and dominates the landscape around for unmeasured distance. These walls form a tremendous dome, and an artificial daylight sky marks the inside, providing brilliant illumination within. Each of the districts are separated by high walls, and air-walking within the city is strictly regulated, limited to couriers, military personnel, and emergencies.

    Las Noches has two laws common across every District:
    1. Strength is the law of the city. If you cannot hold your possessions or titles, they are not yours. The city's strength as a whole is of the greatest importance, and must not be threatened.
    2. The murder of any resident of the city is strictly forbidden.

    Outer Ring, City of the Hollow:
    The outermost districts of the city, behind the impressive walls of the city is the area free and open to all Hollows of the city, be they Arrancar or simply waiting to be converted. Until recently, the former were decidedly second class citizens, but this has been discouraged as of late, each individual judged solely by power and usefulness to the city. This ring provides for the everyday needs of Las Noches, from entertainment to industry. Each district contains residential areas, although some are quite a bit more limited than other. Each individual district is either dedicated to an ideal, or a purpose and is reflected by those who frequent them; some districts are understandably much less used than others, a situation which is currently being investigated.

    Any Hollow entering the city must do so through the 11th district, where they will be evaluated for their worth and motives and then moved on either to the 12th for storage or 10th to begin the process of Arrancarification. Those too weak for even that are assessed for worth and assigned menial work in another district.

    The entirety of the outer ring is organized under the direction of a single Arrancar who proved more suited to bureaucracy than war, or held a particular affinity for the district in question. The laws of these districts was previously enforced by Dainichi's personal enforcers, but since his death they have been kept simply by fear of the Espada's wrath. The city is in a time of change, and few wish to attract negative attention to themselves.

    The twelve districts are as follows, flowing clockwise round the city:
    1: The Grand Library
    Little used. A small but dedicated cadre of Hollows populate this district.
    2: Industry
    Constantly busy and quite overworked. Being expanded into the two adjacent districts.
    3: Philosophy
    See district 1. Word for word.
    4: Education
    Surprisingly heavily populated. Many hollows wish to elevate themselves from the simple hunters they were in the desert.
    5: Art
    One of the less populated districts, although still busier than 1 and 3. Largely imitative of the Mortal World, but a few interesting and unique forms of expression are being explored.
    6: Administration
    Currently being dismantled as power is centralized and chains of command are streamlined.
    7: The Grand Arena
    One of the first districts built, general consensus is that it's badly designed and doesn't need an entire district. Still heavily frequented, however.
    8: Farming of animal hollows
    Exactly what it says. This district also includes food preparation areas, and even has a number of restaurants, of sorts.
    9: Science
    The few scientists of Las Noches are largely mediocre. There are, however, a small number of very sharp Arrancar in this district.
    10: Conversion
    The district where new residents of the city are converted into Arrancar. See below.
    11: Entry to the City
    Kind of a slum, really. Hollows waiting to be converted wait here.
    12: Prison
    Generally considered to be the scariest place in the city other than Jehoel's district. Some of Las Noches' hardiest warriors guard the exits, but apart from this the enclosed district is allowed to run itself.

    Central Ring:
    The central ring is made of 6 evenly spaced and sized districts each of which belonging to one of the Espada, the six strongest Arrancar who rule the city. The districts are each separated by walls as grand and thick as those that make up the outer walls, but these are hollow and the space within them is used to traverse between the inner city and the outer districts, as well as the domains of each Espada.

    Each district is built to form and purpose as dictated by their ruling Espada, each of whom has total authority and freedom within their walls to do as they please. Thus each of the six districts varies in style, layout and what type of denizens exist within.

    District of the Primera: Almost universally regarded as a snake pit, the Primera's district is both feared and shunned. The district is completely sealed off from the rest of the city, its walls rising to the dome above. The district itself is open-topped, and no artificial light exists within. The inside of the district is a maze of cyclopean constructions and natural growth, made all the harder to navigate due to the darkness.

    At the very center of the district is a domed building, the personal residence of Jehoel. It contains a primordial garden of plants, a pond, and is inhabited by a few small animal Hollows.

    The residents of the district are generally regarded as feral killing machines who are barely more than animals. Largely, this impression is correct. Jehoel's district contains most of the city's residents who never quite adapted to "civilized" life. There are even a number of unregistered Menos who entered the city through the hole in the dome. The district has no laws besides the survival of the fittest. As a byproduct, the residents of Jehoel's district are tremendously powerful, as weakness is death. Jehoel himself stands at the absolute top of this food chain.

    Inner City:
    The Inner City was once exclusively for Arrancar that had proven themselves absolutely loyal or useful to Las Noches. Now, it is open to all, but few from the outer districts have yet begun to mingle within. This is the domain of those powerful arrancar who form the backbone of Las Noches' fighting and scientific forces. The district is well-designed and luxurious. Most of the Inner City's residents fill their time either in the outer ring, or working for an Espada they have for whatever reason chose not to live in the domain of.

    Palacio Real:
    The grand palace formerly inhabited by Dainichi Nyorai. Jehoel has declared it to be quarantined until its secrets have been fully investigated.



    Segunda District
    Spoiler: Watch Out For The Lava
    Show
    District Itself:
    Much of the Segunda's District is just recently constructed or renovated, and the whole thing is well-crafted and fairly orderly.
    It is populated with various buildings that are clearly large forging and smithing centers, metal refineries, stonemasonry centers, and other such industrial-focused efforts.
    Other areas, done up like relaxation and enjoyment sectors, seem to have small streams and rivers and even ponds of molten lava.
    Still other areas are half-covered by steam; large hot springs and saunas, some open to the air.
    There is also a giant restaurant that cooks food over fast-moving streams of lava.
    In the center of the District is a square tower that rises above the rest of the buildings, though not by a large margin. This is the Tower of the Segunda Espada.

    Turiel's Tower:
    It is actually many-tiered, with various square sections of rooftop popping up in a not-quite-spiral to the uppermost section of the building.
    One of the lower rooftops has a lava waterfall gracefully flowing down the side of the building. Another couple have open-air forges and blacksmith work areas, manned by several diligent Arrancar.
    On the topmost rooftop there is a set of sturdy-looking doors, which are operated by a pair of guards in body-concealing outfits of flowing cloth who share similar (large) builds.
    From these doors descend a set of stairs into a circular central room, with doors going in several directions.
    Among the amenities this "penthouse suite" (which actually encompasses several floors with multiple similar floor layouts around central rooms) possesses include:
    -Several small saunas
    -Several washrooms/bathrooms
    -Several large closet/dressing rooms with clothes available for any guests invited in
    -Several bedrooms with full luxury accommodations (most of which have a bathroom attached that can also be accessed from one of the main corridors)
    -Several meditation rooms, each with a different "theme" (one has a small stream of lava, one is done up like a desert, one has many plants, etc)
    -A multi-story library
    -Several smaller studies
    -A couple of large group entertainment rooms; there's a small theater room, a billiards room, and a couple others
    -All rooms have indicator flag systems to help discreetly signal for assistance in most any matter

    In short, the private domain of the Segunda is a luxurious stay for any guest he deems worthy.

    Turiel's own quarters are actually right in the middle of the overall penthouse suite, with extremely limited access (by way of hidden doors in staircases and the library that only he or a few designated individuals can open) giving him even greater privacy.
    In general his area resembles the rest of the penthouse, though his personal bathroom includes a nook that lets him take a shower in lava if he desires. As well, his meditation room includes not only a literal pool of lava that he sometimes swims in, it is also constantly at a very high temperature.
    In lieu of some sort of game or entertainment room, Turiel has a personal workshop where he does most of his jewelry work as well as his high-end forge work; two of the walls have discreet windows that can open to allow fresh air to flow through the room, to prevent nasty build-up of fumes or the like.


    La Armada
    The Grand Army of Las Noches
    Spoiler
    Show

    By Demidos
    Regular Forces

    Spoiler
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    First off: Recruitment
    -Voluntary. Not big on drafts. It'll be pretty hard to sway me on this. If they don't want to be here, they'll just get in the way. Why, you ask, would they want to fight and risk death? The lure of power, of course. Along with the ever present chance that war will break out and they will get to eat some Shinigami. That never gets old.

    Secondly: Training
    -Find your own motivation. At the moment, going to plan to group Hollows that join in groups of five and send them out into Hueco Mundo to fight other hollows and become stronger. After they have been out for at least a month, and defeated a set number of unaligned Hollows, they are allowed to return. Lying is possible, of course, but not encouraged -- its not a good idea to join a Hollow army if you are much weaker than the others.
    -Power checks will be carried out by trained and tested Adjuchas/Fracciones to determine suitability.

    Thirdly: Divisions within the army.
    -Presumably we will want some form of chain of command. There are six divisions (called Flotas), each corresponding to an Espada. Within that, each Flota would further be divided into five units, numbered one through five (Escuadras). Within an Escuadra, Hollows would be divided into groups of ten (Naves), denoted by a second number. This makes remembering groups easily. Add the number for the Escuadra and the Nave to that of the Flota, respectively, and that is the unit's number. An individual squad's (Nave's) number can thus be denoted as, for example, 653 (The third Nave of the Sixth Espada's fifth Escuadra.)

    At least a Vasto-Lorde or an Arrancar must lead each Flota.
    At least an Adjuchas must lead each Escuadra.

    That should cover 30 Escuadras, each with ten Naves, for a total of 3000 Hollows. That should be enough for the moment. Expansion can be dealt with by adding a second digit to the Nave number.

    Summary:
    Spoiler
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    Up to 10 Hollows in a Nave
    Ten Naves in a Escuadra
    Five Escuadras in a Flota
    Six Flotas in the Armada.
    10*10*5*6=3,000 Hollows


    Fourth off: Uniforms. Being regular hollows/adjuchas rather than Arrancar, usual uniforms would be difficult. As such, colored armbands exist for each different Flota, each with Nave and Escuadra numbers included.

    Those in training groups have special white armbands with a 0 written on them in black.

    Fifth and last: Lodgings and Training facilities
    Supplied to each Flota by their respective Espada.


    Special Forces

    Spoiler
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    All of the above still applies, but for Adjuchas, Vasto Lordes, and Arrancar.
    Under direct purview of the designated military leader on the council of Espadas (that is to say, whoever wants to put in the most work on training these guys).

    Usually led by powerful Fraccion or Espada.

    As both non-expendable and trainable troops, receive sparring training from high level Fracciones and against each other. Those approaching Resurrection can receive special training on request (I can help. Sometimes. Not gonna spend all night on it).

    These troops receive the denomination of 7 when referring to their Flota. Their Armbands are black.

    Arrancarification
    Ascension of the Hollow Race
    Spoiler
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    It is unknown which Hollow first envisioned the removal of its mask in the hope of greater powers, but the theoretical existence of the process has been in existence for many centuries. Until recently, Arrancarification was extremely rare, as the process was very dangerous and carried no immediately obvious benefits. Dainichi Nyoria changed that; both with his new form of Arrancarification and by inspiring imitators. Arrancar are divided into two categories based on the process used to create them.

    Natural Arrancar

    There are two components required for traditional, or "Natural" Arrancarification: the physical removal of the mask, and the will to become an Arrancar. The physical act is usually accomplished simply by acquiring a solid grip on the mask and ripping it off as quickly as possible. Tearing off the mask is extremely painful and traumatic; most Hollows who attempt the process have their souls shattered and die. Significant raw power and sheer force of will are both required to survive the process and prevent the soul from splintering apart. During the transformation, which can take hours or even days, the Arrancar's body suffers seizures and its Reiatsu constantly fluctuates, spiking and dropping at random. If the Hollow is significantly different from a human in shape, its body will randomly (and painfully) eject unnecessary chunks of flesh or inhuman features such as wings or claws. Even after the process is survived, however, the new Arrancar's trials are far from over. Recovery from tearing off its mask can take the Hollow decades, and with Natural Arrancarification, an aspect of the Hollow is always lost in the transition. Some undergo personality shifts, losing one of their defining personality traits. Others lose access to one of their unique powers, or experiences a loss of scope or power in the same. Even after full recovery, the Arrancar will still possess less power than they did directly prior to their transformation. Weaker Hollows may become only partly human after the process.

    Artificial Arrancar

    In comparison to Natural Arrancarification, Artificial Arrancarification is very gentle. The process requires a specially trained Arrancar to perform the ritual, and a willing subject. The ritual aspect of Artificial Arrancarification is functionally identical to a Shinigami Kidō, although it would defy classification as such. The spell wraps the target entirely in bandages, binding it still and putting it into a deep state of hibernation. The length of the process is up to the caster; standard protocol in Las Noches is one week, the shortest absolutely safe period. Less than this, and the risk of damaging or killing the subject increases proportionately. As with Natural Arrancarification, Hollows of great power or will are in less danger; particularly strong examples can be safely transformed in less than a day. While cocooned, the Arrancar's mask is slowly disintegrated for the first half of the process. Afterwards, the body is eased into the shape of a human by the bandages in a manner similar to magically-assisted tree shaping. If the process is interrupted at any point, the Arrancar is ejected as a half-humanized Arrancar. If completed, however, the Arrancar will always be fully human in appearance, barring Estigma and their Hole. Immediately after emerging, the new Arrancar will experience an increase of spiritual power. This jump is larger the longer they spent transforming.

    Commonalities

    Apart from the obvious shifts in abilities (human form, Resurrección, etc.), Arrancarification offers three primary benefits. The first is a lifting of "immortal's haze," or a state eventually experienced by almost all particularly old beings that slows or eliminates their ability to grow stronger and develop their powers. This state can later be reentered, but Arrancarification offers a "reset."

    Second, the Arrancar's potential for development skyrockets. With sufficient training or effort, the Arrancar can become stronger, faster, with less effort than they needed prior to their transformation. The ceiling for their power is also raised; a Hollow that had reached the absolute peak of its power prior to Arrancarification would have the ability to attain strength well beyond its previous limits.

    Third, the Arrancar is freed from the instinctual behavior and hunger that drove it as a Hollow. While Arrancar can still feed on other spiritual entities to grow stronger, they are not compelled to by an incurable hunger. In addition, less of their behavior is dictated by their Aspect of Death; this is to varying degrees, from complete immunity to only a small change.



    The Faceless / Los Sin Rostro
    Spoiler
    Show

    Arrancars are the result of Hollows removing their mask. But an ordinary Hollow doesn't gain much from the process; at best, they recover a small bit of their former reason and identity in exchange of focusing all their power in a small and easily-destroyed device. Such "Fingido Arrancar" ("Mock-Arrancars") are not much more dangerous than the common Hollows fought by Unseated Shinigami troopers.

    Only Menos-level Hollows really make worthwhile Arrancars. But there's a wee-bit problem - 90% of Menos are mindless, uniform Gillians that lack an identity of their own. They could never become Arrancars "naturally", as they would never think to purposefully remove their masks. Even if their masks were broken by accident, they would just heal back to how they were in time.

    However, the process pioneered by Dainichi Nyoria can be applied to an ordinary Menos! The results are just... underwhelming. You see, normally when a Hollow's mask is broken, it is the person they were who is revealed underneath. But an ordinary Menos has no personality to speak of. So who will you find?

    You find no-one.

    Faces of such Arrancars are just smooth slates of white with two, usually empty black, eyes roughly where they should be. If sufficiently agitated, a thin line might appear to cross their faces and then open up into a maw filled with sharp teeth, but usually there isn't much to look at. Their skin is grayish-white, and their nails black, giving them a pallid, corpse-like appearance. They have no definite sexual features or navel, and are generally dull to look at. They are 170 centimeters tall, and weigh 65 kilos. Their Hollow holes go through the heart, and their Estigmata (Mask fragments) are just broken halves of their former masks set to cover the right side of their head. They are generally given leftover clothes, not because they need them, but so they can be told apart from one another.

    Because they are all. The. Same.

    These depressing creatures are called Sin Rostro, the Faceless. All of them carry identical, katana-like Zanpakuto, but show no signs of knowing how to use them. Measured in raw power, each could stand up to a Shinigami Lieutenant. However, they have not been created in great numbers since the Espada were chosen. They are, in many ways, even less useful to Las Noches than ordinary Gillians are.

    How come?

    Well, usually when you make an Arrancar, the basic instincts and endless hunger of a Hollow give way to reason, to higher forms of thought and personal ambitions. But ordinary Gillians have none of the latter. When you remove their hunger and their instincts, you remove even the last shreds of motivation or any sort of driving force from them.

    And thus, Sin Rostro are perfectly content to just sit, stand or lay still, without doing a damn thing. Neither wanting or requiring anything from their surroundings, they are usually completely apathetic to them. They do not speak, or interact in any other way with each other. Only stimulant that commonly catches their attention is pain - if possible, they seek to avoid it, but if that is not possible, they will try to remove or fight source of that pain to the bitter end.

    What should one do with such a creature? No-one really knows yet. They are a phenomenom that has never appeared before in history, so they're extremely ill-researched. For now, Las Noches has deemed the process of "Arrancarification" a waste on ordinary Gillians. They are more useful as mindless beasts, than they are as mindless no-bodies.

    Powers:


    Raw Strenght: The most notable quality of Sin Rostro. Each of them has raw strenght in excess of what is required to break Bakudo 60. This is way above what most Shinigami ever display. It is rather fortunate they are not particularly inclined to escape most bindings.

    Hierro: Sin Rostro lose their powers of regeneration, but in exchange they become very durable physically. Asauchi-level Zanpakuto glance harmlessly from their skin. Only a very competent Shinigami could cut through them like one cuts through an ordinary Menos.

    Kumon: Sin Rostro retain primitive dimensional travel ability from their time as a Gillian.

    Cero: Each Sin Rostro can shoot a crimson Cero, roughly comparable to fully chanted Hado #50 in power.

    Negación: It takes two Sin Rostro to create a Negacion field covering one square-meter in area, and extending a maximum of 1000 meters upward. For every two additional Sin Rostro creating a field, the area it covers is tripled. The field aligns itself to a plane's gravity, so it can't be created "on its side" etc. - it always manifests as a pillar rising upwards, no matter how its creators are aligned.

    Resurrección: All Sin Rostro have Zanpakutos, so they theoretically have the capability to return to their gigantic past states. No-one has seen them do this, so what form they might take, or what new powers (if any) they might display is unknown.


    - - - Updated - - -

    Sin rostro pero despierto - Faceless but awake

    Spoiler
    Show
    During his visit in Las Noches, with help from Sexta Espada Valentina, Mikael Esaja Rautiainen gathered eleven of the Sin Rostro, possibly all which were left within the city, and imbued each with a piece of his Fullbring. As a result, the souls - all the souls - within them were awakened and linked together by Mikael's memories and instincts.

    The first one of these chose as its name Transcending Shadow. As a result of its awakening, Transcending Shadow gained black robes, grew horns on its temple, grew three mouths and seven eyes, and its mask fragment turned into a mane of skeletal snakes, with additional skeletal snakes sitting on each shoulder. All other awakened Sin Rostro followed this pattern for their sealed forms.

    These creatures have all powers of Sin Rostro, but add to them several traits:

    Spoiler: Improved traits
    Show
    Intelligence: The souls inside these creatures are all awake and capable of thought once more. This means they can speak, learn, etc. Due to there being so many minds inside one body, they may act oddly, speaking to and appearing conflicted with themselves.

    Wordless communication: all eleven can exchange thoughts information between each other wordlessly, even across long distances. This link gets weaker and slower across great distances, but is never fully gone. When very close to another, they can be described as forming a sort of hivemind.

    Resurreccion: Each of these creatures is capable of releasing their Zanpakuto to resume their state as giant Menos. They are vastly more dangerous than normal Gillians, as they can move with purpose and know actual techniques. However, they have additional power: that of splitting, giving some or all component souls a body of their own. In this form, the separate souls have size and shape of the humans they used to be before death, wearing black shirt and hakama similar to Shinigami tied around the waist with a red sash, each having their own katana, their own mask (similar to one they had as basic Hollow) and their own Hollow hole (which may be located where ever). These separate souls are roughly comparable in strength, speed and stamina to a normal Sin Rostro, making them very dangerous. They are capable of using all techniques any soul in the collective knows, they can instantly share thoughts and sensory information, and their ability to process information is greatly increased when split due to having multiple brains. There is no known time limit to their ability to remain split. If a separate soul is purified, annihilated etc., it won't be regenerated. Each separate souls knows exactly where all others are.


    They have also trained to be capable of the following advanced techniques:
    Spoiler: Extra Techniques
    Show

    Sonido: these creatures are capable of high-speed movement, typical of Arrancars.

    Pesquisa: having received their minds back, these creatures can send out pulses of their Reiatsu to scan an area for other people, or to see in the dark.

    Bala: a variation of Cero, half as strong but 20 times as fast.

    Luna Creciente: The user channels the power of a Cero along the edge of a bladed weapon, creating a flying cut when it is swung. This kind of Cero doesn't explode, but excells in cutting things in two. It is harder to block, but easier to dodge due to its narrow composition. Effective range of this attack is 70 meters. A skilled user can swing their weapon in a full circle, attacking everyone around - this attack is more properly called Luna Ilena.

    Lanza Sangriento: The user channels power of a Cero into the tip of a weapon, creating a narrow beam when the weapon is thrust forward. The thinner the weapon used is, the better. As this attack focuses all its energy in a very small area, its piercing power is considerably greater than normal, though it also takes greater accuracy to cause as lethal wounds. Instead of exploding, the Lanza can remain solid for several seconds, so it can pin an opponent (or opponents!) into a surface. Effective range of this attack is 150 meters.

    Dividir el Cielo: A minor refinement over the usual brute-force method Gillians use to pass through dimensions (Kumon). With a swift slash of a blade, the user creates a small rift into (or out of) the Void and rapidly steps into it. While it sounds like an attack, it's actually a defensive maneuver. If timed right, the user can create a small sanctuary to hide in from an otherwise overwhelming attack.

    Separación: A dimension-tearing attack form meant for non-lethally subduing an enemy. To use it, the user must "miss" the target by less than an inch, and then cut a rift in space so that it goes through the body of the target. If succesful, it appears to split their body, sever their limbs or decapitate them. However, while the bodyparts may end up spatially distant, they are still connected through the Void. Blood keeps flowing, nerves transmit information and severed bodyparts can even be controlled to the extent their environment allows. A strong-willed victim can pull themselves back together in a few seconds. Shunting the whole body into the Void will also cancel the effect. A particularly quick opponent might also move out of the way when the rift is being created, ruining the technique.

    Barrera de Negacion: A rectangular dimensional displacement field, usually 10 meters tall and wide and 1 meter thick, created perpendicular to the user's extended arm and fingers. It appears to be an impenetrable shield, though in reality, attacks fail to pass through it because the space it appears to occupy is discontinued. An inexperienced user (or an experienced user doing so on purpose) might create a flawed, transparent field that can still let visible light and low levels of sound through. While useful for taunting enemies, it also carries a risk of letting light- or speech-based attack forms through. The ultimate form of this ability is pitch-black - nothing exists, and nothing can exist, in its place. Maintaining these barriers requires concentration, and at least one free hand. As such, a single user is rarely able to box themselves in like with normal Negación, due to not having enough appendages.

    Caja Negación: Caja Negación is, simply, a cube or some other platonic shape constructed of multiple Barrera de Negación. Usually, this requires multiple users workings in concert. Unlike with normal Negación, the intent is not to transport anything - Caja Negación is a complete dead-end. It seals what's within completely outside normal universe, either as a form of defense or imprisonment. In the former use, it is virtually unbeatable, but perhaps a little too perfect. Once Caja Negacion is fully in place, it blocks not only hostile forces, but all light, sound, spiritual energy, air... basically, nothing from the outside world can be sensed from within without compromising its integrity first. In the latter use, it is again near-perfect, but the users are obviously left outside and vulnerable to attack. When their concentration falters, so does the barrier.

    Arsenal Myu Grande: When using Resurreccion and having split, these creatures can combine visual, aural, spiritual etc. sensory data from multiple bodies to create super-accurate, multi-dimensional maps of places they are. They can use this map to direct fire from multiple bodies or otherwise co-ordinate their movements, making them capable of greater feats than any of them would be able alone.


    Here is a list of individual awakened Sin Rostro and what has happened to them:

    Transcending Shadow

    Spoiler
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    The first of these creatures to be made and the only one to date to choose its own name. After hearing Mikael's explanation of Platonic idealism, it expressed liking the concept and its name is reference to Plato's cave. After living in Las Noches for some months, Mikael asked it to do a favor: to bury a box of unknown context in the place where his powers awakened, and to take his place and former identity on Earth. Transcending Shadow agreed, and went to Finland. Having entered a specially-prepared Gigai, for all practical purposes and as far as anyone in Finland knows, Transcending Shadow is Mikael Esaja Rautiainen.


    Nanashi

    Spoiler
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    An awakened Sin Rostro who joined the efforts to evacuate Soul Society when it was split. Helped Yoshida Kaoru out of a pinch. Upon learning it had no name, Kaoru named it "Nanashi" and let it follow himself into Seireitei. Not soon after, Nanashi was arrested. In jail, it got briefly acquianted with the rebel "Kishi". Then, Hishikawa Setsurou approached with a job offer. Made curious by the Arrancar's claims of what it could do, Setsurou allowed it access to its Zanpakuto basically on a dare. Nanashi released its sword and split into 56. It was more or less recruited into Engineering after this. One of the 56, appearing to be a little girl, followed Koutarou around and was left unsupervised save for the Artificial Soul, Lily. It caused a huge ruckus one day by tearing the Soul Candies from Lily's Gigai and eating them. Momoka destroyed it soon after.

    The remaining fifty-five split and caused chaos all across Seireitei. Hiraku Masaru destroyed five of them in Sokyoku Hill Forest, then fought 25 more at one of the gates. Ishinomori Koutarou sent lightning clones to destroy 5 in the city, then went to save Yamamoto Sayuri at the SSI Railgun Station where 5 other Hollows had infiltrated. 5 were trapped by SSI point-defenses when approaching Dragon Spiral Tower. 1 was destroyed by Ryouma, a second was frozen and a third brutally dismembered and then stored in hibernation in a cold storage room near East Gate Hospital. 2 were destroyed later when running around town. Remaining 4 tried to steal the Sokyoku, but were stopped by Arianna Junrin. One of the Hollows, wounded by Arianne, fell through the Void to Earth, where it was dissected by Mikael Rautiainen shortly after it perished.

    Currently, 5 souls from Nanashi are trapped inside a black cube in Mugen, lowest level of the Undergound Prison. Another, nick-named "Stumpy" by Ryouma, is hung from iron chains in cold storage. Two others, one frozen solid by Ryouma and one captured by Masaru, are in custody of Internal Security. The final one, captured on Sokyoku Hill, is held in tower of penitence.

    Nanashi was 56 souls strong, 9 remain, 47 have been destroyed.


    Well and Truly Trapped [KIA]

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    An awakened Sin Rostro which went to look for Nanashi. It met Argos in the way, then sneaked into Soul Society when it spotted Momoka entering the Void by Garganta. It was stopped by Koutarou, and after a fruitless discussion, was left waiting for Momoka. When she got back, it engaged her in a short and nearly as fruitless conversation. When it looked like it was about to go after Koutarou, Momoka pinned it down with Bakudo #75. It remained pinned in place for days untill Wan Li Lin released it, only to soon kill it when questioned by Masaru.


    Bandaged Stranger

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    An awakened Sin Rostro who left to Russia, it found a Russian biker named Artyom Petrov who'd been beaten to death. The Arrancar and the biker made a pact of some kind, and Artyom's body was revived by the Arrancar's Reiryoku as it fused with Artyom's soul. Escaping from hospital, Arrancar-Artyom headed for the remnants of Rukon floating in the sky. On the way, Sagarosso tagged along with him. They arrived at the floating landmass several days later, to catch the tail end of Imphotep slaughtering the Yi Crime Family. Arrancar-Artyom suggested to Sagarosso that they fight Imphotep and accompanying cultists, which they did, but Imphotep soon left. Afterwards, they explored ruins of Yi Crime Family Castle, where Arrancar-Artyom found Shen Yi drawing his last breath. Arrancar-Artyom ate Shen Yi and took his hammer and clothes for himself.

    The Bandaged Stranger claims to be 107 souls strong, last two of who are Artyom and Shen Yi.


    The Black & Faceless

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    One of the awakened Sin Rostro served as Quidel's challenger in the latter's test to become Tercera Espada. It lost and was burned to ash. However, it had left its Zanpakuto in possession of others. Two other awakened Sin Rostro fed its Zanpakuto to a new Arrancar they were creating, creating a bizarre, black Sin Rostro with curved horns. Its face is eyeless, featureless, smooth black and it wears garments similar to a Shinigami. It seems to have much better hearing than others and has claimed ability to see through a Caja Negacion. It helped Torahiko Tachibana and other ZHE survivors to evacuate from Hueco Mundo.

    The strength of this creature is unknown.


    Navy Blue and Fire Brick

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    These two teamed up and went to look for more Menos to turn into Arrancars. They found one and fed their fallen comrade's Zanpakuto to it, creating the Black & Faceless. They've followed its lead ever since, helping out ZHE survivors. They used their Resurreccion to split and swapped their black robes for white ZHE uniforms. It is unknown if they plan to reseal their blades.

    Navy Blue is 132 souls strong, Fire Brick is 119 souls strong.


    Sarah's Worst Nightmare

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    This creature left to America, where it hunted Hollows untill stumbling upon a young Fullbringer known as Sarah. It offered to take Sarah with it and teach her all sorts of things. When she protested, it decided to follow her around untill she'd either yield or fall asleep. Sarah got angry at it for following her around and attacked, attracting an unknown Hollow, possibly a Menos. The awakened Sin Rostro fended it off. Following this, Sarah "evolved" and fell unconscious. The Arrancar did as threatened and took Sarah to Hueco Mundo, where they met up with ZHE survivors. Sarah didn't want to hang around, and left with Jehoel. The awakened Sin Rostro was left with the ZHE survivors.

    Sarah's Worst Nightmare is ??? souls strong, 3 have been destroyed.


    Tamaki's Benefactor

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    This creature gave Haroda Tamaki a mysterious black sphere and told him it could be used to summon Mikael if he'd "just imagine he's there". Later, it met with Valentina and mocked her for having a crush towards Mikael. Even later, it met up with Sarah and four Arrancar misfits.

    The strength of this creature is unknown.


    Mr. Not-Appearing-In-This-Movie and Mrs. I-Want-More-Speaking-Lines

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    Two creatures who grouped with the others after Mikael left, then went on their own ways and have not been see since.

    The strength of these creatures is unknown.
    Last edited by Frozen_Feet; 2016-08-15 at 07:14 AM.
    "It's the fate of all things under the sky,
    to grow old and wither and die."

  6. - Top - End - #6
    Ogre in the Playground
     
    BlueKnightGuy

    Join Date
    Oct 2008
    Location
    Midwest, USA
    Gender
    Male

    Default Re: [BitPR²] Character Registry

    Charles "Chuck" Leonard Anderson
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    Age: 17
    Gender: Male
    Height: 5'11"
    Weight: 200lbs
    Station: Student, Anderson Reiniger Clan Hunter (Senior Grade)
    Reiatsu/Speech: #FF8000

    Description:
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    Charles is a slightly stocky (in a fit sort of way), fairly well-tanned teenager. His face has a somewhat square look to it, and he's often wearing a smile. His eyes are gray with just a hint of blue in them. He wears his sandy hair in a slightly roguish cut. Not that people can generally tell, as he's almost always wearing a dark brown leather slouch hat with the right side pinned up. The rest of his clothing is equally robust; jeans, heavy-duty leather boots (complete with steel toes), leather belt with big round buckle, button-up primary color shirt (sleeves rolled up, top button undone) or t-shirt, a leather vest that matches his hat (and includes a few handy pockets), and a pair of slightly orange-tinted aviator shades.

    In combat situations, Charles wears an outfit somewhat reminiscent of special operations soldiers.
    The base layer consists of a long-sleeved shirt, BDU-style pants, and armored combat boots. All of these are a flat black. Space along his limbs, Charles has several small, strap-on plates of semi-stiff armor that is also flat black. His chest has a sleeveless vest that bears multiple pockets on the front, and seems to contain some of the same kind of armor plates. It, too, is black, though perhaps a slightly glossier shade.
    His head is covered by a thick mask with two red glowing lenses. He can detach the bottom of the mask and pull it down (to bunch around his neck) and push the lenses/goggles up, giving him a more normalized appearance.
    His hands are normally covered only by fairly thin black gloves, while his wrists each bear a gunmetal gray band with small runes on it. These bands can expand into flexible metallic gauntlets that encase his hands and cover his forearms almost to the elbow. The entirety of these gauntlets bear further runes, and a few key places carry what look to be small dark red gemstones.


    Personality:
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    If Charles had to be summed up in one word, it would be "tricksy". He's got a downright playful spirit, always trying to get the most out of life, enjoying each day as it comes. He prefers comfort to formality. Taste to "healthy". And he's not afraid to, gently, let an attractive young lady know how her beauty enhances the world with its presence. He has a very "live and let live" attitude about the likes of Shinigami or empowered mortals that aren't his family; they leave him and his alone, he leaves them alone, by and large. Hollows don't get a free pass, but there's no real hatred when he takes them down. Just duty to protect the living, or innocent Pluses.
    Even in the middle of a terrible fight, Charles will keep things light and fun, making sure to play up his Australian accent as much as possible. Unless someone he knows and cares about gets hurt. Then the jokes stop, and it's time for anyone he's fighting to get very, very worried. Because if Charles is not joking, and his accent is barely noticeable, it means every ounce of his focus is solely on "kill the enemy". That's not a place many would want to be.


    History:
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    Charles grew up as one of the "prodigies" of the Anderson Family. He may not be one of the ones being groomed for leadership in the Family Council, but he is being groomed to be one of the top soldiers for the family. His parents are descended from some of the first members of the family, albeit ones who abandoned their old names to fully cement their alliance to David Anderson's vision.
    Even at the age of 5, Charles displayed enough talent to summon up a crude Spirit Weapon. Still, the Andersons believe in safety and oversight in training their younger members, so it wasn't until he was 12 and accompanied by his father (still the single best shot in the Family, with a 2.5-mile kill shot that has yet to be beaten) and uncle on his first hunt. He performed marvelously of course. It was clear he was going to be a great Hunter (the family's term for those who dedicated themselves to fighting Hollows and other spiritual threats).
    Things were changing, though. The Family knew that something was going down, even if they didn't know what. There were rumors about the Akiyama Clan, and research and experiments they were performing. The Andersons inquired, and after a combination trade proposal and marriage contract were signed, the secret was revealed (but only to the Family Council): The Akiyama sought to change the very nature of what Heilig Pfeil did to Hollows. Instead of annihilation, they sought purification. It was unusual news, though perhaps not quite so much from the Akiyamas. They'd always had a soft spot for the Shinigami, moreso than even the Andersons could quite respect. They had professional respect for the Grim Reapers, but...well, even the misfits couldn't forget the death and destruction from centuries ago. Not completely.
    It was determined that someone would have to go and keep an eye on things in the "home turf" of the Clan. And who better than the hotshot teenager who was a rising sensation within the Anderson Family, and the Next Big Thing when it came to the ranks of the Hunters?


    Story So Far:
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    Charles Anderson has spent a little under 18 months preparing for his trip to Ikari, Japan, a place that's not only a big bit of news in technology and sociology ("5 years ahead" and all that), but also (apparently) a hotbed of spiritual activity. He learned the Japanese language, and as many basic points of etiquette as possible. While he wasn't cleared to know just what the Akiyama clan was working on, he was given a general overview of the Clan's culture and attitudes, as well as a few "persons of interest" to keep his eyes on.

    Upon arriving in town, Charles made fast friendships with Katsuo, Naito, and Shinji, and even began to train Naito in some of the basics of the Quincy skills and inducted his friend as a Trainee Hunter.
    These four, alongside Tamaki and some of the other kids, clashed with local Hollows a fair number of times.
    They met a rogue Shinigami, Alice, who kept tabs on them, and ran into Jehoel Yurius (and somehow decided that the Andersons, Las Noches, and Soul Society might end up living in peace).
    Then, Naito's curiosity about origins became unbearable, and Naito, Charles, and Shinji traveled to an abandoned bunker where Naito might have been altered to possess powers.
    It ended up that Naito was a tank-born being, one with a more sinister alternate personality. Also, Naito was apparently a girl. A fight with the atlernate personality, Alpha-1, ensued, and Charles, Katsuo, and Shinji only just escaped with their lives.
    A few days later, Charles was part of the Anderson delegation that hammered out the Unseelie Accords with Las Noches and Soul Society, ensuring their recognition as an independent and sovereign nation. The meeting also gave the Andersons the means to begin Purifying instead of Destroying Hollows.
    But a frame job left the Andersons looking responsible for the death of the Akiyama matriarch (among others), and without the time to try and clear their names, Charles and the others made to leave. But before he could go, Charles was cornered by Alpha-1, who proceeded to destroy every last bit of his hunting gear, break an arm and a leg, and only barely be driven back by the rest of the Andersons.
    After a brief stop at the Kuzonoha house for healing, Chuck left Japan in disgrace, returning to Australia.

    Now, 3 months later, he has returned, at the darkest part of the war between the Akiyama and Zerreißen Himmel, with new weapons, greater skill, and perhaps just a bit more maturity. Hopefully it will be enough to turn the tide against the encroaching darkness.


    Abilities:
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    Skills
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    Intelligence: While not a genius or anything, Charles is still fairly smart. More than book-smarts, though, he possesses a finely-honed set of hunter's instincts, and a boatload of cunning (some of his cousins who keep getting pranked say too much cunning). Currently, he can speak Australian English, British English, and is conversational in Japanese (he has a bit more trouble with reading it, though he carries a small translation book inside one of his many pockets, and his goggles can translate for him).
    He also really enjoys working with computers, but he tries not to let anyone know about that skillset (which is definitely still developing).
    Survival Skills: Charles is excellent at surviving in hostile environmental conditions. I mean, he's Australian, and he's been trained, to boot. He can "live off the land" in a decent variety of landscapes.
    He's also good at picking locks and generally getting into places he shouldn't. Sometimes even with a computer.
    He's a solid driver, with emphasis on SUVs and motorcycles.
    Hand-to-Hand Training: Charles has been thoroughly trained by his family, in a style that's a slightly-modified version of Krav Maga. He's equally adept at knife-fighting and unarmed combat (on top of his marksmanship).
    Swordsmanship: Though he only has seriously trained with sword-length Seele Schneider for a few months, his skill is already nearly Expert level, though he has some ways to go before he is truly a Master. Charles is able to use a sword with one hand, and manifest a Streik der Purificatio or Fassen der Gerechten with the other. He favors the Fassen der Gerechten, which he uses as a sort of buckler shield while using a Seele Schneider as a sword. His sword fighting style is a blend of European and Japanese fencing, perhaps appropriate for the way Seele Schneider can pierce and cut from virtually any angle.
    Spiritual Awareness: Charles has sharp eyes, sharp ears, and sharp spiritual senses.
    His ability to locate and track spiritual signals of all sorts has grown by leaps and bounds, and at this point his awareness can cover a city, though it's at its keenest within the space of a mile or so.
    If necessary, Charles can fight an opponent without sight, relying on hearing and his awareness to deal with them.
    While it is not the perfect anti-stealth measure, it is difficult to hide from Charles if you're comparatively close to him. Dedicated stealth Kido or unique abilities can defeat this sense, but those simply trying to hide must have excellent control of their own Reiryoku and Reiatsu to not at least risk detection.
    While he is decidedly an Expert with locating and tracking presences, Charles is lacking in the ability to "discern intent" with his Awareness. He cannot make determinations about the potential capabilities of an opponent beyond "powerful" or "not very powerful", either.
    Reishi Absorption: Charles was trained in a continent that was very "feast or famine" with Reishi; while some of the cities and "old places" in Australia were fairly rich with the stuff, other sections were barely more saturated with Reishi than they were with water. Consequently, Charles is extremely efficient not only in his gathering of energy, but also his shaping, storing, and using of it.
    Archery/Marksmanship: With a bow, Charles is a competent shot, able to hit the bullseye every time out to about 30 yards, and generally land a solid hit out to 100, depending on the size of the target.
    Using his Bolt der Richter, Charles has regularly made half-mile shots, and could conceivably make longer ones given the chance to set up and "zone in" for a couple of minutes. Even on the fly, he can fire and hit reliably on virtually any target.
    Using his Streik der Purificatio is only slightly less accurate, more due to the nature of pistols and lack of stock or bipod. Even firing them at full automatic he is comparatively accurate, though unless focusing on a single large target he typically uses automatic for suppressive fire. When using the burst fire mode his accuracy is good enough to reliably hit most targets.


    Equipment
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    Seele Stechen: Charles's focus device is radically different from any Quincy Cross ever seen. But then, it's a Seele Stechen for a Reiniger. Instead of a cross or bangle, it is a pair of metal gauntlets that cover Charles's hands, wrist, and forearm, stopping a bit short of his elbow. The backplate on the hand has a cross pattern with red jewels at the center and each of the endpoints; the fingers, meanwhile, have small, simple cross engravings on them. The wrist is covered by a thinner, more flexible section engraved with runic patterns. From the end of the wrist to just before the elbow, the rest of the Seele Stechen is divided into 3 ring-like sections engraved with runes and patterns that, when spun around, produce 3 different designs on top. The 3 sections spin independent of each other, and when using Hohe Rotationsmodus they continually spin, though after 30 seconds they have to lock down to prevent overheating damage.
    Seele Schneider: Charles typically carries 10 Seele Schneider in his vest's pockets. These sword-bullets are full-sized, though their handles are rounded instead of squared and they have some texturing for grips (since Charles's Bolt der Richter is purely energy, the possible friction isn't an issue). The blade produced is 3 feet in length, though no wider than the handle itself; it is colored a bright red, matching the rest of the manifestations of Chuck's spiritual power. When fired, the blade is compacted to a third of its length (1 foot projection), tripling its piercing power.
    Ginto: Charles typically carries about 10 "Ginto Flashbangs" on his person at all times; these Ginto are a bit bigger than the "classic" model, but are specially designed to explode in an extremely bright flash of red light, accompanied by a fairly loud sound. They can be set for remote detonation, or timed detonation. Their actual damage is minimal. He also carries another 10 regular Ginto that he can load into his Bolt der Richter and fire as impact or proximity grenade rounds (this is accomplished almost subconsciously with his interface with Bolt der Richter), or use as components in the more standard Quincy Ginto techniques.
    Hunter's Hood: Technically 3 pieces that lock together, the Hunter's Hood is a full-head mask with goggles. The upper "cap", the goggles, and the lower "mask" lock together in an airtight seal, but can be separated; the mask can be pushed down and ends up looking somewhat like a small scarf, while the upper section looks like a fancy knit cap. The goggles can be removed and stored in a pocket. The whole thing provides moderate protection against major airborne irritants, as well as excellent temperature protection. The goggles have multiple night vision modes, as well as spiritual sensors and a general HUD display, as well as windspeed indicators. They also have a scope-like zoom feature, but as it produces notable tunnel vision Charles only activates this when making a long-range shot.
    Hunter Uniform: The all-black armored outfit Charles sports in combat situations is a semi-standard (as much as the Andersons have standard) uniform. The base layer provides comfort and temperature protection, and limited protection against irritants. The armor plating isn't the equal of Hierro, Blut Vene, or some Shinigami's dense Reiatsu, but it does protect against threats both material and spiritual (thanks to its weave of fine Spiritual Silver woven in).
    Miscellaneous: Beyond his spiritual "arsenal", Charles tends to carry around several useful items. A multi-tool, a couple sets of lockpicks, a few zip-ties, an "Anderson Special" grapnel gun (up to 200 feet of line! can carry up to 350 pounds!), a smartphone with an excellent plan (unlimited minutes, text, and data, world-wide!), a strap-on filter mask good for about 10 minutes (hooks right onto his Hood), and a watch that automatically switches time-zones as well as keeping track of the day/month/year.


    Powers
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    Reinigung Bow: Hochroter Beschützer (Purifying Bow: Crimson Protector): Charles's new bow, Hochroter Beschützer is manifested by concentrating his energy through his Seele Stechen. Hochroter Beschützer has 3 distinct forms/modes. While many Andersons only have 1 Reinigung Bow form, Charles has always been a believer in adaptability and versatility, and that seems to have manifested in his weaponry. It takes him approximately 3 seconds to switch from one form to the other. Charles has determined that the special ability of Hochroter Beschützer is, in fact, the very flexibility of form that it gives him.
    -Hochroter Beschützer: Fassen der Gerechten (Crimson Protector: Grasp of the Righteous): The first mode, Fassen der Gerechten, manifests itself as two thick gauntlets on Charles's forearms (just a bit longer than the Seele Stechen is). These gauntlets are condensed Reishi, making them extremely durable, and they serve as impact amplifiers. While Charles himself lacks anything like "super-strength", the Fassen der Gerechten let him at least affect some of the tougher spiritual beings in the world. He can manifest a single glove of Fassen der Gerechten while using his other hand for somethign else. The major downside of Fassen der Gerechten is that his hands are actually encased and locked into a fist form, meaning he cannot manipulate objects or use items while it is active.
    --Hochroter Beschützer: Fassen der Gerechten, Hohe Rotationsmodus (Crimson Protector: Grasp of the Righteous, High Rotation Mode): The 3 rings of the Seele Stechen begin spinning at high speed, which transforms the outer half of Fassen der Gerechten into a tightly-controlled spinning maelstrom of Reishi. This mode, which can only last 30 seconds before cooldown, gives Charles something like 6 times the normal damage from his punches, and adds a degree of penetration (through an effect not dissimilar to a drill) to those strikes.
    -Hochroter Beschützer: Streik der Purificatio (Crimson Protector: Strike of Purification): The second mode, Streik der Purificatio, manifests a pair of machine pistols that are entirely red. These pistols are capable of single shot, 3-round burst, and automatic (1000 RPM) fire. Each shot is comparatively weak, but they are highly accurate and have decent penetration capability. Charles can manifest a single pistol in one hand to either manifest a Fassen der Gerechten glove on the other, or hold a piece of equipment in it.
    -Hochroter Beschützer: Bolt der Richter (Crimson Protector: Bolt of the Judge): The third and final mode of Charles's Reinigung Bow, Bolt der Richter is a comparatively compact, but still lean and powerful looking, sniper rifle (lacking a scope or bipod) that is (like all manifestations of Hochroter Beschützer) completely red. By default, the barrel is the normal length, but with a bit of focus, it extends half again as long for truly long-distance shots. Using Bolt der Richter's extended barrel, Charles is able to fire out to a range of 1.5 miles fairly reliably. The rifle lacks burst or automatic fire, but Charles is skilled and steady enough to keep up a respectable rate of fire nonetheless. Bolt der Richter requires both of the gloves of Starke Reichweite be attuned to the same configuration mode.
    Reinigung Pfeil (Cleaner Arrow): Charle's projectiles, now also red themselves, are an example of the new Purification technique the Andersons have embraced whole-heartedly. Having had time to resonate and practice with his powers, Charles's strikes have a 100% success rate at sending the target on to Soul Society, though there's still presumably some trauma to the affair (sadly unavoidable with Reinigung Pfeil; it can only be lessened with time). They lack the comparative raw power of his old Heilig Pfeil, but their penetration power is about 90% what it used to be, and his rate of fire has generally increased, making it a completely worthwhile tradeoff (in Charles's eyes).
    Ginto Techniques: Charles is accomplished in the use of Ginto, but would not be considered an expert. He can perform Heizen, Gritz, and Wolke with average skill and power. He is a bit better at Sprenger, and has learned how to set up the pattern remotely, firing first the Seele Schneider, and then the Ginto itself, at a target area.
    Hirenkyaku: Charles would be ranked as an Expert in the Flying Screen Step. He cannot generate platforms, but the basic high-speed movement comes easily to him, and it doesn't really exhaust him at all. He can perform quieter but slower Steps that he often uses when stalking prey. As well, he has discovered a way to combine Hirenkyaku and Ransōtengai to moderately increase the speed (and thus the kinetic energy) of physical blows with Seele Schneider or Fassen der Gerechten.
    Blut: Charles is a low-level Expert with Blut. He can now use both forms equally effectively, and is able to switch between them given about 2 seconds of time.
    --Blut Vene: Charles defaults to Blut Vene, and keeps a low-key version of it running most all of the time. At its fullest strength, he has protection roughly equal to a mid-Seated Shinigami or an equivalent Arrancar (who does not specialize for or against Hierro).
    --Blut Arterie: Most often, Charles will use Arterie when in a heated Seele Schneider duel, making a strike with Fassen der Gerechten, Hohe Rotationsmodus, or when lining up a critical shot with Bolt der Richter. Currently the power increase is about twice his non-Arterie attacks. The main downside is the loss of all Vene protection, hence his tendency to use it only at critical moments.
    Ransōtengai: Charles had no skill with the Heavenly Wild Puppet Suit when he was originally in Japan. At this point, he's still a comparative novice with it. At most, he can keep 1 completely disabled limb mobile, or shore up a couple of injured but functional joints. He is actually better at combining the reinforcing properties of his technique with a brief burst of Hirenkyaku to increase the speed of melee strikes with healthy limbs.
    Vollständig: Romakhiel (Spear of God): Charles knows how to use Vollständig, but is somewhat reluctant to use it. Not so much for lack of skill, as there's a certain innate skill the power brings with it. Instead, the sheer, raw power flowing through his veins means he tries to avoid activating it unless absolutely necessary. Because he actually likes that power. A lot. Despite the risks of prolonged usage, at leas for now.
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    When in Vollständig, Charles is clad in armor of red light so dark it might as well be black, a positively medieval affair. From his back sprout a pair of wings that seem more like a collection of ribbons of crackling black energy that somehow manage to shine with black light. In his hands is a spear of the same black energy, but perfectly molded, a simple design with a 5-foot haft and a 1-foot blade shaped like a gladius's blade. He's still capable of using Seele Schneider in this form (as his control improves along with his power input), though the color of the blade shifts to match what is conjured by his spear.
    -Sklaverei: A universal ability of Vollständig, while Romakhiel is active Charles's Reishi Dominance becomes far stronger, allowing him to dissolve and absorb spiritual constructions to fuel his powers.
    -Dunkelklinge (Dark Blade): The spear Charles summons in Vollständig is his primary weapon. The entire thing is raw, condensed reishi; the haft is as hard as steel, while the blade has about 50% of the cutting power of a Seele Schneider. Charles can throw Dunkelklinge and, after it strikes an enemy (or he wills it), it will dissipate and reform in his hands. He can also fire Reinigung Pfeil from the spear, which have the same power as the projectiles from Bolt der Richter, along with the same fire rate; the projectiles share the coloration of Dunkelklinge, though.
    -Dunkelheit Blitz (Darkness Lightning): Charles can dismiss Dunkelklinge and instead channel that same power into bolts of energy that resemble nothing so much as black lightning. These bolts hit with the same force as Bolt der Richter's projectiles, but can be held continuously on a target, or even make a single "jump" to between 1 and 3 other targets, though these secondary bolts carry 1/3 the power of the original and require the secondary target to be within a few feet of the original target.. As he can fire from both hands, Charles could hit a maximum of 8 targets (2 primary and 6 secondary). His range on this is only about 20 feet.
    -Finsternis Licht-Schild (Darkness Light Shield): Charles can channel his power into producing a shield of dark energy that can withstand large amounts of damage. If Sklaverei is fully active this shield can extend upwards of 30 feet; without Sklaverei fully active, it can only go about 5 feet. He can make it into several basic 2-dimensional and 3-dimensional shapes. Once created, the shield is static; if damaged enough, it shatters. Alternatively, Charles can conjure small sections of shield along his arms, like a set of weightless bucklers on his shoulders, upper arms, and forearms. He cannot maintain both the arm-mounted shields and emplaced shields at the same time.
    -Dunkelklinge, Das Schwert spaltet Böse (Dark Blade, Sword That Cleaves Evil): If Charles activates Sklaverei and channels most of that power into Dunkelklinge, he is able to shape the Dark Blade into its truest form, the Sword That Cleaves Evil. The haft shorteds to 4 feet long, thickening a bit. Meanwhile, the blade shifts and becomes a wide guard, from which emits a blade 1.5 feet wide and 8 feet long. This blade has the same cutting power as a Seele Schneider, and Charles is able to handle the over-sized weapon with surprising dexterity. In addition, Das Schwert spaltet Böse can, with but a thought from Charles, become harmless light for a few moments. In this way, he is able to cut only those he needs to, sparing the innocent while striking down the guilty.
    --Dunkelklinge, Das Schwert spaltet Böse, Putzmitteilung (Dark Blade, Sword That Cleaves Evil, Shine Release): The culmination of Charle's Vollständig, Putzmitteilung gathers up every last shred of power he can spare, including the power vested in his ribbon-wings and everything he can gather with Sklaverei, Charles takes a strong, stable stance and raises up Dunkelklinge, Das Schwert spaltet Böse. He then brings it down in a powerful forward slash that sends off the entire blade of the dark sword at his enemy. The projectile-blade is guided by his will, and can only be avoided by fleeing at top speed, or possibly blocked by a truly powerful barrier. The power invested in Putzmitteilung is staggering, but if Charles uses it, it not only brings him out of Vollständig, it leaves him exhausted enough he needs a few minutes to recover his strength to even try reactivating the True Form of the Reiniger.



    The Anderson Reiniger Clan
    Spoiler
    Show
    Family Home: Australia
    Clan Age: About 200 years.
    Clan Size: Approximately 175, with about 110 capable of Reiniger combat.
    Clan Motto: Polite and Professional.

    The Anderson Family is something of a...unique case...among the Quincy. While the other Clans are either whole "sections" of the original family, or founded by 1-2 charismatic, strong-willed individuals, the Anderson Family was founded by, well, the "dregs" of the other families. Over the years, it has grown slowly but steadily larger as those disaffected with their birth clan take walkabout, and somehow end up in Australia (likely from hearing rumors of a perhaps slightly insane family of Quincy living there).

    This began in 1800 when several "malcontents" from the European families were loaded on one of the boats headed for the newly-founded colonies there and shipped off. After all, out of sight out of mind. On the journey over, the Quincy outcasts found each other. Most of them were young, hale, and headstrong. They were chomping at the bit to deal with whatever Australia held.

    In this case, it held a lot of Hollows.

    For while Australia had not, up until that point, had a very large native human population, it had always held plenty of animals. Many of which were aggressive and deadly, even to humans. All those animals, fighting and dying and struggling to survive. Somehow, more so than in any other places, the animals of Australia formed Hollows.

    The Shinigami did what they could, but the numbers assigned to the Island Continent were never very large. They had a well-hidden "base" (more of a bunker, really), and they conducted regular patrols, and were even helped by a very small number of empowered mortals among the natives. But even still, there were a lot of dead animals all the time, and somehow, they kept becoming Hollows. The Shinigami relegated themselves to protecting the scattered humans, and purifying the Hollows made from human souls.

    When the rag-tag group of Quincy learned of the situation (from a combination of observation, and overhearing a couple of tired Shinigami grumbling about how hard they had to work), they practically threw a party. One David Anderson helped forge them into a cohesive group that would start working to not only protect the living residents of this dangerous continent, but also "thin the herd" of the animal-based Hollows that roamed about.

    So for the next two centuries, the group grew from about a dozen, to two dozen, and so on. Every once in a while, they'd get a few more "exiles" from different places around the world. At first it was intentional on the part of the original clans, but after a while, it was more these "lone wolves" ending up in Australia of their own machinations. As well, the Anderson clan wasn't too worried about marrying non-Quincy, though they did encourage their members to at least marry those with strong spiritual potential.

    Meanwhile, they kept their heads low and avoided the Shinigami as much as possible. They didn't want the trouble, but they didn't really hold anything against the overworked psychopomps. Even without the animal Hollow problem Australia would be a tough assignment, and with all these new people moving in, it just got worse! So the Andersons focused on fighting from range, slowly finding ways to mold their bows (either through sheer willpower, or devices constructed to aid them) into the shapes of long-range rifles. Hollows were dispatched with single high-powered headshots that no one would ever properly hear out in the "sticks". Roaming packs of Hollows were erased, and the workload for the Shinigami eased every so slightly.

    All the while, the "gear heads" of the family did their best to not only improve the tools at the disposal of the Andersons, but also bring in money by creating more "mundane" technologies (many of which focused on things like alternative power, wast disposal, water purification, and other techniques for living in remote sections of Australia and other parts of the world). Of course, many of those same technologies were being used by the Andersons in their ever-improving Family home, located in an abandoned opal mine a couple hours' drive outside of Sydney. The location is more than isolated enough to allow indoor and outdoor training, but close enough to "real civilization" to make life easier. Those members whose fighting prowess is lower help maintain the compound, or the family company based in Sydney (the one always coming up with new pieces of technology).

    And of course, they're still a family of "misfits and malcontents", harboring not only a variety of (often eccentric) personalities, but also a fairly diverse ethnicity. The family emphasis on not marrying only Quincy, combined with the mix of pre-existing and "imported" people groups of the continent, means that there are interesting "mixtures" running amok in the family. Still, they're unified by their familial pride, accents, skill, and sharp sense of dress.

    The recent introduction of the ability to Purify instead of Destroy has taken the family by storm. The adoption of Seele Stechen was swift and thorough, with most all old Quincy-style weapons being disassembled for recycling. Only a few heirlooms have been kept intact, and those have had a few components removed to render them mere display pieces. With the signing of the Unseelie Accords alongside the Kuzonoha Family, Las Noches, and Soul Society, the Andersons are now working to establish themselves as a true independent power. They have renamed themselves Reiniger, to signify their commitment to Purification instead of Destruction.

    Notable Inventions:
    -Spirit Sensor Visor/Scope: Even the most sensitive Reiniger can't naturally see in the dark or through mist. As well, not all members of the Anderson Clan have the same level of skill or sensitivity. But being the rough and tumble go-getters that they are, they decided that wasn't going to stop them from shooting some Hollows in the face from range. So the gear-heads put their heads together and came up with the Spirit Sensor Visor (SSV). These visors are all individually styled for their user, as some prefer 1 lens, some 2, and some a true *visor*. All of them greatly enhance resolution on spiritual signals, as well as helping see in low-light/no-light conditions, increase visibility in cloudy or misty conditions, and even provide things like wind speed and direction (to assist with making a long-distance shot). A few models even allow "normal" humans (the Andersons think the word "normal" is over-rated anyways) to see spiritual beings, though not with the same resolution someone truly aware could hold. They also produce Scopes that hold most of the same functions, albeit tweaked for use as a Rifle's Scope. The recent radical shift to using Seele Stechen means that many, but not all, Anderson members are changing the form of their SSV to more of a goggle or helmet setup. Still, the precise setup varies from
    -Seele Schneider Bullets: The other major invention alongside their Rifles was the Seele Schneider Bullets. These SS are made shorter and a bit thinner, and if used as blades cannot achieve anything more than a long knife in length and width. But for all that their size is less, their edge and potency remain the same. And the biggest advantage is that they can be loaded and fired from many Seele Stechen-generated weapons, assuming the weapon allows for such a setup (instead of being, say, a sword or the like). Still, they fly even farther and truer than the regular arrow-bullets, and pierce even the strongest spiritual defenses, physical or magic. The Andersons tend to carry several on their person, but use them as arrows (they can still fire from a traditional bow) or bullets very sparingly. They're for "special" foes that require the extra power and penetration. (Note: Some Andersons now use regular full-size Seele Schneiders, or ones modified to switch between the more compact "Bullet" size and the regular "arrow" size. With the advent of Seele Strechen, there is less of a standard for usage.)
    BitPRR Characters: Entries Masaru, Chuck, Thomas, Turiel, and Masamune

  7. - Top - End - #7
    Ettin in the Playground
    Join Date
    Sep 2009
    Gender
    Male

    Default Re: [BitPR²] Character Registry

    Information on Quincies


    Quincies are one the youngest spiritual factions. Quincies proper have existed for about ~300 years and have their roots in a forgotten religious movement which began ~500 years ago. Originally, there were five Quincy Families: Wiesweide, Belenus, Akiyama, Moto and Anderson. However, Wiesweide founded ZHE and with their beliggerent actions brought Shinigami wrath upon Quincies, driving the other families into hiding. Of the original families, Akiyama, Belenus and Moto still stand, but have been greatly diminished due to resurgence and eventual destruction of ZHE. Andersons are strong as ever, but have forsaken title of Quincies and adopted one of Reinigers. Winchester side branch, born when no-one was looking, exist in USA, but has also taken severe losses due to joining ZHE in their assault against Las Noches.

    Der Zerreißen Himmel Entwicklung


    Note: ZHE lately engaged in a grand attack against Las Noches. They lost. None of their leaders remain, their soldiers have suffered great casualties, their fortress is abandoned and those who remain are held prisoners by either Las Noches or Kuzunoha.

    Spoiler
    Show
    The Zerreißen Himmel movement began two centuries in the past when the Quincy were at the height of their power. Begun by the Wiesweide Clan of Quincies, Zerreißen Himmel was begun to throw off what the fanatical branch family viewed as spiritual meddling in taking care of Hollows. Their arrogance and devotion to tearing down Soul Society and it's Shinigami denizens spelled the end of the Wiesweide and any who dared side with them, a single member surviving to present day as a reminder what the hubris of man could cause. Now revived by Hein Wiesweide, said single survivor, Zerreißen Himmel has not lost it's wide eyed and hopeful goal of establishing a human-centric organization to take out Hollows and keep Shinigami from interfering in the living world's affairs. News of the recent Shinigami/Arrancar truce has spread a massive recruiting blitz and propoganda engine through out the human spiritual world in hopes to bring like minded or naive humans into the ranks.

    The Kaiserlich Rössel


    The Kaiserlich Rössel form the fighting wing of the Zerreißen Himmel Entwicklung, acting much like the Captains or Espada of Soul Society or Las Noches, the Kaiserlich Rössel serve as the direct agents of Hein on and off the battlefield. Each member of the Kaiserlich Rössel is capable of Vollständig and is assigned a letter upon their induction to the upper echelons of the organization, because of this the organization is often refereed to only as The Letters. Each member is also given a suit of armor known as Vertrauen, the pinnacle of Quincy Technology, which provides each member of the Kaiserlich Rössel armor which complements a users Blut and gives each member physical armor comprable to hierro and increases their natural speed and reaction time. Kaiserlich are expected to attend to their Vertrauen and modify it as they see fit.

    The Nachfolger


    The Nachfolger are comparable to both Vice Captains and Seated for Shinigami or the Numeros or Fraccion of the Espada. The Nachfolger serve the entire Kaiserlich Rössel and can be assigned to a Letter depending on their expertise and skill set. Members of the Nachfolger are permitted a lesser suit of the Vertrauen model which augments their physical capabilities beyond the human norm.


    Organization of Der Zerreißen Himmel


    Kaiser: Hein "R" Wiesweide [KIA]
    Kaiserlich Rössel: Niklaus "W" Gottschalk [KIA?]
    Kaiserlich Rössel: Gabrielle "K" Merkel, [KIA]
    Kaiserlich Rössel: Akira "G" Geist [KIA]
    Kaiserlich Rössel: Caeyrn "A" Belenus [MIA]
    Kaiserlich Rössel: Misaki "L" Moto [Defected]
    Kaiserlich Rössel: Alpha-1 / Tetsuhiko "E" Naito [Defected]
    Kaiserlich Rössel: Nikolina & Isalda "F" Kummerow [MIA]


    Akiyama Clan
    Spoiler
    Show
    The Akiyama were one of the four remaining of the Five Great Quincy Families, and are based in Japan. Out of all the Clans, they were, perhaps, the one which is most interested in advancing and improving the Quincy arts- not all those under the Akiyama Clan were researchers, to be sure, but they had a higher proportion than any other of the Clans. Not long ago, a large number of these researchers were pushing along various routes to figure out the difference between Quincy and Shinigami abilities as it relates to destruction vs. purification of Hollows. In addition, they wre, perhaps, the most dedicated of the Quincy to peace as an ideal- in the eyes of the actual Akiyama Family, certainly, the Quincy had been founded in order to protect mortals against Hollows, and having Shinigami as their enemies would only distract from this. Far better to find a way to work with the Gotei against Hollows, and by doing so protect even more people.

    Unfortunately, not long ago, Akiyama Kaede, matriarch of the main family, was killed by Moto Misaki, and her sister Akiyama Hoshi was killed by Hein Wiesweide. Many Akiyamas fought against ZHE, but were decimated and split, with survivors either joining ZHE or seeking refuge within the Moto Clan.

    Akiyama are now demoralized and much lesser in number and strength. The main family, consisting of Akiyama Minoru and Yuina and their twin daughters, Hinata and Natsuki, has been reunited, but they've yet to gain trust of their relatives. Branch families of the clan covertly rallied behind enigmatic "Mr. Akiyama", but suffered greatly due to vigilante attacks by Tetsuhiko Naito. Angered by these actions and the support given to Naito and Moto Misaki by Kuzunoha and Andersons, branch families of the Akiyama clan have disavowed their former allies, stepped out of "Unseelie Accords", a peace agreement between Gotei and Quincies, and went back into hiding.


    The Winchester Branch of the Quincy Family

    Spoiler
    Show
    In 1851, Jebediah "the Pariah" Winchester-Quincy left the main branch of his family under suspicious circumstances, headed across the Atlantic to America, and traveled west to seek his fortunes. Along the way he fulfilled his family duties by eradicating the many restless spirits of the wild west. In the entire time he was there, Jeb never saw a shinigami, which made him wonder if they just had no stake in that part of the world, or whether they even existed altogether.

    He roamed all over the west from the Canadian Rockies to the Mexican desert all the way to the Californian coast, doling out his version of justice. He returned to the U.S.A. during the civil war and fought as a Confederate soldier, not out of any loyalty to the South or slavery, frankly he hated it. But most of the death and destruction was in the South and therefore so were most of the restless spirits. It was a few years after the civil war ended that some of his illegitimate children from conquests across the frontier began to display spiritual powers. Some were labeled as witches and executed out of superstition. Others were ostracized from their communities. Eventually Jeb learned of one child and realized there were probably many more. During the 1870's and 1880's he gathered whichever of his children he could find and started educating them in the ways of the Quincy, exterminating hollows wherever they went. He eventually settled down in a small ghost town in Texas. Before his arrival, the term 'ghost town' was much more literal.

    The town of Pariah eventually prospered into a small community as his sons and daughters took wives and husbands, but Jeb had strict rules in the community and made sure that all of the families stayed and worked in town so he could find any potential grandchildren with Quincy powers before they suffered the same fate as his less fortunate children. Thus the Winchester branch of the Quincy family was born. Boys and girls alike were taught how to craft and use Quincy-grade weapons, which had long since progressed past the traditional bow into Quincy firearms. Daughters of the family who got pregnant were kept in the community so their children could be raised as what Jeb thought to be proper Quincy. Children fathered outside the community had little choice but to come and stay with the Winchesters or be ostracized for their abilities in the outside world. The Winchester family welcomed all who followed their rules with open arms. Jebediah died in 1934 at a ripe old age of 101, getting to know four generations of his children, but his traditions live on. The town of Pariah had to be relocated in 1957 when much of the family were slaughtered by shinigami who saw the Winchester family for the threat they were. The community was damaged and scarred forever, but not wiped out. They build the town of New Pariah and warded and hid it from Soul Society.

    The "controversy" regarding Hollows and Shinigami is treated very simply in the Winchester family. The only good Hollow is a dead Hollow, and the only good Shinigami is a dead Shinigami. The best way to preserve any balance there might be is to wipe both sides out and leave a clean slate for all the "pure" souls. The Winchester family also does not believe that the known afterlife is the only afterlife, that there may be a step beyond even Soul Society, though admittedly their beliefs are based on faith alone. Nowadays the Winchesters often go out on expeditions to find and eradicate as many hollows and shinigami as possible, though they're usually much more wary about confronting the latter. As of late, most of their able-bodied gunshooters joined ZHE in a grand attack against Las Noches... and lost. Their families have been left wondering and they are now kepts prisoners by either Kuzunoha or Las Noches.


    A Clan Divided Reunited: The Belenus Clan

    Note: The information below is from start of the game. As the game progressed, the Belenus clan was unified under leadership of Caeyrn Belenus, scion of the French family, and joined ZHE. As with Winchesters, most of their capable archers joined the fight against Las Noches... and lost. Caeyrn is rumoured to have been captured, many others are kept as prisoners by either Kuzunoha or Las Noches.

    Spoiler
    Show

    The Quincies across the mortal world are very fractured in their ideology, nationality, and so on. The Quincy Clan spread throughout Southern Europe is possibly the most fractured of them all. At the moment, they’re split into three ‘ruling’ families, each vying for the leadership of the clan. One, in Portugal; another, in France; and the third is in Italy. At the moment, the French family, is in charge. What the leader commands, they all do, even if grudgingly. All three claim to be the original Great Quincy Family. All three are descended from siblings who split away from each other, so each claim may be valid.

    Sure, they still see each other as family, so they won’t go as low as to physically injure one another. But they’ve been subtly manipulating politics to destroy the leading family. Over time, they’ve manipulated nations against each other to weaken the others.

    This fracturing began soon after the beginning of this Clan, three hundred years ago. Its cracks and weaknesses amplified with the destruction of the Weisweide clan, almost two hundred years ago. Many of this European clan disagreed on what they should have done. One influential leader believed they should avenge their fallen brothers, the Weisweide, and declare all-out war on the Shinigami. He died in a duel before his plans were finished, and that possibly saved the Belenus clan from being discovered and destroyed by the Shinigami as well.

    The differences between the three families in this clan are as marked as their similarities. While the family in Portugal believe neither Shinigami nor Hollow should even be in the mortal world, the French family are a bit lighter. They think Spiritual Beings should not put mortals’ lives at stake. If they visit the Mortal World to deal with Spiritual threats, that’s fine. But the instant their power grows out of hand, they should be shot on sight. The family fragment in Italy, on the other hand, would be as likely to help any Spiritual creature as they would betray it, depending on how much they like that person. The same goes with other mortals: if they like them, they live. If not…they’d better run fast.

    They all similarly think that there’s nothing inherently wrong with destroying a Hollow. What exactly happens varies from belief to belief, but none of them see something morally wrong with using their arrows. Whether they believe the soul returns to Mother Earth, or what, it doesn’t matter to them.

    The Spirit Weapons they use, in general, either appear as bows, crossbows, or swords. Occasionally, there's a shield made from a rotating Steele Schneider, as is the case of Caeyrn.


    More recent and brief description:
    As far as I remember, here's the three factions I made for the Belenus family:
    1. French: The ones currently in charge. Are fine with Shinigami and other spirits (and, consequently, the Arrancar) so long as they mind their own business away from the Mortal Happenings. (i.e. Mortals don't get hurt or affected)
    2. Portuguese: All powerful Spirits (Hollows, Shinigami, Arrancars) should be killed without mercy as soon as you meet one. So far, of course, they haven't gone out of their way to hunt them (yet), out of fear for being discovered and destroyed by the Shinigami.
    3. Italian: Are willing to side with whichever side benefits them the most at the time and are willing to betray both sides to come out on top.

    The Anderson Reiniger Clan, formerly Anderson Quincy Clan
    Spoiler
    Show
    Family Home: Australia
    Clan Age: About 200 years.
    Clan Size: Approximately 175, with about 110 capable of Reiniger combat.
    Clan Motto: Polite and Professional.

    The Anderson Family is something of a...unique case...among the Quincy. While the other Clans are either whole "sections" of the original family, or founded by 1-2 charismatic, strong-willed individuals, the Anderson Family was founded by, well, the "dregs" of the other families. Over the years, it has grown slowly but steadily larger as those disaffected with their birth clan take walkabout, and somehow end up in Australia (likely from hearing rumors of a perhaps slightly insane family of Quincy living there).

    This began in 1800 when several "malcontents" from the European families were loaded on one of the boats headed for the newly-founded colonies there and shipped off. After all, out of sight out of mind. On the journey over, the Quincy outcasts found each other. Most of them were young, hale, and headstrong. They were chomping at the bit to deal with whatever Australia held.

    In this case, it held a lot of Hollows.

    For while Australia had not, up until that point, had a very large native human population, it had always held plenty of animals. Many of which were aggressive and deadly, even to humans. All those animals, fighting and dying and struggling to survive. Somehow, more so than in any other places, the animals of Australia formed Hollows.

    The Shinigami did what they could, but the numbers assigned to the Island Continent were never very large. They had a well-hidden "base" (more of a bunker, really), and they conducted regular patrols, and were even helped by a very small number of empowered mortals among the natives. But even still, there were a lot of dead animals all the time, and somehow, they kept becoming Hollows. The Shinigami relegated themselves to protecting the scattered humans, and purifying the Hollows made from human souls.

    When the rag-tag group of Quincy learned of the situation (from a combination of observation, and overhearing a couple of tired Shinigami grumbling about how hard they had to work), they practically threw a party. One David Anderson helped forge them into a cohesive group that would start working to not only protect the living residents of this dangerous continent, but also "thin the herd" of the animal-based Hollows that roamed about.

    So for the next two centuries, the group grew from about a dozen, to two dozen, and so on. Every once in a while, they'd get a few more "exiles" from different places around the world. At first it was intentional on the part of the original clans, but after a while, it was more these "lone wolves" ending up in Australia of their own machinations. As well, the Anderson clan wasn't too worried about marrying non-Quincy, though they did encourage their members to at least marry those with strong spiritual potential.

    Meanwhile, they kept their heads low and avoided the Shinigami as much as possible. They didn't want the trouble, but they didn't really hold anything against the overworked psychopomps. Even without the animal Hollow problem Australia would be a tough assignment, and with all these new people moving in, it just got worse! So the Andersons focused on fighting from range, slowly finding ways to mold their bows (either through sheer willpower, or devices constructed to aid them) into the shapes of long-range rifles. Hollows were dispatched with single high-powered headshots that no one would ever properly hear out in the "sticks". Roaming packs of Hollows were erased, and the workload for the Shinigami eased every so slightly.

    All the while, the "gear heads" of the family did their best to not only improve the tools at the disposal of the Andersons, but also bring in money by creating more "mundane" technologies (many of which focused on things like alternative power, wast disposal, water purification, and other techniques for living in remote sections of Australia and other parts of the world). Of course, many of those same technologies were being used by the Andersons in their ever-improving Family home, located in an abandoned opal mine a couple hours' drive outside of Sydney. The location is more than isolated enough to allow indoor and outdoor training, but close enough to "real civilization" to make life easier. Those members whose fighting prowess is lower help maintain the compound, or the family company based in Sydney (the one always coming up with new pieces of technology).

    And of course, they're still a family of "misfits and malcontents", harboring not only a variety of (often eccentric) personalities, but also a fairly diverse ethnicity. The family emphasis on not marrying only Quincy, combined with the mix of pre-existing and "imported" people groups of the continent, means that there are interesting "mixtures" running amok in the family. Still, they're unified by their familial pride, accents, skill, and sharp sense of dress.

    The recent introduction of the ability to Purify instead of Destroy has taken the family by storm. The adoption of Seele Stechen was swift and thorough, with most all old Quincy-style weapons being disassembled for recycling. Only a few heirlooms have been kept intact, and those have had a few components removed to render them mere display pieces. With the signing of the Unseelie Accords alongside the Kuzonoha Family, Las Noches, and Soul Society, the Andersons are now working to establish themselves as a true independent power. They have renamed themselves Reiniger, to signify their commitment to Purification instead of Destruction.

    Notable Inventions:
    -Spirit Sensor Visor/Scope: Even the most sensitive Reiniger can't naturally see in the dark or through mist. As well, not all members of the Anderson Clan have the same level of skill or sensitivity. But being the rough and tumble go-getters that they are, they decided that wasn't going to stop them from shooting some Hollows in the face from range. So the gear-heads put their heads together and came up with the Spirit Sensor Visor (SSV). These visors are all individually styled for their user, as some prefer 1 lens, some 2, and some a true *visor*. All of them greatly enhance resolution on spiritual signals, as well as helping see in low-light/no-light conditions, increase visibility in cloudy or misty conditions, and even provide things like wind speed and direction (to assist with making a long-distance shot). A few models even allow "normal" humans (the Andersons think the word "normal" is over-rated anyways) to see spiritual beings, though not with the same resolution someone truly aware could hold. They also produce Scopes that hold most of the same functions, albeit tweaked for use as a Rifle's Scope. The recent radical shift to using Seele Stechen means that many, but not all, Anderson members are changing the form of their SSV to more of a goggle or helmet setup. Still, the precise setup varies from
    -Seele Schneider Bullets: The other major invention alongside their Rifles was the Seele Schneider Bullets. These SS are made shorter and a bit thinner, and if used as blades cannot achieve anything more than a long knife in length and width. But for all that their size is less, their edge and potency remain the same. And the biggest advantage is that they can be loaded and fired from many Seele Stechen-generated weapons, assuming the weapon allows for such a setup (instead of being, say, a sword or the like). Still, they fly even farther and truer than the regular arrow-bullets, and pierce even the strongest spiritual defenses, physical or magic. The Andersons tend to carry several on their person, but use them as arrows (they can still fire from a traditional bow) or bullets very sparingly. They're for "special" foes that require the extra power and penetration. (Note: Some Andersons now use regular full-size Seele Schneiders, or ones modified to switch between the more compact "Bullet" size and the regular "arrow" size. With the advent of Seele Strechen, there is less of a standard for usage.)
    Last edited by Frozen_Feet; 2016-07-05 at 12:22 PM.
    "It's the fate of all things under the sky,
    to grow old and wither and die."

  8. - Top - End - #8
    Ogre in the Playground
     
    BlueKnightGuy

    Join Date
    Oct 2008
    Location
    Midwest, USA
    Gender
    Male

    Default Re: [BitPR²] Character Registry

    Hiraku Masaru
    Spoiler
    Show
    Age: Late 20's (Apparent); 121 (Actual; partially due to Dangai time-warping)
    Gender: Male
    Height: 6'6"
    Weight: 220 pounds
    Station: Captain of the Combat Division (aka "The Pack")
    Speech/Reiatsu: #2E2E2E

    Description:
    Spoiler
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    Masaru is tall and lean, but not "willowy" (though in his youth he was all knees and elbows). His frame is corded with muscle, but is not overly bulky. He keeps his black hair tied back in a ponytail, keeping himself clean-shaven. He has a slightly angular look to his face, his chin narrowing a bit (though certainly not unhealthily so), giving him a vaguely avian sense to his features; this is enhanced by his (slightly eerie) green eyes. Much of his torso, arms, and legs bear a multitude of small, faded scars, testaments to his determination and experience.
    Masaru typically wears the regulation Gotei 13 outfit with three additions: a pair of jika-tabi, colored flat black all over (after seeing some in the Mortal World, he found one of the better cobblers in Soul Society and ordered many, many pairs), a loose haori patterned like a starry night (thought it can be flipped over to a dark navy blue with no pattern on it), and a dark brown conical straw hat. When fighting an opponent he does not take seriously, Masaru leaves these garments on; however, more serious opponents will cause him to remove and set aside his coat and hat to keep them safe from harm.
    His twin blades are kept on his left side.
    More recently, Masaru lost his left arm in a fight against Izanami. For a time he had a shadowy arm she had conjured/turned herself into. Ultimately this was purged from his being. His replacement is a high-end cybernetic limb developed by Researcher Chouko, made of glossy black metals and composites.


    Personality:
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    There was a time when "Hirako Masaru" and "party animal" were basically synonyms. In fact, that time has only passed in the last couple of months (most of which he was either in the Hellpath, or in a coma). Since awakening, Masaru has shown a self-awareness that he lacked before. While still friendly and jovial, his "party hardy" philosophy is tossed out the door. As well, while he would always stop joking and laughin in a serious fight, now his attention and focus is as sharp as his sword's edge. Whereas before the Hellpath, he wanted to become a Seated Officer so that he could brag that he could/had, now he has realized his desire to apply his natural talents and skills to the Division's forces.
    Masaru is the sort of commander many soldiers might appreciate. In downtime and otherwise casual settings, he is open, honest, friendly, and attentive to the soldiers under his command. When there's serious business about, Masaru's face slips into a mask of focused calm, and he often speaks in short, terse sentences. One thing he doesn't tolerate from anyone under his command is disrespect for himself, Vice-Captain Kiba, former Captain Kenpachi Osuma, or the Captain-Commander of the Gotei (whoever holds that position at the time). Masaru has made it clear his soldiers are free to bring legitimate concerns forward, but disrepectful complaining or other such talk will earn them a personal training session with Masaru or the Vice-Captain.
    Masaru has a bit of a weakness for beautiful women, one he used to proclaim often and with decent volume; now, he simply keeps most of his thoughts to himself. It's part of his recent campaign of greater self-control.
    After emerging from his years of training in a special Dangai-warped space, Masaru has become generally more serious and responsible than even before.


    History:
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    Masaru is the bastard son of a disgraced member of a terribly minor house that he doesn't even know the name of; he was graced with his mother's surname before she died a year and a half after his birth.
    He was taken in by some shopkeepers in the mid-30s districts, and spent a few years just being a "normal" child in the Rukongai.
    Of course, just as he was hitting his teens it became clear he'd need to go to the Shinigami Academy. Surges of his reiatsu were causing frightening things to happen when he was struck with slowly-more frequent nightmares; shadows moved, on their own accord...

    In the academy, Masaru was generally a good, average student. He didn't do so well in Kido, but in comparison, his physical performance was top-notch, his written and verbal scores were good, and his swordsmanship was phenomenal. It was little surprise he ended up in the Combat Division...

    Of course, it wasn't long after he graduated that Soul Society began experiencing some of its most turbulent times. In an almost unconscious coping mechanism, Masaru began to slip into the persona of a "party animal". He laughed and drank and feasted and generally had as much fun as possible. He forged a unique friendship with Takenaka Chouko of the SSI, despite her being something of a "nerd". Their love of loud music and rap battles cemented the friendship. He fought and trained and lived, but often it was as much existing as it was living (in the metaphorical sense rather than literal).
    Still, his power and skill grew. He unlocked his shikai (or at least, part of it), and was on the cusp of becoming a Seated officer.
    Finally, 5 months ago he entered the Hellpath...


    Story So Far:
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    It took six and a half weeks before Masaru successfully completed the Hellpath. For two of those weeks, he was sitting in a dark corner of the section inspired by Death By Darkness. Just...sitting there, his swords (which only appeared for that period of time, before somehow arriving back at their storage location) laid across his knees the entire time.

    The rest of that time, something on the order of 3 and a half months, has been spent in a coma. The first half-month was spent minimizing the actual injuries, leaving him with nothing but a new collection of scars. The next month they worked on getting his energy restored and stabilized (as it kept spiking oddly during this time). But after that, he just...laid there, for two months, seemingly whole and healthy. A smile was on his face, and in the quietest part of the night some swore he whispered to himself (though the voice coming from his bed didn't quite sound like him, but was never really scary, just odd).

    Masaru awoke to Hollows at the gates, and nothing went right from that point on.

    First a confrontation with a group of Arrancar led by one of the oldest and most powerful Hollows...that ended in a truce proposal. One that everyone accepted.

    Then, he went to try and stop a Cult from freeing a member...and was knocked unconscious before even releasing his sword.

    After that, he woke up not long before Izanami, Death, seemingly snapped and threw a temper tantrum at the gates of the Seireitei...and was then pressed on him as a prisoner who demanded all of his attention.

    Then, said prisoner decided she wanted to kill and destroy, and Masaru knew he was the only way to stop her. And so he kept her attention. And for that, he lost his left arm, only to "gain" a shadowy replacement that he's still unsure about being a good thing or not.

    Now, Masaru has finally, after years spent in Dangai-time-warped place, cast off the crutch and burden that was Izanami's "gift". He has achieved Bankai.

    And after a meeting with the Central 46, he has achieved Captaincy of the Combat Division. He hopes to lead them into a new, brighter future as Soul Society's strong sword arm.


    Abilities:
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    Intelligence: Behind his "party animal" facade, Masaru has always had a keen intellect, especially for both the individual fighting arts, and the application of force on a larger scale (strategy and tactics). His spatial perception and reasoning is particularly adept, allowing him to quickly figure out the best places to have himself and his troops move to for the optimum result. His general ability to think through situations and remember things (large and small) is as sharp as his swords.
    He is fluent in Japanese, English, Spanish, and Gotei Hand Signals.
    Physical Strength, Endurance, and Agility: Masaru's strength is par for a shinigami of his stature and fitness, with physical endurance to match. His agility is top-notch, and has hit a point of near-legendary status; between his deft sword skills and his quiet steps, it's no wonder he's a danger for an unsuspecting opponent.
    Stealth: While not quite as good as those of the Guerilla Squad who focus almost all their training on "stealth" and "fighting skill", Masaru is still quite good at remaining undetected when he wishes to remain so. He has a personal affinity for ending up in rafters and ceiling corners, perched in a way a human shape shouldn't be able to manage against gravity.
    Hoho: Masaru is highly skilled in the use of the basic shunpo, having achieved Expert skill level. He moves quickly, precisely, with a fair degree of flexibility and quietly. He has not mastered (or tried to master) any of the more exotic Hoho abilities.
    Hakudo: Anyone who is an Officer under Vice-Captain Kiba will end up fairly skilled at hand-to-hand, if not the level of expert the Acting Captain possesses. Masaru is no exception; while not a Master by any stretch, his hand-to-hand skills are nothing to sneeze at. He has taken inspiration from the Mortal art of Taekwondo, adopting a form that allows him to focus on leg-based attacks, meaning he can mix it in with his sword style as needed.
    Zanjutsu: It is with his swords that Hirako Masaru truly shines. Sealed or released, he uses them as if they were extensions of his own arms, displaying an instinctive skill that will only grow more deadly with time. The raw talent that he has honed over the years, refined further in his Dangai training, has left Masaru as a true Master in the art of sword-fighting. His style is fluid and adaptive, able to accommodate foes armed and unarmed, with weapons large and small, short and long. He can fight with either blade alone in either hand, or both blades at once, with equal skill. One of his favorite "tricks" is to use only the katana of his Zanpakuto and move it between hands as the fight progresses, keeping his enemy off-balance as to which hand is his "primary" (neither, as he has long mastered being ambidextrous). Masaru's skill is such that, in a century or so he might found an entire style, having ground down the rough edges of his technique. All he needs to do now is forge ground in innovating more new maneuvers.
    Kido: Masaru's time in the Dangai training area improved his Kido by leaps and bounds. He is now capable of a respectable number of spells, with solid control and finesse. It will never be his strongest skill, but he can now boast that he's as good as any other Officer, at least. Generally speaking, he could be classified as a Skilled Practitioner, with potential to eventually become an Expert (though not at that level yet).
    -Bakudo: Masaru can cast Barriers up to the high 40s, and Bindings in the high 30s.
    -Hado: Masaru is capable of Hado into the mid 40s.
    -General Reiatsu/Reiryoku Control/Presence: Control of his Reiatsu comes naturally to Masaru; his time of training and meditation has honed this part of his skills to low Mastery levels. He is highly efficient in the use of his energies in all his attacks, and has utter control over the range and degree of effect from his Reiatsu. Those affected enough by his unleashed Reiatsu experience washed-out colors and tricks of the light in the corner of their eyes. Someone trying to pin down the "feel" of his presence and energy might be reminded of tattered silk cloth, or the cool of a darkened room.
    -Cybernetic Arm: The black metal-and-composite-materials arm is a wonder of engineering. It is the same size/dimensions as Masaru's original left arm. It has the same level of speed and control his original flesh arm had, though the full-scope sensory feedback (sense of touch) is only about 90% of the original. It can channel his energy with no problems to allow for normal casting of Kido. In addition, it can channel energy (with no gestures or incantation) to produce a shield roughly identical to Enkosen, maintained for as long as he can give it energy.
    There is a "temporary overclock" feature that ups the speed and strength of the arm to 150% of normal operation; this requires an investment of Masaru's Reiryoku and does lead to some discomfort or pain if used for more than a brief moment. Currently, Masaru's favored tactic is a brief high-speed sword draw or slice to catch an opponent off-guard.
    A handy additional feature is the presence of an integrated communications system, able to reach between dimensions, and over the majority of Soul Society or large swathes of the Mortal World.

    Zanpakuto: Ancalagon
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    Description: In its sealed form, Ancalagon is a pair of swords, a katana and a wakizashi. While some swordsmen would struggle wielding them paired, Masaru's tall frame and natural dexterity mean they are a perfect match to him. Their guards are rectangles of dark bronzed metal inscribed with a dragon consuming its own tail. The hitls themselves, and their cloth wrappings, are dark navy, while the pommel shares the same metal and coloration as the guard. The blades themselves are seemingly painted a gleaming metallic black, with their sheathes matching the color of the hilt and its wrappings
    Spirit: Typically shrouded in shadows, Ancalagon is an enormous dragon, large enough to cast shadows over a city with its wings and body. His scales are black as midnight, his claws gleam like black steel, and his eyes burn like the afternoon sun; smoke escapes in wisps from his nostrils and mouth at regular intervals. When agitated, he breathes flames as black as his own scales.
    On rare occasions, he appears as a human-ish figure, clothed in fine silk robes, with a countenance like the old kings in Europe, his hair the same shining black as his scales, his eyes still that burning red, and smoke still escaping from his lightly-fanged mouth.
    In attitude, Ancalagon is prideful, but pragmatic. For most of Masaru's life, he has been discontent with his wielder, finding his lack of focus or discipline frustrating. He kept the greater portion of his power held back even when Masaru discovered Shikai, waiting for the day his Shinigami-self would become worthy of his power. That day has arrived, especially after two weeks of intense discussions in the Inner World.
    As well, Ancalagon has an eye for beauty, mostly in the form of beautiful works of metal or wood, or the form of beautiful women. His sense of humor is dark, and he holds grudges far longer than Masaru seems able to.
    He does not particularly care how Masaru uses his power, so long as he does so with pride and discipline, composing himself as the container of such a powerful, noble being ought to.
    Inner World: A blasted blackened mountain range, with four particularly large volcanic peaks surrounding an enormous Gothic castle around which Ancalagon often lounges, enjoying the heat from the magma trickles flowing down into a moat around the imposing structure. His head is positioned such that he can raise it a bit and speak with Masaru if his wielder climbs to one of the high towers in the castle.

    Shikai: "Blot out the sun and drink up the stars! Crush the mountains! Burn the sky and boil the sea! Ancalagon!"
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    Description: In its shikai, Ancalagon becomes a pair of heavy curved broadswords, with the blades becoming a flat black, the guards and pommel becoming a metallic silver, and the hilt wrappings and tassels a dark navy cloth speckled with tiny pricks of silver, as if they were the night sky.
    Power(s): While the most obvious power is the alteration of his swords' shape, this is not actually the primary ability of Ancalagon. Instead, it's the control of shadows. The shadows he generates and controls are decidedly not normal, as they are just as powerful in broad daylight as they are in a dark room. That said, particularly bright, focused light can dissipate his shadow constructs, though he's always able to just create more shadows once the light dies down. And failing that, his swords can still slice things.
    -Night's Blade: The simplest of Ancalagon's powers is the one Masaru uses the most. With but a thought, he can cover the blades in shadows, and cause said shadows to increase the length and size of the blades, up to about two-and-a-half times their normal size. These shadows are either as hard and sharp as the metal of his blades, or as massless and harmless as your own shadow, however Masaru happens to will them to be. These "shadow blades" can also be thrown off of his swords as a ranged attack, though they lose cohesion after about 50 feet. Still, within that range he can exert a degree of control over their course and velocity, an unexpected "twist" that might surprise an opponent.
    -Night's Eyes: Masaru has the ability to see in all levels of darkness, even the pitch black of a completely light-less room.
    -Night's Touch: Masaru can exert a degree of control over any existing shadows within 50 feet of his position, even without touching them. He can bend and twist them into simple shapes (typically weapons), and even cause a person's own shadow to attack them, or wrap around their eyes, blinding them. He can control 2-3 patches of shadow at a time, though any more than 1 reqires him to stop and actively concentrate without much other activity. These patches of shadow are more vulnerable to dispersion by sudden, bright light than his Night's Blade.
    -Night's Step: Something of an extension of Night's Touch, Masaru is able to attack through a shadow under his control, typically by stabbing his sword into a shadow next to him and causing it to erupt from an opponent's own shadow. He is unable to fully move himself through these shadows, though.
    -Night's Breath: Masaru's "ultimate attack" while in Shikai. Masaru draws in all the shadows he can within his "zone of control", and compresses them into his sword blades, where they begin to not-glow. Then he flings the collected and compressed shadows at an opponent, and when they strike, they burn, as flames of deepest black, seemingly drinking in the night around him. These flames burn as hot as "normal" fire for a good 30 seconds, before finally sputtering out. They can be washed away with water or something similar, but will not fully go out, and cannot be dispelled by light.
    However, the use of Night's Breath leaves Masaru's swords unable to control shadows for a short time, meaning it is typically a "finishing" attack against a foe he wishes to die (rather than simply to overcome, as if in a spar).


    Bankai:
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    Ancalagon the Black Death
    Description: Ancalagon's two blades become shadow for a moment and flow together, merging into a great and terrible spear of black metal (OOC: 2nd from right design, is about 7 feet long); this spear is as sharp and solid and hardy as his swords. His body is clad in a shifting cloak of shadows that offers a greater measure of protection than simple clothes (though by no means is he invincible), with no particular strengths or weaknesses. All light within 5 feet of his presence dims just a bit.
    The most noticeable affect, however, is the presence of Ancalagon itself. Or at least, a facsimile of the great and terrible sword-spirit. A stunning reproduction of the manifestation of his soul's will to fight, this version is only 50 feet long (a decent bit of that is tail, with some added by the neck), with a wingspan of 60 feet. It is a solid creature, with scales that feel somewhere between "natural scales" and "metal", and the same glowing red eyes (the only bit of color on him that isn't "black"). There is a simple, sturdy saddle strapped to his back, right where his neck meets his shoulders, giving Masaru an excellent perch to both see and "steer" from, as well as an ideal position to attack from.
    Power(s): Masaru himself (and his spear) gain no additional abilities, and in fact cannot himself use Night's Breath; Night's Blade, Touch, and Step all work essentially the same way, though the range has been increased to 100 feet, and the shadows under his control are no longer vulnerable to light. He is more easily able to control shadows, and can affect up to approximately 15 square feet of shadow (connected or not) at a time. He can extend the reach of his spear from 7 to 20 feet, or fling a projectile of shadow out to (again) 100 feet. And of course Night's Eyes still work the same.
    Most of the power increase is in Ancalagon himself. The dragon-construct is controlled by Masaru's sword spirit, though if it is somehow destroyed, Ancalagon is left ultimately unharmed.
    -Night's Bones: Ancalagon is able to actually absorb light in a radius of 100 feet, casting that area (dome or sphere, depending on if he's ground-bound or airborne) into dim lighting that many would struggle to see in. Alternatively, he can actually absorb the shadows cast by people and objects; this offers no harm to those who "lose" their shadow (which seems to return after 15-30 seconds), other than perhaps disorientation. Either way, this absorption allows Ancalagon to heal himself of injury or at least partially replenish his strength (lengthening how long Masaru can maintain his Bankai, at least to a degree).
    -Night's Strength: Ancalagon is a large flying dragon. He is very strong, and shockingly agile for such a creature; he could probably out-maneuver (though not out-run) any but the newest of jets in the sky, given the chance. His claws are as hard and sharp as swords, as are his teeth; his tail possesses great strength, and his is fond of swatting foes aside with it. He is even capable of delivering a bite in a strike not dissimilar to a snake's, his head flashing forward in the blink of an eye to tear an unwitting opponent in half. He is difficult, but by no means impossible, to harm; weapons like a spear work best, much better than swords or clubs.
    -Night's Black Breath:Ancalagon can breathe great gouts of the same black flame that Masaru summons in his Shikai, reaching out 100 feet. These black flames burn hot and hard, and are difficult to extinguish. They fade after perhaps a minute's time. Ancalagon cannot simply walk around constantly breaking these "shadow flames", but neither is he exhausted after one breath; after each exhalation (of several seconds), he needs several moments to "gather his breath" before he can breath the Black Breath once more.. This is perhaps his most dangerous and potent weapon in this form, at least as much as his size and strength.
    BitPRR Characters: Entries Masaru, Chuck, Thomas, Turiel, and Masamune

  9. - Top - End - #9
    Orc in the Playground
    Join Date
    Dec 2008
    Location
    Rap.
    Gender
    Male

    Default Re: [BitPR²] Character Registry

    Alexandra Dubois, Terror from the Dark [DECEASED?]

    Asahi Umeko, Volleyball Champ and Future Mother to Horrorterrors?
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    Age: 25
    Gender: Female
    Height: 66in/167cm
    Weight: 118lb/53.5kg
    Station: Unaligned Mortal/Women's Olympic Beach Volleyball (Coach/Trainer)
    Speech: Maroon

    Description:
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    Left on the reference picture.

    Umeko is a definite example of the Olympian ideal. She's a pretty young lady of japanese lineage, with short black hair (with red highlights), brown eyes, and a lithe musculature that would suggest she herself is no slouch when it comes to the noble beach sport. She has the tan of someone who spends her days outside as she is quite a bit, but always uses adequate sun protection. While it's easy to miss, those with keen eyes might be able to detect a slight discoloration of her skin that looks like a scar across her abdomen from her mid-right to lower-left above her hip, a long slash that probably has an interesting story behind it. It's quite obvious she won the genetic lottery, being several inches above the national average, but the rest came through hard work and perseverance.


    Personality:
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    Umeko is a fairly grounded individual, not fit to flights of fancy, beyond a dream she has already accomplished. Of course, a champion's mindset is one of discipline and grit, and she has those in spades. Even though her career in the actual Olympics has ended, she still keeps up her routine from day to day, partly because she is still a coach and trainer, partly because she legitimately enjoys the continual push to be in shape. As a coach, she is demanding and no-nonsense, knowing the standards the best of the (normal) world set, figuring she is not doing anyone on this path any favors if she settled for any less than above those standards. She won't mince words if you're lacking, but she's definitely compassionate enough not to be mean-spirited about it.

    In her love-life, she is accepting of her girlfriend's flightiness and eccentricity, although she does occasionally try to push Naomi past her inability to focus on one particular thing, so she can manage to succeed at something. But of course, when she fails, Umeko usually just shrugs, chuckles, and moves on. Due to the social climate, she does respect Naomi's bid for some personal space, but naturally, there's always that personal desire for a little bit more. Though personally she doesn't indulge much in things like TV or video games, she's catered her hobbies to Naomi's, simply enjoying sharing in these things with her girlfriend.

    Naturally, she uses her somewhat celebrity status at times to speak out for LGBT rights in Japan, being an open lesbian herself. Though she won't admit, she hasn't still fully emotionally recovered from being attacked, and gets rather defensive against criticism of her social stances, and is highly susceptible to people acting suspiciously.


    History:
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    Umeko was raised primarily by her father Ichirou, a rather laid-back fisherman. Her mother apparently left her with the young father for reasons she's never really managed to get out of the man. Her uncle Jirou also played a large part in her childhood, being a retired baseball player who left the professional league quite early for personal reasons and always regretted not following his passion. Out of this, Umeko developed into quite a tomboy early on due to not having much feminine energy in her household. As such, she was easily drawn to young Hisakawa Naomi, who received some teasing and near-bullying due to her parents and not being genetically japanese. Umeko turned these little disagreements into scraps, and the two became childhood friends from the get-go.

    Of course, by middle-school she began to get involved in volleyball, taking quite well to the sport. Having since then developed a desire to both prevent living the same sort of life as her father or uncle as well as doing something great with her life, she resolved her path towards the Olympic circle. From there, it was a tough life, with not much personal time, but the glory of the gold was ingrained into her head. After her graduation from highschool, she finally managed onto the japanese women's beach volleyball team at 19, and on that year, she helped accomplish what Japan hadn't done in several decades, and placed at silver (losing to the US in a close match). The honor of the medal was real (her father and uncle couldn't be more proud, supporting her the entire way), however, and she wanted to go back... but first, there was something she promised herself she'd do in the event she won a medal.

    Though Naomi had subtly (and not so subtly, but Umeko was too tired or busy to notice) hinted at her interest, Umeko never really reciprocated due to being tired from both school and olympics-level training, so most of it went over her head. That wasn't to say she didn't feel the same way... and so, she fulfilled her promise to herself and asked Naomi out. And so a childhood friendship became more. But, Japan was not a very friendly place for lesbians at the time, so they kept it quiet. Not that Umeko had much time to spend with Naomi, but she resolved next that if she made the team again, she would make use of some of her famous influence. And so, she did. And she became a spokesperson for equality.

    During those games, however, just before the medal qualifying rounds, Umeko was jumped on the streets by a stalker. She doesn't talk much about it, and the press has not been informed of the full details. All that's known is the man was hospitalized, but so was she, easily put out of the games, and though all of her teammates were capable it just wasn't the same team without her, and so Japan didn't manage to place any medals. Injured, nearing the end of her prime, and controversial from hereon, Umeko hung that life up. She was still offered good money to help coach the next rounds of Olympians, but in truth, she is quite happy with where she ended off. She got glory, perhaps not gold, but she did something great nonetheless. She had more time to explore her relationship, to advance as a spokesperson for the rights of her demographic and those like her, and just generally slow down from the highly competitive life.


    Abilities:
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    High School Graduate: Umeko's not a genius, but she's not a dummy, either. She studied hard even despite her devotion to a non-academic path. And so, she's roughly average in intellect, to above-average, with no secondary education to speak of.

    World-Class Volleyball Player: Umeko is a silver-medalist volleyball player. So, yeah, she's really good.

    Athletic: Always spending some time every day exercising, with an active job, Umeko is around the peak of physical ability.

    Mid-Level Martial Artist: Umeko has dabbled in martial arts over the years after the attack, her physical strength and discipline lending well to the activity.


    Takenaka Chouko, Techno Beat in the Soul-hood
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    Age: 79
    Gender: Female
    Height: 35in/88cm without her prosthetic legs. Up to 84in/213cm with her prosthetic legs, but more usually 70in/177cm
    Weight: 36lbs/16.3kg without her prosthetics. 426lbs/193.2kg with her prosthetics.
    Station: Captain of the Engineering Division
    Speech: #E5BA0F

    Description:
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    Chouko, without her various robotic implements, is really just a torso and head. But given this is a descriptive exercise, certain things must be explained before pressing on to her more fantastic matters. She looks to be not much older than teens, without any blemishes (outside of the obvious) and porcelain-fine skin. Her blue-green eyes are usually hidden by some manner of visor or goggles, and her black hair is worn short so as to not get caught in any gears. While her torso is not quite developed to womanly whiles, she does have some degree of curves, but it's likely she'd only really be considered "attractive" to a very slim subset of people.

    On the more fantastic end of things, Chouko is usually equipped with prosthetic limbs of a design not commonly seen on humans. Her legs are curved and tri-segmented and docked into a rapidly-shifting and rotating base around her hips, and while her prosthetic arms are relatively normal, she has seen fit to equip herself with two pairs of them. They are all fairly advanced demonstrations of robotics, and demonstrate strength about on par with an above-average shinigami. What's more, Chouko is often striving further into the evolution of advanced robotics and prosthesis, so her form is ever-changing (perhaps not on a daily or monthly basis, but every few years, as the mortal field expands as well).

    Of her raiments, the girl normally "wears" jumpsuits fitted to her unusual frame, of various hues, but usually in shades of orange.


    Personality:
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    To say Chouko is free-spirited would be an understatement. That doesn't particularly mean that she is unable to focus on anything, her achievements in the field of robotics would disprove that conception entirely. It is more that she clings to nonconformity and individuality like a robotic headcrab (she's built them, they're adorable). She loves to prove people wrong as much as she loves techno, rap, dancing, and robotics. When she's not making new schematics for advanced robotics, she's writing slick (terrible) rhymes and practicing her dance moves and disk-jockeying. She doesn't particularly care what anyone else thinks of her hobbies and profession, as long as she is pushing her limits and having fun.

    Of particular interest are her ethics; she has readily shifting and amorphous ethics and morals, but her common ethos is one that sticks to the advancement of science, because human (spirit) flesh is weak. Science is eternal.


    History:
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    Chouko was not always so bizarre in stature. She was "born" into the spiritual world a normal child, in the midst of a bamboo grove on the outskirts of the Rukon. Taken in by an tinkerer who didn't have the spiritual fortitude to join the ranks of the Gotei, she was able to build clocks and other relatively simplistic mechanics before her "physical" teens. But this girl had greater aspirations, and as she would have it, she was fortunate enough to win the spiritual lottery, and become one of the (relatively?) newer generations to join the ranks of the Gotei.

    However, her troublesome nature would prove to her downfall, when she lost her left arm in a training patrol after foolishly taking on a Hollow ambush. The blade-armed Sworddancer was slain, but it was a grievous blow to the girl's career. Though she managed to pass the halls of the academy, she often faced ridicule for her bravado. Her self-esteem was about as low as it ever had been in her 'life', and she suffered from a severe lack of focus, floating around and not truly recognizing her talents in robotics until she received a fateful surgery from the Logistics and Medicine division, receiving a rudimentary prosthetic limb and renewing her passion in robotics with her excessive tinkering on the limb. From here, she applied for the SSI, and has gotten along famously since.

    It is only more recently that she seriously began to advance in her self-induced prosthesis, but the steps she's had to take to get that far were many. She collaborated with members of the L&M division to create efficient robotic surrogates for surgery, as well as painstakingly going over every medical detail she could. Within the last few years, she has finally gone through with her many surgeries to combine her robotic passion into her very form. It has by no means been easy, but SCIENCE never is.


    Story So Far:
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    After preparing herself for the occasion, Chouko's mechanical grafting surgery succeeded. However, the month she spent in recovery did not. She broke out of the Logistics & Medicine division, but was stopped from her mad dash for her lab at the Combat Corps training ground, where she dropped her mad rhymes on some newbies. Unfortunately, about this time, Jehoel came to Soul Society, so she joined the congregation around the northern gates to stop him (which proved unnecessary). Also unfortunately, she hadn't become proficient with shunpo with her prosthetic legs.

    Her next exploits involved an intruder at SSI's library, Sabitsura Sho. Intercepting the rogue, she and a few others confronted Sho and led her out to a duel. From here, she spoke at length with Koutetsu Hideki on creating a new division of engineers more suited to her (and his) mechanical genius.


    Abilities:
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    Master of Robotics: Chouko's prosthetics aside, she is almost always on some project to advance her field. She has at this point built robotic animals (one of her favorite pets is Samson, her robotic cat). This also expands to a capability of using kido and computing to animate her machines.

    Medical Initiate: Chouko educated herself in rudimentary surgery procedures to create her automated surgeons.

    Sick Rhymes: These rhymes are so sick you can't duplicate,
    if you try you'll straight up conflagrate,
    there's no competing with this champ of techno,
    you might as well give 'cause you're straight up g-h-e-t-t-o.


    Robotic Strength: Chouko's robotics provide her with a sizable boost to her strength and speed, but unfortunately as she was below average before her augmentations, this puts her at mostly just above average.

    Hakuda: Chouko, after realizing the shikai form of her weapon, strove for a more hakudo-oriented form of combat. She is by no means the most skilled practitioner, but she is ever-advancing in the field in her "free time".

    Kido: Chouko is more skilled in bakudo than hado, but her combat implement of kido is much more rudimentary than the common member of her squad. However, her research into the many forms and implementations of utility kido is much more notable.

    Shunpo: Chouko has recovered the ability to implement shunpo with her false limbs, although there are still kinks to work out.


    Zanpakuto: Sakadatsu (Deconstructor)
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    Description: Sakadatsu's sealed form is that of a short saw-toothed chokuto.
    Spirit: A four-armed baboon, muscular and large with a strong, prehensile tail.
    Inner World: A massive junkyard, with broken mechanical parts as far as the eye can see.

    Shikai: "Break it down, Sakadatsu!"
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    Description: Sakadatsu reforms into that of two large mechanical gauntlets, with the constant click of gears and vicious claws at the end of each finger.
    Power(s): Sakadatsu's true power is likely to evade the knowledge of most at first, but in practice, it provides much more destructive power to spiritual and even physical objects than flesh. A zanpakutou blade caught in Sakadatsu's grasp can be cracked or even broken with a simple squeeze(depending on the strength of the opponent), and pretty much anything that is not strictly organic can be dismantled with the most cursory amount of force.


    Bankai: Hyate Sakushin Sakadatsu (Hundred-Hands Creator Deity Sakadatsu)
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    Description: Chouko's gauntlets increase in size and even begin to meld with her metallic arms, becoming full-arm-length gloves that also have attached shields. She also gains a pair of secondary gloves similar to her shikai on her secondary arms. But more fantastically, a horde of extra gauntlets float around her, it is not clear how many there are, because even when destroyed, they seem to be recreated, but given the name, it is possible she can have up to 100.
    Powers:
    Hundred-Hands Hakuda: Chouko's strength doesn't change much in her bankai, but every blow she makes can be mirrored by her floating gauntlets. The gauntlets are mentally directed and float of their own power, so she need not even be physically next to her target to do hand-to-hand combat anymore.
    • Bass Pump: The single spiritual attack Chouko is capable of in Bankai, she can clap her primary hands together to create a concussive sonic blast that is extremely damaging to objects, but still very damaging to spiritual beings as well, equivalent to a fully-chanted Tenran in ferocity.

    Deconstructor: Chouko remains able to break apart non-"living" spiritual matter. However, she does so at greater efficiency; every gauntlet floating around her is capable of breaking down spiritual matter.
    • Salvage Queen: The fragments of every item Chouko breaks down are added to a halo of debris that floats behind her back.
      • Hundred-Hands Fabrication: Through crude manipulation of the debris Chouko has gathered, she is able to create objects from her gathered spoils. Though she can mostly do simple structures or items in the heat of battle, she is assisted in building by the remote gauntlets.


    The Orchestra
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    Chouko's latest achievement, the young genius used coding lessons from Michael Harada as well as examining what she knew of Samson's AI to begin creation of a group of specialist response androids.

    Age: Three months or so.
    Gender: No Gender, but effectively male personality, in most cases.
    Height: 74in/188cm
    Weight: 210lb/95.25kg
    Station: Seireitei, Engineering Division
    Speech: Red

    Description:
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    The Orchestra are, without their 'uniforms', completely identical androids. With chassis of pure white metal, and disturbingly light forms for something made of metal, each member of the orchestra is an interesting case of near-human physiology. Their faces, however, are more indicative, with pointed mouths and slits for visual sensory input.

    Each member of the orchestra also wears the same 'uniform', though it is decidedly casual; a red ball cap, a black hoodie, grey sweatpants and sneakers. The only thing that sets them apart is that their names are printed on their hoodies.


    Personality:
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    The Orchestra are a varied bunch. It is really quite terrifying in aspect that these beings seem to have such individuality, but they are loyal to Chouko and thus loyal to the Seireitei. They display some Samson-like behaviors at times, being much more grounded and practical than their creator.

    However they still can't pass up a rap battle.


    Abilities:
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    Generally, the Orchestra's specialty abilities are what set them apart. Otherwise they are roughly equivalent to a lower seated officers strength, with great similarity in fighting style to Chouko herself. The known Orchestra members are listed below, however given Chouko's ever-insane schedule, it is likely she will create more.
    • Bass: Designed roughly after a kido gun built to distribute a tenran blast, Bass' specialty is a sonic cannon that not only does a good amount of damage to spiritual beings, but also carries enough resonance to affect even mortal structures to a great degree.
    • Duet: Sort of an odd name for a singular android, don't you think? Well, Duet is equipped with a pair of swords that vibrate to a highly damaging effect, and has kido-based speed boosters that make it roughly capable of shunpo.
    • Interlude: Interlude is equipped with an electromagnetic disruption cannon.
    • Presto: Equipped with smaller kido guns, Presto is somewhat similar to a Western Gunslinger, firing fast-paced kido bullets from its fingers. Its 'draw speed' is extremely fast.
    • Waltz: Waltz is relatively uncomplicated, having high-speed boosters for shunpo, and a resonating energy field around "his" fists, forearms, shins, and feet. Waltz is agile and skilled at hakuda.
    • Mute: Mute not only disrupts sound waves with an internal engine so as to make speech and kido incantations impossible, but also disperses ambient reishi. Both of these effects work within 20 meters.


    Yamada Katsuo, Unexpected Strongman
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    Age: 17
    Gender: Male
    Height: 66in/167cm
    Weight: 116lbs/52.6kg
    Station: Student, Unaffiliated
    Speech: Yellow Green

    Description:
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    For such a manly name, Katsuo... looks quite honestly like one could push him over and take his lunch money with ease. He is thin as a board, and slightly androgynous, with moderate-length brown hair and only partly remarkable green eyes. He normally takes to wearing... questionable clothes for males in japan, and in some cases, he could even be mistaken for a girl. His entire demeanor only exacerbates this fact, given he rarely looks anyone in the eye.


    Personality:
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    Katsuo is reserved at best, and hopelessly shy at the worst. He appears to be more comfortable around girls than boys. But his femininity rarely does him favors either, so he mostly keeps to himself. His shy nature has only been amplified in the advent of his spiritual awakening, making things extremely hard on the troubled teen. That said, Katsuo is undeniably kind when one gets past his guard, and given his lack of friends, he is extremely devoted to any he makes.

    Amongst his hobbies, Katsuo loves cooking, drawing and painting, and collecting and observing various kinds of spiders, butterflies, beetles, and all forms of insects and arachnids.


    History:
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    Katsuo was always an odd boy. He was never truly into 'manly' activities despite his father often pressuring him into them. He more preferred a blank canvas, or a kitchen, or observing butterflies he captured, to the hustle and bustle of sports activities. He has a fantastic imagination, and in his youth often told stories about odd, robed fellows, and horrific monsters with white faces. This led him to be somewhat shunned by his family, only increasing his shy and withdrawn nature. When his mother, an architect, died, killed in a seemingly random building collapse, things only got worse. Being the only one she could truly relate to in his home, he continued to get more and more withdrawn from his family life, but hating how people treated him differently.

    After his 16th birthday, it only got worse. At first, pencils and brushes started breaking in his hands. Then, he would start ripping doors off their hinges, breaking glasses in his hands by exerting the smallest amount of pressure, and various other completely unexplainable things that were as much a shock to him as those around him. This seems to have been the last straw for his father, as Katsuo was sent to live with his mother's sister in Ikari.


    Story So Far:
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    Katsuo recently transferred to the school. Fortunately, tales of his breaking school property in his old school have been taken as extremely exaggerated. His first day in Ikari, during a walk, he sent a soccer ball on a meteoric trip, and crashed through a solid stone fence, meeting Shiba Yui and Yamamoto Rin in the process.

    After a relatively boring day of school, Katsuo made his way to the park. During which his peaceful sketching was involved by an unfortunate incident involving a sneeze and a tree, and then the park was attacked by a bull-like hollow, Ragehorn. Katsuo succeeded where others failed, stopping the bull in its track with a well-placed flip. From here, he proceeded to the meeting with the rest of the kids, during which he was briefed (rather erratically) by the others. The meeting was eventually interrupted by a horde of hollow drones and larvae of some mysterious nature, and Shiki Sora entering his resurreccion.


    Abilities:
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    Education: Katsuo is a rather bright boy, but is only in high school.

    Superhuman Endurance: Though he has not really noticed it, Katsuo is able to shrug off things most normal humans would at least be temporarily crippled by. In battle, it's been observed that anything that doesn't strictly pierce through defenses can barely scratch him if it doesn't have a massive amount of power behind it. And even then... his great will leads him to be able to fight through wounds that would kill a lot of spiritual beings.

    Quite Literally Super Strength: Despite Katsuo's stature, there is no doubting his extreme strength. And now that it's been tested... it's a sight to behold. There seems to be no upper limit to his strength, though he meets diminishing returns when it comes to straight exercise. Nonetheless, his power is titanic, being easily able to crush anything with his fists, or barrel through anything in his way on a run. His "muscles" seem to be equally balanced, as anything he does has to be careful and deliberate; in the course of his training, he's gained some amount of control over them.

    Binding Breaker: Katsuo's strength is not only considerable, but it is reactive, and lends itself extremely well to breaking out and through bakudo. Spells of level 33 or less are easily broken by Katsuo, while spells above that range have varying effectiveness but will manage to keep him held for a decent amount of time. With his gauntlets on, he can break bakudo of level 50 or less with ease. It isn't limited to strict physical binding, either; something in his very soul seems to reject the concept of being held in place, and has a destructive effect on any bakudou or similar effect used to take him out of a fight.

    Beginner Martial Arts: By training privately with Hasunaga, Katsuo has gained a basic grasp on martial arts. His strength regulation comes a bit more naturally to him, and he has knowledge of how to more efficiently use his strength. Though it's only beginner.

    Hardening Shell: Katsuo can call out to the soul in an item to continually harden its surface against impact. However, he must keep in contact with it. In such way, he is capable of hardening his clothes into impromptu armor. However, it does restrict his mobility a little. This also makes him able to use impromptu weapons without breaking them instantly.

    Personal Fullbring: Legacy of Hercules
    A gift from his mother, this simplistic brass beetle necklace is Katsuo's fullbring focus; symbolic of his wish to have been able to save her. Unfortunately, it was far too much too late, and this depression caused him to lack control with his powers. Legacy of Hercules is the source of Katsuo's tremendous strength and endurance, in addition to granting him some extra abilities, now that he has realized his potential.
    • Hercules Gauntlets: Katsuo can call upon his fullbring focus to form yellow-gold chitinous gauntlets. While worn, his strength increases exponentially, being able to easily lift things four times as heavy as he normally can.



    Further powers, as well as the source of his mysterious strength, may develop as Katsuo discovers more about himself.



    Post 2!
    Last edited by strawberryman; 2016-08-11 at 04:59 PM.
    My Homebrew
    Sick props to Akrim.elf for the rockin' Chouko-tar!

    BitP: Reborn² characters!
    Madokapunk!

  10. - Top - End - #10
    Ettin in the Playground
    Join Date
    Sep 2009
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    Male

    Default Re: [BitPR²] Character Registry

    Reserved for more Gotei information.
    "It's the fate of all things under the sky,
    to grow old and wither and die."

  11. - Top - End - #11
    Ogre in the Playground
     
    BlueKnightGuy

    Join Date
    Oct 2008
    Location
    Midwest, USA
    Gender
    Male

    Default Re: [BitPR²] Character Registry

    Thomas Abel, Bishop of the King
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    Full Name: Thomas Gregory Abel
    Aliases: "The Mad Preacher", aka "The Apostle of Insanity", aka "Brother Thomas", aka "The White Bishop"
    Age: Mid-30s
    Gender: Male
    Height: 6'2"
    Weight: 200 lbs.
    Species: Living Arrancar
    Station: Bishop and Grand Proselytizer of the Cult of the First Hollow King
    Speech/Reiatsu: #000840

    Description:
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    In his Mortal body, Thomas looks like he always has.
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    He stands tall, is handsome and in his prime, and dresses impeccably.
    His head is always shaved, leaving only a well-trimmed, stylish brown goatee. His blue eyes glitter with cunning, but sometimes with genuine joy. He is tall and fit, though not exceedingly so; generally average, if not for the fact he's clearly not of Japanese descent. Instead, he bears the looks of a man from Eastern Europe, though his skin bears a healthy bronzed tan.
    Most of the time, he is dressed in simple black clothing with a slate-gray collar that makes him appear, at a glance, to be a priest from another, slightly older faith. Tucked in his pocket is a fine silver pendant formed in the image of the symbol of the cult; emeralds help give the three-lobed eye a beautiful contrast. Thomas will sometimes grasp the pendant in one hand, and sometimes drape it around his neck. His right hand's ring finger bears a sturdy ring with three polished pieces of jade. Outside he often wears stylish sunglasses, and on particularly bright or rainy days may don a simple black fedora.
    During formal occasions, he dons a robe over his "basic blacks", a dark green affair trimmed in silver, bearing a large version of the Cult's symbol on the back, and patterned with traceries composed of strange words from dead languages.
    He always has his beloved, well-worn book, the Utterances of the King, with him, whether tucked in a pocket or grasped in one hand.


    His True body, his Living Arrancar form, is a bit taller and more filled-out than his mortal form. His clothing is something of a "photo-negative" of his Mortal clothes; his pants, shirt, boots, and coat (always buttoned up) are pure white, while his "priest's collar" is pure black. He has no jewelry in this form, and his only accessory is the sheathed dagger tucked inside his coat.


    Personality:
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    Having had his greatest dreams fulfilled, Thomas is, if anything, even more fanatical in his devotion, and perhaps a bit less pantheistic in his "sermon" content, now emphasizing devotion to the First Hollow King a bit more. As well, he is somewhat more hostile toward Shinigami.
    Beyond that, he's largely the same as before. This includes his sometimes doting care for his adopted daughter Isabelle, as well as his occasional bouts of over-protectiveness.
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    Thomas Abel merely wishes to spread the glorious word of the First Hollow King to the deserving masses. Few may find belief yet, but eventually even more will know the glory of the First Hollow King.
    Brother Thomas is likely nearly as insane as Alexandra, but perhaps more disturbingly, it's very difficult to tell so. Oh, he's quite passionate about the message he spreads for the Cult, but in the same way others who are passionate about their beliefs work to convince others. To those in his "flock", Thomas is a helping hand, a friendly smile, and a wise, listening ear. This is what makes him truly dangerous; his ability to seem completely, utterly sane, when the truth is likely the opposite.
    This is not to say that his care for the average member of the Cult is in any way insincere. Thomas truly does care about them, and really does try to help them.
    No, his insanity is two-fold. First, the fact that he believes that the First Hollow King not only cares about Mortals, but would reward them in any significant way, especially the rather radical manner he proposes in his "sermons". And Second, the fact that he has literally no compunctions about doing whatever it takes to further the aims of the Cult. Just as he can be a kind, caring leader for those within the Cult, for those outside of it, he can be an unholy terror willing to commit terrible, dark deeds...


    History:
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    Much of who Thomas Abel is today can be laid at the feet of his childhood, and the person who raised him from an early age.
    You see, Thomas was always a bright boy, but once upon a time, he was growing up in Romania with his family. Then, some tragedy that's just a haze of fear, blood, and death struck, and much of his village was left dead. Including his parents. Thomas himself, a lad of perhaps 6 years old, was left in the ruin of his house, smeared with the blood of his parents. And that was when Alexandra Dubois found him. And on a whim, decided to raise him as what she thought a son might be like (at least to her already-fractured mind).
    So Thomas grew up in the "care" of Alexandra and Clovis. He learned early on to be fairly independent, as his caretakers would often disappear for days at a time. Yet for all that they were flawed in their general child-rearing, both of them did an excellent job of not only indoctrinating him into their mission of freeing the First Hollow King, they also helped foster his staggeringly brilliant mind. They taught him multiple languages, and Alexandra in particular introduced him to the idea of both a semi-formal set of doctrines (something Thomas has solidified on his own initiative), and the use of arcane scripts to reach desired effects. Of course, the latter has only been enhanced by his nature as a Fullbringer. He has taken to (when it's just the 2 or 3 of them) calling her "Aunt Alexandra".
    Today, Thomas is only just below Alexandra in rank and prestige within the Cult, and is most often the "public face" of the group, whether it's to try and win converts, or convince concerned authorities that they are a harmless religious sect, who only preaches brotherhood, peace, and hope, after all. In the dark of the night he has done terrible things, but many of his days are spent doing what most perceive as simple good works. But nothing is ever quite simple with the Cult of the First Hollow King...


    Story So Far:
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    The Cult succeeded beyond its wildest dreams. First the Knights were freed one by one. Then the Queen.
    Finally, the First Hollow King was retrieved from his prison in the void between worlds.
    As part of his reward, those among the Cult who still lived and had not been blessed with Hollow powers were given said powers, Thomas among them.
    Now he moves back and forth between the Mortal World and Hueco Mundo, still doing what he can to recruit mortals to the Cult, while also helping see to the business of re-establishing the holdings of the King.
    Thomas has assisted in acquiring the freedom of all of the Knights of the Court, the Queen, and has finally found the being he worships as a god. Said being has, in part of his effort to free himself and reward his faithful servants, transformed Thomas into the "next stage of life itself".


    Abilities:
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    Arrancar Nature:
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    Aspect of Death: Conviction
    Mask Fragment: Thomas's Mask Fragment is fairly large, covering the upper left half of his skull (from the bottom of his ear to the top of the skull, stopping exactly halfway across the skull), though on the front only his left eye and upwards is covered. Over his ear there is a small dome shape which, if examined closely, has many small holes (likely to mimic a normal ear. His left eye is covered by a semi-translucent lens that is shaded a navy blue from the outside, but from the inside might as well be clear or not present. The whole mask is covered with intricate fine traceries carved into the bone, all in the Hollow Language.
    Hollow hole: Rather than a single hole, Thomas has a total of 12 very small (perhaps a 1/4 of an inch) holes. Four are on each side (2 left 2 right) of his upper chest, just below his collarbone, while the rest run down the side of the front of his chest, spaced evenly. These do not affect his breathing in any way, but do sometimes give his voice slightly odd intonations.


    Skills:
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    Intelligence, Cunning, & People Skills: Thomas is a brilliant man. He actually holds a Doctorate in Psychology from Oxford (mostly remote study, and he chose not to attend his graduation), with an additional Masters of Business Administration. He is a master of putting people where their talents match up best. As well, he makes what resources he has go as far as possible, a legacy of the beginnings of the Cult and the very meager funds they had.
    Thomas is an incredible manipulator of people, able to turn friends against one another with a few carefully-placed words. Despite occasional suspicion from authorities, it is his razor-sharp wits that have kept the Cult from ever being thoroughly investigated. As well, while not a military genius by any means, he is capable of (if necessary) giving competent directions for those few members of the Cult who might take up fisticuffs in defense of their Brotherhood. Thomas is also an advocate of preparedness, manifesting itself in several "backup plans" for himself, Alexandra, Isabelle, and Clovis to (if necessary) leave wherever they are and move halfway around the world within 12 hours.
    Fighting Skills: He is skilled in the basics of several forms of unarmed combat, though by no means an expert in any of them; his true strength lies in his unusual combination of them, an approach that seems slightly insane (which fits him perfectly). Recently these skills have had a natural, instinctive boost due to his new-found power. As well, he is an accomplished broadsword fencer and knife user.
    Arcane Knowledge: Thomas spent years studying various ancient tomes and works. He knows many secret things, and his transformation brought with it even more knowledge, mainly of a large number of spells and how to cast and use them.


    Base Power and Abilities:
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    General Strength/Speed/Endurance: Thomas's general physical attributes are fairly standard for an Arrancar formed from a newborn/low-end Adjuchas, or a lower-level Seated Shinigami. He tends to favor Strength over Speed a bit, but not by a large amount. His Endurance is more notable, as he seems to be able to keep fighting and operating for long periods of time without tiring overmuch.
    Polyglot: Thomas can speak, read, and otherwise understand and interpret any and all languages ever spoken by sapient beings (including Baby and Dog).
    Silver Tongue: Thomas is really, really, really convincing. Supernaturally so; he can often charm his way through whatever he feels like with regular mortals. Particularly encouraging or discouraging words might have more than the usual effect on those with spiritual power, though the stronger or more willful they are the less this power affects them. He also sings like an angel.
    Cero: Thomas's Cero is not notable in power or scope, being average for someone of his particular level of power. However, it does have an odd sound, a deep *thrum* as it passes by that might occasionally disorient those who are missed by the beam but still close. Beyond that, it is distinguishable only by its color
    Bala: Thomas's Bala are somewhat more unique. They are very pale compared to his Cero, and seem to rely entirely on physical impact, rather than physical impact and a small explosion of energy. They seem to compress all their energy into said impact, however; this makes them perhaps a bit more potent than average, depending on the circumstances. They also have an odd hum to them, rather than the more normal hollow echo. His speed with firing them is average.
    Hierro: Thomas's hierro is a bit more potent than average in his sealed form, but otherwise isn't very remarkable.
    Regeneration: Thomas's recovery does well with smaller wounds, but he needs time and outside assistance with more major wounds.
    Sonido: Thomas is, again, of average skill with Sonido. He has no special tricks with it. As well, his tend to be louder than normal, which makes stealth a bit hard.
    Garganta: Completely normal and average, though he's generally pretty accurate with them, and has excellent control of his energy to allow for a nice stable platform to move on.
    Pesquisa: Extremely accurate. Very easy to perform and requires no words or gestures, and is quite subtle. He also has an always-on sense of direction.
    Demon Arts: Thomas lost his Fullbring powers when he ascended to becoming an Arrancar. However, in exchange, he became capable of casting the Demon Arts first discovered by Ramza de Magier. Thomas is still new to this ability, but his years of study of eldritch tomes, banned books, terrible journals, and all manner of such things means that he's not clueless in this regard. He's definitely above an Apprentice or Novice, and it might not take him long to become an Expert, though Mastery will take some time for sure.


    Zanpakuto: Hongo Escarabajo
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    Description: A simple dagger with a black hilt bearing the TriFold Eye in green. The sheath is also black and bears the same design.

    Resurreccion: Speak the seven thunders, Hongo Escarabajo!
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    Description: Thomas undergoes a radical change in his Resurreccion.
    He now stands at 7'6", though due to his insectile legs, he can conceivably extend himself to 8' even. His whole body, barring his face, is covered in white bone armor that is shaped to resemble hard chitin.
    His legs are thick and powerful, bearing reverse-jointed knees and feet that end in 5 (4 at the front 1 at the back) powerful talons.
    His original arms are covered in flexible white plate, with the hands bearing many small plates to allow the same level of flexibility as before. But Thomas has a full 14, not 4, limbs.
    On the side of his torso, spaced out evenly from his "true" arms, he bears 2 pairs of small "manipulator" arms. These arms are perhaps 1/3 the size of his (now proportionally larger) true arms, though they are approximately the same length. They have many, many joints, leaving them to operate almost like tentacles. They terminate in 4-digit hands, with each finger equally spaced out from the others, and bearing the same manual dexterity of his true hands.
    Growing from his back and coming forward are 3 pairs of "fighting" arms. Each of them bears 4 joints, not counting the wrists; this gives them a good range of motion while still making them sturdy. These arms are about the same size as his true arms, albeit a bit more heavily armored. They terminate in 3 equally-spaced taloned digits that are still remarkably precise.
    His True and Manipulator Hands are able to extend claws to become talons similar to his Fighting Hands.
    His torso bears his Hollow Holes in the same general locations, and without a size increase (making them proportionally smaller). Otherwise it is heavily armored but still rather flexible.
    His face is now completely uncovered, with his eyes retaining their original color, and his beard unmodified. However, beyond his face, his whole head is covered with the same chitin-like bone armor, including both ears being covered by the same dome-like structure he has in his sealed body. From his "scalp", a large collection of what seem to be limp antennae and chitinous tendrils fall down to his shoulders; these tendrils and antennae are almost constantly twitching. He is capable of extending a featureless plate of bone to cover his face, with only a seam down the middle giving a hint it might not be the natural state of his head.
    Power(s):
    -General: Thomas's Hierro is now very powerful, as it is somewhat "merged" with his protective bone plating. It is incredibly resistant to physical and energy attacks, though obviously not immune. Acidic and strong piercing weapons or powers have the best chance of getting through.
    His Regeneration has been slowed further, however; at best it can take care of small, minor wounds, or stave off death if not aggravated further.
    His Sonido is barely there at all; his regular speed has increased, but his Sonido is reduced to very short bursts of speed that simply make him a blurrier runner, rather than vanishing from view due to speed for a few moments.
    His Bala and Cero themselves are gone, replaced by other abilities.
    Garganta still work as normal.
    His ability with the Demon Arts is curtailed; he can cast some of the simpler spells, but to accomplish the larger spells takes notably more time and concentration than before. He theorizes it's the somewhat more chaotic nature of his energy in release, combined with his armor "dampening" the spell-weaving a bit. He tends to rely on his release's unique abilities instead.
    And he can still speak all languages, and sings even better than before!
    -Echolocation: Thomas's Pesquisa is now almost constantly on, run through the new appendages attached to his scalp. Now using extremely high and low frequencies (beyond the detection range of even bats and dolphins/whales) along with reiatsu, Thomas is able to achieve 360-degree vision at all times (and process it with no ill effects), in all lighting conditions. Fogs, mists, clouds, miasmas, and similar obstacles server little barrier to this 6th sense. It cannot go through any but the thinnest of solid walls (perhaps rice paper or the like). Rain or a similar situation would blunt the effects but not eliminate them. Submersion in liquid ultimately blunts it less due to the consistent nature of the medium (the range increase of sound is offset by the different way it handles the sound). It has a range out to 500 feet, with the reiatsu-based Pesquisa ranging out to about half a mile by itself.
    -Strength of Conviction: Thomas's strength is expanded alongside his Hierro. His increased foot speed is due to the powerful leg muscles he possesses. This also allows him to leap great heights and distances. Further, his Fighting Arms can fully hold his weight if anchored in stone or a similar material. He sometimes likes to anchor into a wall with 4 of his Fighting Arms and scuttle about, using his remaining limbs to fight and harry an opponent.
    His strength in this form is sufficient to tear metal and crush rock with almost terrifying ease.
    -Harrying Song: The first of Thomas's unique abilities, the Harrying Song is when he starts making clicking sounds with his Manipulator Hands that begin echoing strangely. These echoes (even if he's in a wide, flat expanse of sand) begin to disorient opponents (he can target who is and isn't affected). It is not a true illusion or the like; rather, it starts to induce the equivalent of fatigue or other such symptoms, causing slightly blurred senses, shaky hands, slowed reactions, and other similar detrimental effects. Skilled or powerful opponents can often ignore the effects, but as it is composed of sub- and ultra-sonic sound waves, someone who is deaf is just as vulnerable.
    -Encouraging Song: By carrying a snappy tune with his True or Manipulator Hands, or by actually singing, Thomas can insert his own energy into the words and give them an uplifting affect. It can help encourage and uplift allies, giving them a chance to gather themselves again (though not actually restoring energy), or clearing their mind of something muddling, or even helping them focus against an illusion (though not breaking it in and of itself).
    -Rending Song: A combination of his affinity for sound, his strength, and his excellent control Rending Song is Thomas's greatest offensive weapon. By concentrating his energy and clicking his talons on his limbs, he is able to generate powerful sonic shock waves of varying intensity. A single Manipulator hand can produce something about half as powerful as his sealed-state Bala. All 4 at once make something somewhere between his Bala and Cero. Each Fighting Arm can generate a wave not unlike a Cero. Each True Arm generates one about 25% stronger than his Cero. All of these shockwaves are invisible, and show themselves only by their impact, their sonic boom after passing by, and perhaps the disturbance of dust and the like.
    By combining arms, he can generate stronger and stronger blasts. If using all 12 arms, it's an enormously powerful blast of sonic energy, though it can be quite draining for him.
    If he adds in a verbal yell to the larger blasts, it can shape it into a cone, rather than the more straight-line or projectile-like blasts his arms themselves create.


    Segunda Etapa: *Not Achieved*
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    Description: *Not Achieved*
    Power(s): *Not Achieved*
    BitPRR Characters: Entries Masaru, Chuck, Thomas, Turiel, and Masamune

  12. - Top - End - #12
    Ettin in the Playground
    Join Date
    Sep 2009
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    Male

    Default Re: [BitPR²] Character Registry

    Mikael Esaja Rautiainen
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    Age: 28
    Gender: Male
    Height: 181 cm (~5'11")
    Weight: 78 kg (171.6)

    Appearance
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    Mikael is a moderately tall male with thin build. Should you happen to catch him in revealing clothes, you'd see there's not much fat in him, his arms being thick with muscle and his abs showing clearly when he's flexing them, at least. He has small hands and thin wrists, which detracts from his buff look, though.

    Michael has a narrow face, with dark shadows under his eyes. When alone, he usually frowns, but does his best to smile at strangers; this makes him look harmless, an archetypical "nice guy", no matter how far from truth that may be. His face and arms are tanned slightly brown, otherwise he's pretty pale. His hair is brown and shaggy. His eyes are normally greenish-blue, but this is not constant – when he is enraged, they become so brown as to be almost black, and the whites become extremely bloodshot. He doesn't look his age, and it wouldn't be hard to think him to be in his early twenties, or even late teens. (He isn't that happy about this.)

    Mikael prefers heavy-set clothes, often black in color. Lately, he's been moving around in loose black worker's pants, black safety shoes, a dark blue T-shirt and a black leather motorcycle jacket with a white Ouroboros on the back. He has a similar design of reptilian or draconic creature curled in a circle and biting its tail tattooed on his left shoulder.


    Personality:
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    Those who remember Mikael from school might tell you he was kind; he never bullied anyone, tried to be friends with those who bullied him, generously lend things to others and gave gifts to his friends. They might tell he was polite; he opened doors for others, never answered a question without being asked, and always obeyed the teacher. They might tell he was studious; doing his work in class while others fooled around, reading science magazines and other boring stuff on his free time, talking to teachers between classes about the day's subjects.

    Those who remember him from work or army might tell you he was diligent; focused on his job and striving to perform as well as he could. They might tell you he was patient; rarely displaying anger despite others making fun of him. They might tell you he was tolerant; even though he never smoked or drank himself, he didn't really oppose others doing so, even next to him, and often talked jovially with people who had very different lifestyles than him.

    Of his family, his father might say he was clever, perhaps wise beyond his years; he could often comprehend and summarize complex issues in a single sentence, and easily memorized everything he told him. His brother might call him lazy, because Mikael was a bit undependable when it came to chores at home, or jokingly refer to him as "a weirdo"; nonetheless, they were in good terms. His mother would've the least positive things to say about him, because their relations became very strained as he grew older - his mother was one of the few persons to earn his ire and utmost disrespect. She might call him "arrogant, hateful, disobedient, lazy, irresponsible, uncaring" and even "cruel" - and maybe towards her, he was.

    But one thing they would all agree upon is that he never quite fit in.

    None of these people have known him for years, however. He might still be some of these things, or at least put up an appearance of being so - but how is he now?

    Well, he is bitter; life did not give him what he desired, and even though he's tried to forget his failings, it still gnaws at him. He is detached; since awakening his powers, it's become increasingly difficult to see other people or the society around him as meaningful. They are just... background. He thinks himself to be separate of the human race, and with a good reason. He is boiling with undirected anger; once, it was caused by his bullies, and he swallowed back hard on it because he thought he might hurt himself; then, it was caused by those who let him down, and he swallowed back on it because he thought he might hurt someone else; nowadays, he's not quite sure what is causing it, and at the same time, it's becoming harder for himself to justify why he should restrain his urge to violence.

    He used to be afraid; afraid of his own powers and what they could mean. However, that has since passed. Having found out about spirits and realizing the world is too small to run from it, he's refound his determination and set aside fear - all fear. Now he runs towards the danger with no apparent concept of personal safety.

    And more than anything else, he is lonely and disappointed - because even as he found other people with abilities, they turned out to not be any better match for him that normal humanity. Beings of his scope claim ancient age or godhood or other ridiculous feats yet have no more insight of life than your average philosophy book. Perhaps there just is no sense to be found in this world...


    History:
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    Ever since he was kid, Mikael often saw weird dreams. Dreams where he could fly and had inhuman strenght. This was perfectly normal, he was said. The landscapes and peoples he saw in his dreams did not in any way correspond to those he saw in the waking world, but they were always consistent with each other. Sometimes, he mused whether his spirit really wandered to some other land, where it held a secret life of its own each night. Sometimes, he saw visions of a vast desert, or of someone standing before a vast gate, as if preparing to lift it up. He never attached any significance to these dreams. After all, dreams are just dreams.

    As a kid, Mikael wasn't that remarkable. He had what could be called a happy childhood - his father loved his mother, his mother had a steady job as a daycarer, and he had a lot of friends. At school, he was fairly good, sometimes top of his class, even. He had an interest in a broad variety of subjects, and some of these caused others to mock him and call him a "nerd", "geek" or "weird" - he was weak and small back then, so he shrugged it off, even though it often made him angry. He believed in giving people another chance, and often tried, and sometimes succeeded, in making friends with those who teased him.

    In his adolescence, things took a downward turn, but nothing too awful. His mother decided she didn't want to do her old job anymore, and ended in a spiral of short-term, low-paying jobs. His father started to bend under the pressure of his own work and the troubles of his mother, and took up drinking. Elementary school ended, and Mikael somewhat unexpectedly moved to a vocational institute to study as a welder - with his grades and academic interest, everyone assumed he would've move to a gymnasium. The institute was bit of a jump into cold water - none of his best friends from elementary school followed him but many of his bullies did. Many of his friends had been girls, but now his class had none. He closed off somewhat, only befriending his teachers, but barely managing to keep cordial relations to his classmates, whom he considered "intellectually inferior" - this thought made him feel guilty, because he thought it arrogant and maybe even unfounded, even if it was partly true. Still, he was the best of his class and graduated with excellent grades. He got a good job from a local company and was full of hope for a bright future when he signed into the service of Finnish Defense Forces.

    His stay in FDF was very exciting, at first. The thought of military discipline and honor appealed to the young man. He seemed to be pretty alone in that regard, however, with most of his peers considering military a "necessary evil" and mostly an useless break to their education. He was hopeful of being chosen to be trained as a Commissioned Officer - maybe he'd even pursue career as such! On the other hand, he was first time in years in a situation where he was no longer clearly the best. This poked a hole in his ego. Eventually he became "just" an NCO, which was a minor setback, but worse was to come. Towards the end of his year-long stay, he became increasingly disapproving of how his peers considered it fine to abuse their new position, while dodging their responsibilities. He tried to fight against it, but when others disregarded him, he stopped - he was pretty alone with his idealism, and it was starting to alienate him from his comrades. The pressure was too much. He also realized that the staff were ignorant, or even silently approving, of some of the conscripts' misdemeanors. He came to the conclusion that the "military discipline" was a poor joke at best, the organization of FDF was obsolete and could never work properly as long as the conscripts would have such negative attitude towards each other. He silently abandoned any dreams of a military career and returned home. Unfortunately, his old workplace no longer had need for him, so he had to resign in but a few months.

    In addition, while he'd been gone, his father's drinking had developed into full-blown alcoholism, and his pressures at work culminated to a total burnout. This, accompanied with troubles of making ends meet, had made her mom furious at her employers. Her endless nagging did not improve her husband's mood. She also began pecking her son about moving to an apartment of his own and getting a job. All Mikael could say was that he was "trying to".

    It turned out he had to try for a long while. Factories were being shut down left and right, or so everyone told him. He found himself in a similar spiral of short-term jobs as his mother, just as he had feared. Not having anything to build his life on, he could not decide where to move - all the while his mother kept piling the pressure on him, even starting to make him pay bills for the house. Mikael might have been more tolerant of this, if it had not been such a transparent attempt to drive him away from home. This drove a wedge between them - his mother ordered him to pay increasingly more things, and when he started complaining that she should not spend as much on frivolities, she became furious at him. Mikael's father, already exhausted due to his job, could not tolerate their arguing, and increasingly often trifle issues turned into three-way shouting contests where Mikael and his mom were blaming each other about everything, and his father was crying for them to stop.

    Finally, Mikael found a place of his own, but his relations with mother had been irrevocably poisoned. After he got last of his things hauled to his apartment, he decided to cut ties with his parents for a year. He stayed in contact with his brother, though, who was most supporting.

    Mikael now faced a new challenge. Now 22, he was starting to dream of getting kids. Yet, he'd not even had a girlfriend up to this age. He'd not minded his inexperience before, but now it started to embarrass him. Still, he took to dating with enthusiasm and hopeful attitude. He met a lot of new people, but... he didn't seem to click with anyone. Or rather, he met a lot of women who he thought would be right for him - but they did not return his feelings. "You're a nice guy, but...", "I just want to be friends", "Sorry but I just don't feel the same towards you", "I'm in love with someone else" - these phrases became all too familiar to him.

    For the record, he really did befriend some of them - having lost trace of his former best friends, it was a welcome change. But it was also painful; his feelings for them didn't die even though it'd been made clear they were unrequited. "Don't worry, it'll pass", they said. "You'll find someone else. You're a nice guy!" But as he looked around, he saw that "niceness" meant jack and squat. Many of the men who'd been, frankly, pricks in army or at school had girlfriends or were even married! He could not comprehend it. What was he doing wrong?

    He picked up martial arts and started working out like crazy - maybe he'd luck out if he was buff, or at least he could meet someone interesting at gym? Nope, didn't work out. He grew increasingly frustrated and sensitive of his looks. He bought a motorcycle and dyed his hair, dressed up in leather in hopes of gaining attention. Still nothing.

    But one day when he was 24 changed his life. It was 1st of April. Spring should've been far, but it was snowing like the mid of winter. Driving conditions were miserable. Mikael was driving a car back from work. It was late, he was tired, and then he saw red braking lights of the car before him. There was still good 50 meters to go, so Mikael was certain he could slow down - but as he drove closer, he realized the other car wasn't moving anymore. Biting his teeth, Mikael pushed the brake to the floor - there was still long way to go, he could stop, right?

    Wrong.

    The road had layers upon layers of fresh snow on it. Braking was futile. As a last resort, Mikael tried shifting his car to the next lane, it seemed to have more room. But his car started sliding, and he hit the side of the other car. Luckily, this made his car bounce to the next lane, and Mikael could stop it there. Mikael sighed from relief - danger had been averted.

    Then the car behind crashed into his.

    And then the car behind that one... and...

    Overall, it was the second worst pile-up that day. 31 passenger cars, 4 busses and 7 trucks were totaled. Only two people died, but dozens got injured.

    Mikael was not one of them. He remembers horrible pain while being squeezed between the seat and control panel of his car, but he also remembers squeezing his way out of the wreckage. While dazed, he did not lose consciousness. He wandered to the side of the road and collapsed under a fir tree. His clothes were all torn up, but there was no blood.

    It took him until the shock passed before he realized he should not have been able to do that. He should've been crushed into pieces.

    He watched medics walk to the car that had crashed into his. It had been squeezed flat. He could tell from their faces that whatever they saw was not pretty. He watched as the firemen came and sawed the car into pieces to recover whoever had been inside. He watched how puzzled they were when they found his car, its side torn open, with no-one inside.

    He watched how a woman holding a girl to her chest rose from the other car and cried at the firemen. No-one seemed to hear her. Then, out of nowhere, a black form came. It took the woman and the girl away.

    Filled with dread, Mikael rose and walked into the forest. He walked and walked, until exhaustion took the better of him and he collapsed in the snow.

    A few days later, he returned to work. Despite having slept out in the open with barely clothes on his back, there wasn't a single frostbite on him. He'd only fetched new outfit from home and returned to everyday life. His work buddies looked like they saw a ghost. They pointed to an article in yesterday's newspaper, told how they'd feared he'd been one of the deceased. Mikael was not amused.

    From there on, he started seeing oddly transparent people around places like hospitals, cemeteries, abandoned houses. He saw more of the black forms, and each time they became more distinct. Each time, he felt a chill go through his body, and fled the scene as quickly and unassumingly as possible.

    He stopped dreaming, save for the vision of the gate. The vision became more distinct now - he could see it was him who was trying to lift the gate. One night, he succeeded, and was blinded by bright light. Then the visions stopped. For first time in his life, Mikael saw ordinary dreams - trifle, meaningless affairs of having wild sex with women he could never have, or finding himself naked at work.

    He started missing his dreaming life and friends. On the flipside, his waking life started feeling more like a dream, and a bad one at that.

    At the gym, he started experimenting. He put more weight on than he thought he would never be able to lift, but despite it feeling like his arms would pop out of their sockets, he could always lift everything he piled on himself. Soon, he hit the limits of available weights and machinery. At work, when no-one was looking, he grabbed a bar of iron and bend it with his bare hands. He carefully tried cutting himself with a knife, and found out the blade broke sooner than his skin. He realized he no longer had any idea what he was capable of, and he became afraid.

    While walking, he felt strangely light. He remembered the surreal feel of his past dreams where he could fly - one day, he focused on it and jumped. He found himself standing on the top of a nearby tree. That was one of the few occasions that year when he felt truly happy.

    He started hearing whispers, coming from nearby items. He couldn't comprehend most of them, but those he'd owned for a long time made sense. He grabbed hold of an old juniper bow made by his father, and it turned into a real hunting bow. He swung a kitchen knife, and it turned into a machete that could cut 1 millimeter thick steel. He decided not to try what would happen if he "listened to the voice of" actual weapons.

    Mikael had become a superman. That was the only way he could make sense of it. But there was no Lex Luthor to oppose him, nor a Justice League to support him. He was alone with his abilities... as the only person on earth, as far as he knew.

    Or could there be others? Who were those black-clad people he saw every so often? In myth, such people had existed for aeons - now that he provenly had these powers, maybe he should reconsider whether to believe in them?

    He pondered of what to do with his powers - should he become a masked vigilante, like those in the comics? Should he go to the Great Randi and get the 1 million prize, to live as a rich man? Should he break into a bank instead?

    No matter what he thought of, the longer he mused on the consequences, the less he wanted to anything. He decided to continue his life like before, but it lost its luster. When his boss came to complain to him about slipping schedules, Mikael barely heard he was speaking as he was busy thinking of how easy it would be to fling the man out of the window. On a date, Mikael could only think of how easily he could crush the bones of the petite woman. Or how she would think him crazy if he told her what he could do, or whether she'd believe her eyes if he showed it to her. That time, he just up and left without even paying. He never met her again. Out in town, people seemed to fade to the concrete, becoming nothing but a grey mass slowly trickling through the city.

    He called his best friend and longest-lasting crush and told her to meet him at a frozen lake. She paled when she him pick up a boulder twice his size and throw it on the ice. She fainted when she saw him fly. Mikael carried her home and nursed her until she woke up. He asked her what he should do, but she was in denial anything had ever happened. His heart was broken.

    Next morning, he send her a note telling to go to the lake. He also send a message that he would not go to work that day. He also send a farewell message to everyone whose number he had, before crushing his phone with his bare hands and setting his apartment on fire.

    He'd had enough. He was not a human any longer. He would find a place of his own, away from the trifle affairs of society. The laws of humans did not include him, and no new laws would be made for him.

    But there is no wilderness any more. No place untainted by presence of man. So he still walks among people, feigning the outside habits of humanity, smiling and being kind to others. Not because anyone tells him to (he tells himself), but because he wants to. Though lately, he's not really wanted to. Maybe he will find someone else like him, in some other place or country. Only time will tell.

    If you meet him, he'll be cordial, helpful even. If you ask him for his name, he might introduce himself as "Nemo", "Sín Nombre" or "Niemand Nihil". These are all just little things to fool those who aren't linguistically gifted - learned persons will notice these are all various ways of saying "Nameless", "Nobody", "Zero" or "Nothing".


    Story so Far:
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    While trekking through wilderness of Lapland, Mikael was ambushed by goons of Vicente Ramirez. After struggling free from the hold of his captors, Mikael found himseld in a foreign landscape where a crooked moon hung over endless sands.

    As Mikael tried to escape, Ramirez decided to stop him personally. The two engaged in mortal combat, with Ramirez holding the upper hand until the very last stretch of the battle, when Mikael caught his prized Gran Rey Cero and threw it back. Despairing and furious for being outwitted, Ramirez tried to take his enemy with him in a blaze of glory, but Mikael extinquished the blast and lived.

    After their battle, the mortal was at loss of what to do, and decided to interrogate one of his fleeing captors. That's when Jehoel Yurius entered the scene, apparently having come over to clean up remaining dissident Hollows. After a brief discussion, Mikael decided to follow this new acquitance to his lair.

    At Jehoel's island, at the middle of the lake the Espada himself had once created, Jehoel provided Mikael with medical supplies to clean and cover his torn skin as well as a place to rest. Jehoel divulged to Mikael the basic nature of Hueco Mundo and told him the tale of how he met Dainichi Nyoria, the Hollow King. After mending his wounds, Mikael asked Jehoel to take him back to mortal realm, deciding to look for other powerful mortals there. Jehoel brought him to Helsinki, and the two agreed to meet at Tokyo one month later.

    In Helsinki, Mikael caused disorder by robbing several shops for clothes and other items and fleeing from the security guards, committing several superhuman stunts in plain view of ordinary folk while looking like a horror movie monster due to his wounds. But then fatigue caught up to Mikael and he broke into an apartment while its owners were gone to rest.

    While resting, the terror of his situation started to dawn to him, and he had fits of severe nausea. Only after narrowly avoiding an awkward meeting with the apartment's owners did he manage to collect his thoughts. Based on Jehoel's words, he formulated a hypothesis of spiritual senses, and to test them, went to rob a Finnish military garrison for materials.

    After recuperating for some time, Mikael got on board an aeroplane from Helsinki to Narita International Airport. From there, he walked to the City and met Hakuto Kenzan. Kenzan initially offered to take Mikael to a meeting between various spiritually empowered students, but after talking for some time, decided Mikael sounded too much like a comic book super-villain and purposefully led him astray. Mikael, upon hearing this, was greatly disappointed, but let Kenzan go after he promised he would tell others of his presence.

    After this, a mysterious disembodied voice called out to him. Mikael presumed it to be some sort of Hollow. The voice wanted him to tell everything he knew of Las Noches. Mikael was leery of this presence, and left when he learned it was spying on Kenzan and other students.

    After this, Mikael withdrew to rest, seeing a strange dream of a crazy Goddes of Death and her Arrancar friend. The latter offered him a ring, but then he woke up. Sore and hungry, he wandered the streets, when a Hollow called the Puppeteer targeted him. Haroda Tamaki was drawn to the scene and prepared to help Mikael, but it turned out the man was more than capable of helping himself. Together, they destroyed the puppeteer.

    When he learned Tamaki knew Kenzan, Mikael tried to warn of the Hollow presense. He also offered to take Tamaki to Las Noches. When Tamaki declined, they parted ways and Mikael went to Aokigahara.

    Interestingly, within two days, the highest representatives of the spirit world descended upon Mt. Fuji to discuss a truce. By happenstance, Mikael overheard their discussions. Once the negotiations were over, he briefly chatted with Jehoel, before deciding to return to Ikari.

    Back in Ikari, he met Tamaki again, along with Chuck and Naito. Their discussion got quite heated, but then Hasunaga, a teacher of the kids, arrived and defused the situation. Impressed by Hasunaga's knowledge, Mikael asked if he could stay with him till the end of the month. He agreed. After dining with Tamaki, Katsuo and Hasunaga, Mikael went to live in Hasunaga's apartment.

    During that three weeks, he mostly slept and studied. He did, however, briefly train with Tamaki and Katsuo, to test the limits of his powers. As a result, he accidentally caused the former to be reborn in a new, improved body. Due to all this, Tamaki changed his mind and decided to go to Las Noches with Mikael.

    Despite Hasunaga's best efforts, Mikael remained set on his decision to go and visit Las Noches at the end of month. This strained their relationship. At the end of month, Mikael packed his stuff, but before leaving, he wanted to find and talk to a real Shinigami, in this case Alice Ruggles who'd been keeping an eye on the kids ever since Yasunobu Sawada took interest in them. However, their discussion was less than cordial, but once again the situation was defused when Hasunaga intervened. No real agreement was reached regardless, and after expressing his contempt for the Shinigami, Mikael departed, taking with him two human women, Rin and Miya, who almost got themselves caught in a big fight between the students and some random Hollows.

    As they fled from the scene, Mikael was contacted by Argos, an enigmatic servant of the Ghost King. Mikael expressed distrust of the creature, and told it to depart. After this, he went to fetch his stuff from Hasunaga's house, where he, Rin and Miya met Kumarin, Hasunaga's ursid servant. After telling the bear to mind its own business, the three decided to journey to Mt. Fuji, but were distracted by Jehoel Yurius arriving.

    Mikael called out to Jehoel, and he told him to wait. So they did. Eventually, Jehoel returned, along with Valentina. Tamaki found his way here too - but unfortunately, so did Hasunaga. The teacher, shrunk to young form, said he would not let Mikael take anyone with him. However, Jehoel and Tamaki defused the situation by telling how Jehoel had helped Naito. This made the stubborn teacher grudgingly let Tamaki and Rin go. However, he convinced Miya to stay by volunteering information about het mother.

    Thoroughly done with Hasunaga's hypocrisy, Mikael followed Valentina to Las Noches without staying to check if Tamaki or Rin would follow. He was mildly surprised when they did. Upon seeing Las Noches first-hand, he remarked "it's no Tokyo".

    Valentina, whom Mikael took to calling "cat girl", showed him around town. On their tour, they stumbled upon Sin Rostro, weird Arrancars which creeped Valentina out. Mikael could not understand why. Valentina tried to explain that despite their unassuming looks, Sin Rostro could hurt "even him". When Mikael asked whether she meant "hurt" as in to "cause pain" or "cause injury", she confirmed it to be latter.

    Mikael was curious about these creatures, so together with Valentina, they rounded up eleven of them. Mikael found out that the souls and their individual voices still existed within their pallid bodies, but they cancelled each other, like particles and anti-particles. By appealing to their common desire "to become whole again" and using his ability as a Fullbringer to give them his memories, Mikael managed to awaken these creatures from their stupor.

    The first one to awaken discussed the nature of souls in-depth with Mikael. Mikael came up with several comparisons, from comparing souls to fire, to water, to shadows on the wall of Plato's cave. Platonic idealism appealed the most to the awakened creature, and it took to calling itself "Transcending Shadow" - signifying it had turned from a shadow on the wall to the real thing.

    Mikael spend the following three months mostly resting, whil Tamaki trained with the Espada and Rin got familiar with the city. During this time, Valentina developed a crush on him, but Mikael was oblivious to it, only shocking her with statements signifying how little he thought of his own possible death. The awakened Sin Rostro trained and learned with each other. At the end of the tree month period, Mikael approached Transcending Shadow with a duffel bag and a closed box. He asked the Arrancar two favors: to go an bury the thing in the box at the place where he'd awakened his powers, and to take on his life and identity on Earth. Transcending Shadow accepted, went to Finland, and for nearly all purposes, became Mikael. Another awakened Sin Rostro approached Tamaki and gave him an opaque black sphere as thanks for Tamaki trusting Mikael, and as an apology, as Mikael had thought to leave Tamaki behind. Tamaki was instructed he'd need a great deal of energy, like "an active volcano" to activate the device, but otherwise "he'd just need to imagine" and Mikael would come.

    Mikael, himself, went to look for Jehoel. He eventually found him in the empty space left behind by Soul Society when it was moved. Mikael asked Jehoel why he killed Dainichi and, after hearing his reply, asked Jehoel to give him his Zanpakuto. Not thinking much of it, Jehoel agreed.

    Mikael proceeded to release the blade's Resurreccion and assume the form of Leviathan. This shocked Jehoel to some degree. While in that form, Mikael expressed intimate knowledge of Jehoel's mind, and as they touched each other, the connection allowed them to exchange memories. They engaged in a conversation of what it means to be a god. Mikael expressed confusion of why Jehoel rejected the label and seemed to hate the concept so. Jehoel responded that gods have everything due to luck of birth, where as he'd earned his power; and hence, gods are boring. Mikael noted that, as he'd gained his great powers purely by chance, without wanting them, his name was ironically fitting - as who was like god, if not him?

    To remedy this, Mikael challenged Jehoel to a battle. Jehoel half-heartedly agreed, and was sent running when Mikael caught his Gran Rey Cero in his mouth and spit it back. While lazily following fleeing Jehoel, Mikael expressed disappointment - for he knew Jehoel had even greater power in store.

    Jehoel, in response, agreed to show his Segunda Etapa and tore apart Leviathan's form. Mikael, finding there was not much to learn of this, let the form collapse and resealed Jehoel's blade. He was again disappointed, since he felt Jehoel was still holding back, having purposefully missed all his vitals. At the end of another brief discussion, Mikael told Jehoel his facade of self-control didn't really suit him, and told him to "go back to the ocean". After this, Mikael reduced himself to dust. As Jehoel left, he found he'd forgotten the memories he'd gained from Mikael, and on his blade there was a familiar looking Ouroboros emblem...


    Abilities:
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    Superhuman strenght: Mikael does not know his own strenght - its upper limits, to be accurate. It's easy to function on a human level, because its a level of familiar sensations - he knows how it should feel to lift a shopping bag, or how hot a stove will feel when it causes burns to normal people. It's almost as easy to mimic strongest ordinary humans, because up to that point you have at least some guide line. But beyond that? Where does it end? Mikael does not know, and he daren't search for answers. It's all fine and dandy if he succeeds, but if he doesn't? Who is there to help him? Can anyone help him? Update: Mikael can enclose the force of an on-coming Gran Rey Cero in his palm and throw it back.

    Superhuman endurance: Last time Mikael tried taking a vaccine, the needle broke against his skin. His first feat was to survive a crash that utterly flattened his car. No ordinary cold seems to be able to hurt him. But again, he has no idea of his upper limits. He still feels pain, or at least remembers how much pain he should be feeling. He's still wary of most things other humans are, because he has no idea if he can survive them. He has no precedent. Update: Mikael has taken a barrage of Ceros, including Gran Rey Cero, to the face, and it only flayed off skin from the front of his body.

    Superhuman speed: Mikael could outrun an ostrich or fly faster than the fastest bird. He's not tried either, but is roughly aware of the possibility. His feet glimmer with strange light as he moves on ground or air, leaping over buildings with a single jump. Update: Mikael is fast enough to dodge bullets or catch them out of air, and his reaction time is even greater - so great his body struggles to keep up.

    Voice of All Things: Though he knows not the word, Mikael is a Fullbringer, and extremely powerful for one. The spirits of all things call to him, and he can speak their language (this includes intuitive understanding of all human languages). This gives him a broad array of abilities depending on what he has at hand.

    Improve: Mikael can hear the true desire of any object he holds in his hands, and improve on its functions. A toy bow becomes a real one; a kitchen knife becomes a sword; old and rusted car becomes a spiffy new one. This is usually a simple and easily foretold step, but Heaven only knows what might happen if he gets his hands on a supernatural weapon of some kind. All improvements are permanent unless Mikael undoes them, and if the object improved is of normal matter, so will the end result be. Improved objects do not break laws of physics if of normal matter. No object can be improved more than once. Update: Mikael has reached sufficient mastery of this ability to use another person's Fullbring or the first release of another person's Zanpakuto.

    Improved Item - Predator Camo: A stolen Finnish Defence Force camouglaged uniform. Its color and pattern change to adapt to its wearer's surroundings, making him very hard to spot visually, especially if standing still. It also scrambles infrared and ultraviolet signatures and diminishes its wearer's Reiatsu output to the level of a common mortal. When worn by Mikael in particular, it partially benefits from his resilience to destruction, becoming as tough as his skin. Update: This item was lost after Mikael's bout with Jehoel.

    Reduce: Just as easily as Mikael can give form to an item's desire, he can silence its voice completely, turning useful objects into rubbish. This can also undo effects of Improve. Whatever he holds is reduced to its base materials. A toy bow becomes a branch of wood and a coil of string; a kitchen knife becomes a slab of metal and pile of plastic chips; a car is broken down into separate parts. The power of supernatural weapons is diminished and their releases shut down until their owner calls for them anew.

    Bringer Palm: Like with Bringer Light, the user asks air to create a green platform, but instead of supporting their weight, they push the platform forward, creating a pressure wave carrying the force of their punch. This can be used as an attack, or to deflect incoming projectiles. The functional range of this technique is 30 meters. A skilled user can also create a copy of their hand to crush an opponent.

    Bringer Edge: A technique similar in principle to Bringer Palm, but executed with legs. The difference is that a roundhouse kick can be used to generate a sharp pressure wave akin to a flying sword cut. Since legs are usually stronger than arms, the functional range of this attack is 50 meters.

    Bringer Breath: Through co-operating with the air (or some form of liquid), the user draws in more air (or other substance) than their lungs would normally be able to hold, then blows out the compressed air (or liquid). This can be used to blow away gasses or to put out normal flames.

    Bringer Twist: Through co-operating with molecules of the air and their own body, the user turns abnormally flexible, allowing them to contort into bizarre shapes, dodge incoming attacks or roll with blows more effectively. The pinnacle of this ability is for the user to curl into a perfect sphere.

    Bringer Wall: The most advanced of these techniques, the user asks their skin to rearrange its molecular composition, creating a layer of carbon diamondoids over their body. This layer can change between rigid and flexible in blink of an eye. It is extremely hard to cut or pierce, though a strong blow may deform it. It also protects the user from electric attacks, but is suspectible to burning.

    Personal Fullbring - Ouroboros: Most powerful of Mikael's abilities, and one he does not truly comprehend as of yet. On his back is the snake eating its tail, the symbol of eternal life, though to him, its meaning is despair. It is the source of his seeming implacability. He could give it life, make the ink jump from his skin and crush his enemies, but doing this would also make it susceptible to destruction. The snake can draw blood or any other fluid than can be used for writing into itself to grow larger and larger. Once it returns to its proper place, all extra fluids are turned into vital energy, restoring health and power of its owner. Mikael could wholly or partially assume qualities of the snake himself, growing scales, claws, fangs or tail, temporarily increasing his reach and offensive power. Finally, the snake's fangs have acidic poison that melts away flesh and bone - there's a lot of time to treat it as it spreads, but a direct bite usually burns holes to the point of contact. Update: Mikael has found out, with help from Haroda Tamaki, that whenever he improves objects, he leaves an Ouroboros emblem similar to his tattoo on them. He's also, without understanding, absorbed ink and blood directly through his skin to heal.


    Zheng Li Lin
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    Age: 1081
    Height: 151 cm (4'11.4")
    Weight: 50 kg (110 lbs.)
    Station: Green Dragon of the Royal Guard, the Royal Healer

    Description:
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    You could hardly think of a more harmless looking person. A small, oriental-looking elderly person with short, black but greying hair and brown eyes, with face covered in wrinkles brought by age but always smiling. Li's Shihakusho looks like it's greying just like its owner when you catch a glimpse of it past Li's long-sleeved white Haori. A green, otherwordly glow surrounds li


    Personality:
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    Li does Li's best to remain calm, tries to be polite and joyful company for conversation, and offers kindness freely. A life-long pacifist, Li abhors violence and desires not to use it even against enemies of Soul Society. Yet, Li is not "nice". Li does not forget and rarely forgives. Do not let the idea that Li won't kill you lull you into false sense of security, for you'd be amazed of what one can live through...


    History:
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    Li has always disliked combat and violence, seeking a peaceful solution whevever possible. Never quite fitting into the Shinigami lifestyle, Li was relegated to Medicine & Logistics, and never really expected to rise above sweeping floors. But ages passed, and Shinigami who fought at the frontlines died and were replaced. Li remained, humbly working to keep the soldiers fed, clothed and treated back to fighting condition when injured.

    This continued for centuries. Med&Log grew from a mere reservoir division and repository for less skilled warriors into a respected medical facility, with even the reckless Combat Division coming to grudginly respect those who'd stitch them back together after their sparring sessions got a bit too rough or they bit more than they could chew when fighting against Hollows. Li, being the longest lasting member of the Division, had come to know its methods, policies and personnel inside out. When leadership of the Division changed, the old Captain having been promoted to Royal Guard, the new one took notice of this curious unseated cleaner, who seemed to know more of the Division matters than she did! She began consulting Li for advice, and Li complied.

    Soon, Li was promoted to a Vice-Captain, due to always having the right answer to the Captain's question. And in that role Li would serve for another couple centuries, giving advice and organizing everyday affairs so the Captain's attention would be spared for more important things.

    But this position did not come without its pressures. The Captains urged, and eventually ordered, Li to improve in combat skills and co-operation with Hēi lín. Li found this distasteful, but eventually had to comply as to not let the Division down. Through sheer amount of time spent and experience gained this reluctant practice lead to Li achieving Bankai, but in this occasion Hēi lín broke Li's left leg and it never healed quite right. Li tried to hide this fact, but then-current Captain noticed, and so Li was eventually destined to take her place at the helm of Med&Log.

    Li probably would've probably joined the Royal Guard along other old Captains, if not for a great Hollow incursion to Rukongai 75 years ago. Due to a series of unfortunate incidences, Li was forced to get on the field and fight off a group of Menos, but in this events one of them crushed Li's lame leg - it had to be amputated and replaced with a titanium prosthetic. This injury was deemed too big of a handicap for Li to serve in the Guard, and even Li's career as a Captain seemed like it'd come to an end. But due to Hollow attacks declining and then stopping entirely, Li remained in the job.

    In addition, Li served as Grandmaster of Shinoreijutsuin for a hundred years. Dreams of finding a successor and retiring peacefully were unfortunately ruined by current conflicts.

    After Scarlet Garden, Li asked Izanami, then known as "Death" and "Sally Sparrow", to step down from her position as the Commander-General. Following this, Li briefly became Commander-General of Gotei. When Jehoel Yurius offered peace, Li held a vote, and after gaining trust from other Captains, agreed to the peace treaty. Li had to leave this post due to being[ summoned to Royal Guard only a few months later, however.


    Story So Far:
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    Shortly before Hiraku Masaru emerged from Mugen, Zheng Li Lin ceded control of Soul Society back to Central 46. Li was taken by Kisaragi Saruhiko to Royal Realm and promoted to Green Dragon of the Royal Guard. They took Nanoha Shigure with them, to serve as Li's assistant.

    Since then, Li's gotten acquainted and reacquianted with Royal Guard Members, especially Wan Li Lin, to who Li showed Li's new palace and wonders of modern human technology. Then Yamamoto Sayuri's message reached them, and Wan Li Lin had to leave to fix things in Soul Society. Zheng Li Lin was left behind, crying bitter tears.


    Abilities:
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    Tai Chi Grandmaster: Li knows and has mastered all forms of Tai Chi ever invented, both with weapons (Zanjutsu) and bare hands (Hakuda), including legendary mystical healing and pressure point techniques (Healing Kidõ). Li practices them to stay in harmony with self and the world, and would rather never use them for violent purposes. Alas, life is not always so kind.

    Professor of medicine, biology, anatomy and janitoring: through ages spend on mending wounds, growing herbs, studying strenghts and weaknesses of spiritual bodies as well as sweeping floors, Li has almost immaculate understanding of these topics. Few are the ailments Li can't treat, and no pair of socks goes unfound and unaccounted for.

    Holder of alchemic secrets: Li can create concontions that defy natural laws and expectations, capable of curing most known diseases and toxins (and perhaps some unknown ones too) and even gluing severed limbs back together. Or they could give you diarhea or turn you into a toad if you've been unruly. Many rare and esoteric ingredients are required for making them, often grown or stored in Med&Log facilities for this sole purpose. (I mean, what else do you need rat liver for?)

    Kido Expert: Zheng Li Lin, as former Shinoreijutsuin grandmaster, knows all spells taught in its curriculum, though Li typically only opts to use low-level spells of #10 or below.

    Ouken: As a Royal Guard member, Li's body is imbued with this special material, allowing Li to come and go from the Royal Realm. It makes Li extremely durable, restoring vitality chipped away by years, and allows Li to change mass and density on whim, even walking through walls in Soul Society or lower worlds.

    Titanium prosthetic: Li's severed leg has been replaced by hi-tech robotic prosthetic made by Takenaka Chouko.



    Zanpakuto: Hēi lín ( 黑林 ) ["Black Forest"]
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    Description: Hēi lín is a bronze taijijian with a black handle, sheathed inside a white bamboo cane. Li is not currently in possession of this sword. The sword gave itself to Hiraku Masaru, and he wrapped it up and placed it in a memorial shrine where blades of fallen soldiers are kept.
    Spirit & Inner World: Hēi lín is dark and threatening forest expanding measurelessly into all directions. There are no animals in it, and it is always eeriely quiet. Should one wander far enough from a small road endlessly continuing through it, one could find small brooks, omnious stone circles, and even lakes and rivers, but no place can be found more than once, as if the trees were alive and actively working to confound the unfortunate person trapped among them.

    Shikai: "Grow."
    Description: Hēi lín's blade becomes wooden, but it remains as hard or harder than most steels. Its sheath seemingly returns to life and will suddenly grow into a full-grown bamboo tree if planted to the ground.
    Power(s): Hēi lín holds command over all plants, and can make them grow, sprout flowers and fruit or wilt just like its wielder wishes.

    Bankai: Wúxiàn de hēisè sēnlín ( 無限的黑色森林 )["Limitless Black Forest"]
    Description: The blade of the taijijian now springs to life as well. It can now grow to the size of an ancient fir in a matter of seconds and sprout branches to block or entangle an enemy.
    Power(s): Li's Bankai returns to life all dead plant matter within 100 meter radius, and can make any plant suddenly grow into humongous proportions. With this power, Li could single-handedly rebuild all houses destroyed by the Menos attack 75 years ago, making trees grow into shapes of ready-made buildings.
    Last edited by Frozen_Feet; 2016-07-06 at 05:02 AM.
    "It's the fate of all things under the sky,
    to grow old and wither and die."

  13. - Top - End - #13
    Dwarf in the Playground
     
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    Default Re: [BitPR²] Character Registry

    Torahiko Tachibana, ZHE Resurrectionist
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    Age: 16 years.
    Gender: Male.
    Height: 162cm.
    Weight: 55kg.
    Reiatsu: Feels like Feels like a warm, heavy mist.
    Station: Fullbringer / Der Zerreißen Himmel Entwicklung, Soldat Speaker for Remnants. On leave from the school's Kendo Club.

    Description:
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    Torahiko is an average boy, with green eyes and short, scruffy black hair. He has bushy eyebrows, and his overall form is slender and angular. When seen out of his school uniform, he'll be wearing a logo tee with jeans and an open jacket, he prefers bright colors. He is rarely seen without a messenger bag containing his phone, school supplies, and a manga volume.

    Since his rescue, he's been wearing the lower class Vertrauen of a Soldat, and his usual bag has gone missing.


    Personality:
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    Torahiko is a laid-back individual, spending most of his time watching and waiting, in the event that something catches his interest, he'll ask to join in on it. Surprisingly, when he does put up an effort, he takes it quite seriously. He is an inquisitive person, picking up any bits of trivia that catch his interest. And has a distinct way of handling conversations, making slightly bemused statements interrupted by the occasional point plank question. He maintains attachment to what few friends he has, and will rarely contradict their opinions. In his free time, can be found leaning against a wall in any location he finds sufficiently interesting (often with a manga volume in hand).

    After joining the ZHE, he's become a much more active person. With a knack for unnecessary amounts of leading questions,

    He complains to no end of the Accords' influence, though

    He's developed a sort of twisted affection for Arrancar,


    History:
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    Torahiko has lived alone with his mother in an apartment for as long as he remember. He doesn't seem to remember his father. As he grew older, his mothers work became more demanding, and she began leaving him home alone, where he picked up his habits of reading near-obsessively to kill time, and staring out the window, watching people go about their lives.

    Eventually, he joined the school kendo team, both to get some exercise, and try something new. It also gave him a group of people he felt he could speak to easily, forming the basis for most of his friendships with other students.


    Story So Far:
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    Arrived to kendo club, only to be offered to a match by Miya, which he accepted, and lost after a short struggle. May seek out a rematch sometime.

    Was late for class, Hasunaga was not amused. Signed up for "1000 Tales of Ghosts". Has realized that several of his classmates (and some other people) all suddenly having excuses to leave. And what is the nature of the strange power he feels radiating from them, anyways? When he tried skipping kendo to investigate "the power", Hasunaga stopped him as soon as he tried, then ended up taking him to the park to talk about spirits, also about not getting involved with spiritual matters...

    Then, while running an otherwise ordinary errand, a mysterious woman appeared to warn him of the coming storm, after he pointed out her vague warnings of disaster as strange, she ran off, but not before convincing him to search for Katsuo.

    After seeing Katsuo's gauntlets and explaining he already knew about spirits, he found himself unable to answer if he ever believed he had powers, and began questioning his past and motivation. Then Katsuo ran off in the storm.

    A few days later, he searched the park for spiritual presences, triggering a vision of a man being killed by a hollow. Unfortunately, he ended up meeting a hollow in person shortly after.

    After being caught, he was about to be strangled. Then came a Nachfolger of Der Zerreißen Himmel, who saved his life.

    Driven by a sense of emptiness, and a cold-burning frustration with his situation, Torahiko joined the Zerreißen Himmel, and after a short period of intense training and undergoing a Quincy ritual to restrain the hollow reiatsu within him, he was briefly involved in the transport and unveiling of Demitrio, an arrancar "Reprogrammed" by the ZHE.

    Demetrio somehow became a favored companion to the fullbringer,


    Abilities:
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    Speed: Torahiko is unusually fast for high-school student, capable of traveling a fair distance in a short amount of time. Following his training with the ZHE, he's greatly increased his speed,

    Strength: Torahiko has above average strength for a boy his age, nothing too noteworthy, but it's clear his training in Silbern has improved his physical condition.

    Endurance: Torahiko, and just about everyone else that's seen him put up an effort, knows his endurance is below average, favoring quick bursts over sustained activity. Having endured intense military-style training has brought his endurance to levels slightly above the norm, and the additional familiarity with strenuous activity has allowed him to make the most of his strange, cheetah-like pace.

    Kendo Club Membership: As a member of the school kendo club, Torahiko has a solid grasp of the basics of swordsmanship. Though he has no make that, limited experience in actual combat. Torahiko has been away from school for a while now, and his fighting style does not incorporate the katana.

    Intelligence: As a "B average" student, Torahiko is certainly not the worst in the school, but not the best either.

    Spiritual Awareness: Spirits are naturally visible to Torahiko, but that isn't the only way he can sense them, he can faintly feel their presence without looking at them. Perhaps as the result of hollow reiatsu in his body, he's developed a "predator's gaze" the knack for focusing on one being's presence, tracking their position relative to his own, enabling him to hunt and track his chosen target with ease.

    Zerreißen Himmel training and equipment:
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    Vertrauen: A generic suit of quincy armor common to all Zerreißen Himmel Soldat.

    Marksmanship: After a week-long crash course, Torahiko has gained a basic proficiency with firearms, capable of hitting a human-sized or larger target at a fair distance, assuming it's not moving too fast.


    Quincy or Fullbringer? Traits:
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    "B" The Barricade: Torahiko's Schrift grants the ability to create barriers that shut off certain pathways and angles of attack, or even seal off a space from the outside world. At its upper limit, its comparable to, or possibly even exceeds, kido barriers or seals up to number 90. Though as a Quincy ability, it's limited by reishi in the environment, as well as the boy's limited experience.

    Basic Reishi Manipulation:

    Blut: Blut Vene and Blut Arterie are the hallmark of pureblood Quincy, the ability to bond the spiritual silver in their blood with Reishi from the air.

    Universal Fullbring: Torahiko has only just begun to tap into the power of fullbring, and has yet to find any real uses beyond the most basic.

    Psychometry: According to some fullbringers, in addition to souls, material objects also possess memories. Remnants of events it's owner experienced, engraved onto its soul with each touch. Torahiko is the type who reads everything he gets his hands on, so what happens when he gets his hands on an object's soul? He reads. Torahiko is capable of the memories of an object, receiving glimpses of it's past with a touch, recent events, or "Those close to the surface" take less effort to read, while major events involving strong emotions or intense forces, "Those more deeply engraved", lead to a clearer vision.

    High-Speed Movement: Despite lacking the necessary experience to use bringer light, Torahiko has developed a primitive form of high-speed movement that increases his already high speed, bringiing it into the realm of the superhuman. Though inferior to the normal array of high-speed movement techniques, the low energy consumption and passive nature make it versatile in it's own way.

    Personal Fullbring: Beastmaster's Crest (Incomplete)
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    Description:Torahiko's memento is a silver keychain, it resembles an stylized animal head interconnected with Saint James's Cross, with a small imitation gemstone for an eye on each side. While this is the focus of his abilities, his desire to keep it safe has limited his contact with it until recently.

    When activated, the keychain expands in size, while the attached chain extends slightly and hangs loose from the back.

    Spoiler: Complete form (Not yet achieved)
    Show
    The complete form of the Beastmaster's Crest is a zweihander-like sword, blade emerging from the jaws of a stylized representation of some unknown beast's head that serves as a guard. A length of chain connected to the pommel ends in an arrowhead like point.


    Power(s):

    Chain Manipulation: The chain attached to Torahiko's fullbring serves as his main means of attack, wielding it as an improvised whip or restraint. The chain itself has no fixed length, extending or shortening based on the amount of power invested.

    Besides it's direct usage as a weapon, the Beastmater's Crest grants two abilities, the first the ability to create barriers with any form he wishes, the second ability is to "Devour Memories" Gathering information from objects, and possibly even living souls, given time to develop the technique. Put together, they're ideal for mimicking others techniques without any understanding of the underling principles.

    The connection between these seemingly unconnected effects stems from the exact nature of the young Fullbringer's wish, "To have what others do, the quincy most of all" A barrier with the correct form and properties can stand in for any object, and an 'eaten' memory is effectively the same as experiencing an event if only as a bystander.

    Barrier Creation: The practical combat application of the Beastmaster's Crest's powers. Torahiko has the abilitty to create barriers of varying shape and properties.
    While he may freely shape and move the created barrier, both size and durability are limited by the energy he invests in it.

    At present, he can only maintain one barrier at a time.

    Incantation Specialist: Torahiko needs neither verbal commands nor incantations to use his ability, but may choose to, stringing along words that hold personal meaning in an arbitrary order. The longer the incantation used, the greater the increase in power. Of course, there's a similar increase in opportunities to interrupt such techniques.

    He divides such artificial spells into three subcategories;

    Mantras: Straight-up barriers and temporary objects made from barriers, Torahiko's true area of specialty.

    Curses: Barriers shaped to directly inflict damage or restrict others. This is the category for attack and binding spells.

    Charms: Barriers shaped for direct use in melee combat, the more physical oriented counterpart to curses.

    Spoiler: Named Techniques, with incantations (Not up to date)
    Show
    First Mantra: Scale Shield

    A basic defensive barrier. It repels attacks with a transparent, circular shield of energy between Torahiko and the enemy. As a benchmark, it can withstand hado up to number five without breaking.

    Incantation: ???

    Second Mantra: Crystal Seal Blade

    Forms a sword shaped barrier, capable of cutting or defending. While Torahiko's preference is a katana, he's capable of altering the size or style of sword if necessary. As a benchmark, it can withstand hado up to number fifteen without breaking, but a sword isn't the best thing to be blocking that kind attack with anyway... It does, however make for an excellent defense at closer ranges.

    Incantation: ???

    First Curse: Shining Fang
    A barrier compressed into a small sphere and fired it as a concentrated stream of energy. Based on appearances, this may actually be an attempt to mimic a cero. It strikes with force comparable to a hado numbered five.

    Incantation: "All things in this world, melt and flow!"

    Second Curse: Retraining Chain.

    A binding spell that restrains the target with a rope-like mass of crackling green reishi that winds around their arms and body, immobilizing them. It is all but identical to a bakudo numbered at five.

    Incantation: ???

    First Charm: Silver Claws

    Enhances unarmed strikes with additional force, as well as adding a slashing or piercing effect. The added force is roughly equivalent to hado number one.

    Incantation: ???


    Spoiler: Requires a more complete form...
    Show
    Illusion Beast: It would seem odd for a self-proclaimed 'Beastmaster' to have nothing to tame, would it not?

    Having accepted the true nature of his heart's desire, and that it extends to companionship, Torahiko gained a similar understanding his Fullbring, allowing him to obtain such.

    Given time, effort, and certain materials, Torahiko is capable of 'Smelting' artificial spirits from the Hollow reiatsu contained is his soul, which given form by memories, either the boy's own or those he's obtained secondhand, of a person he admires the qualities of.

    In effect, such beings are low-rank hollows, with animalistic mindsets, dependent on their creator for direction and their continued existence. Though he himself would deny that, citing them as a combination of pets and living power amplifiers.

    Maintaining a collection of such beings would be inconvenient for many reasons, Torahiko keeps his collection of Illusion Beasts sealed within his fullbring until their manifestation is required.

    Include: By 'liquefying' an Illusion Beast and coating his fullbring in it, Torahiko can temporarily transform the Beastmaster's Crest into a variety of weapons, amplifying his power beyond the normal limit. Each Illusion Beast grants a different weapon, as well as passively altering the properties of created barriers for as long as the inclusion is maintained.

    Spoiler: Requires a certain catalyst...
    Show


    Install: 'Installing' one of his creations is a more complex affair. Transforming it into a defensive barrier that wraps around his body and serves as armor. Visually manifesting as a pastiche of random pieces of exaggerated modern teenager apparel, with bits of medieval armor from various cultures attached. The result is something that wouldn't be too out of place on the cover of a shonen manga.

    While seemingly designed for it's looks rather than any practical purpose, it serves as a further power amplifier for Torahiko, granting additional benefits beyond those seen in an include. Each Illusion beast allows Torahiko access to a different form, boosting his attributes in various ways, as well as granting a specialized set of techniques that may only be used during such an install.

    The main weakness of an Install are the risk of damage to the Illusion Beast used as material, and that changing between two installs without detransforming is a time-consuming process.
    Spoiler: Saber
    Show
    A large quadraped of unclear type, with forelimbs are noticeably longer than the hind, rounded ears, a short brush-like tail.

    Torahiko prefers not to explain the being he based such a creature off of, claiming; "He's just based on the idea of someone that I'll never meet."

    Include:
    Weapon:
    A Zweihander like sword resembling Torahiko's unaltered Fullbring in appearance.

    Barrier Properties: While in Saber include, Torahiko's techniques, take on .
    Spoiler: Install
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    [The Default form

    Power Amplifier: Saber Install is based on Torahiko's own take on the quincy-made armor he's worn. While not as efficient as the Vertrauen, it provides a notable increase in his abilities all-around.

    Saber's Mantra: Crystal Coat
    A defensive barrier in the form of a transparent hexagon. It repels attacks. As a benchmark, it can withstand hado up to number twenty without breaking.
    Incantation: ???

    Saber's Curse: Sealing Fangs
    A stronger version of "First Curse: Shining Fang", with a longer charge time and greater amount of power. Even more cero-like than the original. Roughly equivalent to a number fifteen hado.
    Incantation: ???

    Saber's Charm: Crystal Claws
    Reinforces Torahiko's blade with an additional coating of energy, as well as enhancing his strength for the attack. While the added force is roughly equivalent to a number five hado, the effects only last for a short time.

    Incantation: ???






    Plans for Character: To become the Leader of a restored ZHE

    Random Databook Facts:
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    Hobbies: Reading manga.
    Values: Close friends.
    Likes: Cats.
    Dislikes: Spicy food.

    Cannot stand: Beings similar to himself.



    Bernadette Almira, Luxurious Artist

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    Age: Looks to be in her mid-twenties or early thirties. (Not that it proves anything in an arrancar.)
    Gender: Female
    Height: About 150 cm.
    Weight: Approximately 57 kg.
    Race: Arrancar.
    Reiatsu: Almost like a high gravity zone, everything seems to be pulled towards her.
    Station: Hueco Mundo, 19'th Numeros.
    Aspect of Death: Greed (More in the sense of indulgence than hoarding money)
    Mask Fragment: The left half if a jackal skull, complete with a golden "ear", on the left side of her head.
    Hollow hole: Sideways though her head, from the eye socket of her mask fragment. Usually covered by her hair on the other side.

    Description:
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    Bernadette appears to be a blond-haired young woman of just-shorter-than-average stature, with shoulder length straight hair, and dull red eyes. She typically wears something resembling a modern running suit paired with a heavy, fur-collared jacket (Thinking about it, what is the average temperature in las noches?), both in the white and black that is normally seen in hollow city's military uniforms, and at other times, animal prints that resemble no earthly creature. She has wrapped her sleeves and leggings in a crossing pattern of white leather belts with decorative golden buckles, inspired by the guards of zanpakuto she's seen since becoming an arrancar.


    Personality:
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    A list of Bernadette's characteristics would include haughtiness, arrogance, and passion. She believes that everything she does must be perfect down to the smallest detail, and possesses a sharpness in her speech that is... unbecoming of a lady. In the end, it's best to think of her like a monster driven by a desire for social interaction and status, as well as obtaining perfection, if only for a minute.

    She feels she is "meant to be an artist", and constantly produces minor works in several fields, writing and singing songs, fashion design, and metalwork. She cherishes the clothes she has created the most, but continues the rest of her work merely out of a desire to "obtain more of everything, including skills.", and for whatever payment she can earn doing it.

    Retained from her time as a hollow is something almost as terrifying as a the hunger of a Menos, her persistence. Once she begins chasing someone or something, she will never stop until she catches them, until she no longer wishes to capture the focus of her personal crusade, but merely refuses to give up out of a mistaken sense of pride.


    History:
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    Bernadette's memory of human life is hazy at best, though she remembers being surrounded by people, one of which had a poison sword in hand, it's blade in her chest, she remembers being unable to leave her mansion, tied to the building by chains, she remembers her body warping as she vomited white ooze, and she remembers the hunger that drove her to hunt, and then wanting more, and more and more. She became more powerful, wandering the earth like a roving twister in the final days before she found hueco mundo.

    Then came a new stage, an empty wasteland that she intended to beautify with her magnificent presence... But not right now, she needed to be stronger first. It's not clear exactly how long she maintained that chain of thought before becoming a menos, but her transformation into a gillian could easily have been predicted, given her force of personality. from here things got much harder for her, barely making it to adjuchas without having a single bite torn from her body, and this luck failed her soon after, leaving her "stranded" unable to progress anymore towards perfecting herself, she formed a group of lesser hollows she kept as servants, and wandered the sands for many more years.

    Then came las noches, a hazy shadow that devoured the horizon, intrigued she came closer, and upon seeing what was inside, jealousy overtook her composure. She no less than demanded that she be changed into an arrancar, becoming a citizen of a city where her idea of "perfection" could be applied to things other than herself.


    Story So Far: This space intentionally left blank.

    Abilities:
    Spoiler
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    Speed: Lacking, Bernadette makes slow, deliberate movements and rarely bothers to run.

    Strength: Bernadette's strength is certainly in the realm of "inhuman", capable of punching through brick or stone.

    Hierro: Bernadette's hierro is a bit more powerful than you'd expect of a arrancar of her level, but focused of one part of her body at a time, as such, she will never develop a full body defense.

    Sonido: While Bernadette has shown bursts of increased speed, she has yet to learn how to use sonido properly.

    Cero: Bernadette possesses a cero capable of shattering concrete and cracking steel, though she takes more time charging than most arrancar, nearly as long as a full kido incantation.

    Bala: Bernadette has a bala below what would be expected, which, while fast, is far from damaging, and has no chance of breaking all but the most fragile of barriers.

    Fashion design: the "greatest" of her talents (In her own mind, at least), Bernadette is known to create a variety of clothing items, blending modern earth fashions (as viewed on the occasional "hunting trip", as she calls it.), blended with motifs from the "natural" world (Though "natural" may not be the right word, seeing how she draws inspiration from "wild" hollows). Her end goal in this field is to create a line of clothing worn across all of las noches. Or given the recent peace, the soul society. (The mortal world would be a bit harder, what with the whole "kishi // reishi" thing, and that's only the beginning. and in her own words "They wouldn't understand my art")


    Zanpakuto: Alquimia.
    Spoiler
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    Description: More how one would picture a ceremonial sword than a functional one. Alquimia is an ornate longsword, from it's seemingly golden blade it's ash black hilt. it's scabbard is similarly stylized.

    Resurreccion:"Refine, Alquimia."
    Spoiler
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    Description: Bernadette's mask fragment slides over half her face as the other half grows back, leaving only her lower jaw exposed, while her body becomes that of a jackal-like humanoid, her overall build seems to loose muscle. Most noticeable is a series of golden lines similar in appearance to a computer's circuits. Finally, her hollow hole relocates, now horizontally through her stomach, just above the waist.

    Power(s):Tendrils: When in resurreccion, Bernadette can extend serpentine tentacles from her body, each tipped with three knife-like claws. While normally only one or two are seen active at once, she actually has five in total. Each being roughly five meters in length.

    Vitriolo: Wounds inflicted by Bernadette's tendrils are painless, they don't even bleed, and could even go unnoticed by the unlucky victim, but will gradually "amplify" existing wounds, causing them to slowly eat away at the victim. A similar effect occurs in inorganic substances she strikes.

    Reforja: Bernadette's blood in resurreccion form behaves in unnatural ways, and she can easily shape and harden it into any object imaginable, made from from any kind of material (say, a glass crown or a sword made from stone), with nothing more than her bare hands. Though such items still bare traces of their origin in the form of odd discolorations. Such items rapidly break down into their component reishi unless properly treated to create a permanent item. (Read: by a currently unspecified method, but assumed to be a lengthy process that cannot be preformed in battle or under duress.)


    Plans for Character: Join a subplot and work on longer posts.

    Random Databook Facts:
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    Hobbies: Collecting matching sets of things, creating various works of "art".
    Talents: "Am I not a artist to rival the gods?" (In her own mind, at least).
    Likes: Herself, and "That kind of person".
    Dislikes: Moderation.


    Kaoru Yoshida, The Sound of Bells
    Spoiler
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    Age: Unknown, an appearance based guess would mid 20's, but there's no way he's that young.
    Gender: Dude looks like a lady.
    Height: 185 cm.
    Weight: 67 kg.
    Race: Shinigami.
    Reiatsu: Feels like a gentle wind. Color is orchid purple with red tips
    Station: Technically, a seated officer in Gotei Reservoir. division of Gotei 10. In practice; Noble in Soul Society.

    Description:
    Spoiler
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    Kaoru has an extremely androgynous physique, maintains a slim, almost feminine build, and is often mistaken for a young woman, this upsets him to no end, the fact that he just has a girlish sense of style does nothing to help. With that out of the way, a more detailed description of kaoru would (and does) include a triangular face with narrow features, short, wavy hair in an unnatural orchid purple color, and dull yellow eyes spend the vast majority of time hidden behind a pair of glasses that he spends most of his time adjusting, probably due to a lack of ears on the side of his head... Oh right, I haven't mentioned those yet.

    Kaoru's most notable feature by far is a pair of orange-ish-red fox ears sticking out of his hair, doing their best to make him stand out no matter how much he tries not to be the center of attention for once, it's not his fault he has them.

    He usually wears the standard shinigami uniform with a variety of hairclips, and can often be seen wearing a pair of headphones at an incredibly awkward tilted angle. He speaks with signs of a kansai regional accent and slips completely into a Nara dialect when stressed. Kaoru spends most of his time smelling like wild fox. When attending political functions he smells like a combination of roses, grape, and vanilla.


    Personality:
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    Kaoru is cheerful, energetic, and almost childish. to the point that at times his presence may resemble a particularly energetic storm passing though the area. While he often fails to take the situation as seriously as he should, he prefers not to take actual risks until he has weighed them against their benefits, and has a natural ability to make an impact on the moment, whether you like it or not. Because of his family, he tends to feel alienated from others, but he retains his bright character anyways.

    When attending political meetings and events, his cheerful personality completely vanishes, replaced a mask of cool, stoic, grace. Completely different than his usual image, the transition is so seamless that some question of which of these sides is the "real" Kaoru.

    He has a very strange sense in taste and fashion; and it's common for his opinions to disagree with people, though his choices makes sense if you realize the motive behind them.


    History:
    Spoiler
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    According to Yoshida family records, Kaoru was adopted by the Yoshida clan shortly after his arrival in the soul society. Where he was immediately put through strict training regimens to prepare him for the day he would represent the family, the records on the exact kind of training, and in what, however are sealed.

    After he was revealed to the public by the Yoshida clan, he didn't volunteer to be a shinigami so much as he was manipulated into doing it for the good of the family, but he's trying to make the most of it.

    As he's intended to take the family's future interests into consideration, he's doing his best to learn the political climate of the soul society and integrate himself into it.


    Story So Far: Kaoru has recently graduated from the academy and been assigned to a division.

    Abilities:
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    Basic physical abilities: Kaoru is fairly average in all aspects, you could say he's well rounded, but you could also say he needs improvement across the board.

    Zanjutsu: his skills with a sword are quite good, at least in theory, in practice, he's too hesitant for actual combat.

    Hakuda: His hakuda isn't actually that bad, he's got a superior grasp of the basics compared to most, now if only he wasn't so reluctant to hit anyone...

    Hoho: Not much to say here. He can preform a flash-step, but he doesn't get that far in just one.

    Kido: Kaoru's kido is almost fit for a lieutenant... at least when it comes to bakudo and kaido, his hado is merely better than average.

    Political presence: As a member of a noble family, Kaoru has an increased political presence compared to normal shinigami, and is able to gain attendance to special events and call in minor political favors, though his ability to exert this presence comes with the expectation not to abuse it or harm the family name.

    Knives: Kaoru carries a set of eight small throwing knives hidden in his sleeves, they posses no special qualities.

    Zanpakuto
    Spoiler
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    Zanpakuto: Kuchinawa no Kane (Meaning: Bell Serpent) <鐘 の 蛇> (Someone may want to correct me on that, if I am wrong, please do.)
    Description: Kaoru's Zanpakuto, Kuchinawa no Kane, is sealed in the form of a Katana. With a orchid purple tsuba in the shape of a pair of folded wings, with a bright pink hilt-wrapping and white sheath.
    Spirit:
    Spoiler
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    Appearance: A young man with yellow eyes and long black hair. His attire consists of a white shirt with an added pair of black belts crossed to form an "X" over it, under a white jacket, with torn legged black jeans and white metal boots. he wears a White gauntlet on his right arm and a black ring set with a pink stone on the middle finger of his left hand. A white belt sits on his waist. He wears a White crown tilted at such an angle that appears on the verge of falling, yet it remains firmly in place.

    Personality: Unlike what his appearance would lead you to believe, Kuchinawa no Kane is actually quite civil, preferring to lounge around his otherwise empty castle is Karou's inner world than give him direct challenges, instead all but the final trial he put Kaoru though to earn Shikai were all to have him to find a specific bell and bring it back. Although not cowardly, he prefers avoiding conflict altogether, and he particularly delights in the downfall of powerful opponents without fighting at all.

    he's a good councilor and an excellent source of advice, but exacts a price for it, and his methods are Machiavellian to the core: although his goals may be noble as Kaoru's, he will encourage the use of deceit and treachery to attain just ends. True, he does have a (arguably unnerving) tendency to joke about the prospect of backstabbing people, and prefers easy victories to hard work. Nevertheless, he does possess a certain sense of honor and loyalty--despite how slow (or even reluctant) he is to give it.


    Inner World:
    Spoiler
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    The main part of Kaoru's inner world is an island, centered around a massive western-style castle, it lacks any other visible landmarks to navigate by, save for the occasional cherry tree, branches filled with bells, all different. Though these become more scarce as Kaoru approaches the shore. Everything, save the castle, has a purple tint to it, the land, the sea, even the sky.


    Shikai:
    Spoiler
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    Shikai: Uncoil, Kuchinawa no Kane!
    Description: Kuchinawa no Kane remains the same in shikai, save for a short, black ribbon tipped with a small white bell hanging from it's hilt. Four similar ribbons, though longer, appear tied to Kaoru's wrists and ankles, also with bells.
    Power(s): Kuchinawa no Kane is a poison type zanpakuto. In shikai, it's blade is coated in a poison that causes fatigue, sensitivity to sound, and difficulty concentrating, these effects increase with each hit, until the victim collapses from fatigue, or the booming sound of bells.


    Plans for Character: Understand all divisions.
    Last edited by TherianTheorist; 2017-02-04 at 02:15 AM.
    "Life before death, Strength before weakness, Journey before destination."

    Baking werewolf by Diremage
    Spoiler: Oddly true
    Show
    Spoiler: Previous avatars
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    Beastly Squall avatar by linklele. Awesome Protean avatar by Serpentine.

  14. - Top - End - #14
    Dwarf in the Playground
    Join Date
    Oct 2009
    Gender
    Male

    Default Re: [BitPR²] Character Registry

    Nuala Byrne, Nonessential Fullbringer
    Spoiler
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    Name: Nuala Byrne
    Race: Human; fullbringer
    Age: 23
    Height: 5’ 4”; 162cm
    Weight: 130 lbs; 59kg
    Affiliation: Nonessentia
    Reiatsu: Deep blue (#0000A6)
    Speech: #1164B4

    Spoiler: Appearance
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    Regardless of her outfit, Nuala looks like a one-woman riot just waiting to happen. Her body is toned and fit, with a full figure and a tanned, warm light brown complexion, covered everywhere with either freckles or ink. She has strong cheekbones and rounded features. If she let herself, she might easily pass for "precious." Her large eyes are a clear, light green, limned along their edges with a darker green, making them stand out against her skin tone and the backdrop of her hair, which is a rich, natural red. Nuala wears her hair held back in braids longer than half her back, decorated with many white bone tubes and solid steel beads.

    Along Nuala’s arms, she is covered in a large pair of spiraling tattoos, one originating on the outside of each wrist with the head of a different dragon. The bodies of these dragons are interwoven with many feathery wings as they wend their way up to her shoulders and onto her back, where they cross together and their lines explode outward into a detailed mandala that covers her skin from the nape of her neck down to the small of her back. She sports hardware in silver and steel, with snake bites, a medusa, industrial bars, and piercings through her labret, bridge, septum, left eyebrow and navel.

    No matter which outfit she’s wearing, Nuala will not be found without the three Bs of her garb: her boots, her bag, and her bangle. Her boots are calf-length, fawn gray suede, covered with molded steel plating, buckles and silvered leather images of skulls. Her bag, on the other hand, is a starkly white hybrid of a messenger bag and tactical backpack, with a few silver accents in no particular pattern, which is slung over her right shoulder and can be accessed either behind her or from her left side. On her left wrist, she wears a simple but reinforced Quincy bangle, designed for long-term use.

    Spoiler: Outfit #1
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    Nuala’s simplest outfit. It consists of little more than an emerald green ao dai with a soft grey inseam and black embroidery on its front and a pair of midnight gold glasses with small lenses in the John Lennon style. Since the ao dai feels light and free but isn’t billowy or gauzy, it’s perfect for most environments and times of the day. Great for the curating researcher on the go.


    Spoiler: Outfit #2
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    An outfit consisting of a black hoodie dress with a light grey skull and crossbones on its chest, and a pair of faded black jeans that look like they've been stitched together from four or five different garments, with prominent pockets on their backside. She had donned a bone white grasshopper-like mask taken from the adjuchas Saltamontes, making her look very much like an adjuchas or Arrancar, herself. Around her neck, she wore a crimson cotton scarf.


    Stay tuned for more outfits!
    Spoiler: Personality
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    Nuala is a collector. Despite her wild appearance, her personality is Badass Librarian. She's very well-studied, intellectual, and worldly. She's been all over, gathering things for her collection. Although she would rather have a civil conversation with someone, preferably over tea, she takes absolutely no crap and is always ready to see violence as the solution to a problem.

    She has a certain kind of jealousy that can easily be seen as curiosity. If she doesn’t have it, she wants it, and if she can’t have it, she wants to know about it. She has experience and practice with her fullbring over a much longer time, and from a much earlier age, than most fullbringers. At the same time, she has been actively researching her abilities, and those of others, by traveling the world; plumbing libraries old and new and; meeting, learning from and studying with other spiritually-aware humans and spirits. These two sides of knowing her abilities and her limits manifest as understanding and ability well beyond the norm for her kind.

    Honesty is not a virtue Nuala is highly familiar with. Dishonest and suspicious but charming, she relies on herself first and foremost, and sees other people as little more than tools to an end. She makes no friends and few enemies, but allies and acquaintances freely. When her loyalties and responsibilities are tested, she simply absconds. She rarely speaks formally, unless she’s being sardonic, and peppers her vocabulary with slang.

    Nuala fears oppression and losing loved ones, leading her to become antagonistic and sometimes even combative of authorities, and hesitant to downright evasive of forming strong personal connections. At a glance, she is unburdened by either the joys or the shackles of sentimentality. She craves both knowledge and affluence, but also trophies that commemorate and chronicle her adventures and acquisitions.

    She is prone to absentmindedly taking things apart and putting them back together when bored, Nuala also has a habit of clicking her tongue, and often gives names to inanimate objects. She has a personal peeve, bordering on extreme prejudice, against uncomfortable chairs.
    Spoiler: History
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    For too much of her life, Nuala has had no true family of her own. At the age of seven, her father gave her over to foster services. Her Fullbringer powers had manifested much earlier on, before she had even turned three. For her father, it was simply too much. His wife had been plagued by the supernatural, and it eventually lead to her death. Though he loved his wife, her death seemed too mysterious, and he was investigated for any role he might have had in her passing. From then on, he was distrustful and cold to his daughter, as wherever she went, the paranormal followed. In time, he began to suspect Nuala's strangeness was the cause.

    She was well-accustomed to her own unique abilities, and felt that she must be unique and special. Her conceit followed naturally. She had always been trouble for foster and group homes. No lock could contain her, no child could befriend her, and foster parents had always "returned" her within days or weeks. Nuala spent much of her time in solitude, in places far away from other people in the city where she lived. She would sleep sometimes in parks, or dark holes that no one else could reach. It was better than be elsewhere, where other orphans put gum in her hair while she slept, or adults claimed they wanted her to live with them, but became liars soon after.

    Nuala's studies into the spiritual realm began with a Quincy. Another spiritually-aware human.

    At nine, she ran from such a ghost as she saw kill her mother. With her powers, even the halogen glow of a streetlight could become a deterrent. Even a storm drain could help her hide, and she knew many ways to evade and chase them away. What she didn't know of was a way to fight back, so when she saw arrows of light pass her and eliminate entirely the ghost that plagued her, Nuala had to know. At its source was just a person, a girl her own age, dressed in white, and holding a bow. And then others, older, but like her. Nuala was saved and destroyed.

    Still alive, but suddenly... no longer special. It awoke in her a fire. Jealousy. Other people, with similar awareness of the spiritual realm, doing things she couldn't do. Having friends. Or family. To have it, she must understand it. She introduced herself, asking questions. It was the most natural and inconspicuous approach. Katarine Priska Ursler. That was the other girl's name. She was ten years old. Nuala called her Priska.

    She learned there was a lot that she didn't know, and while she might be a little special, she was nothing like unique. She liked being unique, and simply by existing, these other people took that away from her. Because they had something she didn't, and couldn't have. Quincy is a bloodline, not something you can just learn or pick up and use. Through the Urslers, she learned about and met other Quincies, who were interested in why Nuala was spiritually aware, alive, and not of the Quincy bloodline.

    They learned from one another, and eventually, Nuala was accepted by the Urslers as a close family friend. Foster services considered her a runaway, and she spent nearly all of her time with the Ursler household, even so much as eating and sleeping there. She and Priska formed an inseparable bond; they were like sisters. They went everywhere together, especially when Priska was training, or out hunting Hollows. Nuala's ability to draw out the potential in other things was a big help for a budding Quincy, especially one like Priska, who needed a bangle to help her harness her abilities properly.

    During a hunting and training expedition, a particularly strong Hollow got the drop on Priska and Nuala while they were away from their chaperones. Rather than run away, Priska stood her ground and readied a shot, Nuala providing back-up. Priska died.

    The Urslers blamed Nuala for Priska's death, claiming that her presence inflated the Quincy girl's sense of ability, and falsely lead her to believe that she was in control of the situation. Nuala was grieving and in shock, traumatized from seeing her best friend die before her eyes. And then suddenly, the people she'd come to think of as family turn-heel-faced and told her to never return. She complied, but stole as much of her friend's Quincy gear as she could. "Mementos," she told herself.

    Nuala haunted her friend's Plus from afar, out of Quincy sight, until a Shinigami came to deliver her friend into the afterlife. Another spiritual person she'd never heard of. When the Shinigami arrived, the Quincy were curiously nowhere to be found. Nuala was beside them in a heartbeat.

    She learned again. That there was more to the spiritual world than just herself, Quincies and Hollows. When the Shinigami performed the soul burial, Nuala tried to follow them, but was cast out of the dimensional rift and found herself elsewhere. A completely different country. Clearly, she had much more to learn. And she did.
    Spoiler: Possessions
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    Emerald Bichirs [3]: Living spiritual devices of Nuala's own design, emerald bichirs represent Nuala's first complete foray into the craft of spiritual weapons and armaments. Emerald bichirs are normally small, invisible and have no physical bodies, even with regards to other spiritual creatures. When an emerald bichir is awakened, it becomes vaguely visible from certain angles.

    An emerald bichir has an elongated body with an appearance halfway between an eel and a fish, with bright silver scales, long whiskers, twelve separate dorsal finlets and shiny highlights of rich forest green. Unlike the bichirs for which they are named, emerald bichirs have long, curved teeth that can sink into the spiritual body of a host and anchor them in place.

    An emerald bichir is awakened by feeding it caloric energy, which is tied to human strength and stamina. The bichir takes in this caloric energy, processes it as food, and outputs reiryoku back into its host's body. The reiryoku a bichir produces is the host's own, thus allowing them to use it freely. An emerald bichir functions like an amplifier for spiritual energy, and its gain is dependent on the amount of caloric energy being fed to the bichir. Even when dormant and invisible, the emerald bichir passively processes caloric energy and provides reiryoku back to its host, producing a rough gain of two.

    When awakened, an emerald bichir's gain increases, sometimes up to as much as four. The more caloric energy that is fed to the bichir, the more visible it becomes, and also the longer, larger and more dragon-like one appears. An invisible bichir might be as small as four inches long, but a fully awakened one could be more than two feet in length. Once caloric energy is no longer being actively fed to the bichir, it quickly becomes invisible and shrinks back down to its normal size again.

    Using an emerald bichir is not without consequences, however. Just having one anchored to the body increases a person's caloric needs, making them hungrier than they would be without the device. If a bichir is not awakened, the difference can often be easily dismissed, but awakening a bichir has repercussions that can leave a person ravenous.

    Nuala has taken on a load of three emerald bichirs, arranged into a cascading circuit, and though this does make her much more powerful than she was before, she must eventually meet with the consequences of her actions. Even when she does not awaken her bichirs, she must consume more than twice as much food as an athletic human of her size and weight to maintain her health.

    Quincy Bangle: Foremost, Nuala does not store Priska’s keepsake in her Craein Seithe. She might one day, but until then, she wears it around her left wrist. In theory, she could use the bangle for herself to fake her way into Quincy powers, but an important rule of fullbringing is the investment of memories. The more memories that can be imprinted onto an object before it is awakened through the fullbring transformation, the stronger that fullbring’s power becomes. Nuala has held onto the bangle for ten years, giving the bangle time to collect those memories.

    Nonessentia: Far from something that Nuala can pick up and take with her, this is the place that she retreats to between adventures and excursions. Simple, small and out of the way, Nonessentia is part tea shop, part museum, part library and all hole-in-the-wall. As an organization, Nonessentia operates for the protection of fullbringers. It also contains Nuala’s humble basement apartment and more varieties of tea than you knew existed.

    Nonessentia's fullbringer protection agency operates on the idea that fullbringers are unnecessary (hence the name), because they're the result of a side effect of hollows, who are themselves a side effect of the natural cycle of souls. Furthermore, due to the bestial nature of hollows, fullbringers existing at all means that children and their families are suffering needlessly. If the organization did have an overarching goal, it would be to find a way to stop fullbringers from happening at all.

    There are multiple things a member of Nonessentia could do. A lack of education can be just as dangerous as monsters, so collecting spiritual artifacts and volumes for the museum and library is a good way to be involved. Alternatively, a member can be assigned to scouting out new fullbringers and introducing them (and their families) to Nonessentia. Or, they can watch over women with child in areas prone to hollow activity, as a part of fullbringer-prevention duty.

    A member of Nonessentia doesn't even have to do any of these things. They could man the tea shop if they really wanted (encouraged to use fullbring to produce the best dang tea). Or they just eat scones and visit the library and the museum on occasion, and maybe even attend a couple of classes. Nonessentials are also free to have their own goals, and each member can be closer or further to the core operations of the group. Depending on the situation, Nonessentia may even help them achieve their own goals.

    Despite the extensive charter, though, fullbringers and other spiritually aware people are rare. Nonessentia doesn't have many members, so it's always looking for more. Case in point, Nuala has had no reason to acquire a larger space for its people, because they can all fit in the tea shop's sitting area without any special accommodations.
    Spoiler: Abilities
    Show
    Spiritual Studies Expert: A consummate collector, Nuala’s quest for acquisition is fueled first by knowledge. Starting with the Quincy from an age as early as nine, and expanding outward from there, she has traveled the world to learn about and become an expert on all things relating to the spiritual world.

    She has a detailed and practiced understanding of her own Fullbring powers and the nature of Fullbring; on Quincies, their abilities and their various implements; on Shinigami, their signature Zanpakuto and their Kido; on Hollows across all their development from demi-Hollows to Vasto Lordes and their Arrancar variants and; on the wide variations of other spiritually-aware humans and creatures, such as Mediums, Pluses and Jigokucho.

    Spoiler: Fighting
    Show
    Mixed Martial Arts Practitioner – Karate, Kickboxing, Sikaran, and Tae Kwan Do: A basic fact of the human body: legs are longer and stronger than arms. As Nuala treks across the globe, she frequently makes sure to stop and spend time with martial arts schools, developing her skill with a diversity of combat styles that teach quick kicks, powerful kicks, adaptable kicks and any mix of the three. Combining these styles into a single, kick-heavy style, Nuala further underscores the terror of her kicks with a judicious application of her fullbring and the studded, spiked, and thoroughly customized armored boots she wears.

    Fencing Novice: Nuala has taken instruction in and practiced swordplay with the saber and other fencing swords. However, she finds great difficulty in not wielding them like bats and tennis rackets, or all but forgetting she is holding one and instead of kicking someone. If there’s one thing she excels at as a swordswoman, it’s taking amateurism and second-hand embarrassment to a whole new level.
    Spoiler: Basics
    Show
    High Speed Movement: One of the most basic applications of fullbring, Nuala pulls on the souls of her surroundings, letting her move and react at extreme speeds, allowing her to keep up with the high-speed abilities of similar creatures.

    Enhanced Strength: A Fullbringer’s abilities are founded in their physical strength and stamina. As Nuala has been using her fullbring since before her own conscious memory, she is commensurately much stronger than she looks. Likewise, her endurance is top-notch, exceeding the apparent limits of humanity.

    Enhanced Durability: Like many spiritually aware beings experienced in combat, Nuala is difficult to injure. She weathers blows and blasts much more brutal than her human appearance would indicate.

    Great Spiritual Energy: As a competent and experienced Fullbringer, Nuala boasts naturally high spiritual power. With intensive training and three cascading emerald bichirs coupled to her spiritual body, however, she has expanded and amplified her reiryoku. Now, even without awakening her emerald bichirs, Nuala commands spiritual energy equal to an average Captain-class shinigami, and sees a like enhancement in her speed, strength and durability.
    Spoiler: Universal Fullbring
    Show
    Fullbring Specialist: At its most basic level, the ability to manipulate the souls within all things. Not without limits, the technique is yet extremely versatile, and even more so in the hands of such a well-studied and experienced user as Nuala. A fullbringer “pulls” on the soul within an object, drawing out its inherent or conceptual qualities, its imprinted memories, its desires and its potential, which manifest into the outward body of the object and its abilities or functions.

    A flicker or splash of green light accompanies not just Nuala’s movements, but dances like water along all of her body as she fights, executing fullbring to enhance every step in utterly destroying an opponent. Her fullbring isn’t limited to herself, of course. Anything she has at hand can be transformed into a weapon, a defense or a wild card for her advantage, from an ally to an enemy, and from the clouds above to the ground at her feet.

    Cero Completa (Spanish for "Complete Zero"): A complex application of fullbring to a Hollow’s Cero and high-speed movement. Nuala quickly juggles a Cero between her hands, preventing it from exploding or collapsing, while she also moves the Cero about and angles it back in a more favorable direction, often at the Hollow that delivered the Cero in the first place. At the same time, she uses fullbring to draw forth the Cero’s maximum destructive potential. Despite that this technique often leaves Nuala with singed hands, she greatly prefers the opportunity to use it over Gan Teorainn, below.

    Vollzählig Pfeil (German for "Complete Arrow"): A similar application of fullbring as cero completa, but one that Nuala is far more familiar with. This is one of the first tandem techniques that she and Priska developed together. With this skill, Nuala can hold or redirect a heilig pfeil, delivering it in a direction of her own choice, which can include back at its origin. Simultaneously, she uses fullbring to express its full potential, amplifying the damage it deals. Unlike cero completa, Nuala is practiced enough with this technique to hold an arrow for an extended period of time, wielding or throwing it like a javelin.
    Spoiler: Eagna Uisca
    Show
    The various techniques of the Quincy have very little that differentiates them from the equivalent Kido arts of the Shinigami. With research, adaptation and training, Nuala has been able to adapt the ginto and liquid reiryoku, via fullbring transformation, to a medium that she can make use of. She calls these spells "Eagna Uisca." As much stolen from the Quincy as Nuala developed it for herself, these skills are as Hollow as they are Human, and as a result, they are somewhere halfway between techniques (Sonido) and spells (Ginto).

    Eagna Uisca makes use of a specially-prepared liquid reiryoku, called "drúcht anam," stored in soul-synthesized silver orbs, called "clocha," to provide the energy to create fast and powerful effects. The drúcht anam is released from one or more clocha as a mist, usually invisible until manipulated, and then transformed via precision-intensive universal fullbring to create spells. As more Eagna Uisca spells are cast, they "burn through" drúcht anam, and particularly powerful spells will deplete the liquid more quickly.

    As the creator and foremost pioneer of Eagna Uisca, Nuala is an Expert in its techniques and spells.

    Spoiler: Beginner Rank
    Show
    At Beginner rank, a caster learns to push, energize and compress the drúcht anam, creating fast, short-lived effects. A fullbringer with this skill can also craft their own drúcht anam, though the process takes a significant amount of time.

    Beginner Spells
    Nathair (Irish for "Snake"): Drúcht anam is compressed into sheets of pressure, giving the fullbringer elevated mobility and control within its confines, such as for dodging and sidestepping, for brief instances of time. This can also be used to shift from a defensive position into an offensive position, or vice versa. The effect is poor outside of short, personal movements, so even if it were used in conjunction with a high speed movement technique, the effect would be negligible. Nathair spends drúcht anam very slowly, so it can be maintained for quite some time.

    Cuihmne na Tine (Irish for "Memories of Fire"): By squeezing the drúcht anam around weapons and objects within an area when they're moved, a fullbringer causes them to generate short-lived spikes of heat. This can be startling or confusing to wielders, making their skills at arms a bit less reliable.

    Drithleach (Irish for "Glitter"): A cunning trick employed by the members of Nonessentia, this spell charges a measure of drúcht anam with an overabundance of energy, causing it to explode in a brilliant shower of sparks and smoke. Anyone looking directly at the flash is disoriented for a short time, and anything within the smoke is covered in a brightly glowing "powder" for several minutes. With more drúcht anam, larger effects can be created.

    Unlike most Eagna Uisca spells, the fullbringer requires no direct contact between themselves and the drúcht anam for Drithleach to function, so it is a favorite application of a cast throwing point or beil-axe.
    Spoiler: Novice Rank
    Show
    At Novice rank, the Eagna Uisca user learns how to compress drúcht anam into physical objects, alter its properties and attach it to physical and metaphysical objects, giving them much more flexibility with their spells than before.

    Novice Spells
    Braistint (Irish for "Cognition"): By dispersing drúcht anam over and attuning it to their senses, the fullbringer expands their intuitive awareness and reflexes, allowing them to predict and respond to attack trajectories with crystal clarity and lightning speed. This spell provides foresight on the entire course of an attack entering its area, making course adjustments and chaotic behavior of no use in the face of its precision. More advanced fullbringers can cast a wider net with this spell, giving them more effective time to respond to attacks.

    Dheirceach Taoide (Irish for "Waxing Flood-Tide"): Filling a space with drúcht anam under far too much pressure, the caster creates air that fights its occupants tooth and nail, pushing back against their movements and exhausting them more quickly than they otherwise would. At the same time, fullbringers can take advantage of this space, using the high-pressure drúcht anam to more easily use Nathair.

    Hiodra Dol (Irish for "Hydra Snare"): Drúcht anam is quickly compressed into a thin but sturdy steel chain with a snake-like head, which bolts outward and attempts to wrap itself around a target. Then, the other end anchors itself into the ground, a nearby wall, or other solid point. If the chain is attacked, it splits itself into two chains, which try to ensnare the victim from opposite sides. More skilled casters can create hydra snares that will split more than one time.

    Na Slabrhaí Bardach (Irish for "The Warden Chains"): Drúcht anam becomes orange-hot chains that form a dome around the fullbringer, sealing them away from reach. Contact with the chains causes them to wrap around the offender, offering a searing penalty for the enemy foolish enough to test their protection. By burning additional drúcht anam, a fullbringer can create additional chains, making the barrier more powerful and more dangerous, even after it has already grabbed a victim.
    Spoiler: Journeyman Rank
    Show
    At Journeyman rank, the caster learns to keep drúcht anam in its protomatter-like state, while also giving it properties such as weight and potential energy, or causing it to react like a chemical.

    Journeyman Spells
    Fhathaigh Greim (Irish for "Giant Bite"): This very powerful spell uses an odd number of at least three clocha to form an anchor of centripetal force. The clocha spin swiftly around the center of the anchor, converting inertial energy into a trap that keeps it contents inside, but allows new victims to enter the area freely. The more clocha that are used in Fhathaigh Greim, the more powerful the effect becomes. However, regardless of how many clocha are used, the spell always burns through their drúcht anam within a minute.

    Gan Teorainn (Irish for "Unlimited"): A spell that turns the fullbring ability in on itself, using the drúcht anam to enhance itself and the fullbringer's own abilities at the same time. Gan Teorainn creates a recursive loop of growth, accumulating liquid reiryoku into a mass of raw power too great to contain. When released, it forms a bright green blast very similar to a Hollow’s Cero.

    Though powerful, Gan Teorainn is also dangerous. It takes time and considerable effort to form the spell. Since it is born from using using fullbring on itself – which both feeds into the next loop of power growth and maintains the fullbringer’s ability to form the effect – one must take care to consciously sever the loop before it becomes too powerful. Failure to do so can exhaust and harm the user, since after the loop is complete, the fullbringer will no longer have the enhanced stamina that was necessary to create it. In addition, creating a Gan Teorainn burns up all of the drúcht anam nearby.

    Scáil na Gealaí (Irish for "Shadow on the Moon"): Cracking the drúcht anam like a whip, a fullbringer uses this spell to produce a rippling green shockwave. The wave repels anything from its center a great distance away, and though it was developed for defense, Nuala quickly realized it had other potentials, as well. It has poor drúcht anam efficiency, burning through an entire cloch's mist in just one or two uses.

    Spreagadh (Irish for "Impulse"): A spell that takes effect over three rapid steps, Spreagadh's effect is often unexpected, even by those that witness the entire process. A fullbringer first shapes drúcht anam into a bullet, gives it the properties of infusion and momentum, and then fires it at an attack or projectile. When the bullet impacts with a moving target, it redirects its target's path of motion up to 90 degrees in any direction, as if it had quickly turned a corner.
    Spoiler: Expert Rank
    Show
    An Expert in Eagna Uisca can create chain reactions with drúcht anam, allowing them to create chains of spells or effects with timed delays, and wield a different spell from each of two or three different drúcht anam sources at the same time.

    Expert Spells
    Beir ar na Gealaí (Irish for "Catch the Moon"): By arresting control of and freezing the drúcht anam within an area, a fullbringer can likewise immobilize a target. It can be used equally on creatures, inanimate objects and even spiritual effects such as ceros and kido, but lasts for seconds under even the best conditions. When a person is frozen by Breith ar an Ngealach, however, their perception of time is frozen along with them, and so it is easy for an unprepared victim to be disoriented in its wake.

    Geata (Irish for "Gate"): This spell requires two repositories of drúcht anam, such as Nonessentia's throwing points or beil-axes, and significant preparation. The first drúcht anam reservoir acts as a "guide," and must be placed in a remote location before the spell is cast. The second reservoir acts as an "anchor," and is expended when the spell is triggered. The fullbringer fires the anchor like a bullet at a target, and if it hits, that target is instantly transported to the the guide reservoir. Advanced users of this spell can set up a secondary spell to trigger when the target arrives, often trapping them where they appear.

    Sleagh na Móinéir (Irish for "Spear of the Meadows"): A more powerful and precise variant of Gan Teorainn. By compressing the effect of the blast, the fullbringer fires a brilliantly lime green ray, which travels further, hits harder, and is more likely to penetrate a victim than the standard Gan Teorainn. In addition to the fundamental dangers of the spell, this variation must be balanced between both hands as it is formed, and even a single mistake could cause it to explode preterm.
    Spoiler: Master Rank
    Show
    At Master rank, a fullbringer can combine the qualities of different Eagna Uisca spells of lower level with each other, weaving together highly dynamic effects with ease, and can even create drúcht anam in a matter of moments.

    Master Spells
    Caor Thintrí (Irish for "Ball of Lightning"): Among the most difficult of spells to cast, this spell uses principles both familiar and yet entirely foreign to Eagna Uisca users to create the ultimate power in their offensive repertoire. Caor Thintrí uses qualities similar to multiple lower levels spells, but "crafts light from water" to derive its effect, a process that is completely alien to spells up to this point.

    Regardless, this spell creates a small, brilliantly shining ball of transformed drúcht anam, which consumes reiatsu and reishi alike from its vicinity, and fires it at high velocity, usually along an arc toward it target. This process takes place at all points during its flight, and even accelerates as it strikes a target, and concentrates all the energy it has consumed into sheer destructive force. Thus, the more spiritual energy its target has, and the more energy it must pass by to reach its target, the more powerful this attack becomes.

    Leivatan Corna (Irish for "Leviathan Coil"): Available to only the most advanced practitioners, Leivatan Corna is a potent barrier, which can be either a defense or a trap. The spell wraps the fullbringer's target in a sphere of drúcht anam, concentrated into a bristling serpentine creature, which is highly resistant to both breach and intrusion.

    Slabhraí na Marbh (Irish for "Chains of the Dead"): A highly dangerous technique. Drúcht anam is transformed, wholesale, into a multitude of large, metallic chains, which encompass the fullbringer and the area around them. These chains restrict the movements of the cage's prisoners, forbidding them from leaving the area until at least one of them is dead or unconscious. A release of sheer power can break through the chains, but it would take an enormous volume of spiritual energy.
    Spoiler: Personal Fullbring
    Show
    Craein Seithe:
    Slung by its single strap over her right shoulder, and resting near the small of her back and her left hip, Nuala wears a strange bag stitched and re-purposed out of a Quincy’s traditional uniform. The original patterns of the design were in only minimally preserved; preferring instead the optimizing of its storage capacity, secure compartments, and the accessibility of its contents. Seemingly equal parts messenger bag and tactical backpack, Nuala carries more in this bag than its meager size would imply. The essentials of fresh clothing and personal effects aside, though, Craein Seithe’s extradimensional qualities would appear to be simultaneously the greatest and the least of its atypical features.

    Craein Seithe’s manifested abilities lie in its nature as a container. When Nuala transforms the bag, it trades the space with her normal accessories inside it for a second space, with the spiritual artifacts she has collected inside it. When she draws out one of these items, the majority of the bag’s manifested potential goes with it, transforming that item in turn. A veritable bag of magic weapons, but the trade-off is that she can use only one item from the bag at a time. So far, Nuala has collected these different artifacts of the spiritual world:

    Pierna Izquierda de los Saltamontes: Literally the left leg of an adjuchas-class Hollow named Saltamontes, this preserved limb has become Nuala's go-to weapon for probing out enemies and pairing her powerful kicks with a more efficient and longer-reaching hand-based attack. When transformed by Craein Seithe, Saltamontes' leg becomes a pair of Gil Hibben IV machetes. Each weapon is almost completely bone white, except for a blood red line that marks the blade, and dizzying red swirls along the sides of the blade.

    The machetes can be maneuvered exceptionally quickly, venting bala-like bursts of exhaust from different regions of their red portions to assist in wielding them. With these jets of reiatsu, the machetes can hit exceptionally hard and in rapid succession. If broken, a machete will reform itself, as though it were a Hollow's limb reforming by high speed regeneration. Even when broken off from the handles, however, a blade can still be controlled by the machete's wielder, as they can still vent energy through their red portions.

    Ginto: A bundle of seven soul-synthesized silver tubes, each about 5 centimeters in length, bound together in a honeycomb shape by similar silver wire. The Quincy use these to store their own reiryoku in a liquid state, and then transform it into complicated, magic-like effects.

    Out of the different items she has collected, Nuala is the most likely to draw this one from Craein Seithe when pressed into combat. When the ginto are pulled from the bag, they are transformed into an array of seven fist-sized, engraved clocha which float in positions around and close to Nuala. Each sphere is covered by a design that appears to separate it into three winding sections, and is filled with an unusually thick concentrate of drúcht anam. Each cloch can provide the energy for a distinct spell, allowing Nuala to use many different spells in sequence or simultaneously. Alternatively, multiple clocha can be used on a single spell, increasing its effective power.

    Priska’s Seele Schneider: As a user of the Quincy bangle, Priska also wielded her Seele Schneider extensively, but fired it rarely. Instead, she let it build up a great charge of reishi, and then saved it for emergency occasions. As a result, she became almost as proficient with the sword-like arrow as she was with her own bow, even going as far as to learn tricks of the wrist for shaving additional reishi off her Hollow victims. Foremost, Priska used her Seele Schneider as a weapon, despite the rarity with which she actually employed it.

    When transformed by Nuala’s personal fullbring, Priska’s Seele Schneider develops into a glorious, flare-tipped saber with a heavy, hand-and-a-half swept hilt, which sings clearly with every flick and slash. Cycling around its edge at the phenomenal rate of three million revolutions per second is a thin chain of glowing blue reishi teeth. As the weapon strikes spiritual things, it tears reishi off them and adds it to the teeth around its blade, enhancing its chainsaw-like quality and its sharpness.

    Ancient Seele Schneider: A far older and more experienced device, Nuala does not know who first owned or used this weapon, but has found its imprinted memories and transformation to be much to her liking. When transformed by Craein Seithe, this Seele Schneider takes on the form of a large, reishi-bladed dart on a soul-synthesized silver chain of variable length. The dart’s chain is in turn attached to a gauntlet that covers her left hand and wrist. Reishi stolen by the dart’s blade is transferred along the length of the chain, enhancing its protective qualities, and causes additional armor to form further up her arm, which eventually begins to spread to the rest of her body.

    Jigokucho: A hell butterfly, displayed and preserved in a resin disk. Obtained from a novelty shop, where the proprietor claimed it was unique, and the craftsmanship was beautiful. To the proprietor, and most people who viewed the disk, it appeared to be a resin cast of a butterfly, containing no such creature, but the perfect detail of one. If he’d only known what he really had, Nuala would have paid a hundred times more than she did.

    The memories of the preserved jigokucho Nuala purchased are steeped in travel and curiosity. When drawn, it takes on the form of a resplendent but ghostly hell butterfly. As her device, Nuala can employ the butterfly to create tears through space in which to travel across short distances, and travel to and from the Precipice World. She can also use it to listen in on other lines of communication, such as certain kidō techniques, telephone lines, or the existing network of actual hell butterflies. While using the butterfly to travel through the Dangai, Nuala is protected from its Koryu and Kototsu.
    Last edited by Ammutseba; 2019-08-08 at 09:50 PM.

  15. - Top - End - #15
    Bugbear in the Playground
    Join Date
    Jun 2007
    Location
    A2
    Gender
    Male

    Default Re: [BitPR²] Character Registry

    Character Post 1 (Spirit World)

    Jehoel Yurius (Currently under revision)
    The Unconquered Storm
    Spoiler
    Show

    Age: Old. Really. Really. Old.
    Gender: Male.
    Height: Pretty tall.
    Weight: Tall, athletic male.
    Favorite Food: Sablefish.
    Side: Hueco Mundo.
    Aspect of Death: Drowning.
    Station: Primera Espada.
    Reiatsu: Feels like the crushing depths of the ocean.
    Theme:
    Call him Jehoel.

    Appearance
    Spoiler
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    Jehoel is a tall, composed man. He has skin that appears to be lightly tanned, but which is otherwise smooth, unmarked by scars and blemishes often accumulated by warriors. He has a regally featured face, his eyes a deep blue in color. Jehoel's emotions rarely show on his face; his self-control is absolute and he rarely lets anything slip by accident. His mask fragment is a collar of bone with gill designs on each side. Jehoel's movements are calculated, graceful, and precise, and he seems to be calm and collected no matter what the situation. Jehoel dresses in simple black clothing that appears to be made of smooth, high-quality leather, bound at the waist by a wide belt. He also wears a pair of bracers over his sleeves. Jehoel's Hollow Hole runs through the center of his collarbone. Jehoel's Zanpakuto sits in a sheath at the back of his belt, not visible from the front.

    Personality
    Spoiler
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    Jehoel is a quiet, apathetic individual. He has seen history repeat itself over and over, and has thus, until recently, lost interest in the world. Jehoel's only real desire is to be surprised. In his extensively long life, he feels that he has seen almost everything in one form or another. Things that are potentially new or exciting are the only real motivation that Jehoel possesses.

    Jehoel's outlook on other people has been tempered by a lifetime of absolute superiority. He treats all others with a great deal of respect, but this is out of condescension rather than actual regard. Jehoel simply doesn't care one way or another about most other people. This has the odd side effect of making him seem like a very helpful and accommodating individual, as he is always willing to listen to others and provide assistance to them as long as it requires no great effort on his part.

    Perhaps because of his own lack of motivation, Jehoel respects conviction in others. Strong enough conviction is one of the few things that can make Jehoel actually regard another as being worthy of note. The other thing that Jehoel respects is strength. To be acknowledged by him as strong is very difficult; after all, he has never encountered one he considered an equal. There are a few, however, that he respects none the less.

    History
    Spoiler
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    Jehoel's age and origin are unknown. The same can not be said of the Hollow himself. Jehoel has existed for as long as any relevant records can determine, and for as long as even the oldest spiritual beings can remember. There has never been a time when Jehoel wasn't present in some capacity.

    In the earliest points in history, Jehoel was a terror. An unstoppable and voracious monster, he appeared in the Mortal World only rarely, but caused enormously destructive rampages whenever he did. Every time he did, hundreds or thousands of mortals died to sate his hunger. From these slaughters sprung the origins of many legends that still exist today: Jörmungandr, The Leviathan, Níðhöggr, Kholkikos...the list goes on.

    It was during this period that the newly formed Shinigami first encountered Jehoel. He was one of the first, and greatest threats the organization faced. The Shinigami, however, soon learned to fight smarter, rather than harder, and through judicious applications of tactics and a significant portion of their military strength, they were able to force him to a disadvantaged standstill from which he eventually backed down. After this, Jehoel disappears from Shinigami and Mortal records for many years.

    During this period, Jehoel spent most of his time in Hueco Mundo, soon becoming feared throughout the plane as an unstoppable apex predator. While not particularly aggressive, Jehoel was relentless, and any Hollows too careless or unintelligent to avoid him were consumed. He spent a large quantity of time in the company of the Court of Dragons and the Court of the Hollow King; each was one of the few sources of social interaction available to him, although calling these interactions truly friendly would be generous. This, too, lasted for centuries, but ended abruptly; Jehoel simply vanished from Hueco Mundo, to the great relief of many other Hollows. It was also during this time that Jehoel learned his now-signature technique of Absolute Reiatsu Suppression.

    Instead, he reappeared in the Mortal World, and once more became a threat to the Shinigami. This time, however, he was not as destructive as previously. His appearances were sporadic, and his actions more so. Sometimes he would destroy. Others, he would create. Once, he pretended to be a god. And many times, all he did was observe. The Shinigami tried to stop or kill him whenever he appeared, but they were entirely unsuccessful.

    It was during this period that Jehoel was confronted by a group of powerful Mortal mediums. They could not defeat him, but fought him to a draw and forced him to retreat upon the arrival of a battle group of Shinigami. This was a unique experience for Jehoel; after the battle, for the first time in his life he realized that if he had not fought at his maximum power, he would have died. The humans had drawn out even more of his strength than even the Shinigami.

    At this point, Jehoel retreated to his home in Hueco Mundo. He realized that he simply did not care any more; he had seen everything in the human world repeated over and over again; there was nothing for him to see. Nothing remained. He simply waited for several years, doing nothing out of sheer apathy. At the end of this, in a fit of pique he tore the mask off of his face, seeking something that he didn't quite understand. In this way, he became one of the first Arrancar.

    The trauma from this forced Jehoel into recovery for almost a year, as he was unused to pain and injury. It was nearly a century before he recovered his strength from before he had become an Arrancar. Then, he kept growing, his power reaching monolithic heights.

    After his battle with the mortals, Jehoel disappears from all records; he was seen in none of the three realms for centuries. Eventually, it was assumed by the Shinigami that he had perished, and he has since been written off in their records as deceased. What he did during this time was wander the Mortal World, Hueco Mundo, and even the Rukongai, hoping that something, anything had changed. He watched. He listened. He observed.

    It was centuries hence that Dainichi Nyoria found him, and convinced him to aid the newly-founded Las Noches. For the first and last time, Jehoel bent knee to another, his curiosity overcoming his pride.

    Dainichi would regret his mistake only briefly.

    Abilities
    Spoiler
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    Jehoel is monstrously powerful. Under normal circumstances, he keeps his Reiatsu tightly suppressed, allowing not even a hint of his power out. Despite this, it is not difficult to tell that Jehoel is strong; he radiates power and authority even without his Reiatsu. When he does release his control, however, his Reiatsu pours out like a flood. Being near an unrestrained Jehoel is almost unbearable; those with low power will literally begin drowning in his Reiatsu. His power is suffocating and unpleasant for even the strongest individuals, however. Any area coated in Jehoel's Reiatsu begins to slowly grow slick and wet.

    General Abilities
    Spoiler
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    Jehoel is expertly capable in all of the universal abilities available to Arrancar.
    Bala: Jehoel can rapidly fire relatively weak Bala, or more slowly launch more powerful and penetrative blasts. He generally prefers to use the stronger variation when he does; for lighter projectiles, he prefers to use his natural abilities.
    Cero: An area of specialization for Jehoel; his Ceros are extremely powerful, and he can use a number of Cero variants. Jehoel is capable of charging multiple Ceros at once, as well as creating them without gestures.
    Hierro: Jehoel's Hierro is almost impossible to pierce for most people. Barring unusual circumstances, it would require and individual of at least Lieutenant level power to even have a chance of harming Jehoel. The abnormality in his Hierro is in Jehoel's hands and forearms, and legs from the knee down; the Hierro around these areas is highly concentrated, and is excessively difficult to break.
    Pesquisa: Jehoel's Pesquisa is highly advanced. He can acquire extremely accurate impressions of spiritual power sources in a large area around him, and can even use it to generate a sonar-like effect to "see" his surroundings without looking.
    Descorrer: Jehoel can open Garganta with no difficulty. He is also able to create Garganta screens in very large quantities with no difficulty.
    Sonído: Jehoel prefers to use short bursts of Sonído, moving with extreme speed and agility between relatively close locations. He is capable of making longer jumps with no difficulty, however.

    Jehoel is an ancient Hollow, and thus is highly skilled at fighting. He is particularly proficient with hand-to-hand combat, his preferred form of attack in his sealed form. As a Vasto Lorde, Jehoel has immense physical capabilities, possessing overwhelming speed and strength. He also has inhumanly keen senses. Jehoel's greatest weakness is his arrogance; he has not faced a serious enemy in so long, an opponent who actually posed a threat could inflict a serious injury before Jehoel realized he was in danger.

    Jehoel possesses a unique ability to generate water from his skin, although this is highly limited when he is not released. In his base form, he can only generate about a gallon of water before needing time to recharge. Jehoel possesses potent hydrokinetic capabilities, capable of shifting vast amounts of water according to his will. When unreleased, however, he lacks the fine control he needs for his most advanced offensive or defensive applications.

    Bala Agua: While not a true derivative of Bala, the technique is quite similar, which is where it derives its name. Small drips of water appear at Jehoel's fingertips, which he then launches at his enemy at high speeds.

    In areas with variable weather, the sky will soon grow overcast in Jehoel's presence. The degree of cloud cover is relative to Jehoel's mood. If he is in higher spirits, the clouds are light. In his default state, the clouds are dark gray, but do not obscure light. If Jehoel is in a very negative emotional state, the clouds are black, and thunder audibly rumbles from within. Jehoel can also control his effect on the weather, but rarely bothers to do so.

    Intellectus: Jehoel has an instinctive, perfect understanding of both water and storms around him. This effect reaches out to a few miles by default and can be extended through concentration.

    Jehoel possesses the unique ability to completely and totally suppress his Reiatsu. It is utterly impossible to determine his strength when he isn't fighting seriously, and for all intents and purposes he feels like an ordinary mortal. When Jehoel releases, however, this technique no longer functions, and the full force of his power is felt.

    Zanpakuto
    Spoiler
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    Name: Leviatán
    Release Command: "Rise."
    Appearance: Leviatán is a short, curved knife of darkened steel and a mahogany hilt. The tip of the blade is hooked. It is not a weapon, instead bearing more resemblance to a fisherman's gutting knife.

    Resurrección
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    Jehoel first drops the knife into the ground below him, which is turned to water. He then sinks into the created water before bursting out in his Resurrección. When Jehoel releases, he grows to titanic proportions, the size of a large building. His body becomes elongated and serpentine, and becomes covered in thick, dark blue scales, except for the smooth, rubbery skin of his underbelly. On each side of his body, there is a massive, turquoise fin. These fins are usually tucked tightly against his body, making them nearly invisible. The fins can also double as wings, but Jehoel's flight is slow and clumsy. Down his back, Jehoel has a large frill the same color as his fins. Jehoel also has a massive mouth filled with curving fangs. Jehoel has no arms or legs in this form.

    While released, Jehoel gains immense physical strength and endurance. His great size also makes him difficult to injure through conventional means, as many types of damage simply cannot reach vital organs. Despite his bulk, Jehoel is also surprisingly fast on land.

    Jehoel's natural environment, however, is the water. When released, torrents of water pour from the gaps between Jehoel's scales, quickly flooding his surroundings. These streams can be cut off or intensified to extremely high pressure at will. Jehoel can also release powerful blasts of water from his mouth. Combined with the massive damage he inflicts on the ground through fighting, he can usually gouge a small lake into place underneath him.

    As well as the water from his body, Jehoel's usual effect on the weather is intensified when he releases. Overcast skies become thick clouds and create a massive, torrential downpour. After a while, lightning also begins to fall from the sky. Jehoel has no direct control over this, and can even be struck by the lightning itself, although it is not powerful enough to damage him under normal circumstances.

    Aguacero: To use this attack, Jehoel charges a Cero, then launches it into the sky above. The clouds absorb the Cero and begin glowing, before dozens of smaller Ceros rain from above for several seconds.
    Aliento De La Tormenta: Jehoel fires a powerful bolt of lightning from his mouth.
    Cero Vorágine: To use this attack, Jehoel takes a deep breath, pulling some of the clouds out of the sky. After this, he releases diffuse but very powerful Cero from his mouth. This Cero is charged with electricity.
    Diluyo: Jehoel briefly turns his body into water. He is still fully capable of motion while in this form.

    Segunda Etapa
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    Centuries of experience have allowed Jehoel to unlock the ultimate form of Arrancar power, Segunda Etapa. When triggered, Jehoel returns to a state very similar to his sealed form, with a generally humanoid body and appearance. Additionally, the sky completely clears of clouds, the storm created by his Resurrección funneling in to Jehoel himself.

    Jehoel's skin remains a deep blue, and is very rough, similar to a shark's. His teeth remain razor sharp. His neck has gills on each side, mirroring his mask fragment. In Segunda Etapa, Jehoel is amphibious. Jehoel has no hair in this form; instead, a frill similar to that of his Resurrección goes from the top of his forehead to his tailbone. Smooth, bony armor encircles Jehoel's forearms and shins. His hands and feet are both replaced with webbed claws. Finally, in Segunda Etapa Jehoel grows a long, flexible, and strong tail with a small fin at the end.

    In Segunda Etapa, Jehoel's abilities are similar to those of his human form, but far more powerful. His physical strength, speed, and endurance also exceed those of his Resurrección. While in Segunda Etapa, Jehoel gains full access to his ability to control and generate water. He can also reinforce water with his Reiatsu, allowing him to alter its properties, such as making it stronger or more viscous.
    Disolver (Dissolve): similar to Diluyo, this allows Jehoel to turn himself into water. The form can be maintained for longer, however, and Jehoel becomes capable of altering his shape or even splitting apart before returning to his normal form.
    Subyugación: When activated, this ability affects all living beings within 300 meters of Jehoel. Subyugación causes all the moisture in the target's body to violently rip its way out, which is all but invariably fatal. This ability is essentially useless offensively, however, as it can only function properly on someone on the edge of death or so far below Jehoel in power that they are no threat. Even stronger opponents, however, feel discomforted and pained as their own bodies rebel against them in Jehoel's presence.
    Sangre de la Tormenta: Jehoel's blood is charged with electricity, which lashes out at any attacker who opens a wound on his body. Jehoel is also capable of projecting focused blasts of lightning from any cut or wound.
    Cero Marejada: After charging a Cero normally, Jehoel can instead combine it with a wave of water from his body to create a tidal wave infused with the power of his Cero.
    Aguas Revueltas: This technique creates a stream of concentrated, extremely high pressure water. Due to the extraordinarily high pressure and thinness, the water stream is capable of cutting through most obstructions.
    Marea Cero: Jehoel begins charging a Cero, which begins absorbing all nearby water. Once Jehoel finishes charging, the Cero fires, becoming more powerful based on the amount of water it has absorbed.
    Cero del Abismo: Jehoel's most powerful technique. After pouring his blood into the nearby water and absorbing it, Jehoel releases it a supremely powerful Cero of the darkest black, which stains the surrounding terrain when the Cero is fired. Cero del Abismo consumes everything in its path, absorbing and annihilating anything caught in the radius of the attack. Any target killed by this attack has their soul immediately consumed by Jehoel, rather than passing on or being destroyed.




    Las Noches
    The White City of a Reborn People?
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    Las Noches, The White City in the Sand
    (Update in progress)
    Originally by Eiko, modified by Dorizzit
    The Grand City of Las Noches is built in a giant circle, made of four separate rings. The outermost two rings are each divided into smaller, equally sized segments, or districts. The outermost layer is divided into 12 districts, the next into six. The penultimate forming ring is a single solid district and the currently semi-unoccupied and recently renamed Palacio Real forms the center of the circle.

    Las Noches protected by enormous white stone walls, some 15 foot thick and dominates the landscape around for unmeasured distance. These walls form a tremendous dome, and an artificial daylight sky marks the inside, providing brilliant illumination within. Each of the districts are separated by high walls, and air-walking within the city is strictly regulated, limited to couriers, military personnel, and emergencies.

    Las Noches has two laws common across every District:
    1. Strength is the law of the city. If you cannot hold your possessions or titles, they are not yours. The city's strength as a whole is of the greatest importance, and must not be threatened.
    2. The murder of any resident of the city is strictly forbidden.

    Outer Ring, City of the Hollow:
    The outermost districts of the city, behind the impressive walls of the city is the area free and open to all Hollows of the city, be they Arrancar or simply waiting to be converted. Until recently, the former were decidedly second class citizens, but this has been discouraged as of late, each individual judged solely by power and usefulness to the city. This ring provides for the everyday needs of Las Noches, from entertainment to industry. Each district contains residential areas, although some are quite a bit more limited than other. Each individual district is either dedicated to an ideal, or a purpose and is reflected by those who frequent them; some districts are understandably much less used than others, a situation which is currently being investigated.

    Any Hollow entering the city must do so through the 11th district, where they will be evaluated for their worth and motives and then moved on either to the 12th for storage or 10th to begin the process of Arrancarification. Those too weak for even that are assessed for worth and assigned menial work in another district.

    The entirety of the outer ring is organized under the direction of a single Arrancar who proved more suited to bureaucracy than war, or held a particular affinity for the district in question. The laws of these districts was previously enforced by Dainichi's personal enforcers, but since his death they have been kept simply by fear of the Espada's wrath. The city is in a time of change, and few wish to attract negative attention to themselves.

    The twelve districts are as follows, flowing clockwise round the city:
    1: The Grand Library
    Little used. A small but dedicated cadre of Hollows populate this district.
    2: Industry
    Constantly busy and quite overworked. Being expanded into the two adjacent districts.
    3: Philosophy
    See district 1. Word for word.
    4: Education
    Surprisingly heavily populated. Many hollows wish to elevate themselves from the simple hunters they were in the desert.
    5: Art
    One of the less populated districts, although still busier than 1 and 3. Largely imitative of the Mortal World, but a few interesting and unique forms of expression are being explored.
    6: Administration
    Currently being dismantled as power is centralized and chains of command are streamlined.
    7: The Grand Arena
    One of the first districts built, general consensus is that it's badly designed and doesn't need an entire district. Still heavily frequented, however.
    8: Farming of animal hollows
    Exactly what it says. This district also includes food preparation areas, and even has a number of restaurants, of sorts.
    9: Science
    The few scientists of Las Noches are largely mediocre. There are, however, a small number of very sharp Arrancar in this district.
    10: Conversion
    The district where new residents of the city are converted into Arrancar. See below.
    11: Entry to the City
    Kind of a slum, really. Hollows waiting to be converted wait here.
    12: Prison
    Generally considered to be the scariest place in the city other than Jehoel's district. Some of Las Noches' hardiest warriors guard the exits, but apart from this the enclosed district is allowed to run itself.

    Central Ring:
    The central ring is made of 6 evenly spaced and sized districts each of which belonging to one of the Espada, the six strongest Arrancar who rule the city. The districts are each separated by walls as grand and thick as those that make up the outer walls, but these are hollow and the space within them is used to traverse between the inner city and the outer districts, as well as the domains of each Espada.

    Each district is built to form and purpose as dictated by their ruling Espada, each of whom has total authority and freedom within their walls to do as they please. Thus each of the six districts varies in style, layout and what type of denizens exist within.

    District of the Primera: Almost universally regarded as a snake pit, the Primera's district is both feared and shunned. The district is completely sealed off from the rest of the city, its walls rising to the dome above. The district itself is open-topped, and no artificial light exists within. The inside of the district is a maze of cyclopean constructions and natural growth, made all the harder to navigate due to the darkness.

    At the very center of the district is a domed building, the personal residence of Jehoel. It contains a primordial garden of plants, a pond, and is inhabited by a few small animal Hollows.

    The residents of the district are generally regarded as feral killing machines who are barely more than animals. Largely, this impression is correct. Jehoel's district contains most of the city's residents who never quite adapted to "civilized" life. There are even a number of unregistered Menos who entered the city through the hole in the dome. The district has no laws besides the survival of the fittest. As a byproduct, the residents of Jehoel's district are tremendously powerful, as weakness is death. Jehoel himself stands at the absolute top of this food chain.

    Inner City:
    The Inner City was once exclusively for Arrancar that had proven themselves absolutely loyal or useful to Las Noches. Now, it is open to all, but few from the outer districts have yet begun to mingle within. This is the domain of those powerful arrancar who form the backbone of Las Noches' fighting and scientific forces. The district is well-designed and luxurious. Most of the Inner City's residents fill their time either in the outer ring, or working for an Espada they have for whatever reason chose not to live in the domain of.

    Palacio Real:
    The grand palace formerly inhabited by Dainichi Nyorai. Jehoel has declared it to be quarantined until its secrets have been fully investigated.

    La Armada
    The Grand Army of Las Noches
    Spoiler
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    By Demidos
    Regular Forces

    Spoiler
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    First off: Recruitment
    -Voluntary. Not big on drafts. It'll be pretty hard to sway me on this. If they don't want to be here, they'll just get in the way. Why, you ask, would they want to fight and risk death? The lure of power, of course. Along with the ever present chance that war will break out and they will get to eat some Shinigami. That never gets old.

    Secondly: Training
    -Find your own motivation. At the moment, going to plan to group Hollows that join in groups of five and send them out into Hueco Mundo to fight other hollows and become stronger. After they have been out for at least a month, and defeated a set number of unaligned Hollows, they are allowed to return. Lying is possible, of course, but not encouraged -- its not a good idea to join a Hollow army if you are much weaker than the others.
    -Power checks will be carried out by trained and tested Adjuchas/Fracciones to determine suitability.

    Thirdly: Divisions within the army.
    -Presumably we will want some form of chain of command. There are six divisions (called Flotas), each corresponding to an Espada. Within that, each Flota would further be divided into five units, numbered one through five (Escuadras). Within an Escuadra, Hollows would be divided into groups of ten (Naves), denoted by a second number. This makes remembering groups easily. Add the number for the Escuadra and the Nave to that of the Flota, respectively, and that is the unit's number. An individual squad's (Nave's) number can thus be denoted as, for example, 653 (The third Nave of the Sixth Espada's fifth Escuadra.)

    At least a Vasto-Lorde or an Arrancar must lead each Flota.
    At least an Adjuchas must lead each Escuadra.

    That should cover 30 Escuadras, each with ten Naves, for a total of 3000 Hollows. That should be enough for the moment. Expansion can be dealt with by adding a second digit to the Nave number.

    Summary:
    Spoiler
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    Up to 10 Hollows in a Nave
    Ten Naves in a Escuadra
    Five Escuadras in a Flota
    Six Flotas in the Armada.
    10*10*5*6=3,000 Hollows


    Fourth off: Uniforms. Being regular hollows/adjuchas rather than Arrancar, usual uniforms would be difficult. As such, colored armbands exist for each different Flota, each with Nave and Escuadra numbers included.

    Those in training groups have special white armbands with a 0 written on them in black.

    Fifth and last: Lodgings and Training facilities
    Supplied to each Flota by their respective Espada.


    Special Forces

    Spoiler
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    All of the above still applies, but for Adjuchas, Vasto Lordes, and Arrancar.
    Under direct purview of the designated military leader on the council of Espadas (that is to say, whoever wants to put in the most work on training these guys).

    Usually led by powerful Fraccion or Espada.

    As both non-expendable and trainable troops, receive sparring training from high level Fracciones and against each other. Those approaching Resurrection can receive special training on request (I can help. Sometimes. Not gonna spend all night on it).

    These troops receive the denomination of 7 when referring to their Flota. Their Armbands are black.

    Arrancarification
    Ascension of the Hollow Race
    Spoiler
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    It is unknown which Hollow first envisioned the removal of its mask in the hope of greater powers, but the theoretical existence of the process has been in existence for many centuries. Until recently, Arrancarification was extremely rare, as the process was very dangerous and carried no immediately obvious benefits. Dainichi Nyoria changed that; both with his new form of Arrancarification and by inspiring imitators. Arrancar are divided into two categories based on the process used to create them.

    Natural Arrancar

    There are two components required for traditional, or "Natural" Arrancarification: the physical removal of the mask, and the will to become an Arrancar. The physical act is usually accomplished simply by acquiring a solid grip on the mask and ripping it off as quickly as possible. Tearing off the mask is extremely painful and traumatic; most Hollows who attempt the process have their souls shattered and die. Significant raw power and sheer force of will are both required to survive the process and prevent the soul from splintering apart. During the transformation, which can take hours or even days, the Arrancar's body suffers seizures and its Reiatsu constantly fluctuates, spiking and dropping at random. If the Hollow is significantly different from a human in shape, its body will randomly (and painfully) eject unnecessary chunks of flesh or inhuman features such as wings or claws. Even after the process is survived, however, the new Arrancar's trials are far from over. Recovery from tearing off its mask can take the Hollow decades, and with Natural Arrancarification, an aspect of the Hollow is always lost in the transition. Some undergo personality shifts, losing one of their defining personality traits. Others lose access to one of their unique powers, or experiences a loss of scope or power in the same. Even after full recovery, the Arrancar will still possess less power than they did directly prior to their transformation. Weaker Hollows may become only partly human after the process.

    Artificial Arrancar

    In comparison to Natural Arrancarification, Artificial Arrancarification is very gentle. The process requires a specially trained Arrancar to perform the ritual, and a willing subject. The ritual aspect of Artificial Arrancarification is functionally identical to a Shinigami Kidō, although it would defy classification as such. The spell wraps the target entirely in bandages, binding it still and putting it into a deep state of hibernation. The length of the process is up to the caster; standard protocol in Las Noches is one week, the shortest absolutely safe period. Less than this, and the risk of damaging or killing the subject increases proportionately. As with Natural Arrancarification, Hollows of great power or will are in less danger; particularly strong examples can be safely transformed in less than a day. While cocooned, the Arrancar's mask is slowly disintegrated for the first half of the process. Afterwards, the body is eased into the shape of a human by the bandages in a manner similar to magically-assisted tree shaping. If the process is interrupted at any point, the Arrancar is ejected as a half-humanized Arrancar. If completed, however, the Arrancar will always be fully human in appearance, barring Estigma and their Hole. Immediately after emerging, the new Arrancar will experience an increase of spiritual power. This jump is larger the longer they spent transforming.

    Commonalities

    Apart from the obvious shifts in abilities (human form, Resurrección, etc.), Arrancarification offers three primary benefits. The first is a lifting of "immortal's haze," or a state eventually experienced by almost all particularly old beings that slows or eliminates their ability to grow stronger and develop their powers. This state can later be reentered, but Arrancarification offers a "reset."

    Second, the Arrancar's potential for development skyrockets. With sufficient training or effort, the Arrancar can become stronger, faster, with less effort than they needed prior to their transformation. The ceiling for their power is also raised; a Hollow that had reached the absolute peak of its power prior to Arrancarification would have the ability to attain strength well beyond its previous limits.

    Third, the Arrancar is freed from the instinctual behavior and hunger that drove it as a Hollow. While Arrancar can still feed on other spiritual entities to grow stronger, they are not compelled to do so by an incurable hunger. In addition, less of their behavior is dictated by their Aspect of Death; this is to varying degrees, from complete immunity to only a small change.

    Hazuki Tsubame (Under Revision)
    The Moonlit Shard of Ice
    Spoiler
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    Age: 79 (Developmentally early 20s)
    Gender: Female
    Height: On the taller end, but not remarkably so.
    Weight: "I'm afraid that's private information."
    Favorite Food: Sashimi.
    Station: Junior Researcher.
    Reiatsu: Feels like the frozen air on a windless day.
    Call her Tsubame.

    Description
    Spoiler
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    Physically, Hazuki lacks any distinguishing features that set her apart from others, although she is notably beautiful. She has a sharp-featured face, with eyes that are a light shade of blue. Her hair is black, reaching to her upper back and falling on and in front of her shoulders.

    Simply looking at Hazuki is enough to glean some of her personality. She is always immaculate in appearance at any given moment, allowing not so much as a hair to be out of place regardless of the situation, barring immediate danger (sometimes). She carries herself with dignity, her movements formal and not-quite-graceful, being slightly too stiff. She wears the standard uniform of the Research Institute, without deviation. Hazuki keeps her swords at her left hip, secured tightly in place.

    Personality
    Spoiler
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    Hazuki is meticulous and has excellent attention to detail and protocol. She is also extraordinarily intelligent. What she lacks is initiative; Hazuki does not actively attempt to improve her station or excel at her job. Instead, she follows her orders to the letter and accomplishes everything that is expected of her, nothing more. While this could be seen as timidity, it is something more; Hazuki dislikes being the center of attention, and prefers to work on her own projects in private.

    Hazuki is cold and formal with others, making no effort to get close to people around her. She is not rude; quite the opposite, she acts exactly as is expected of her by social expectations. No more, no less. People generally make her feel uncomfortable, but the few friends she has made have seen a warmer side of her, and she has a hidden streak of kindness that she rarely displays.

    Hazuki possesses an iron will. While she rarely cares enough about a problem to throw her full attention against it, when she does she will not rest until the problem has been thoroughly dealt with. It is very hard to stop Hazuki once she has focused on accomplishing a goal.

    Hazuki is extremely focused and driven to work constantly. This is the one time that her shell of perfect manners can slip; if someone obstructs her work, or she feels like she is spinning her wheels, she can get short-tempered and easily irritated. When working on a project, at least an important one, the gentle aspects of Hazuki's personality disappear, leaving a personality that is all sharp edges.

    History
    Spoiler
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    Hazuki was born in the higher districts of the Rukongai. Her growth to adulthood was normal, unremarkable in every way. She was, however, dissatisfied with her simple life and wanted to learn more. To facilitate this, Hazuki became a Shinigami. Hazuki performed admirably in the academy, earning high but not exceptional marks in all areas. Upon graduation from the Shinōreijutsuin, she successfully petitioned to be put into the Shinigami Research institute.

    While Hazuki's personality did not lend itself well to independent research, it was soon determined that she was an excellent assistant, and was flipped from project to project, most often as the aide to the leader. It was also quickly discovered that Hazuki was extremely adept with Kido manipulation, able to bend the properties of spells with minimal research.

    Four years ago, Hazuki was pulled from her existing project and ordered on a patrol into the Mortal World. She was bewildered, but of course accepted without question and went into the Mortal World. While there, she sensed a Hollow attacking a mortal girl. Wasting no time, Hazuki struck at the Hollow, fighting tooth and nail against it. Despite this, Hazuki lacked combat experience and the Hollow was able to generate a cocktail of deadly poisons, eventually leaving Hazuki paralyzed. Catching the Hollow in a binding spell with the last of her strength, Hazuki explained the process of power transferring to the girl, Hinata Akiyama, offering both a chance of survival. With these new powers, Hinata was able to hold her own until her mother arrived and dispatched the Hollow. After the battle, Hazuki fell into a coma as a result her injuries and severe poisoning. Since then, the Akiyama clan has seen to her care. Now, four years later, she has just awoken.

    Abilities
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    Hazuki is not a fighter by inclination, but since combat skill is expected of all Shinigami she has trained thoroughly and is a dangerous opponent. She has excellent theoretical knowledge and training in swordplay, and is adept if not experienced with the blade. Her Hohō is passable. Hazuki's Hakuda is her weakest area, and she has limited hand-to-hand combat ability. Finally, Hazuki's Kidō is her best area. She knows a wide variety of spells and has a number of modified versions for her most often used spells.

    Hazuki's real strength, however, is her mind. Hazuki is extraordinarily intelligent and able to analyze any situation to determine the optimal method of approach. She also has a very fast learning curve, allowing her to adapt to her opponents very easily.

    Zanpakuto: Hoshimi Yuki-Suishou (Starlight Snow-Crystal)
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    Description: In its sealed form, Hoshimi Yuki-Suishou is rare dual Zanpakuto. The first blade is medium-length Katana. The blade has a light blue handle, with a hexagonal tsuba with inlaid, flowing patterns. The second is a short wakizashi, which has a much darker handle. The tsuba of the smaller blade is a many pointed star with each tip connected to a circle looping the entirety.
    Inner World: Hazuki's inner world is a snow-covered plateau offering a beautiful view of miles of pristine, snow-layered mountains. Through the snow, many frozen blades of grass pierce the white covering. Above, a moonless night sky with thousands of stars is visible. At the very center of the plateau, there is a pillar of dark ice with a black figure shrouded within.
    Spirit: Hoshimi Yuki-Suishou takes the form of a pair of spirits. The first is a long, luminescent snake the color of the night sky, with stars instead of eyes. It is soft spoken, but relatively talkative. It is quite wise, and frequently provides advice to Hazuki on how she can or should improve herself. The other is a tall, immaculate woman in a kimono. She is entirely devoid of any color except white. In contrast to the other spirit, she is much more opinionated and quick to speak, but preaches perfection and care in a manner similar to the serpent.
    Shikai: Refract, Hoshimi Yuki-Suishou.
    Spoiler
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    Description: When Hazuki releases Shikai, her swords both change in color to match their respective hilts. The tsuba on each also vanishes. The metal of the longer sword shatters into flakes, revealing a blade of pure ice, harder than normal ice and capable of reforming if broken. The latter gains a dark blue glow. Hoshimi Yuki-Suishou has a number of different abilities.
    Glacial Edge: Swinging her long sword, Hazuki launches an arc of ice that wraps around anything it touches and any other nearby surfaces, binding them in ice.
    Ice Star: A small sphere of spikes is launched from the ice of the long blade and begins floating in midair. Ice Stars are immobile, fragile, and very sharp.
    Blood Moon Harvest: If Hazuki cuts herself on her blade, she can drain blood from her body to empower her katana. All of the ice created by the blade, including the blade itself, during this period is red and nearly indestructible. The drawbacks of this technique, however, are obvious.
    Star Shield: A white shield of light flows out of the smaller sword, forming a protective barrier in front of Hazuki that floats in the air for several seconds. This barrier is strong against energy-based attacks, but is very vulnerable to being physically destroyed.
    Star Stream: As time goes on, the glow coming from the smaller blade grows brighter and brighter, changing color to become lighter. The longer it has had time to charge, the more powerful this attack is. Hazuki can launch the light from the blade, forming a projectile. Even after a long charge, the projectile is fairly weak by itself. However, every time the Star Stream passes through an Ice Star, it can change direction and increase in speed and power. This exponentially increases the threat posed by the attack.


    Last edited by Dorizzit; 2016-07-15 at 03:07 PM.
    Truly awesome Ark Tamaeus avatar by Bryn. Full size version here.

  16. - Top - End - #16
    Titan in the Playground
    Join Date
    Sep 2014

    Default Re: [BitPR²] Character Registry

    Red Pheasant Wan Li Lin
    Age: Unknown
    Gender: Ambigious
    Height: 6' 7''
    Weight: unknown
    Side: Representative of the Royal Guard
    Contribution: Creation of Shunpo and the Omitsukido

    Appearance: Wan was a handsome Shinigami who in the past dressed in vibrate red kimono despite its job as the first Assassin of Soul Society however times have changed with its appointment to the Royal Court Guard. Wan now dresses in a reserved coat and slacks with a bowler hat and heavy woolen scarf that obscures its mouth and the former Assassin now carries a cane it goes.

    Personality: Few records remain of the Captain formally known as Wan Li Lin however it is said that its original tenure as the first Captain of the Second Division and the creator of Shunpo that it favored as little effort needed to complete a task and was exacting and meticulous in this mindset. Wan Li Lin brooked no argument from those beneath it in station and was known for wild and terrible punishments for any who disobeyed its orders. Wan had little remorse for the enemies of the early Soul Society, one of the few remaining records speaking of a terrible atrocity where a previously powerful Noble House murdered each other after hosting the Assassin, who it is said did not lift its blade even once.

    Abilities: As the inventor of Shunpo Wan is understandably an unparalleled master of the technique and can create multiple copies of itself with ease. Wan is also an expert at hand to hand combat and non-lethal take down and the art of Assasination which paired with its Zanpakuto make it a dangerous foe for those it catches unaware. As a member of the Royal Guard it is well trained in the use of kido and is adept with it blade. Along with these abilities it has all the abilities conferred to it by its station as a member of the 0 Division.

    Zanpakuto: Chinmoku
    Spoiler: Zanpakuto
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    Appearance: Chinmoku appears as a cane sword of unparalleled quality made of redwood.

    Shiki: Hush, Chinmoku - Upon release the world grows silent and even things that would make a good deal of noise are muted as if underwater however the weapon itself remains unchanged. Afterimages move before and after Wan, making it difficult to judge when and where its attacks will come from which along with the silence that the presence of Chinmoku brings makes the Royal Court Guard an unpredictable enemy to fight against. Strikes from the blade itself also become unpredictable, slicing into sections of Wan's foes where they were not touched. The truth of the weapon is that it is a condensed form of the Assassin's Killing Intent, the unpredictability in truth a dozen invisible and silent blades that hover about Wan at all times.

    Bankai: The true name of Chinmoku is Mu and the blade of the main weapon disappears entirely and also grows to the size of a zanbato though remains as light and effortless to use as a butter knife, the accompanying phantom blades also increase in size. All blades leave a telltale waver as if heat mirages in the air which makes them "visible" to keen eyes. The true strength of Wan's Bankai is that its blades become so sharp they no longer cut like a physical blade, instead severing the very concepts of those things they touch. In simple terms this means that Mu cuts that which holds things together, capable of cutting the concept of the rigidity of stone or even the spiritual power of Kido spells and barriers, negating them. In the case of other beings however the power becomes more terrifying for while the blades cause no physical harm on their own they can cut a person's speed, rendering them slow, or even their will to live which drives even resolute and mentally healthy beings into a dark and terrifying spiral.


    The Royal Court Guard


    The Elite of Soul Society both ancient and current who have dedicated their lives to the service of the Soul King. Each has distinguished themselves with creating an integral aspect of Soul Society.

    The Royal Smith: The Black Tortoise King who created the Zanpakuto
    The Royal Assassin: Wan Li Ling, the Red Pheasant who created the art of Shunpo
    The Royal Seamstres: The Azure Empress-Dowager who improved and standarized the Shihakusho
    The Royal Consort: The Yellow Ki-Rin Empress who created the Senkiemon Gates
    The Royal Healer: Zheng Li Lin, The Green Dragon
    Last edited by Razade; 2016-07-05 at 11:23 PM.

  17. - Top - End - #17
    Orc in the Playground
    Join Date
    Dec 2008
    Location
    Rap.
    Gender
    Male

    Default Re: [BitPR²] Character Registry

    Kobayashi Momoka
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    Age: 298, approximately 304 if counting for temporal shenanigans, looks mid-to-late-20s
    Gender: Female.
    Height: 66in/167cm
    Weight: 102lb/53.5kg
    Station: None, detainee, former SSI member
    Reiatsu: Like the tickling of flying leaves
    Speech: #00CC99

    Description:
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    Momoka is a moderate height woman, with a fit build and fair skin. What's most notable about her, however, are her immaculate dreadlocks, her many piercings (several on each ear, anti-eyebrow piercings on her left side, a stud through her right eyebrow, one through her right nostril, one to her left bottom lip, and quite possibly more out of sight), her tattoos (an elaborate sleeve on her right arm with vines, blowing leaves, and heavy mists, a recreation of Kobayashi Eitaku's painting of Izanami and Izanagi on her back, and a kyuubi tail along her left thigh to the bottom of her shin), and the strong scent of incense (and other scents) that permeates her presence.


    Personality:
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    Momoka is... a mystery in many respects, but she has an extremely unconventional view of authority, which is visible by the modifications to her body. She doesn't completely ignore requests from authority figures, but she usually finds her own way to perform them, which in Japanese culture is nearly as infuriating as denying it. She has an extremely laid back and lackadaisical personality in most circumstances, but she also has a great love for pranks. She also has arguable ethicality with regards to conning people (she exploits people who buy into the rumors that she's a fortune teller). However despite her personality and love of tricks, she is remarkably driven, and somewhat deceptively insightful and cunning. If she has a scheme in mind for you, you had best hope she has good intent towards you.


    History:
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    Much of Momoka's past before the academy is a mystery, and her story changes every time she tells it.

    What is known, however, is that Momoka was a talented student, with excellent reiatsu control and notable prowess with kido. As such, she was a shoo-in to join the SSI. However, she was flagged for minor points of concern in her solitary yet manipulative personality, it had not yet come to any harm. Momoka was mostly of no note for most of her tenure, aside from achieving a senior researcher position for her developing new kido and applications of existing kido, specifically barriers. However, she was eventually caught sneaking into and perusing intensively classified (up to captain-level) information with regards to forbidden kido and other topics. It is not considered that she had time to master any of these kido before her detainment, given it would be of great ease to escape if she had, but given her propensity for trickery it is unknown for sure.
    Momoka has mostly been a well-mannered prisoner for the last 30 years she'd been locked up, disregarding messing with guards with offhanded comments.


    Story So Far:
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    N/A


    Abilities:
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    Hakuda Initiate: Momoka is average in Hakuda. Her strength is sub-par.

    Shunpo Intitiate: Momoka is slightly above average in shunpo speed and distance, but her precision with the art is uniquely greater than one would expect.
    • Utsusemi: Though not overly talented with Shunpo, Momoka is capable of leaving behind an afterimage for a few fractions of a second.


    Kido Master: Momoka is a kido genius first and foremost. She has most focus upon bakudo, but her hado is still of considerable strength. She is easily capable of eishohaki for spells of up to 60, and has created several kido catalogued by the SSI. Her knowledge of kido and similar effects is extremely extensive, and includes knowledge of forbidden kido as well.
    • Crafted Bakudo:
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      Bakudo 29: Shadow Trade: The caster speaks the incantation or name once to leave behind a shadowy afterimage. Speaking it again trades the caster's current location with the shadowy image, a few moments after which the image disappears.
      Bakudo 44: Misty Detachment: The caster can cause themselves or another to be held in an incorporeal, partially visible state where they are incapable of interacting with "physical" objects but are still able to move and view them. This manifests itself as a thin ghostly ribbon the caster wraps around themselves or the target. This state makes them almost entirely immune to harm until they remove the ribbon. Barriers are still capable of stopping the recipient of this spell.
      Bakudo 48: Shielding Shadow: Much like Danku, but easier to perform. This dark barrier blocks hado of up to its level.
      Bakudo 48: White Flame Spell Prison: This spell is created with the express intent of combining it with another kido, with or without incantation. The spell in question is held in place until the caster calls the number and name of the partner spell.
    • Crafted Hado:
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      Hado 50: Path of the Jade Dragon: "Scales of emerald spread to the west wind! Ivory fangs bared at black clouds to the south! Sapphire feathers rain on the eastern rivers! Ascending to the sky, pillars of green burn away the hateful sun!" A ball of green energy forms in the caster's hand just before a path of green pillars of flame explodes forth from them. The path continues forward and can be directed by moving the orb, and will do so until the caster lets go of the orb, at which there is an explosion of flame of greater size and height.
      Hado 54: Black Flame of the Marsh: "The cauldron of hell bubbles, spewing forth its fumes. Black rain falls from the heavens. Smoke congregates on the mountains and spills forth into the valleys. Death cannot be escaped!" This spell creates a black, fiery orb of energy that moves slowly towards its intended target, leaving behind a burning black trail that harms any who pass through it. Contact with the ball creates a sizable explosion.
      Hado 60: Breath of Cherry Blossoms: "Seasons travel east! The wolves of the north cry out! Tear forth, death of white!" This spell creates dozens of tiny balls of energy that dart forth immediately with lines of energy that pierce with deadly effectiveness. While not as destructive as most kido, it is nonetheless highly lethal if aimed right.
    • Reverse Incantation/Counter Incantation: With enough forewarning, Momoka can directly oppose a hado by casting the exact same spell in direct opposition to another. The degree of success depends on the strength and kido aptitude of the foe, but success results in the energies cancelling each other out. In addition, Momoka knows enough about the composition of kido to steadily unravel bakudo, even those that hold her, by breaking it apart efficiently with her own reiatsu.
    • Twin Incantation: Momoka can "double" the yield of kido she casts, but as of yet she can only manage up to 40s, and the incantation is practically required for such a spell to have any potency.
    • Intensification: Momoka can greatly enhance the effects of a cast kido, at the cost of greater spiritual exertion. She can only truly manage this in extended capacity for spells up to 60.


    Intelligence: Momoka is extremely intelligent, having passed the academy with ease and researched kido for many decades.

    Great Perception/Insight: Momoka has considerable perception over the common shinigami, able to spot things most people cannot and see through illusions with alarming proficiency. She also has a great insight into people, that she can see beyond emotional facades and acts is the simplest degree of her insight, and it makes her keen at spotting someone in a lie.

    Stealth: Even without her zanpakutou's abilities, Momoka is talented at going unseen and unheard.


    Zanpakutou: Yuuazamusha (Ghostly Deceiver)
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    Description: A standard length katana, with a leaf crossguard.
    Spirit: A woman with a raccoon's tail and ears, who never seems to be in the same place for long.
    Inner World: A vast, misty forest, with swamps and mountains ever at the distance.

    Shikai: Hide from the world, Yuuazamusha.
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    Description: Yuuazamusha dissolves into mist down to the hilt. The mist is nearly undetectable to the naked eye, but can cover a space of 10-15 feet, or can be split to include several areas of smaller proportion.
    Powers: The mist created by Yuuazamusha's shikai can be mentally directed, and can be used to deaden senses in several ways. Momoka is unaffected and can always see through the mist.
    • Hiding Mist: If Momoka wishes, anything inside the mist generated by her shikai can be rendered nearly undetectable by sight, hearing, and even smell. Even Kakushitsuijaku can fail to locate anything in the mist, but it is still capable of tracking a trail. Pesquisa is also foiled, failing to reflect anything from inside the mist.
    • Deceiving Mist: Secondly, Momoka can mirror almost anything in the immediate area of her mist, to create rudimentary illusions based on the environment. She may also duplicate reiatsu sources to make illusions more realistic, however the reflections face an obvious flaw in that they are passed through on touch and reflect nothing with Pesquisa.
    • Blanketing Mist: Finally, Momoka can channel the mist offensively, to a sense, in that she can almost completely deaden the senses of someone inside of it. Vision outside of the mist becomes intensely hazy and difficult to track, hearing becomes muffled, and smell becomes muddled. Pesquisa, reiatsu sensing, and the like are equally impaired.


    Bankai: Unknown.
    Spoiler
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    Quite unknown. It is probably illusion-based, though.



    Princess Felicia Lucaster-Von Geister
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    Age: 188, looks 15-16, bound for a long time.
    Gender: Female.
    Height: 56in/142cm
    Weight: 84lb/38.1kg
    Station: Princess of the Court of the First Hollow King
    Reiatsu: A disturbing, noxious feeling in one's entire body
    Aspect: Plague
    Mask Fragment: Bone fragments along the back of her neck.
    Hollow Hole: Above her left hip, 1 inch in diameter.
    Speech: #CC33FF

    Description:
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    Princess Felicia is a diminutive, thin wisp of a girl, looking to be in her teens. Her hair is black in a pixie cut, her eyes seemingly shift color often. She doesn't have much in the realm of chest and is almost preternaturally pale. Her nails are at a point, easily capable of piercing flesh, and her canines are unusually long (though not overly so).


    Personality:
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    At first meeting, it is possible to mistake Princess Felicia as friendly and not exploitative of her 'royalty'. However, the friendliness is a lie. She is a manipulator and sadist, who enjoys turning people on their heads or tricking them. It can certainly be seen her connection to the First Hollow King, of those who know him directly. She rarely involves herself in combat, however, and does her best to not push the boundaries of her manipulation to snap people to the fact that she is a vile little monster.


    History:
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    One of the youngest members of the Court, and the only other one of direct relation to the King himself, in a way, Felicia was born from the Queen's eggs, and modified by the King, and combined with a rather interesting hollow who was captured inside his court. Overriding the resistant hollow's personality and modifying its abilities to be suitable to some end goal of his, the King created Felicia, setting upon her a royal title, and "raised" her as his daughter.
    However, a time would come when the shinigami would come to defeat and bind the court, dispersing them to all ends of the mortal and spiritual world. Felicia was of... particular interest. Her blood being transmutable into nearly any disease, she provided an interesting study into mortal and spiritual plagues, and thus, in secret, several "science" minded shinigami kept her bound in a secretive laboratory in the mortal world along with other specimens related to the King, his queen, and his subjects.
    Unfortunately for them, this backfired. One cannot be sure exactly what happened, but all that is known is that they were forced to abandon, seal, and sink the prison into the ocean, where Felicia there rested in solitude and half-consciousness for many years.


    Story So Far:
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    Released from the Forgotten Laboratory.


    Abilities:
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    As an ex-adjuchas arrancar, Felicia is about in the middle tiers of strength, however her strength lies less in straight power and more in potential.

    Intelligence: Felicia's knowledge may be outdated, but she is certainly intelligent, and has adapted to modern mortal society rather quickly.

    Stealth: With padded feet and a diminutive frame, as well as the natural prowling instincts of a tiger (hollow), Felicia is an extremely stealthy individual.

    Hollow Abilities: Felicia is about average in most aspects of hollow ability, however, some carry unique capabilities.
    • Caustic Energy: Felicia's balas and cero carry a fast-acting yet short-lived virus that some might compare to an acid. It eats away matter down to the flesh, eating away clothes, armor, almost anything, then slowly dissolving flesh, be it from a human or spirit. This also extremely weakens hierro in affected areas.
    • Shadowed Sonido: By rapidly using sonido yet paradoxically staying in one position, Felecia can make her form blurry and indistinct. Her sonidos lack the audible component when used in this manner, making it an effective stealth tool.
    • Retroviral Resistance Hierro: By absorbing energy levied against her and subconsciously converting it into a retrovirus, Felecia can temporarily increase her resistance to specific energy types, bolstering her hierro against spiritual attacks of the same source or similar "energy type" kidos. However, her system can only keep one resistance at a time, and absorbing new energy flushes the old one out.


    Cloud of Deception: Felicia is capable of breathing a roiling, black smoke that she can will to follow her around like a veil, obscuring her position, or leave in one place (but it will eventually dissipate). The smoke is noxious, but not overly so; however, elonged exposure can cause slight nausea and fatigue.

    Plaguespreader: Felicia's blood, saliva, and pretty much everything about her, is, at its very nature, unclean. It carries within it the potential to be transmuted into any virus or disease-causing bacteria known to man. Though she can "repress" this if she wishes, there is very rarely a time she would care to do so. These potential diseases exist in both a physical and spiritual sense, so consuming or really coming into contact with any amount of her blood or various liquids carries the potential of developing just about any disease, and it's usually the fatal kinds (though spiritual beings may have greater resistance to the still-quite-normal effects). Also Known As The Curtain Death Sentence.
    • Pestilent Communion: By concentrating to a point of vulnerability, Felicia can focus on a person (or spirit) she has knowingly infected, linking with their senses and surroundings, and being able to read their surface thoughts, along with communicating via telepathy.


    Zanpakutou: Quimera Pestilente (Pestilent Chimera)
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    Quimera Pestilente is a relatively short straight blade that constantly drips a liquid similar in effect to her blood. This makes it unique in that it has an ability outside resurreccion, and makes cuts from it somewhat dangerous in practice.

    Resurreccion: Spread, Quimera Pestilente
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    Felicia grows coursing, tiger-like fur on the backs of her arms, hands, back, and on her legs, her feet and hands melding between catlike and human, with great talons. A great snake tail, with the head of a snake extends from her spine, and her six tentacles poke out once more from her body. Finally, her fangs are elongated and drip with the same liquid Quimera Pestilente was imbued with, as do her claws.

    Nube de la Muerte: A greenish-black cloud of smoke continually pours from Felicia's body with every exhalation, dispersing at a certain distance but making it harder to see the closer one is to her. In addition, staying in the smoke, while at first only causing nausea, eventually attacks those within it with innumerable diseases that act at an accelerated rate while within the smoke. The diseases vary, but every minute carries with it greater risks and there is no guarantee the disease will disappear when out of the cloud.

    Caustic Plague: Felicia's balas and cero's caustic virus expands in power, working faster and living longer. As well, it carries an additional virus to attack the target's immune systems, making the cloud of pestilence around Felecia even more dangerous.

    Chimeric Hierro: An adaptation of her retroviral hierro, Felicia can gain a complete nigh immunity to a single "stored" type of energy attack by absorbing the energy into her system. However, it is dispersed as normal if she chooses another type.



    Vanessa Adler, Knight of the Hollow King's Skies
    Spoiler
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    Age: 440, bound for a long time, looks mid-20s.
    Gender: Female
    Height: 72in/182cm
    Weight: 126lb/57kg
    Station: Knight of the First Hollow King
    Reiatsu: The crackle of electricity passing through the air like lightning just struck
    Aspect: Pride
    Mask Fragment: A circlet of bone, with a single decorative wing on the right side of her head.
    Hollow Hole: Above her stomach, in the middle of her chest. About 3-4 inches in diameter.
    Speech: #006633

    Description:
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    Vanessa is a tall, lithe woman as an arrancar, with some visible muscle. Her curves and womanly assets are average and subdued, but that doesn't mean she doesn't try and exploit them. Her hair is mostly a short, greenish blonde of feathery texture, and her eyes are a mix between humanoid and that of a raptor (the bird), allowing her for greater sight.

    As a hollow, she was an avian creature with four wings, her mask stretched into a long beak with decorative miniature wings. Her arms ended in vicious talons, but she could transform either of them into longsword-length blades.


    Personality:
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    Vanessa is a cold, calculating sociopath. Most of her interactions are based around how best she can benefit, and she will rarely consider an alliance unless a foe is strictly stronger than her, or of more value simply thinking of her as an ally. To say she is emotionless would be a mistake, because she shows amusement when her plans work, and underneath her otherwise emotionless facade is an unquenchable rage. She reacts violently or craftily to any imagined slight, as needed.


    History:
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    Vanessa, or Valkyrie, was one of the Knights of the Court of the First Hollow King, most responsible for patrolling the skies above the King's domain. Under the command of a horde of lesser avian hollows, she was a force to be reckoned with. Unfortunately, with the siege on the First Hollow King's court, she too, was sealed away in the mortal world, hidden for milennia.


    Story So Far:
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    A knight under the service of the First Hollow King, Vanessa was held in a prison of the old shinigami. Until now...


    Abilities:
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    As an awakened knight of the First Hollow King, Vanessa is an extremely skilled and dangerous combatant. Her strength is a bit lower than average for an arrancar, but still impressive (superhuman). Her endurance and Hierro are slightly above average. However, where she truly excels is speed, maneuverability, footing, and by extension, Sonido. Her bala and cero are fairly strong, as well, making her a versatile combatant, capable of closing if needed, or fighting at a distance if a foe is too strong in melee combat.

    Tactical Fighter: Vanessa is an intelligent combatant, well-versed in the theater of battle. She knows how to lead a small handful of fighters, and has a good eye for weaknesses and combat pattern recognition. As such this makes her a dangerous, intelligent foe.

    Flight: Vanessa is capable of summoning wings, independent of her resurreccion, making her able to traverse the skies in places it would not normally be possible (those with sekkisekki to prevent air-walking, or the like). She is quite fast, as well.

    Sword/Spear Combat: Vanessa is an expert in swordsmanship, and fighting with many kinds of polearms.

    Heightened Sight: Vanessa is capable of sight at distances mostly reserved to aerial predators, and her close-up vision is alarmingly acute.

    Electrokinesis: Vanessa can control electrical discharges within a decent sphere of influence, about 60-100 feet.


    Zanpakuto: Sentencia (Sentence)
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    In its sealed form, Sentencia is a relatively standard european-style longsword, engraved with clouds, breezes, and lightning.

    Resurreccion: Armas Del Juez (Arms of the Judge)
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    Vanessa is armored in a light breastplate of peerless bone and clawed gauntlets, and Sentencia extends into a longspear with a cruel, curved blade. Though the armor does not look like much, it is extremely hard, and blesses Vanessa with a stronger hierro than she is normally capable of.

    Thundrous Bala: Vanessa's bala become electrified, and more compact, but are faster-travelling in this form, and even should they miss their target, they leave behind a cracking of thunder, that deafens and buffets those closer to the bala's path.

    Judgement Cero: Vanessa's cero do not have to be directly charged in her resurreccion; instead, she discharges the energy of her cero above her head some distance in one quick burst. From there, the energy rises and builds with a rate normal for a cero, and then explodes downward, much like a lightning bolt.

    Lightning Eater: A protective field around Vanessa generated by her armor absorbs ambient electricity in the air, healing her wounds to a varying degree. As such, spiritual powers that emulate electrical attacks are useless against Vanessa.



    Quidel Alamilla, Aspect of Quetzalcoatl
    Spoiler
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    Age: Somewhere around 700 years old, looks 20-30
    Gender: Male
    Height: 72in/182.8cm
    Weight: 162lbs/73.4kg
    Station: Tercera Espada
    Reiatsu: Like the warmth of the sun, uplifting or terrible in aspect
    Aspect: The Sun
    Hollow Hole: The middle of his torso, just above his abdomen.
    Speech: #CC6600

    Description:
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    Quidel is a semi-tall fit male with dark skin; his hair is naturally grayish-white and feathery in texture, his eyes a darker shade of gray. His mask fragment is a plate just above his forehead, with a pair of holes through it, the remnants of his uppermost pair of eyes as a Vasto Lorde. He usually sports some manner of necklace made of beads, bones, and feathers around his neck, and occasionally headdresses of various styles, and is prone to walk around shirtless. His face and body are commonly painted with tribal markings. He is also quite fond of gold.


    Personality:
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    Quidel is a distant individual, but also very proud, and fierce when brought to anger. He is not against helping his fellow arrancar, after all his powers are well suited to it. But those who insult him are more likely to face his ire. He is as the sun; a provider, a nurturer one moment, and a scorching brilliance the next.


    History:
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    Quidel, though he went by a different name he does not recall, was a farmer during the Aztec era of Mexico. A part of the lower class, he was expected to provide grain for many, nearly a slave in his debts. One year, when it came to providing food for his family, a great drought and the furious rays of the sun insured his and his family's starvation. As a hollow, he ate his family's souls, and terrorized the afterlife of the region, eventually growing in power and becoming a inspiration for the god Quetzalcoatl, due to his strange serpentine nature. He eventually migrated to Hueco Mundo as all hollows do, and along the years evolved into an adjuchas, a great being with dozens of 'serpent' heads, scales of rainbow hue, and a body made of the strange folding of multiple wings.

    Eventually, after centuries of hunting, however, a chaotic event brought him to take advantage of his fellow hollows' confusion; in the wake of crashing rocks from the depths of Izanami's gullet, he went on a feeding frenzy, amassing a large amount of power in a short time, enough to become a Vasto Lorde (if an unstable one). From there, he walked on to the great city of Las Noches...


    Story So Far:
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    I don't use these.


    Abilities:
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    As an awakened Vasto Lorde (admittedly, one who had yet to gain full control of his powers), Quidel's power is considerable. His hierro is middling in strength, but still able to weed out most foes. His bala hold respectable destructive power, but his Cero are truly powerful, a true testament to his right to the seat of Tercera Espada. The energy of his cero are also blindingly brilliant beyond that of a normal cero, leaving those who observe it temporarily without sight.

    Touch of the Sun: With a touch, Quidel can use his own reiatsu to restore another's, sharing a similarity to Kaido, however Quidel's touch is much more efficient and also assists regenerative ability. With the same touch, however, he can also forcibly extract reiatsu to sustain himself, causing wounds to spontaneously erupt on the contact point, and over time spreading to the rest of the body. The touch is not limited to spiritual beings, drastically accelerating the growth of plants, or drying them out, withering them away. Any such effect that could be caused by the sun's power can be emulated.


    Zanpaktou: Serpiente del Sol (Sun Serpent)
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    Serpiente del Sol is a short blade reminiscent of a greek xiphos seemingly made of rough gold material, with a primitive handle and somewhat dulled blade that make it a poorer weapon than Quidel's mere touch.

    Resurreccion: Glow
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    Quidel's skin turns to a rainbow hue in places as he is covered in iron-hard scales, his hierro boosted in these locations, able to hold off non-Captains in strength. However, if he wills it, he can cover his entire body in the scales. His hands and toes twist into predatory shape and end in sharp talons, easily implemented for offense. Tufts of feathers, brilliant in aspect but ultimately cosmetic, stick out in certain places from under the scales. A helmet much like a stylized falcon rests on his head, part leather, with a feather headdress on the back, and a metallic beak.

    Aspect of Sun: The most fantastic aspect, however, is a semi-illusory orb, sunlike in aspect, that follows closely behind him. The orb grows as Quidel uses its power to steal reiatsu, and shrinks as he uses it to restore reiatsu.
    • Ray of Health: Much like Quidel's healing touch, this ray, a spotlight-like glow from the orb, restores reiatsu and heals wounds.
    • Ray of Wrath: Much like his harming touch, this ray steals reiatsu and causes spontaneous wounds as it is quite literally torn away.

    Quidel can direct as many rays as he needs and can focus on, and the versatile nature of his touch can also be levied for extra utility (growing plants, etc.). As a last ditch resort, he can direct the sun orb directly to a location, and expel all of the stored reiatsu inside, either providing the effects of a ray of health en masse, or creating a massive explosion.
    Last edited by strawberryman; 2016-08-25 at 06:44 AM.
    My Homebrew
    Sick props to Akrim.elf for the rockin' Chouko-tar!

    BitP: Reborn² characters!
    Madokapunk!

  18. - Top - End - #18
    Ettin in the Playground
    Join Date
    Sep 2009
    Gender
    Male

    Default Re: [BitPR²] Character Registry

    Haroda Tamaki
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    Age:17
    Gender:Male
    Occupations:School genius and unaligned Fullbringer

    Appearance
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    Tamaki a bit unusual by other peoples standards. He is of Japanese descent yet he is a good solid 6'3 with blonde hair that has a sort of poofyness to it. He has crystal blue eyes and pale skin, though not to the point of looking sickly. These features of his often get him called a 'gaijin' (foreigner of alien) by those who do not like him. For being the schools resident genius he is oddly well muscled. He wears a pair of glasses and is always seen with a book in his hand, reading. His casual clothes consist of black shirt and jeans. Oddly enough, not matter what he is wearing he is never seen without his trademark long and blood red scarf wrapped around his neck.


    Personality
    Spoiler
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    Tamaki is usually a quiet person. He is respectful and will speak if he is spoken to. He speaks in refined tone of voice and often will attempt to correct people when they are wrong. He is slightly competitive and gets annoyed if he is rudely interrupted by other when talking or reading. He used to actually be a lot more reclusive before he moved in with his uncle because of his home life with his parents. His still frosty personality is the cause for most of his problems with other students. However he still wants to help other people often saying 'If we can't help others, how can we ever expect help for ourselves?'


    History
    Spoiler
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    Tamaki has been gradually defrosting over the years, however he used to be a lot worse. People around him actually used to think that he was emotionless.This was because his parents had an argument over something he couldn't understand when he was about 4. It only escalated from there as it continued for 10 more years. His father started drinking heavily and his mother was around less and less. They still loved their son but they couldn't stand each other and that was interfering with their care taking of him.

    Eventually they filed for divorce, but it was clear that both had issues so instead he went into the custody of his uncle Keiichi. When he came to his new home his uncle had given him a coming home present. A blood red scarf. Tamaki accepted the gift but gave no outside recognition of it, though he had loved his present. However he did not know that it would be the key to unlocking the power that was the result of one spiritual encounter


    Abilities
    Spoiler
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    Tamaki is extremely smart. However this is mostly because of his eidetic memory. This is part of the reason he was so cold. He could perfectly recall every argument, every nasty curse thrown, and every regretful word that had been said in anger. However he could not properly challenge himself mentally anymore instead he focused on improving himself physically by studying Karate.
    Spoiler
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    Personal Fullbring:Red Joker
    Description:Tamaki's memento takes the form of his red scarf he got as a homecoming present from his uncle. The actual Fullbring is armor at least on the surface. He only found out about this power about 9 months ago ago.(pic below)

    Powers:The power of Red Joker is the power of imagination and the realization of it. As Joker's are wild they theoretically have no limit. However to be most efficient Tamaki created a sort of grid in his mind to represent his building space (Think gummi ship builder in the Kingdom Hearts series). While his power theoretically has no limits Tamaki very much does.

    Each of his creations is permanent so he has to think carefully about what he makes. Also each creation has a sort of 'file size' Tamaki at this moment only has enough proficiency with the Red Joker to create three objects. As his fullbring upgrades itself he will have more 'memory blocks' with which to save his new creations. As of now he has the Red Joker armor, Plasma Vulcans, and Adjudicator. The inspiration for these creations were the superheros that he watched on tv that he desperately wanted to be. This also unfortunately means that Tamaki will never be able to use his powers to their full extent. Unless he were to some how transcend the limitations of his humanity he will only be able to use a portion of his power.

    The Red Joker armor is focused more on mobility and accuracy over raw protection. Also it boasts substantial firepower, in the form of a predominantly plasma-like spiritually powered array of weapons.

    Plasma Vulcans- These spiritually powered paired gatling guns are the Red Joker's primary method of attack. They are stored in the armors arms when not in use.When deployed, the protective sheaths retract, allowing the guns to 'pop up' for rapid fire. The firing mechanisms are stirrup-grips clenched in Tamaki's fists, preventing his hands from being used while the gatlings are deployed. They even have advanced heat sinks and coolant circulators, to better regulate waste heat buildup.

    Adjudicator-The initial melee weapon of the Red Joker. A crimson kite shield bearing the Red Joker's emblem, the Adjudicator is both shield and sword at once - When the spirit energy beam emitters lining the edges of the shield are triggered, a powerful cutting field expands beyond the cover area, forming a double-ended cleaving blade. The Adjudicator is balanced to be swung with comparatively little effort, and conceals a Pile Bunker weapon - A retractable pneumatic spike - in the tip, to compensate for the lack of a proper stabbing point.

    However, the energized blades draw power from the left-arm Plasma Vulcans, rendering them unusable while the cutting fields are active. The Pile Bunker also has an effective range of less than a meter, and is slow to retract - Effectively rendering it a close-range (but extremely lethal) last-ditch weapon.

    Crisis Arm- The Crisis Arm is a power fist composed of superdense alloy, inspired by many a mecha anime. When manifested, gravimetric suspensors support the titanic weight - Allowing the user to throw punches of appalling force. When focused on a single target, the directed-gravity system can be disabled just before impact - Ensuring that the opponent takes the full force of the blow.

    Due to the tremendous energy requirements of the Crisis Arm, it gradually drains the user's energy while in use. This means that it is best to use a equip, attack, and then quickly de-quip weapon. Either way it is a great addition to the Joker arsenal.

    Plasma Castor- A powerful close-range cannon, which fires a massive short-range blast of cohered plasma. The blast rapidly disperses, rendering it ineffective at long range; However, it's a lethal infighting weapon. However with incorperation the same systems as the primary Vulcans the Plasma Casters The spread has been reduced by a 'smart-choke', allowing the delivery of a greater payload at a longer effective range.

    ...It's still pretty much a Plasma Shotgun, though.

    Assault Shroud- A nanomaterial reservoir, in the form of a long coat/duster made of tessellated hexagons that originates from Tamaki's scarf when engaged. It is colored black with an Ouroboros symbol on the back. It provides a kind of ablative armor, reducing the effect of enemy attacks.

    The Shroud is a potent defense against impact and low-velocity assaults; Reinforced by silver filaments, the Assault Shroud is also more resilient to cutting attacks - However, energy attacks continue to pose a problem, as they disrupt and corrode the Shroud itself.

    The Shroud can also:
    1.) Create afterimages to confuse targets, at the cost of rapidly depleting the Shroud's nanomachines.

    2.) Jettison 50% of its mass, to create a mobile decoy. These decoys dissipate after receiving a single attack - But to most targeting sensors, they're indistinguishable from yourself, posing a potent distraction.

    3.) Be deployed to create a superdense physical barrier of overlapping hexagons. This completely depletes the Shroud, but offers substantial protection until destroyed; The barrier is immobile, but can be dispersed at will. Also known as the Assault Shroud's 'Fortress Mode', it creates a potent defense, at the cost of surrendering all offensive capability.

    tl;dr - You can't shoot out of the barrier, or see very well out of it; It is, however, extremely difficult to destroy it.
    Spoiler
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    "It's the fate of all things under the sky,
    to grow old and wither and die."

  19. - Top - End - #19
    Colossus in the Playground
     
    Rater202's Avatar

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    Default Re: [BitPR²] Character Registry

    Svetlana
    Spoiler
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    Age: Appears to be mid 20s, actual age unknown
    Gender: Female
    Height: 5'10''
    Weight: 170''
    Station: Las Noches, Numero *blank*
    Description:
    Spoiler
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    Muscular Female, olive-tan skin, lonk black hair. Dresses practically


    Personality:
    Spoiler
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    Svetlana is a warrior woman who occasionally has flashes of emotion and instinct, a gut feeling if you will. She tends to act on these feelings without knowing why.


    History:
    Spoiler
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    Svetlana is the dominant soul of a young Adjucha, and joined Las Noches shortly after evolving to the Arrancar Level.


    Story So Far:
    Spoiler
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    Svetlana sensed a strange reiatsu, feeling like a mixure of a a bizzare living hollow and a human... It feels somehow familiar.


    Abilities:
    Spoiler
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    Reiatsu: Feels like being crushed.Her level of spiritual power is comperable to an above average Adjucha class menos, from a combination of inherent power and post arrancarification development.

    Hiero: Svetlana posses low levels of Hiero compared to the level of Arrancar she is.


    High Speed Regeneration: Far above average in speed and potency for a hollow of her relative power.

    Cero and Bala: Svetlana can use basic cero and bala.

    Sonido: Average

    Unarmed combat: Expert level

    Chain Use: Master Level Svetlana's Zanpakuto takes the form of a weighted metal chain of variable length-from three to fifteen feet long. The chain can be used as a long ranged bludgeon or to restrain and entangle enemies.


    Arrancar stuff
    Spoiler
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    Aspect of Death: Death by Crushing or Suffocation
    Mask Fragment: A perfectly smooth "phantom of the opera" style mask, covering the upper right side of her face from and including the nose up to the forhead.
    Hollow hole: One Inch diameter, going through the neck/throat. Does not penetrate through.

    Zanpakuto: cefalópoda
    Description: Simple weighted chain, 3ft by defualt but can be extended up to 15 as a specific power of Svetlana

    Resurreccion: Strangle
    Description: Svetlana's body disappears, leaving her as just a head. From their dozens of strong grasping green tentacles jut out.
    Power(s): Svetlana's physical strength in this form increases significantly, and each tentacle is designed not only for grasping but also crushing and strangling. Dozens of such tentacles coupled with the aforementioned strength make her far deadlier in melees combat that she was before. Her High Speed Regeneration is doubled in speed and her new body lacks most of the difficult to regenerate organs that cause issues for regenerators. Each Tentacle can be extended up to 25 feet, allowing Svetlana to engage in melee combat without putting her vulnerable head in melee range. Finally, her tentacles are surprisingly good at giving her traction and propelling her across the floor or up walls, significantly increasing her base speed.

    Segunda Etapa: Not Yet Acquired
    Description: NA
    Power(s): NA
    [/spoiler]
    I also answer to Bookmark and Shadow Claw.

    Read my fanfiction here. Homebrew Material Here Rater Reads the Hobbit and Dracula
    Awesome Avatar by Emperor Ing
    Spoiler: Ode To Meteors, By zimmerwald
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    Quote Originally Posted by zimmerwald1915 View Post
    Meteor
    You are a meteor
    Falling star
    You soar your
    Way down the air
    To the floor
    Where my other
    Rocks
    Are.

  20. - Top - End - #20
    Orc in the Playground
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    Default Re: [BitPR²] Character Registry

    Kusuma, the White Orchid
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    Age: At least 1500 years
    Gender: Male
    Height: 6'4"/193cm
    Weight: 204lbs/92.5kg
    Station: Royal Executioner
    Reiatsu: Like a burning sensation on the skin
    Speech: Dark Gray

    Description:
    Spoiler
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    Kusuma cuts an imposing figure, with a considerable height and being built of lean muscle. His hair is kept to a scalp cut, being of a steel gray color, and his eyes are a matching shade to boot. There's several scars and nicks from battle across his body, and his skin is a shade of tan typical of an individual from the area that is now known as Indonesia. His wardrobe is mostly white, with long-sleeved vests and jackets that reveal his chest, and white hakama to match.


    Personality:
    Spoiler
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    Kusuma can be many things. He can be laid back in many circumstances. When it comes to the purpose of his station and the laws of Seireitei and the Soul King, he can be driven to enact the word and intent of the law, and is very knowledgeable about all facets. Nonetheless he still finds enjoyment in everything he does, from the gritty particulars of his job to the hobbies he pursues. But in everything he does, there is a pure unfiltered emotion that pervades his existence: Confidence. He is supremely assured of his victory, and by extension the cause of those he assists. It is not even that he doesn't believe he can fail, but that eventually, things will turn his way.


    History:
    Spoiler
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    Kusuma, like many of the Royal Guard, is one of the founding members of the Seireitei, acting as the arbiter and executioner of many of the organization's laws. He personally executed many troublemakers, and in some cases even fought them to the death when they resisted their judgement. His ascension was attributed to his creation of the Sokyoku, which admittedly was more of a coordinated effort with the Black Tortoise (to create the shell for the weapon), but it was ultimately his concept and effort that brought it to reality.


    Abilities:
    Spoiler
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    Hakuda Master: Even now, Kusuma maintains his knowledge of Hakuda, and pairs his expertise with an impressive level of strength.
    • Flaming Shunko: Kusuma also exhibits the capability to use shunko, his reiatsu manifesting into living flames upon his body that hold much more scorching capacity than normal shunko.


    Zanjutsu Master: Kusuma is one of the archetypal practitioners of Zanjutsu, even if he does not quite meet the levels of the school's creator or Izanagi himself. As an executioner he always seeks to keep his blade sharp, even as the last call for his duty was a long time ago.

    Shunpo Master: Though not reaching the lofty peak that Wan Li Lin exhibits as the creator, Kusuma still exhibits a high level of skill in its practice. He hasn't exactly mastered the ability of leaving behind afterimages, but his speed and precision with shunpo is still considerable.

    Kido Expert: One of the aspects of shinigami training he is less versed in, Kusuma's spiritual prowess and ingenuity more than make up for his shortcoming in knowledge. He mostly specializes in hado, and can cast spells up to 40 with eishohaki. The exception being with fire-and-light-elemental spells, he exhibits a proficiency and ability much higher, achieving much more potency with the chant and being capable of eishohaki up to level 70.
    • Pyrokinesis: An innate ability that is kido-based in nature, Kusuma exhibits the ability to manipulate flames with simple focus.


    Knowledge: Kusuma is supremely knowledgeable in the laws of Seireitei and the Royal Realm, capable of quoting errant details from memory.


    Zanpakutou: Homusubi
    Spoiler
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    Description: A long blade that is almost close to a nodachi in length.
    Spirit: A humanoid figure with imposing red samurai armor... or perhaps a carapace? It is hard to tell. Every inch of him burns with fire and shimmers with heat and light.
    Inner World: The cauldron of a massive volcano, with the sun ever shining above. Patches of earth and cooled magma continually cycle through breaking apart and being recreated.

    Shikai: Blind, Homusubi
    Spoiler
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    Description: Homusubi's blade becomes composed of pure burning light, leaving behind a heat wave with every swing.
    Powers: Homusubi becomes capable of cutting nearly any matter, reishi or kishi alike, obliterating it with condensed energy. As if that weren't enough, the blade is capable of emitting waves of heat or light, scalding skin and inducing heat fatigue or blinding those who witness it other than its master, respectively.


    Bankai: Flaming God Kagu-tsuchi
    Spoiler
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    Description: Homusubi's shikai form is still present in bankai, however the more pressing addition is the conjuration of a great armored being that appears almost as a fiend or oni, with skin of molten lava, cracks in its form shining with pure brilliant light. It holds a great glaive of molten rock with a brilliant blade much like Homusubi's.
    Powers:
    Kagu-tsuchi: The giant conjured by Kusuma's bankai can grow or shrink as willed by its master, and holds an independent intelligence, attacking tactically and in tandem with its master. It has all the cutting power of Homusubi, and emits an aura of heat and light that exhausts both the eyes and the body.
    Izanami's Bane: Kusuma oft claims that he was instrumental in the death of Izanami, but whether or not this is true is open to speculation. Nonetheless, Kusuma's bankai opens the capability of an energy technique of phenomenal power. Though it is nameless in execution, Izanami's Bane is supposedly aptly named, being one of the deciding blows against the mad goddess. By channeling reiatsu into his blade, Kusuma can release a cutting wave or piercing pillar of pure light by either aiming a slash or a thrust. It possesses all of the cutting properties of the blade, except projected over an effectively infinite plane. The slash covers more area, but is weaker than the thrust, which in turn covers a much smaller, pinpoint area.
    My Homebrew
    Sick props to Akrim.elf for the rockin' Chouko-tar!

    BitP: Reborn² characters!
    Madokapunk!

  21. - Top - End - #21
    Dwarf in the Playground
     
    WolfInSheepsClothing

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    Default Re: [BitPR²] Character Registry

    Name Antonio Blandelli “Akiyama Kousaka”
    Appearance: http://picpaste.com/9gaN5TVZ.png
    Antonio Blandelli or Akiyama Kousaka, appears Pan-Asian, Japanese with Italian. Brown eyes and hair with a tall and lean athletic build. Piercing gaze and confident aura. His Italian heritage can be identified from his complexion, nose and chin which are sharper than traditional Asian features. His height and build is a giveaway too.

    Age: 24
    Gender: Male
    Height: 1.8m tall
    Weight: 90kg
    Side: Echt Quincy, Akiyama-Blandelli family
    Reiatsu: Gentle Polar Blue that feels cool

    Spoiler: ”Akiyama-Blandelli History”
    Show
    After suffering a humiliating defeat by Abe no Seimei, Ashiya Douman left Japan seething in shame and rage. Travelling far to the West with his family, they settled in a foreign land that would eventually be called Italy and changes his family name to Akiyama. However the leaving wasn't perfect as there was a skirmish that resulted in many of Douman's relatives and family captured and held by the Kuzunoha Onmyouji family.

    With their mystical powers, they soon found themselves under the interested observation of another supernatural family in Italy, the Blandelli family whom before encountering the Akiyama family were just Echt Quincy with nothing particularly special or extraordinary about them, with the distinction of being the Italian branch of the Belenus. But as the two families begin intermarrying selectively while keeping the Echt bloodline pure, both families eventually became one and formed one of the most powerful noble families with considerable influence and might.

    Unable to release the grudge against Abe no Seimei, Douman continued to hone his Onmyoudo while studying the Blandelli Quincy bloodline and powers, trying desperately to find a niche which could be the decisive edge when his descendants return to Japan to unseat his hated rival. He found that the ability for Quincy to absorb reishi and generate their own reiryoku is a step better than simply using spells and talismans in the Onmyoudo system to create spells and effects.

    Unable to reconcile Quincy energy with spirits and familiars, Douman gave up on those aspects of Onmyoudo and instead concentrated on exploiting the Quincy mastery of energy to infuse more reiryoku into ofuda and inscribing ofuda symbols within the Quincy ginto capsules. Stepping away from the more utility aspects of Onmyoudo for more overt displays of power for offense and defense, the Akiyama/Blandelli family eventually turned into the predecessor-prototype of modern monster-hunters and exorcists.

    This blended family, with their distinct pan-Asian appearance due to the intermarrying (although pure Blandelli and Akiyama bloodlines exist as branch houses) eventually infiltrated/assimilated into one prominent and influential sect of Christianity, where the Akiyama-Blandelli techniques became further refined and contextualized into exorcism codes and techniques.

    A required tradition for every main branch family member is to have both an Italian and Japanese name, with the Italian version carrying the Blandelli family name and the Japanese version carrying the Akiyama name. This is to prepare for a day when the Akiyama family returns to Japan, despite not looking fully Japanese, to be better to assimilate into the general population and begin their long plot to undo the achievements of the Kuzunoha family and supplant them as the new mystical clan of Japan.

    This family however was almost eradicated when they joined forces against the army assaulting Las Noches, resulting in several members captured in Las Noches. Nearly extinct the remaining members fled back to Italy to lick their wounds and regrow their numbers.


    Spoiler: ”History”
    Show

    Antonio/Kousaka is a typical elite member of the Ashiya-Blandelli family with one major unique contribution to the family techniques, he has managed to convert the Quincy ginto into bullets, allowing him to fire magical payloads disguised as ordinary firearms an increasingly modern world that is obsessed with firearms. With this method, the members of the family can perform their Hollow slaying duties without having to manifest their spirit bows, this helps in hiding their presence as supernatural beings. More than one pesky Shinigami has had a bullet torn his soul asunder not suspecting that the bullet was actually an explosive ginto.

    Several Ashiya-Blandelli members who joined the military has also made use of this technology to shoot Hollows feasting on battlefields without manifesting their spiritual bows as well.

    With the latest news coming from Japan, Antonio/Kousaka has been dispatched to “work” as an assistant priest in Tokyo, he has been tasked to investigate and send frequent reports back home through various planted family members for the main house to determine the next course of action.


    Spoiler: ”Personality”
    Show

    Antonio/Kousaka is cool under fire and highly observant and is a little cold and aloof due to his spiritual-supernatural heritage. He views those who possesses enough skill to manipulate spiritual powers or beings possessing of spiritual power with some respect and a little condescending to ordinary humans. But he knows how to play a role very well and his latest assignment as an assistant priest lets him interact with people in ways that help foster bonds and develop rapport with the flock.

    He likes sweets and will smile when eating one.

    He has no passions when eliminating Hollows, dispatching them in a very cool and calm manner. He hates Shinigami on the other hand for nearly driving his family into extinction and will often target Shinigami enemies first because they are the more dangerous of foes compared to Hollows.


    Spoiler: ”Quincy Abilities”
    Show


    Language Proficiency: Kousaka knows Italian, Japanese, German, English and French and is currently studying Spanish in his free time.

    Keen Intellect & Strategic Ability: Mastery of the Onmyoudo arts requires a broad and deep mind with great agility in tactical and strategic thinking. Kousaka is cool in midst of action and deduces his strategic advantages very quickly, allowing him to battle opponents stronger than him and emerge victorious.

    Exorcism: With the ability to manipulate reishi particles, Kousaka can purge possessions and eradicate Hollow reiatsu tainting spiritual bodies effortlessly.

    Physical Fitness: Despite being supernatural, Kousaka’s physical prowess is only comparable to a typical Olympic athlete. More a caster/sniper person, he can only match up physically to powerful supernatural beings when he uses Rasotengai.

    Expert Swordsman & Hand to Hand Combatant: Kousaka studies swordplay extensively and can easily be a master swordsman amongst mortals. Against Shinigami or other supernaturally-empowered fighters he relies on Rasotengai to fight on par with them.

    High Spiritual Power: Kousaka has displayed a high amount of spiritual energy. He has mastered the Quincy ability of Reiryoku absorption, taking in spirit particles and spirit energy alike. This, on top of his own energy reserves, lends him plenty of strength in combat

    Master Marksman: Kousaka is an extremely competent marksman with both his Spiritual Bow and all forms of firearms. He is more comfortable with firearms and therefore prefers to use them with his ginto bullets. Kousaka is also an expert with throwing ofuda infused with reiatsu, the spiritual powers not just infused into the ofuda to create specific effects, but also allows the normally flimsy piece of paper to be thrown like shurikens.

    Ofuda: Kousaka always carries a packet of infused Ofuda with him, consisting of at least 50 pieces in total on his person. Each Ofuda can be thrown like a shuriken which explodes with the magical force equivalent of a Hado #1 Sho. The most he can throw with maximum efficiency is 5 ofuda in 5 different directions or all at the same target. Kousaka however is able to paste the charms onto any surface and trigger a detonation at will, thus is able to place as many as he wants to a specific location for a really massive explosion.

    Apart from mimicking Hado, Kousaka can use his ofuda to mimic bakudo and other Kido spells. He can manage #30 with incantations and #20 without incantations at half power.

    Communication Ofuda: Kousaka can use any Ofuda and infuse an extra vein of reiryoku to turn it into a communications device, allowing a two-way telepathic communication and allows anyone holding his communication ofuda to act as his spotter for Spada's precision shooting mode, giving them the ability to see Spada's normally invisible blue reishi dot. Kousaka can maintain up to 5 of such Ofuda at any one time.

    Ginto: Kousaka's ginto can contain enough liquified reiryoku equivalent of a #5 kido. He carries about 20 of them at all times on his person disguised as loose rosary beads.

    Ginto Bullets: Kousaka has ginto bullets but the laws in Japan prohibit possession of firearms, hence he cannot use them unless he can manage to obtain a firearm.

    Expert Hirenkyaku: Kousaka is very agile on his feet and moves blindingly fast.

    Expert Blut: Kousaka is comfortable using Blut with a preference for the defensive aspect due to his confidence in his offensive capabilities.

    Master Rasotengai: Kousaka likens this technique to an Omnyoudo magic marionette spell and is able to utilize it well enough. Despite looking fit and healthy Kousaka relies on this technique very frequently when facing foes with superhuman physical capabilities because his body’s physical prowess is not able to keep up with his mental quickness and analytical skills. With his strong willpower and reiryoku manipulation, Kousaka can fight at optimum levels despite grave injuries.

    Quincy: Vollstandig “Imperial Vestment of the Sorcerer”: Kousaka gains a billowy onmyouji’s vestments with wings made from ofuda, with the onmyoudo pentagram for his halo. In this form, he gains the typical benefits:

    Spoiler
    Show
    Complete Reishi Dominance: This allows Kousaka to absorb a large amount of Reishi at the tip of their Spirit Weapon to use in a powerful attack. In this form, Kousaka's capability for Reishi absorption increases drastically. They can absorb the trees, sand, rocks, and even the buildings in Hueco Mundo or Soul Society.

    Flight: Kousaka can use the Ofuda wings generated by the technique for high-speed flight.

    Enhanced Spiritual Awareness: Kousaka can sense Reiatsu to a far greater level, allowing him to surpass any ability which would hide one's presence if he is more powerful than the opponent in question.

    Spiritual Weapon: Kousaka's spiritual weapon is a 12-ringed Shakujo (staff)

    Anti-Hyakki Yagyou Pentagram (or the Hundred Demon Dissipation Spell):
    "God of the east sea, Amei. God of the west sea, Shukuryou. God of the south sea, Kyojou. God of the north sea, Gukyou. Gods of the four seas, fend off a hundred demons and drive back the fierce disaster. Kyuu Kyuu Nyo Ritsu Ryo!"
    This spell is as powerful as a full incantation Bakudo #81 Danku.

    Haya-Kuji Grid Pattern: A magical pattern on par with the pentagram. Using it one can quickly exert their power and will upon the world by drawing five horizontal lines and four vertical ones. Kousaka can do so almost instantly by dragging his hands across the air in two swift motions. It's power is comparable to a full incantation Bakudo #39 Enkosen.

    Unmoving Golden Chains:
    "Noumaku Sanmanda Bazaradan Kan. Kyuu Kyuu Nyo Ritsu Ryo!"
    Activated normally through a mantra, it paralyzes the victim completely, leaving them unable to speak or move. It can also be expanded to form a simple barrier. This spell is as powerful as a full incantation Bakudo #75 Gochutekkan.

    Five Elements Mutual Generation: The Five Elements Mutual Generation technique is a method of Onmyoudou that utilizes the creation cycle to bolster the power of the next spell. Kousaka uses this to boost his Onmyouji magic or hinder his opponents by 'countering' elements.

    Metal enriches Water,
    Water enriches Wood,
    Wood enriches Fire,
    Fire enriches Earth,
    Earth enriches Metal.


    Spirit Bow “Spada”:
    Quincy Cross: The focus for Kousaka's weapon is a silver cross at the end of a necklace of rosaries that he wraps around his left wrist.

    Description: Spada takes the form of a bladed yumi, a 2 meter tall Japanese bow where a pair of Seele Schneiders form the arms and a link of reishi forms the string. At will Kousaka can dismiss the string and simply use the bow as a two-bladed sword.

    Powers: Spada fires in two modes, explosive mode or precision mode. Explosive mode uses ginto or ofuda as ammunition with the "arrow" portion of the weapon serving to propel the charged item to deliver an explosive payload. The size and intensity of the explosion depends on the amount of time Kousaka is able to prep the payload. If assuming normal payload for maximum firing speed, Kousaka can deliver 1 TNT level of explosive blast at 20 shots per minute.

    Precision mode lets Kousaka snipe at targets as far as 4 miles away, though his eyesight is only good till 1.5 miles. It has a unique "laser dot" sight that anyone who Kousaka shares his special ofuda with can see and can thus act as a spotter.

    Sanrei Glove: Kousaka’s Sanrei Glove is disguised as a rosary necklace that wraps around his left wrist and his Quincy Cross is attached at the end of it. It is where he manifests his Vollstandig.


    Spoiler: Plot Points
    Show

    Nuala Byrne, a Fullbringer with Quincy sympathies, currently in Las Noches. [To Rescue]

    Torahiko Tachibana, a Fullbringer who has become de facto leader of captured ZHE Quincies, in custody of Kuzunoha. [To Rescue]

    Die Totenkreuz, a relic claimed to be the source of Quincy powers, stored in the Kuzunoha sanctuary and studied by Torahiko Tachibana. [Investigate, Verify and Retrieve if Confirmed]
    Last edited by Nicklance; 2016-08-28 at 06:18 AM.
    [Space for Hire...NOT!]

  22. - Top - End - #22
    Dwarf in the Playground
     
    WolfInSheepsClothing

    Join Date
    May 2011
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    Gender
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    Default Re: [BitPR²] Character Registry

    Name: Orihime - Azure Empress-Dowager, Inventor of the Shihakushō
    Appearance: http://picpaste.com/HUsUNJou.jpg
    Theme Song: https://www.youtube.com/watch?v=FUVDtwpWgp0

    Orihima cuts a graceful and elegant figure despite her great age. Her Shihakushō transform in cutting, shape, size and colors according to her mood and will and she often manifests the Captain's haori only for formal occasions. Outside of Soul Society she dresses as she see's fit, and often changing her very own appearance as well to complete whatever disguise she deems fit.

    Her spiritual body carries distinct but gentle scents of herbs and flowers, such that Jigokucho sometimes flutter around her. In her undisguised appearance, her hair sports flowers which itself is tinged with green of leaves and floral blues. Her skin, while soft and smooth like any human's has a toughness similar to bark. Her eyes are a brilliant turquoise.

    She carries her twinned Zanpakuto on both sides of her hips, sometimes disguising them as a small pendant shaped like a pair of scissors which she wears on her neck. On her left wrist is also a fashionable wrist band with a pouch where seamstress would store needles and pins for easy access.


    Age: 1800++
    Gender: Female
    Height: 1.7m tall
    Weight: Would you dare to ask?
    Side: Royal Guard, former Fullbringer (when alive)
    Reiatsu: Orihime's reiatsu is primarily green with strong azure highlights and flares, flexing and weaving like leaves in the wind or stalks of tall grass in a field. Great expenditures of reiatsu bring forth subtle sensations of thorn tangles, wrapping vines or erupting roots especially during combat. Her reiatsu often carries the subtle sound of strong winds moaning through a great forest, and carries with it either subtle gentle scents or strong sharp odors.

    Palace of the Azure Dragon: Orihime's palace is entirely covered by a massive forest, where the flora and fauna all belong to species used as raw materials for various clothing making purposes, from furs, fibers to pigments and accessories. At the center lies a massive shrine-manufactory of various machines operating autonomously turning raw materials to brocades of the finest fabric, accessories of exquisite craftsmanship monitored by Pluses living in Orihime's palace. A private sanctum for Orihime alone is where she crafts the uniforms for all Shinigami and the Captains' haori.

    Orihime's citizens work with her on all levels of production, from tending fields of flowers, cattle, collection and processing of raw materials.

    Spoiler: History
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    Orihime claims to hail from a well-to-do merchant family back in the ancient times when hollows attacked and nearly killed her parents. She was born right before her mother succumbed to her gradually weakening body and grew up with her father. Inheriting her mother's needle pouch and other equipment, she displayed a talent and aptitude for clothes-making that rivals her mother despite being self-taught and soon helped her father recover their lost fortunes.

    Her abilities caught the attention of the royalty and she was commissioned to tailor the royal wedding gowns which she did phenomenally well and earned the love of her future husband, the younger brother of the princely groom.

    But as fate would have it, hollows attacked the palace during her wedding ceremony and slaughtered almost everybody. Orihime's Fullbring powers awoken, and while immature, allowed her to not just escape the initial ambush, but to retaliate and drive off most of the hollows before the stronger ones forced her to escape.

    With the city knowing her prior experience of hollow attacks, this new incident sent tongues wagging that she is cursed or jinxed or somehow attracts these monstrous creatures. Unable to bear it, she left her father and the city altogether and pursued revenge against hollows. Self-learning her Fullbring powers and chasing down all hollows she could find to kill them.

    While a formidable foe against hollows, she is far far less prepared for human foes and was killed by bandits frustrated that she had nothing valuable worth robbing.

    After becoming a Plus in Soul Society, Orihime set up shop again in Rukongai as a seamstress in order to earn money to purchase food. Soon her already experienced control of her reiryoku and her own huge reiryoku reserves caught the notice of the pre-Shinigami forces and she was recruited.

    Details of her history during her recruitment and training couldn't be found, but it is noted that she was one of those rare Shinigami to not only have a dual weapon for her Zanpakuto, but her reiryoku was so refined and powerful even before she passed away that upon touching her Asauchi she immediately imprinted onto it, forming a permanent release type zanpakuto.

    Orihime was a pivotal force in forming the Shinigami into such an organized millitary power. Her abilities with crafting fabrics and clothing led to the creation of uniforms that forever changed how Pluses view these warriors. And her contribution carried such symbolic weight that she was soon invited to join the Royal Guards at the Soul Palace, where she continues to hone her craft and power.


    Spoiler: Personality
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    Whatever was once a young lady whose life of commoner-turned-princess would have been the envy of any young girl growing up has been lost to vicious rumors and curses, with a life spent pursuing monsters that had taken her family and future from her, and the bitterness of lawlessness taking her life has changed Orihime from a vocal social lady into a cold and silent avenger. The spark of nurturing remains in her, but only extends to those she considers close to her. With demeanor like a foreboding forest that promises mystery it also hints strongly of untold dangers and untamed wildlife.

    That spark of nurture within her also lends her strength and conviction to protect and guide those who fall under her purview, as such when she created the Shihakushō, the Shinigami fall under the very flora that she tends in her heart's garden. So those who would find it within themselves to approach to seek her guidance and counsel will immediately find her reciprocating that courage with wisdom and kindness.

    When she faces a situation where the things she guides or protects is threatened or destroyed, she returns to that cold avenger state, focusing on weeding out and pruning those things that weaken her "garden", and she becomes cold and cruel in the pursuit of her "perfect garden".


    Spoiler: Shinigami Abilities
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    Royal Guard Contribution - Shihakushō: Little do almost all Shinigami are aware of, like the Asauchi that was loaned to them when they began their training, the Shihakushō is also a spiritually refined item that grows together with the budding warrior. While not holding the same infinite potential as the zanpakuto, no Shinigami will ever find themselves in need of replacement uniforms or resizing as the supernatural uniform naturally forms the best cut and fit that the Shinigami requires. Customizing by the way of adding or subtracting elements is a mild insult, but those whose powers alters their appearance will no doubt notice that the change happens together with the transformation.

    The Shihakushō is immune to mundane weapons wielded by Pluses and offers sufficient protection against scratches and scuffs from the environment and a reflection of their current spiritual power. (Rukia lost most of her Shihakushō when she transferred her power to Ichigo). It's true power however comes from the resonance of the spirits residing in the garment with the Shinigami's spiritual power. This sounds like Fullbring because it is a reflection of Orihime's own background as a Fullbringer.

    Any Shinigami who approaches Orihime with their own observations on their Shihakushō has earned their entry to Orihime's guidance.

    While resonance with the Shihakushō confer additional benefits, they are never meant to serve important combat duties beyond being stronger body armor and some other utility purposes (such as extra pockets or color changes when necessary)

    Orihime personally weaves each Shihakushō for each Shinigami and the Captain's haori as well.

    Orihime's Shihakushō: Orihime's Shihakushō changes color, shape, design and cutting according to her will and her sleeves hold pockets that can store items far larger than the pockets themselves suggest. At will, she can also summon waves of brocade that allow her to throw up large swathes of fabric across spaces. These fabrics are formed from her reiryoku and can come in any design and colors she can imagine. These fabrics fetch a princely sum of money and are the base materials for the Shihakushō she weaves for the Shinigami and the Captains' haori.

    Five Elements Theory - Wood: Wood lives. The Aspect of Wood is life itself - the cycle of birth, growth, maturity, death and rebirth that is fundamental to the natural way of things. The Aspects of Wood have an inherent understanding of this process that few others share. They are intimately familiar with the sacrifices that must sometimes be made to ensure a thriving ecology. That which does not grow - in power, knowledge, enlightenment or any other way - is dying.

    Orihime's Aspect: Orihime manifests the Wood Element through her creations, her motifs often include floral elements and also incorporate scents and textures as well, which is why her fabrics and clothes are not only beautiful, but are living works of art itself.

    Orihime's Kido also manifests the Wood Element in visual thematics. Without additional effort, her spells can add in additional minor mechanical effects based on the Wood element within reason. For example, her barrier kido often feature wrapping vines, and could sprout thorns to injure while incapacitating. Kido designed to knock out would feature sleeping powder-like spore clouds that spreads over a small area instead of targeting a single being and the like.

    Immense Spiritual Power: Having mastered her Fullbring and spending a significant amount of time training, hunting and killing Hollows Orihime had the advantage of mastering her reiatsu in life before her unfortunate death. As a Shinigami with almost two millennium of experience, training and growth, her spiritual power is immense, refined and powerful.

    Ōken: As one of the Royal Guards, Orihime has the Ōken imparted in her bones, which grants her the ability to travel into and out of the Soul King Palace, as well as grant permission to others simply by willing it. She can also pull strands of Ōken out of her hair to use as threads at will.

    Master Zanjutsu: Orihime has long mastered single-handed sword work, dual-handed sword work and dual-wielding. While not as powerful as those destined for the peak of sword mastery, Orihime can count herself among the ranks of blade masters that will be studied for ages.

    Expert Hakuda: Orihime is an expert in needle-based martial arts and incorporates ranged throws of very thin silver needles manifested from her Fullbring powers alongside punches, kicks, grapples, throws and take downs. Her stronger expertise lies in ranged throws, with or without reiryoku strings tied to the eyes of the needles when necessary.

    Master Hohō: Orihime is blindingly fast and swift, and with Bringer Light, able to change directions mid-dash rapidly to dizzy opponents and confuse even those fast enough to track her with their eyes.

    Expert Kidō: Orihime can cast up to level 70s kido and up to 60s unchanted at 3/4 power and 50s unchanted at full power.


    Spoiler: Zanpakuto - 断ち斬りバサミ Tachikiri Basami (Rending Scissors - Permanent Release Type)
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    Image For Reference: http://picpaste.com/7ZZ6zNR8.jpg
    Appearance: Tachikiri Basami is a pair of sword-length scissor blades. Detachable for dual-wielding or combined together into a combat scissors form. Both blades are double-edged, one blade damascus-patterned gold, and the other damascus-patterned silver.
    Spirit and Inner World: Tachikiri Basami appears as a two-tailed gold/silver fox, the fur on its body are actually short and flexible needles and the twin-tails form a pair of scissors. Its fangs and claws are double-edged scissor blades with sharp tips. The inner world is a gigantic shrine/temple that is surrounded by machinery and structures used for fabric and clothing making and the machines are operating on their own.

    Abilities:
    Severing Time: The golden blade allows Orihime to cut time, shortening by half any time-based ability, spell, effect of her choosing when the weapon makes contact. The golden blade also allows Orihime to half the time it takes to create an object or effect. Such as reducing the time it takes to weave a carpet by half.

    Severing Space: The silver blade cuts distance, such as shortening the length of a blade, the height of a tower or the arm of a foe. Orihime can use this blade to half the distance of travel or adjust the dimensions of an object drastically.

    These adjustments last as long as Orihime chooses.

    Spoiler: Bankai = The Seamstress Cuts and Sews
    Show

    Image For Reference: http://picpaste.com/Z2SeURg3.jpg
    Appearance: Tachikiri Basami separates itself and morphs into a pair of giant crescent moon blades that hover around Orihime, and they attack via telepathic command. There are handles along the inner side of the blade if Orihime wields them physically. One blade is golden in color and the other is silver. The most striking feature of all is that Orihime's eyes change color, one eye a golden orb and the other a silvery orb.

    Abilities:
    Orihime retains the use of her Shikai abilities despite the change in her weapons' appearance. Her Bankai is a form of Ocular Endowment.

    Orihime's Bankai allows her to perceive the "threads of fate" allowing her to visually identify the exact lines of weakness that exacts the most devastating, if not outright lethal cuts she can make on an opponent in the form of golden lines. Orihime can also perceive, through silver lines, the exact lines of damage or tear which she can "sew" up, allowing her to heal fatal wounds and devastating injuries by closing wounds. If in the case of a severed limb, she can attempt an immediate graft even if there is a distance between main body and limb, simply by severing the space between two contact points to join them together instantly.


    Spoiler: Fullbringer Abilities - 金针银线 Jing Zhen Yin Xian "Golden Needles, Silver Threads"
    Show

    Image For Reference: http://picpaste.com/wqnsSTCy.jpg
    Appearance: A small green-dyed leather case with a wrist strap that holds needles, threads and other items a seamstress needs.

    Expert High-Speed Movement: Since becoming a Shinigami Orihime prefers to use Bringer Light to boost her combat prowess instead of relying on it for movement.

    Object Affinity: Orihime's affinity is with her mother's needle pouch which she received when she's old enough to hear from her father what happened to her right after Orihime's birth. It is through her knowledge of her mother's condition, the reason for her father's misery, her shared affinity passion and talent for sewing with her mother and the source of all this pain that binds Orihime to this object and actualizes her powers as a Fullbringer after embarking on her own journey to explore her budding spiritual powers and physical skills.

    While the foundation emotion is wrath against hollows, Orihime has acquired two special abilities from her object:

    Father's Grief: Pulling a random silver needle out of the pouch, Orihime manifests a rapier-like blade from the manifestation of power. Wielding it as a thrusting/slashing weapon, Orihime can also at will attach a reiryoku thread through the eye of the needle and engage in ranged swordsmanship through whip-like slashes from a distance.

    Mother's Sorrow: Telekinetically turning the pouch opening to face outwards, Orihime fires a blistering salvo of golden needles with silver threads towards a foe. Mentally controlling up to 20 needles to either pierce through the enemy or weave an elaborate trap which the razor-thin threads will contract and slice through the foe.

    Apart from the above two special abilities, Orihime has an unlimited amount of needles she can extract and use as throwing weapons. At will, the needles can be threaded as well.
    Last edited by Nicklance; 2016-08-15 at 12:03 AM.
    [Space for Hire...NOT!]

  23. - Top - End - #23
    Dwarf in the Playground
    Join Date
    Oct 2009
    Gender
    Male

    Default Re: [BitPR²] Character Registry

    Saburo Kazuki, the Big Man
    Spoiler
    Show
    Name: Saburo Kazuki
    Race: Shinigami
    Position: Headquarters Division, 3rd seat
    Reiatsu: Multicolored: lime-green with translucent white outline.
    Age: 312; Apparent Age: 31
    Height: 6’ 9”
    Weight: 192 lbs
    Speech: #CD9809

    Spoiler: Appearance
    Show
    Silvery white eyes. Glossy, silken sunflower orange hair that sticks out in all directions and defies styling, no more than a couple inches long. Umber brown complexion. Skinny but toned, with narrow features and long hands and fingers. Standard shihakusho. Wears men's ankle shoes partially hidden by his shihakusho's pant legs, but not the 9-inch platforms on them. In the field, he sports a backpack, in which he stores paper, pens, envelopes, and various tools and devices that would be useful to a field commander.
    Spoiler: Personality
    Show
    Kazuki is a gentle and patient man. He likes to smile. He’s casual, cheery, kind, and very comfortable with himself and his qualities. He is difficult to insult, to emasculate, or to embarrass. He is of good humor, able to laugh at himself as easily as others can. He takes well to constructive criticism and is optimistic about others, always trying to find virtue and geniality in everyone, even if they cannot see it for themselves. He cares deeply about people, perhaps more than for himself. Respect, to Kazuki, is a thing which must initially be given to all people, regardless of their status or alliance. With time, a person can earn more of Kazuki’s respect, and perhaps even his trust. With poor behavior and indecency, a person can also gradually lose his respect, although his kindness will never change.

    Despite his capitalizing, Kazuki hides a distressingly cunning and multi-focused side of himself from others. He has his hand in every pot by design, with eyes and ears that often alert him to brewing trouble before trouble itself knows it. He is capable of planning long into the future, adapting quickly to changing circumstances, and keeping track of many different factors at the same time. He keeps a cool head on his shoulders, and responds to pressure and surprise like a stone obelisk responds to the wind and rain – unwavering. Nevertheless, he is more capable when and where he is allowed to take his own initiative.

    This mild officer enjoys long strolls and tending to his garden, or creating woodworked art. At night, he can often be found drinking nihonshu over dice or pitch and toss with friends. He prefers nigiri, as befitting of his sunny disposition.

    Fun and Games: Always smiling and easy to get along with, it should be no surprise that Kazuki likes to provide for others. In an unprecedented act of charity for the Saburo household, Kazuki promotes leisure time by owning and directing activities for hundreds of souls in the Spirit World. These include public raffles, a public casino and another (“secret”) private casino, an exotic dance club, betting pools for a variety of events and rumors, a moonlight sports arena, managing a canteen and providing services and imports for clientele. Kazuki has a wonderful business sense, but also recognizes that he is a busy man, and so he leaves the management of most of these establishments up to a select few, trusted officers.

    Kazuki’s true intentions for his establishments are not at all sinister, but they are subtle. Through these places, he can keep a close watch on the people he feels responsible for and maximize his benefit to them. Additionally, he can sift through statistics and patron profiles to find officers and troops (and others) to recruit and suggest his classes to. Kazuki's overarching goals are to improve the security and overall prosperity of Soul Society, and, the secret hidden beneath his reputation for being an excellent teacher, his status as the owner and executive officer of several lucrative entertainment venues, the quiet rumors and flustered investigations into his role as the lynch-pin of an organized crime ring...
    Spoiler
    Show
    This is actual spoiler content.
    Spoiler: For serious.
    Show
    You will spoil yourself for plot developments if you read it.
    Spoiler
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    It's nested because I don't want you to have regrets later.
    Spoiler
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    ... to build a smaller, elite military force more loyal to himself than to Soul Society.
    Spoiler: History
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    The Saburo household has a long tradition and has met with wealth, status and success in practicing law and lending. From youth, Kazuki was a bright boy with good logical and intuitive senses. Naturally, his family was surprised when, instead of advancing in his legal classes, he joined the Shin'o Academy. When he expressed interest in starting a business, it was thought they'd seen his cleverness, and started to put him on the path of a lending house for Shin'o students and Shinigami. They were equally surprised (and to a degree, disappointed), when he revealed his business plan was for a raffle house. Nonetheless, he found some financial success and began to build capital toward his next goals- namely, to purchase the raffle house from his family and gain autonomy, and to found a public casino. The seed of his business empire has grown from there.

    Wary individuals capable of looking at Kazuki's accomplishments with less rose-colored glasses can also see how he might building an empire of organized crime at the same time- or already has. Every one of his businesses has ironclad laws, licenses and permits protecting it from official investigation up until now, but certain entities are merely waiting for him to slip and leave a gap in his defenses. Unfortunately for those entities, it has already been more than 200 years, and his presence has been accepted by all but the most stalwart skeptics.
    Spoiler: My Goals for Character
    Show
    Promotion to captain of a division?
    Inspire a revolution to make Soul Society a better place?
    Get Ryouma to discipline his reiatsu?
    Convince certain officers to transfer to different divisions!
    Successfully carry out the secret goals of this week's war game.
    Spoiler: Possessions
    Show
    Anemoi Raffle House: Anemoi has three different branches. One inside the Seireitei, one in Rukon's 25th district, and one in a "secret, secure" location, where the prize money is said to be kept. Anemoi hosts four types of raffle: the Eurus, the Notos, the Boreas, and the Zephyr. Eurus raffles are held every day, but payouts are small. Notos raffles are held once per week, with larger payouts. Boreas raffles are held once per month, and have the best efficiency in (and rather large) payouts. The Zephyr raffle's tickets can be obtained only by scoring highly in one of Kazuki's war games, or by acquiring the tickets from someone who has, creating an entirely separate kind of game for individuals looking to strike it rich quick. The Zephyr raffle is drawn twice per year. Naturally, Anemoi is Kazuki's most popular establishment, and it features advertisements to his other (public) businesses on the back of each ticket.

    The Red Spade Casino: Kazuki's public casino, located just outside the Red Hollow Gate, where it benefits from a close proximity to Seireitei, but is also open to souls from anywhere in Soul Society. It has a reputation for being family-friendly with a bright, clean environment. Due to ethical concerns, children under the age of 12 are not allowed to gamble with money, but with candy, instead. Despite this, they are still permitted at the same tables as adults.

    The Black Joker Den: The big spenders, high rollers and very important persons identified at the Red Spade are sometimes invited to this, Kazuki's private casino. Open only during the hours of darkness, the Black Joker Den is located inside the Seireitei, just to the northwest of the Red Hollow Gate. Patrons, even citizens of the Rukongai, can gain assisted passage here by spending of three-use chits that the Red Spade provides. Knowledge of the Black Joker is generally kept a secret, but neither Kazuki nor his security detail are particular at all about the measures taken to keep it hidden, so word inevitably reaches a few people here and there.

    The Aphrodite Dance Studio and Spa: An eternally popular venue, yet with a reputation that is surprisingly not seedy at all. The Aphrodite is an adults-only club, which features a full bar, pole dancing, and a health spa. The atmosphere is light and relaxing in the daytime, to bustling and jazzy in the evening, and exclusive to only a few hundred members.

    Mizusashi: A shinigami canteen near the foot of Sogyoku Hill, central enough that anyone can reach it. Kazuki employs unseated troopers from Med&Log and the Gotei Reservoir in their off hours to keep the canteen staffed, plus low-ranking officers from multiple divisions to handle the management. It's not a large operation, but it stays busy most days. Kazuki's rare imports and services business can also be contacted through this venue.

    The Dark: A contact sport arena operating only by moonlight and staffed by primarily by the Pack, the Dark is a well-whispered about fighting ring. The fights are one-on-one, no weapons or kido allowed, and killing is prohibited. Despite its gritty reputation and down-low status, like all of Kazuki's ventures, the business is entirely legitimate.

    Afterword
    Make no mistake. Although Kazuki's reputation may be split between "good teacher" and "entertainment guru and maybe a mafia boss," his businesses exist just as much for training low-ranking officers or unseated troops to bring out their potential as they do to improve morale. Furthermore, he uses each business as a way to challenge possible dissenters in Soul Society and collect a team of cream-of-the-crop soldiers and officers for his personal military needs.
    Spoiler: Abilities
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    Tactical Specialist: Whatever other strengths he may have, Kazuki’s true ability lies in others. He teaches multiple classes at the Seireitei, for the purpose of improving and increasing what he calls, “force multipliers.” These classes range from remedial to expert, but most of them teach only generalized skills. He is most known for his “Integrated Kido Arts” and “Way of Defense” classes, where he emphasizes crossing skills that seem disparate, as well as preparation, diplomacy and teamwork.

    Kazuki holds war games every week, often with special rules, but that allow any soul to join – even outlaws from the Rukongai, with special amnesty and anonymity for the duration. The winners of these war games are treated to rewards from Kazuki’s own time or wallet, and can even include legal assistance from himself or a more experienced member of the Saburo household.

    The particular bend of his kido arts skills was developed for enhancing his effectiveness as a leader. With his kido web, he can interconnect many key points within the realm of his command. In this way, he can apply spells where they need to go, control or deny zones, hand off important tasks to subordinates, or communicate with his troops at will.

    Spoiler: Fighting
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    Passable Zanjutsu: Despite being a 3rd-seated officer, Kazuki is only nominally proficient with a blade. He has mastered the basics of swordfighting, but his technique is lacking. Despite this, he is familiar enough with the fundamentals of swordplay that he can still assist more struggling shinigami with brushing up.

    Aikido Master: Having had no less than two hundred years to practice and train, Kazuki has become a master of the aikido style of martial arts. His mastery over it is great enough that he can withstand combat with up to two vice-captain-level fighters at once, even without the benefit of his shikai. However, the style does not lend itself well to acts of aggression.
    Spoiler: Basics
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    High Spiritual Energy: Despite being a seated officer of the Gotei 13, Kazuki boasts a spiritual energy on par with vice-captain-level shinigami.

    Hoho Practitioner: Kazuki has such skill in shunpo that he is able to keep up with most vice-captain-level shinigami for short periods of time while using it.

    Cicada Specialist: When using utsusemi, Kazuki’s skill in hoho is far more advanced than in shunpo or senka. By combining utsusemi with kido, Kazuki has been able to create up to eight “afterimages” of himself, all of which can remain seen for almost thirteen seconds at a time, and which respond to damage or continue to fight in a real way. Only an afterimage’s inability to inflict damage makes its difference from the real Kazuki obvious.

    When using this advanced utsusemi, Kazuki can maintain hoho for only short periods of time. The large number of images which Kazuki can create is not an indication of how quickly he moves, but of exactly how he has combined the art of utsusemi with his specialization in integrated kido.

    Great Endurance: Like many other high-ranking shinigami, Kazuki is capable of taking an enormous amount of physical abuse without being taken out of a fight. His sheer focus and ridiculously high tolerance for pain allow him to ignore most injuries, not suffering any penalty even when coping with multiple broken bones, lacerations and gashes. Further, he frequently combines kaido with his integrated defensive kido (giving those spells a distinctly greenish color), allowing him to recover significant injuries even over the course of active combat.

    Augmented Durability: As resilient as Kazuki is, he is just as hard to damage. This quality is perhaps one of his greatest strengths, as it is accomplished with more than physical training or high reiatsu. Although they tend to limit his offensive capability, he incorporates bakudo techniques into his defenses, often utilizing unusual variants that turn classically restraining bakudo into shielding bakudo.
    Spoiler: Kido
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    Kido Expert: Kazuki has great talent for kido, although it is disproportionately bent toward bakudo and kaido. Rarely does he engage in combat without using kido. He is especially skilled in eishohaki, and can use bakudo of up to difficulty 82, and hado difficulty 12 without an incantation.

    Spoiler: Crafted Kido
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    Bakudo #60: Kido Web: This spell creates an expansive, web-like network of blue lines, which travel mostly along solid surfaces as they work their way outward. The web connects together up to several locations across a large area, with "nodes" placed where and as they are needed. Wherever a "node" is located, the web's controller can direct a kido spell they cast to another node along the network, where it can either be suspended until a later time, or released immediately.

    The web can be created through air and other environments, but the shinigami using it requires substantially more reiryoku to do so. Additionally, the web's controller can give control of the web to one or more other shinigami in contact with a node, letting them use their own reiryoku to maintain the web and cast kido spells through it. No two kido webs may overlap one another, but multiple webs can be adjacent to each other. Kido Web does nothing to mitigate the cost of casting multiple kido spells, meaning that unless control is shared among multiple shinigami, a single user can quickly exhaust themselves with this spell.

    This spell allows Kazuki to cast spells that protect and heal his troops and allies over combat-scaled areas while he remains in a central or otherwise advantageous position. He prefers to keep more kido-skilled shinigami nearby to share control with and to cover his gaps.

    Bakudo #2: Atooshi (Japanese for "pushing"): An adaptation of Sho to the purposes of restraining-type Bakudo, Atooshi creates a field of sustained force that pushes outward from itself, warping air like the summer's heat as it repels nearby things.

    Spoiler: Bakudo
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    Bakudo Master: Kazuki is able to use high-level bakudo spells to great effect even without incantation, and can use multiple spells in rapid succession. Additionally, he may modify existing spells to suit his own purposes. Most modifications Kazuki performs transform spells that are typically restraining-type bakudo into direct defenses, indirect defenses, or barriers. The most common bakudo spells he will cast are these:
    Restraints: Hainawa, Rikujokoro, Hyapporankan, Sajo Sabaku
    Direct Defenses: Seki, Enkosen, El Escudo, Millón Escudo
    Indirect Defenses: Sekienton, Kyokko, Sentan Hakuja, Kido Web
    Barriers: Tsuriboshi, Tozansho, Roppo Fujin, Goyogai
    Informants: Kakushìtsuijaku, Tenteikura, Noren Mekuri
    Spoiler: Kaido
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    Kaido Expert: Kaido spells are neglected by Shinigami more often than not. They are generally overlooked, not given names, numbers or incantations, and the total number of Kaido spells is unfortunately small. Kazuki can use mid-level kaido spells to great effect even without incantation, though he generally uses incantations for higher-level spells to ensure maximum power.

    Spoiler: Hado
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    Hado Practitioner: Kazuki has a basic knowledge of how Hado works, but the focus of his studies are anything but here. The following are the hado spells he can cast without incantation, although he prefers to incant even these:
    Spells: Sho, Byakurai, Fushibi
    Spoiler: Zanpakuto
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    Kazuki wields a 9-fold shinogi-zukiri katana with a low carbon tamahagane core and a high carbon tamahagane blade, with a full tang and four flush mekugi. The blade is of normal thickness and depth, has a straight kissaki and one bevel on its edge. The katana has a 27-inch blade with a 2 ¼-inch tip and is 34 inches long overall. Kazuki upkeeps the blade’s fine glassy polish with regular maintenance, and the katana has an oak tsuka, a white same and a snug sky blue cotton ito, which are secured to the tsuki by a golden colored steel kashira. The saya is made of mahogany, lacquered medium blue, and has a mottled delft silk sageo. The seppa is flush with the brass mokko gata wa mimi tsuba, and the habaki and fuchi fit the tang, tsuki and blade tightly.

    Spoiler: Shikai
    Show
    Release command – Blossom, Nintai no Uta. [Singing Patience]

    When unsealed, Singing Patience takes the appearance of a floating lotus flower with fifty pale violet petals. The flower sits upon a small green lily pad, and initially floats just a few inches in front of Kazuki’s chest. Inside the petals of the lotus is a floating brass coin, stamped on each side with an image of Sahasrara, the crown chakra’s flower of one-thousand petals. Singing Patience is moved when Kazuki brings a hand near it; it then anchors to that hand and floats an inch in front of it, regardless of where or how quickly Kazuki’s hand moves. The flower can be easily traded to another hand, or “held” in both hands at once.

    Special Abilities: When unsealed, Singing Patience is a kido-type zanpakuto with multiple abilities.

    Wither and Flourish: Each time Singing Patience is struck by an opponent or their attack in combat, some of its petals fall away. The attack is stopped cold by the flower, never progressing past it, even if it should normally wash over the lotus and strike its bearer. Each attack is normally equal to one petal, but exceptionally powerful attacks cause more petals to fall.

    Each time a petal falls away from the flower, one of the stamped petals on the zanpakuto’s coin begins to glow with a soft white light, and Kazuki feels a slight growth in his abilities. This growth affects his strength, speed, durability, stamina and spiritual power. After one hundred petals have fallen from the flower, Kazuki’s abilities are on par with most vice-captain-level shinigami. His power continues to grow as petals continue to fall, thereafter.

    Winter to Spring: When given this command, Singing Patience’s petals blossom again, renewing all 50 petals. The lit petals of the zanpakuto’s inner coin remain lit, and as more lotus petals fall away, more brass petals will come alight.

    Coin of Fruition: Once no more petals remain around the coin at the center of the flower, Kazuki can use this command to cause the lily pad to fall away. Once this change is made, there is no going back: wither and flourish and winter to spring cannot be used again until Singing Patience is resealed and then unsealed again. The coin begins to spin on one axis slowly, shedding a few motes of sky blue light at a slow, constant rate.

    Tenrai Kajitsu (Divine Fruit): Each of the lit petals stamped in the coin indicates a single empowered charge of the coin’s use. When Kazuki uses one of these charges, the coin discharges a blast of reiatsu at an opponent. Once released, the direction of the blast can be controlled, and several blasts fired from the coin in sequence can be used to create a veritable storm of destruction around Kazuki. Each blast from the coin is accompanied by the sound of not thunder or fire, but of wind chimes singing in the breeze.

    Each time a charge is used from the coin, one of the glowing petals stamped onto its surface is extinguished, but Kazuki’s enhanced abilities remain unchanged.
    Spoiler: Bankai
    Show
    Sen Kinu no Toro. Not yet achieved.
    Last edited by Ammutseba; 2017-07-11 at 03:09 PM.

  24. - Top - End - #24
    Barbarian in the Playground
     
    riccaru's Avatar

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    Default Re: [BitPR²] Character Registry

    Robin Gower
    Age: 18
    Gender: Female
    Height: 5'4"
    Weight: 117 lbs
    Station: Unaligned Fullbringer

    Description:
    Spoiler
    Show

    Robin is of American descent, with pale skin and a round face. She is typically seen wearing dark eyeliner and deep red lipstick. Her usual attire consists of a pair of red converse sneakers, light blue worn jeans, a band t-shirt and a black leather jacket. Her blonde hair is mid back length when down, but mostly worn up (example).


    Personality:
    Spoiler
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    Robin is typically quite happy but likes to play aloof and cool. She tries to act as she imagines an "adult" would in any given situation and in that vein she often attempts to facilitate an air of awe in younger people. She has not been in a fight before, but should that time come she likes to think she would be able to step into action.


    History:
    Spoiler
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    Robin comes from a long line of spiritually aware women though she has yet to learn such. Her lineage traces back to at least the 15th century and possibly further and her family includes spiritually aware mortals, fullbringers, and even a few quincy. Before Robin was conceived her mother had a run in with an unknown hollow, though wielding her own fullbringer powers was able to defeat it with almost no trouble. Some say the Gower family is cursed and others may say they seek out their own foil. Robin has come to Ikari not because of the spiritual, but to study architecture at the local college.


    Story So Far:
    Spoiler
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    Some time after arrival in Ikari Robin's powers truly manifested. Whether that event is due to the concentration of the ley lines or some other circumstance has yet to be seen. At first her powers manifest as just minor things like a sudden burst of speed to catch a subway on time. Since learning of her abilities she has been trying to recreate the event and discovering new abilities with varying success.


    Abilities:
    Spoiler
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    Bringer's light: Robin's mastery of this power is minimal though it is one she uses most often. Her power manifests only subconciously when she feel distressed or in danger.

    Flight: Though not yet capable of this ability Robin's lineage is adept at flying through the use of Fullbringing on objects. The most oft used object in this manner is a broom for visual reasons.

    Shaping: Robin has been using her powers to change the structure of objects allowing her to form crude shapes and forms from various materials. At the moment she can only slowly and roughly shape these forms, but in the future she would be capable of using her abilities to make barriers to protect herself of stone and shape materials more quickly and with better artistic skill.


    Personal Fullbring: Profane Flame
    Spoiler
    Show

    Description: Robin is always seen carrying a well made windproof lighter with her, one that she often toys with absentmindedly. The object was a gift from her mother as she left for Ikari. Along the side is inscribed with the following:
    "Some say the world will end in fire,
    Some say in ice.
    From what I've tasted of desire
    I hold with those who favor fire.
    But if it had to perish twice,
    I think I know enough of hate
    To say that for destruction ice
    Is also great
    And would suffice."

    Robins mother told her that it should serve as a reminder to always follow the flames of desire.
    Power(s): When released Profane Flame takes the form of emerald fire wrapped around Robins hands. These flames never cause her harm but if they were to come in contact with another they would be capable of inflicting damage. Profane Flame allows Robin to control fire whether it be natural or spiritual in nature and also to produce a burst of flame up to 20 feet long and 5 feet wide. This rapid combustion can also be formed into a fire ball which explodes with a 10 foot radius. Robin has not yet learned to use Profane Flame.
    Sir Dan Avatar by Mrgone!

  25. - Top - End - #25
    Dwarf in the Playground
     
    WolfInSheepsClothing

    Join Date
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    Default Re: [BitPR²] Character Registry

    Name: Jack the Ripper
    Age: Unknown
    Race: Togabito
    Allegiance: Himself
    Purpose: To permanently escape Hell in order to spread fear and death again
    Sin: Brutal murder and mutilation of women, notably prostitutes in the legendary Whitechapel murders of 1888.

    Appearance: Jack the Ripper in the Mortal World is dressed in typical Togabito mask and cloak that hides his identity. When removed, he appears as a nondescript English male with upper class clothing.

    Spoiler: History
    Show

    Jack the Ripper is the best known name given to an unidentified serial killer generally believed to have been active in the largely impoverished areas in and around the Whitechapel district of London in 1888. The name "Jack the Ripper" originated in a letter written by someone claiming to be the murderer that was disseminated in the media. The letter is widely believed to have been a hoax, and may have been written by journalists in an attempt to heighten interest in the story and increase their newspapers' circulation. The killer was called "the Whitechapel Murderer" as well as "Leather Apron" within the crime case files, as well as in contemporary journalistic accounts.

    Attacks ascribed to Jack the Ripper typically involved female prostitutes who lived and worked in the slums of the East End of London whose throats were cut prior to abdominal mutilations. The removal of internal organs from at least three of the victims led to proposals that their killer had some anatomical or surgical knowledge. Rumors that the murders were connected intensified in September and October 1888, and letters were received by media outlets and Scotland Yard from a writer or writers purporting to be the murderer. The "From Hell" letter received by George Lusk of the Whitechapel Vigilance Committee included half of a preserved human kidney, purportedly taken from one of the victims. The public came increasingly to believe in a single serial killer known as "Jack the Ripper", mainly because of the extraordinarily brutal character of the murders, and because of media treatment of the events.

    Extensive newspaper coverage bestowed widespread and enduring international notoriety on the Ripper, and his legend solidified. A police investigation into a series of eleven brutal killings in Whitechapel up to 1891 was unable to connect all the killings conclusively to the murders of 1888. Five victims—Mary Ann Nichols, Annie Chapman, Elizabeth Stride, Catherine Eddowes, and Mary Jane Kelly—are known as the "canonical five" and their murders between 31 August and 9 November 1888 are often considered the most likely to be linked. The murders were never solved, and the legends surrounding them became a combination of genuine historical research, folklore, and pseudohistory. The term "ripperology" was coined to describe the study and analysis of the Ripper cases. There are now over one hundred theories about the Ripper's identity, and the murders have inspired many works of fiction.


    Spoiler: Personality
    Show

    Jack has been described by the then police surgeon Thomas Bond as a "man of solitary habits, subject to periodical attacks of homicidal and erotic mania, with the character of the mutilations possibly indicating satyriasis. The surgeon has also stated that Jack's homicidal impulse may have developed from a revengeful or brooding condition of the mind, or that religious mania may have been the original disease.


    Spoiler: Abilities
    Show

    Keen Intellect: Jack possesses a sharp cold and analytical mind of a purposeful serial killer, who plans his routes well, times his kills expertly and leaves the scene without any trouble. He is also intelligent and skillful enough to create different kinds of slash wounds and to surgically mutilate the bodies of his victims.

    Bloodlust: Jack loses his mind quickly as the duration of a fight prolongs. Gradually losing Keen Intellect, Jack instead becomes a combatant of pure murderous instinct and natural skills.

    Expert Blade Combatant: Jack is highly skilled in the usage of knives, short blades, scapels and other small concealable blades. He is ambidextrous and wields two blades at all times.

    Suffering Empowerment: In Hell, Jack is able to return back from existence within a minute after his "death". The supernatural forces animating him restores him to full health and spiritual capacity with each resurrection.

    Fear Empowerment: Jack feeds off the fear and paranoia his deeds cause in others. This takes the form of loose reishi particles that he can breathe in to savor, allowing him to slowly recover lost stamina, health and energy. The relative levels of "fear quality" would be Village < Town < City < Nation in terms of scale and scope or how far the terror of his deeds spread.

    Enhanced Durability: Frequent fights with the Kushanada gave Jack plenty of experience shrugging off wounds and recovering quickly to fight again. He has extreme pain tolerance.

    Enhanced Speed: Jack is speedy enough to be comparable to an expert Shunpo user.

    Enhanced Abilities: Jack has physical perimeters equivalent to a Vice-Captain.

    Chain Manifestation: Jack can manifest the chains of his imprisonment, and is able to whip it around offensively or defensively.

    The Ripper: Jack can manifest knives and blades from his killing intent. These knives are as sharp and durable as a released Zanpakuto (except no special abilities) and come in all shapes and sizes to inflict brutal ragged wounds or scalpels for precise incisions. These weapons disappear whenever Jack wills them and he can throw them at his targets if he wishes.

    Smog Creation & Manipulation: Darkened Misty Metropolis ( 暗黒霧都, Ankoku Kirito) Jack has the ability to recreate the sulphuric acid smog that is a common urban feature of 1800s London where the heavily polluted environment caused visibility issues and respiratory degeneration especially in the already healthcare-sparse slums of London. He manifests this ability by breathing out the smog from his mouth. Jack can produce enough smog to cover a city district, and he can choose whether anyone in this field of effect suffers only visibility issues or starts feeling the sulphuric acid burn lungs, sting the nose and water the eyes. Beings with reiryoku can resist this effect, with which they would only suffer mild discomfort but still couldn't see effectively in the smog.

    Murderer of the Misty Night (霧夜の殺人, Kiriya no Satsujin) - Jack can create physical duplicates of himself using condensed versions of the smog. He can create up to three of such duplicates which disappear the moment they suffer a hard hit. These duplicates share the same senses with each other and Jack, allowing him to literally chase prey down.
    [Space for Hire...NOT!]

  26. - Top - End - #26
    Ogre in the Playground
     
    BlueKnightGuy

    Join Date
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    Default Re: [BitPR²] Character Registry

    Third and hopefully final draft. Really just double-checked and touched up a couple things.

    Masamune, the Black Tortoise King
    Spoiler
    Show
    Age: At least 1700, estimated to be over 2000 or more
    Gender: Male
    Height: Usually 5"6"/168cm (slightly hunched posture); sometimes 6'/183cm
    Weight: Usually 120lbs/54.5kg; sometimes 220lbs/100kg
    Station: Black Tortoise King, Inventor of Zanpakuto, Forger of Asauchi, Royal Smith
    Reiatsu: Warm water flowing over you; sometimes in a gentle stream, sometimes in a raging torrent.
    Speech: Maroon

    Description:
    Spoiler
    Show
    Masamune is normally a short, hunched-over old man with a modest-length white beard and mustache, a bald head, clear green eyes, and a rather wiry look about him. When meeting with the other Royal Guard, he wears a traditional-looking Shihakushō. When working, he often is clad in nondescript but robust clothing and a leather blacksmith's apron and gloves. Often as much either way, he's wearing darkened goggles one might wear when welding metal. Either way, his feet are typically shod in heavy, metal-toed boots.
    When he's not in an official meeting or actively working, or in a meeting but doesn't feel like dressing up, he wears....cargo shorts and a tropical shirt, with sandals on his feet and a fruity and likely alcoholic drink in his hand. Because that's what he feels like wearing.
    All of these outfits are actually the Shihakushō that the Azure Empress-Dowager crafted for him; between her instruction and his own knowledge and skills, he's simply able to make it change shape more often and more widely than most. Because he likes wearing those clothes, dang it!
    Of course, all of this is if he's "at rest" or otherwise working normally in his workshop. When he releases his Shikai, or brings up a large amount of his spiritual power, his body actually increases in height, and goes from "kinda wrinkly, wiry old man" to being in incredible shape. He gains several inches of height, and almost a hundred pounds more mass, much of it muscle. All of the hunched posture is gone, and he stand straight and tall.
    When he unleashes his Bankai, all traces of age disappear as his full power courses through his body. His hair goes black, his beard grows to the point of reaching his belly, he gains a full head of wild hair that reaches his shoulders, and all wrinkles disappear. His overall countenance as a "young man" is much fiercer. Considering how rarely he looks this way, and what it takes for him to be in this form, it's no wonder there's a hard and fell look to him when in this state.


    Personality:
    Spoiler
    Show
    When meeting in an official capacity, Masamune is polite and well-mannered. He finds his comrades to be "too tense" at times, and has a tendency to prefer to "go with the flow" more often than not. Certainly he finds the Red Pheasant a bit...uptight...at times. Still, he has a strong sense of duty, tradition, and brotherhood, and firmly believes in the laws, rules, and traditions of the Soul King, Royal Guard, and Soul Society.
    When he's working the Forge, or trying to teach someone to work it, Masamune becomes a grueling taskmaster, demanding careful work and perfectionism. He constantly lives by the mandate that imperfections in the work of forging Asauchi kills Shinigami, and thus cannot be tolerated.
    There are rumors he can be a bit of a lush and/or lecher when he's not working. These rumors can be neither confirmed nor denied.


    History:
    Spoiler
    Show
    Masamune was a founding member of Soul Society. Some legends say he and Izanagi-no-Mikoto were the very first true Shinigami, rather than the more roughly-arraigned "gods" that the spiritually-powerful styled themselves as in the days long gone. Masamune was the one who discovered how to forge Zanpakuto that struck true and purified the spirits of Hollows, and adapted themselves to the Shinigami.
    Masamune has tried, many times, to train an apprentice to his own level. None met his expectations. Some of those souls re-entered the cycle and ended up as famed Mortal swordsmiths in days past. His most recent apprentices were Sanbo Kojin and Shen Yi. Kojin lacked the necessary spiritual power to truly work the Forge, and her pride was getting in the way of learning her lessons. But meanwhile, Shen Yi was both too prideful, and too treacherous at times. His "rivalry" with Kojin was kept from escalating only by Masamune's firm hand. But even with that, his skill and dedication were greater, despite often lacking the rigorous standards necessary for properly forging Asauchi. When he left, the Black Tortoise King was again left alone again at the Forge, to continue his long-standing Duty. Part of him didn't mind, even though a part of him felt so tired...


    Abilities:
    Spoiler
    Show

    General Abilities:
    Spoiler: General
    Show
    General Physical Ability: Masamune is a strong man with great physical endurance, no matter what form his body happens to be in. He experiences a minor increase in general ability when he's in his "younger" forms, but it's not a huge jump by any means. His general speed and reflexes are quite good, though certainly not to the scale of some of his peers.
    Intelligence: Masamune is a weaponsmith. While his primary duties revolve around Asauchi, which all take a similar form, he is capable of making basically any weapon carried and used by one or two people, even modern weapons (he reads!). He has understandings of things like vehicle design and the like, but not the same skill and knowledge, not the same instinctive grasp of "how does it work". He's cunning and wise, though his knowledge levels in things not related to weapons, metallurgy, materials science, and connected subjects is much closer to the average level.
    Weaponsmith: Masamune could probably make a hyper-lethal weapon from a stick, a pack of gum, and some duct tape. When in his Forge, he can make basically anything he thinks of. And with that knowledge of how to create, he has an understanding of how to break down, given the chance.
    Languages: Masamune speaks man, many languages. More than a couple of which are dead, or nearly so.


    Shinigami Abilities:
    Spoiler: Soul Reaper
    Show

    Royal Guard Contribution - Zanpakuto/Asauchi: Soul-cutting swords are what, quite literally, set Shinigami apart from other empowered souls in existence. They provide an easy way for Hollows to be purified, rather than just destroyed or dissipated. It allows Shikai and Bankai. Some say that the forged connection between Shinigami and Blade, even the weak ones in Shinigami who have not attained even Shikai yet, is what makes all their fighting skills purifying weaponry, rather than just select Kido. As few have ever tried to test this theory, it is difficult to know for sure.
    Whispered rumors and legends say that the souls of Hollows, Menos, or even Shinigami are used to make the Shallow Hilts.
    The truth is...more complicated.
    One of the sayings that Masamune takes very literally is "the life is in the Blood". He discovered, all those years ago, that if the metals used in making an Ausachi were treated with special oils that have the blood of a Shinigami mixed in, they naturally mold themselves to their wielder. If some of the metal is instead treated with oils containing the blood of a Hollow, purification comes naturally. If quenched in an oil that contains both, the sword's essence is perfectly balanced.
    So the truth is that, over the centuries, a combination of "executed" Shinigami prisoners (they did end up dead...) and regular donations from the Royal Guard (including himself) have allowed Masamune to build a stockpile of this essential oil concoction. All blood used in this manner is volunteered, even from the prisoners; attempting to use blood from a Shinigami that was forcibly taken produces a warped blade in both shape and soul.
    As for the Hollow blood, when the Royal Guard would hunt Menos, all those years ago, many were brought to special holding cells and farmed for their blood, again producing a stockpile.
    When Masamune crafts an Ausachi, before he goes into the Forge of Souls, he gathers samples of metals treated with Shinigami blood, those treated with Hollow blood, those treated with special Kido, and "plain" samples of metal. These are all masterfully layered and forged together using the special blue flames within the heart of the Forge into a single weapon, whose nature is ultimately Shingami; the Hollow blood is used to help "align" the weapon just enough to make purification easy, and (according to Masamune) to give the Shikai and Bankai of Shinigami the ability to be much more esoteric, if possible.
    Because he has crafted every Asauchi in existence, Masamune has an awareness of the general location of any and all Shinigami Zanpakuto that are within 100 miles of his person. He has at least some innate understanding of what a Shinigami blade is capable of, if he sees it and can study it for at least a few moments; he cannot understand powers at a release level higher than the sword is currently at (he cannot know a Bankai's powers if he sees the Shikai), and just because he knows what they can do doesn't mean he understands the best counter to them.

    Five Elements Theory - Water: "Now you put water in a cup, it becomes the cup; You put water into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot. Now water can flow or it can crash. Be water, my friend."
    Masamune often asserts that life is in the blood, and life needs Water. Water is one of the most eternal forces; what fire cannot burn away, in time, water can wear down. Water changes to fit the situation, but its essence stays the same. Water exists in cycles; what has happened before may well happen again.
    Masamune reflects this in his work, in that all Asauchi change and adapt to their wielder, and ultimately have 3 forms. As well, Masamune himself has 3 physical forms he takes, depending on the situation.

    Oken: Masamune possess the Oken. Primarily speaking, this means he is able to pass into the Royal Realm without special protection. Due to being bonded to his body, particularly his bones, he has slightly increased durability, though primarily against attacks that might break his bones.

    Hakuda Expert: Masamune is quite competent in fighting with no weapon, though it is not his preferred method. He tends to favor smooth, flowing styles of combat that emphasize redirection of force, though he has a fair bit of knowledge of the recent form known as "Jeet Kun Do".
    Zanjutsu Master: Masamune is an artist when fighting with a sword. His Zanpakuto is practically an extension of his body. While not the finest swordsman in existence, he is certainly in one of the top groupings of such. His style tends to favor flowing movements, quick but powerful cuts, and redirecting an enemy's blade(s).
    Hoho Expert: Masamune is quite competent in moving quickly, and generally able to make some basic maneuvers and changes during said high-speed movement. However, he does not know any of the more esoteric Shunpo techniques, and he's certainly not going to win foot races.
    Kido Master: Masamune is very skilled and knowledgeable in Kido, especially those relating to his tradecraft. He tends to prefer Hado that conjure water, ice, or lightning, and Bakudo that conjure barriers. Still, he knows both up into the 80s, and is able to chantlessly cast up to the 40s with ease. The one higher-level Kido he can use chantless is Hado 88, which he has a peculiar affinity for. He can only achieve about 50% power without the chant, but it's still an impressive feat. He really, really likes that Hado.


    Zanpakuto: Seitou
    Spoiler
    Show
    Description: When at "rest", Seitou takes the form of a walking stick, about 3.5 feet long, with a knobby, gnarled head. In this form, it's still quite hard, and Masamune sometimes uses it as a weapon. If he wishes to reveal its true sealed form, Masamune merely wills it, and the wood seems to dissolve around his sword, which appears sheathed in his hand. It is a katana of excellent make, with the handle and scabbard being a deep blue. Faint wave patterns decorate the handle, guard, and scabbard, and the blade is obviously of phenomenal quality and beauty.
    Spirit: Seitou takes the form of an ancient warlord, one clad in sea-blue armor that's hard to pin down to a single era, a sword whose shape always seems to change belted at his waist, and a simple robe over his shoulders. He is terse, but friendly, simply choosing to use the minimum number of words to maximum effect.
    Inner World: A grassy plateau, with one side being a smooth cliff overlooking a shining bay connected to an ocean. There is a small stairway down the cliff to a small beach with white sands. A bit of distance away from the cliff on the plateau is a collection of simple, sturdy buildings that house a few weapon forges and workshops, as well as storage for quite a few weapons.

    Shikai:
    Spoiler: The Life Sword
    Show
    Release Command: Scald, Seitou!
    Description: Seitou is surrounded in a cloud of hissing steam, before being revealed as a gigantic blade, one with a long hilt, and a single, wickedly-sharp edge on it. It's not quite a slab of metal but it's not far off, and the spine of the weapon has a handle integrated for situations that need shorter reach.
    Sometimes, though, when the steam clears, instead there's just a slightly longer katana, with a gleaming edge and a deep blue coloration, flecked with silver and white.
    Power(s):Seitou's released form is large, but (at least for Masamune) just as light and nimble as its sealed form. It's a heavy blade when striking, though, essentially "cheating" a bit when it comes to ease of use versus a "normal" blade that size.
    -Be Like Water: Seitou can effortlessly change shape between its larger and smaller form, a flash of steam surrounding it each time. Or, if one is observant enough, they'll realize the blade is actually turning into steam. In point of fact, Masamune can do this without even changing shape, making his blade (except for the "core" of the hilt) intangible at will, though in that form it's not much direct use beyond not taking much in the way of damage. This realization leads to the realization that the solid blades are actually ice, in a very dense, very strong crystalline matrix pattern that makes them as strong or stronger than steel.
    -Water Can Burn: When in its smaller form, Seitou can emit small, dense clouds of steam. These clouds can be directed by his will, though he can produce at most 2 clouds at a time, each about the size of his torso. The clouds can move quite rapidly, and independent of each other.
    -Blade of Blades: When in its smaller form, Seitou is extraordinarily hard and sharp. Masamune is able to perform slashes so fast and powerful they briefly create vacuums, such that some opponents may be drawn toward him, or at least put off-balance for critical moments.


    Bankai:
    Spoiler: The Steam Fortress
    Show
    Suijoukaku
    Description: In a roiling cloud of steam, Masamune emerges wearing a suit of armor. Styled after O-Yoroi, but also European Plate, it has smooth, graceful plates of armor supplemented by flexible padding and strips of armor. His face is exposed, allowing his now-black beard to run free, and his long hair comes out underneath his helmet. The armor as a whole seems to be slightly "sweating" water, especially at the joints; if Masamune stands in one place long enough, it may start to pool and puddle at his feet. On his back is a somewhat rectangular construct with three pipes on each side, slowly but steadily emitting steam. In his hands, he bears Seitou's Shikai form
    Power(s): Suijoukaku bears all the powers of Seitou, in addition to its new abilities.
    -Mountainous Ice: The armor Masamune wears is incredibly resilient to damage, despite actually being plates of ice. At will, he can draw in and harden the water his armor is "sweating", doubling his protection but halving his speed and agility. It takes mere moments for him to do this in either direction.
    -Armory of Blades: The blade of Suijoukaku can now change into virtually any form Masamune desires or imagines, all in a flash of steam. All such weapons (which are restricted to any hand-held non-mechanized melee weapons) are as hard and strong and sharp as Seitou's smaller form, and can thus perform the "vacuum slash" move. This shifting of forms can even give Masamune two blades at once. After all, if water can take one shape, it can take many shapes; in the hands of a master smith and swordsman, is not any blade a Blade of Blades?
    -Cycle of Water: Masamune can now summon up blasts of liquid water or barrages of spikes and chunks of ice as well as scalding steam, and maintain up to 5 masses equal to his torso in size.
    -Inevitable Erosion: Masamune can dissolve everything but the pack on his back (which is made of actual metal, not water) and congeal it all into a huge mass of water, which he can cycle through any of the 3 states of matter. He has complete control over this mass, and can mix it with the masses he can summon beyond his weapons. In this form he can make one large ice construct, deluge of water, or dense cloud of incredibly hot steam.


    The Realm Of The Tortoise King
    Spoiler: Forge of the Gods
    Show
    Masamune's section of the Royal Realm is in two parts, the overall Smith's Island, and then the Forge of the Gods itself.
    -Smith's Island: Masamune's residence takes the appearance of an island surrounded by a ring of ocean (that never seems to actually spill out beyond itself), with white-sanded beaches gently lapped by waves from the false ocean. On the "south" beach, there are several cottages just past the sand, one of them being Masamune's own home, the others being guest homes, plus a few buildings holding miscellaneous supplies and the like.
    Masaumen's cottage is a fairly modern, Western design, with a mix of decorations and amenities from many time periods and regions inside. There's a fairly extensive library (that's bigger than it ought to be considering the size of the home).
    As one travels further into the island, the terrain becomes rockier, until at the center, there's a large hill/very small mountain, with a flat top dusted with snow. In the center of this plateau rests the Forge of the Gods.
    -Forge Of The Gods: Here is Masamune's crowning achievement. This forge holds within its walls much more space than its exterior would suggest. Entering, one walks down a hall with examples of weapons and armor from all of history, and all over the world, complete with plaques giving names and history.
    Next up are several storage rooms, holding stacks of bars and ingots of metal; at a glance it's all steel, but a closer look reveals varying types, some of which have...odd...shines to them. Beyond these rooms are more storage, now holding various materials (leather, wood, cloth, etc.) to finish sword construction.
    After that is the Sacred Oil storage, where oils for treating the metals, as well as for quenching, reside.
    The Workshop is at the center of it all. It is one of the least modern parts of the area, though there are touches here and there. Certainly some of the powered tools look to help with things like polishing, or drawing out raw pieces of metal. But most of the work is done with several furnaces that surround a pit of bright blue flames, which feeds each of them; Masamune seems to be able to control the rate, allowing him to control the temperature of each of the furnaces for the job needed. Arrayed just in front of the furnaces, whose surfaces glow with ancient runes and symbols, are an array of anvils and hammers. Masamune typically moves between various anvils at various times. He has different-sized hammers depending on what he's working on, though there's one particularly large and heavy one he favors using much of the time. Quenching tanks rest nearby, filled with strange oil with an odd smell.
    This is where Masamune can often be found, creating Ausachi to be delivered to Soul Society, so as to properly equip each generation of Shinigami. It is his most sacred, highest duty, at least in his own eyes. Perhaps if he ever gets a worthwhile apprentice, then he can rest...
    BitPRR Characters: Entries Masaru, Chuck, Thomas, Turiel, and Masamune

  27. - Top - End - #27
    Bugbear in the Playground
    Join Date
    Jun 2007
    Location
    A2
    Gender
    Male

    Default Re: [BitPR²] Character Registry

    Character Post 2 (Mortal World)

    Alpha-1
    The Blade Of Purity
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    Age: 17.
    Gender: Female(?).
    Height: Tall.
    Weight: "Irrelevant."
    Favorite Food: Water.
    Side: Quincy
    Reiatsu: Feels like harsh light and cold steel.
    Theme Song: Awakening the Chaos II
    Call it Alpha-1.

    History
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    Just like Naito, Alpha-1 was created by the Quincy splinter cell known as the meek. An artificial soul and the brainchild of Inari Toyoda, the Meek's foremost scientist, Alpha-1 was designed to be a mind for the most powerful weapon ever created. Toyoda sacrificed her own soul to complete it, resulting in the soul inheriting her hatred and mental instability, ultimately corrupting the completely logical and obedient weapon it was originally intended to be. Now, having seized control of its rightful body, Alpha-1's intentions are a mystery.

    Appearance
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    Alpha-1 currently inhabits a modified version of Naito's body. It is female, possessing extremely pale skin and hair due to its albinism. Its eyes appear to be blue, but this is in fact the result of a pair of advanced contact lenses that provide superior sight capabilities. Alpha-1 always wears a thick, form-concealing blue jumpsuit that covers every inch of skin below its neck. Alpha-1 wears its hair in a braid that hangs below its back.

    Personality
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    At first glance, Alpha-1 seems completely cold and mechanical. This is not true. Despite its behavior, the intentions for Alpha-1's behavior were heavily corrupted by its method of birth. While large aspects of its personality are dispassionate, analytical, and logical, Alpha-1 also has its own motivations and thoughts. Foremost among them are cruelty and hatred; Alpha-1 possesses a vicious temper that it suppresses, with moderate success, most of the time. It also delights in inflicting pain on others, although it usually limits itself to excuses allowed within its programming parameters. Despite the rebellious aspects of its personality, Alpha-1 is also truly dedicated to its assigned mission, the obliteration of Shinigami and Hollows, and the advancement of "true" Quincy.

    Abilities
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    Master Quincy: Alpha-1 possesses an encyclopedic knowledge of Quincy techniques, and is able to utilize them with a very high degree of proficiency. Alpha-1 also has an immensely powerful Blut, but does not have Naito's adaptability in this area. Alpha-1 has a high-level grasp of Naito's Hollow powers, but rarely uses them in favor of equivalent Quincy techniques. The exception to this is the Cero, which Alpha-1 can produce using a long charge time but with extraordinary power, and regeneration, which Alpha-1 can use to regenerate severe injuries in very short periods of time.
    Modified Body: Alpha-1's body is very close to superhuman in all respects. It also has extraordinarily high tolerance for pain.
    Rot Venen (Red Veins): Alpha-1's entire body is suffused with spiritual energy, allowing it to use its own blood in place of Gintō for Quincy spells. It is fond of severing its own fingers and using them as stand in Silver Tubes.
    Engelhaft Karrosserie (Angelic Body): Alpha-1 possesses ridiculous regenerative abilities, exceeding what is naturally possible by even the strongest Hollows. It naturally combines Reishi manipulation with its Regeneration, allowing it to bind local Reishi particles to its body to replace lost flesh. This allows it to regenerate from even the most grievous injuries, but also makes regeneration more draining than it would be naturally.
    Expert Knife User: Alpha-1 is capable of creating large numbers of knives, which it can wield or throw with impressive skill. It can also direct them through the air as projectiles.
    Technology Interface: Alpha-1 can directly connect to any form of computer in its immediate area, and can read, store, and delete any data found within. It is slowed by firewalls, but can break through cyber-defenses and encryptions with unrealistic speed.
    Lagerung (Storage): Alpha-1 can, given sufficient time, break down any physical object and recreate it at a later date.
    Bernstein (Amber, lit. "Burn Stone"): Alpha-1 possesses the knowledge necessary to create small white crystals, or "steins," with a single opening that hang in the air once created. These crystals can launch arrows on command, or redirect arrows fired into them. If Alpha-1 fires a Cero into one of the crystals, it is redirected to fire through the stein's opening, destroying it.
    Quincy Bow: Rachsüchtig Würger (Vengeful Shrike): A large, traditional Quincy bow, Rachsüchtig Würger is all sharp edges apart from the handle. It functions in all ways like an ordinary bow, and can serve as a secondary melee weapon if necessary. Alpha-1 generally prefers to use knives, but the Bow is stronger when an extra punch is needed and a Cero is too imprecise.
    Vollständig: Lahavel (Blade of God): When Alpha-1 engages Vollständig, it gains a spiked halo and becomes covered in advanced, bladed armor (along the lines of this). The armor is perfectly fitted, allowing surprising freedom of movement in addition to its potent defensive capabilities. In this form, its primary inherent weapons are the blades floating behind it, which it can control and direct at high speeds for both offense and defense. In a neutral state, these attendant blades hover at her back, and can serve as wings. These blades have edges bearing the properties of Seele Schneiders. The various blades attached to the armor itself are also useable in combat, serving as a secondary offense and defense.
    • Klingen Sturm (Blade Storm): While in Vollständig, Alpha-1's area of Reishi mastery, allowing it to create constructions of Reishi, is significantly increased. It is highly adept at almost instantly creating, launching, and breaking down blades in rapid succession, allowing it to bombard its opponents with dozens of attacks from a safe distance.

    • Räumliche Steuerung (Spatial Control): Alpha-1 possesses the limited ability to warp the fabric of space. This ability has two uses; firstly, Alpha-1 can create a column of expanded space. Within this area, marked by a sigil on the ground, anyone caught within must expend greater than expected time or effort to break free. The amount of energy used simply doesn't allow the expected amount of movement. This also creates a floating effect if the target is airborne. Second, Alpha-1 is capable of teleporting to any known location. This ability has a significant charge up time, taking almost a minute to activate.

    • Vermächtnis Rand (Legacy Edge): Alpha-1 draws a steady stream of Reishi into a rapidly spinning disk in front of it, which launches a massive stream of blades at extraordinary speeds at the target. While the raw power of this attack is low, it fires extremely rapidly, and activates and connects almost instantly, allowing it to take opponents off guard. This attack can be sustained for several seconds, but requires a steady stream of Reishi and forces Alpha-1 to remain still.

    • Sturzbach Bollwerk (Torrent Bulwark): To use this technique, Alpha-1 must curl into a ball and remain immobile. The attendant blades form a diamond surrounding Alpha-1, then project a powerful forcefield between the blades. This field has properties similar to Seele Schneiders, but Alpha-1 must remain completely immobile while using it and the technique cannot be sustained for very long.

    • Metallisch Ägide (Metallic Aegis): Creating a circle of blades in front of it, Alpha-1 generates a force field between them. This ability is similar to Sturzbach Bollwerk, but stronger, and easier to circumvent.

    • Heilig Schwert Von Zerstörung (Holy Sword of Destruction): A powerful technique that requires significant preparation to use. Due to how slowly it fires, Alpha-1 generally has to immobilize a target before it can hit. Alpha-1 directs all of its attendant blades above its head, where they fuse into a single circle of Reishi. From this circle, a massive sword falls onto the opponent. This sword, aside from being the size of a small building, also possesses enhanced Seele Schneider properties.



    Tetsuhiko Naito
    The Child Without Color
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    Age: 17
    Gender: Male
    Height: Decently tall.
    Weight: Athletic high school student.
    Favorite Food: Steak.
    Station: High School Martial Arts Captain
    Side: Mortal World
    Reiatsu: Feels like pure battle-lust, devoid of either positive or negative intent. Notable for feeling like a perfect fusion of Hollow and Quincy Reiatsu.
    Themes: "Superhero" - Simon Curtis, "Catch Fire" - Jenix
    Call him Naito.

    Appearance
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    Naito is a tall, striking youth. Naito, in her default state, has a very distinctive appearance; specifically, he is albino. Naito also has CAIS, meaning that while s/he is genotypically male, Naito is physically female. This issue has been exacerbated by Naito's own ambivalence to gender self-identity. Her skin is extremely pale, his eyes have red pupils, and her hair is a bleached white. Despite this, he has taken to dying his hair black, and obscuring her skin color with subtly-applied make-up. This makes it very difficult to tell that his appearance is unusual under most circumstances. She has a slender but well muscled build, and moves with purpose and focus. Naito prefers dark, covering clothing and always wears a pair of mirrored sunglasses, as his eyes are quite sensitive due to her albinism. He also prefers to wear a trilby hat at all times.

    After recovering from possession by Alpha-1 and working through some of her issues, Naito has begun being less deceptive about his appearance. She has stopped dying his hair completely, although she regularly streaks it with various colors. He has completely stopped using cosmetics, making her albinism extremely obvious even with the sunglasses and hat, now worn for style rather than concealment. In his physical body, Naito still prefers loose, dark clothes, but has made some concessions for other colors and has taken a liking to fashionably ripped clothing, particularly around the right kneecap. She also (sometimes, very rarely) is now willing to wear skirts or dresses, although he keeps more practical clothing on underneath.

    Naito has also created a combat outfit typically used when expecting trouble. This outfit consists of boots, loose pants, and a tank top, all in black. A trenchcoat is worn over this. The outfit also incorporates greaves, elbow and knee pads, used more as weapons than armor. Naito is able to dynamically manipulate the properties of this outfit, allowing him to make it as light, heavy, or hard as it needs to be. This helps to prevent the coat from getting in the way.

    Personality
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    Naito is a calm, cool individual. He tends to be reserved and quiet, keeping her thoughts close to his chest. Despite this, he will open up and relax a bit more around people she is close to. Although generally mature for his age, Naito has a sarcastic streak and frequently takes actions that she expects will get a rise out of those around him. Naito is quite responsible, and cares deeply for her friends. Underneath this cool-as-a-cucumber exterior, however, Naito is an extremely insecure individual. Naito is constantly worried that he will be judged due to her appearance, behavior, or gender. These insecurities have caused him to prevent anyone from getting close to her for a long time, a large part of the reason why Naito has few close friends. This is compounded by Naito's extreme capabilities; being simply better than everyone around him for most of his life has caused many people she might have otherwise befriended to resent Naito, becoming less tolerant of an already aggravating personality. He also has numerous insecurities connected to her family; Naito has never gotten on as well with his parents as his siblings, who are all biological offspring. Despite both sides caring deeply for each other, Naito is in a constant state of friction with her family. This cycle is self-propagating, preventing simple solutions.

    Post-possession, Naito has started to confront his issues, but hasn't yet dealt with them.

    History/Recent Events
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    Naito was adopted by his parents as a baby. Apart from his albinism, he seemed to be an ordinary young boy. He has had an essentially normal childhood, and is now in high school. He is a good student and captain of his school's martial arts club. Naito has always been able to see ghosts, a fact he has kept to himself.

    In truth, Naito was the result of bio-engineering by a rogue Quincy cell. He was designed to be an ultimate weapon against the Hollows, but the cell was destroyed by other Quincies soon after his creation for the cell's amoral methods. Unsure of what to do with Naito, and unwilling to kill a child, the Quincies put him up for adoption.

    Abilities
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    General Abilities

    Spiritual Awareness: Naito is a fully spiritually aware individual. As a result of this, he is able to see and interact with spiritual beings such as Hollows, Pluses, and Shinigami. She can also sense Reiatsu, but possesses only average skill for his level with this ability.
    Knowledge Templates: Naito has a built-in but locked knowledge of the spiritual world and all kinds of spiritual beings. While she has no direct access to this information, when prompted or when specific information is relevant he is able to provide it without thought. Naito's knowledge templates primarily relate to Shinigami, Quincy, and Hollow combat capabilities. Naito has started to unlock these templates, being able to access information without direct prompting and alter the entries based on his own experience.
    Reishi Control: Naito possesses the instinctive knowledge of the Quincy ability to gather ambient Reishi to fuel her abilities. Naito can either break down Reishi he absorbs in order to give her more energy and increase his speed and strength, or use it to power conventional Quincy techniques.
    Advanced Reishi Control: Naito is able to incarnate fully physical objects made of Reishi. Naito has full control of the movement of these objects, even after creation. Objects created in this way cannot be exceptionally complex or exceedingly large (smaller than an adult human unless extreme energy and total focus is used), but can mimic more complex objects. Naito can alter the shape and properties of objects created in this way at will, and dissolve them into component Reishi for reuse. Due to her ability to control the properties of his creations, Naito can switch the material of his equipment to be weightless or harder than steel, depending on whether she needs to move freely or defend.
    Genius Quincy: Having received formal training, Naito has been able to develop his Quincy abilities with extreme speed, possessing an instinctive aptitude for Quincy techniques. She can learn any technique within a few hours of training, and master it within a few weeks.
    Perfect Body: Naito has, from a combat perspective, an essentially perfect body. Leaving his albinism aside, she is in peak physical condition, and has extraordinary natural fitness. He has an eidetic memory, and has high degrees of social, creative, and academic intelligence. She also never gets sick, and heals at a very (although not superhuman) rapid rate from injuries.
    Quincy Bow: Hagane Tora (Steel Tiger): Naito's "cross" is actually a thick bracelet of leather with a cross-shaped inlay. Naito wears two. Hagane Tora manifests a pair of black steel gauntlets encasing Naito's forearms, leaving the hands bare except for a fingerless glove attached to the weapon. These gauntlets contain an integrated barrel that fires between the forefinger and thumb of each hand. Bullets fired by Hagane Tora are loaded with a highly volatile substance similar to Ginto, created from Naito's internal energy reserves. This makes shots extremely powerful, but the bow's design ensures that long- or even mid-range accuracy is difficult. Close range detonation does not risk damaging the bow or Naito, so the shells can be launched point blank to empower Naito's punches.
    Blut: Naito's Blut capabilities are relatively low, despite his ability to use them instinctively. Where she excels, however, is rapidly switching between Vene and Arterie, allowing him to access both the offensive and defensive capabilities of Blut when he respectively needs them most.
    Devourer Engine: Naito's most inhuman physical feature, she possesses a synthetic organ made of modified Hollow flesh replacing his heart. The Devourer Engine feeds on Naito's inherent Reiryoku, then outputs a significantly greater degree of mixed Quincy and Hollow Reiryoku that Naito can use, effectively multiplying her energy reserves and potentially allowing him access to Hollow powers. Due to the unique nature of the Hollow used to create it, the Devourer Engine also feeds off of "corruption" that enters Naito's body, preventing it from affecting him. "Corruption" can range anywhere from poison, to disease, to particularly foul junk food. In extreme cases, the Devourer Engine can also regenerate Naito's flesh and bones using her Reiryoku, but this is very unpleasant and dangerous. The Devourer Engine camouflages itself when not in active use, appearing to be a normal heart and rendering itself visible and detectable to non-spiritually aware entities. While the Devourer Engine functions passively, it can be put into an overdrive state. Naito's power increases from this, but his Reiatsu becomes purely that of a Hollow, and she loses access to his Quincy abilities while in this state.
    Visier: Calling upon his Hollow powers, Naito is able to generate a Hollow's mask. This produces effects similar to a Visored, easing Naito's use of Hollow abilities and providing her a large boost to his Reiryoku and physical capabilities.
    • Bala: Quite strong. Naito is naturally inclined towards Bala, and can even encase the projectiles from her bow in the Bala shots to boost their force. This also significantly lengthens the accurate range of the weapon.

    • Cero: While not terribly strong, Naito has excellent control of his Ceros, allowing him to charge them quickly for weaker blasts or build up for more powerful shots, varying the Cero to what she needs.

    • Hierro: Underwhelming, but noticeable. When combined with Naito's similarly average Blut Vene, however, the two form a formidable defense.

    • Pesquisa: Naito's basic Pesquisa is almost totally undeveloped in favor of more traditional forms of detection, but he is quite skilled with the Indice Radar technique due to its unparalleled analytical capabilities of a lone opponent.

    • Sonído: Naito prefers Hirenkyaku to Sonído, as that was what she was trained with.

    Kagutsuchi: As a unique, Hollow-based ability, Naito is able to generate potent black flames. Fire created in this way is extremely hot, and has a nearly physical presence, weighing down anything touched by it and being highly resistant to being put out. Naito can use this fire as a projectile, and can quench it at will.
    Inner Manifestations
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    Alpha-1
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    Has its own section.

    Snake Eyes
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    Fully Realized Hollow: Snake Eyes has full control of all basic Hollow abilities, detailed below. While in combat possession of Naito, it also creates changes to his body similar to a Visored's Inner Hollow. In this state, Naito's skin becomes scaled, alternating in color between black and white. A serpentine Hollow mask covers his face. Plates of armor cover his head, neck, back, and portions of his arms and legs. His hands and feet also grow claws. Finally, a long tail also sprouts from his tail-bone. Snake Eye's Reiatsu is green, and feels like being brushed with smooth scales.
    • Cuerpo Del Serpiente (Body of the Serpent): Snake Eyes can project chains of bone adorned with a serpent's head from its hands or feet. These chains can be used to attack, drag Snake Eyes around, pull enemies to it, or restrain opponents. These chains can separate from Snake Eyes while still retaining their mobility.

    • Acid Touch: Snake Eyes' skin produces a powerful acid that dissolves most materials that it comes into contact with. Brief contact with an opponent will usually cause light chemical burns, but prolonged contact can melt through flesh and even bone if not broken.

    • Muda Piel (Shed Skin): Snake Eyes can instantly displace itself from the outer layer of its skin, reappearing nearby. This ability can be used to leave decoys or evade attacks. The skin left behind crumbles to nothing after a few seconds if not damaged.

    • Alucinación Garras (Hallucination Claws): If Snake Eyes slashes an opponent deeply enough with its claws, it can inject a powerful venom into the opponent that causes weakness, hallucinations, and unconsciousness. The effects are proportionately stronger the larger the gap in power between Snake Eyes and the target.

    • Consumo Corrupción (Consume Corruption): Snake Eyes can absorb corruption that is on or near it. As noted above, the definition of corruption can be vague, but in general most poisons, acids, and bases will have very little chance of working. Using this ability heals and strengthens Snake Eyes.

    • Camuflar (Camouflage): Snake Eyes can alter its skin color to blend in with its surroundings. This is not invisibility nor a substitute for such, but can make the Hollow difficult to pinpoint or track if it manages to break line of sight.


    Hollow Powers
    • Cero: Snake Eyes' ceros are fairly weak; while still dangerous, they are outclassed by most attacks of similar magnitude.
      Cero Tóxico: By charging a Cero through its mouth, Snake Eyes can generate a special Cero that leaves a potent, toxic residue on anything it targets, similar to a more potent version of the Hollow's acid skin.

    • Sonído: Snake Eyes is highly adept with Sonído. It can outpace most beings of a similar power level.

    • Bala: Snake Eyes cannot rapidly produce Bala, but its individual strikes with this technique are abnormally strong. Its Bala also take an unusual shape, tapering to a point rather than forming a blunt strike.

    • Hierro: Nonexistent. Literally.

    • Pesquisa: Quite sharp. Snake Eyes can easily ferret out the locations of any nearby subjects of interest.

    • Descorrer: Snake Eyes can generate Garganta with proficiency.



    Advanced Capabilities
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    The following are personal techniques developed by Naito and fully utilizing his unique capabilities. Naito refers to these techniques as Chaos techniques due to mixing light (Quincy) and dark (Hollow) power. Also because she is a bit of a ham.

    Chaos Spear: A high-power Cero that uses Quincy Reishi manipulation to focus the blast beyond what would normally be possible, creating a concentrated lance of extremely potent energy. The energy composing this technique appears as a rapidly shifting pattern of black and white. Naito can also cause the technique to detonate rather than pierce, releasing a sudden, powerful blast.
    Empty Step: An instantaneous movement technique. Creates a platform of Reishi under the user's feet, then propels it with an explosion of Hollow energy. Leaves a vacuum path in the area the user travels. Combines aspects of Hirenkyaku and Sonído. Naito can use a variant of this technique to fly at high speeds rather than instantly moving between two points.
    Blood Magic: Because of how heavily Naito's body is charged with spiritual energy, he is able to use his blood as a catalyst for a unique form of spell casting similar to Quincy Gintō magic. While individual spells do not use much blood, Naito must still be very careful with her use or risk excessive blood loss. It also requires a wound be open on his body. Additionally, as this is a purely personal ability, Naito has a very limited number of spells he has discovered.
    • Zanshin (Remaining Mind): Projects a small seal in front of any part of Naito's body, which remains for about a second. Anything impacting the shield has its momentum and force completely canceled.

    • Black Eruption: Thick, two-dimensional black lines slide from Naito's source injury to the ground or other surface, where they slide along until they reach a desired destination. At this point, the blood almost instantly forms into a complex seal before erupting in a Cero-like blast.

    • Sanguine Ribbons: Initially similar in appearance to Black Eruption, Sanguine Ribbons creates red lines that seek out enemies in Naito's area. If they can find a contact point, they slide up the enemy's body and try to immobilize their limbs. Although the lines have no physical substance, they act as a restraint on anything they are in physical contact with. They can, however, be broken with sufficient force or a powerful outpouring of Reiatsu.

    • Hand of Greed: Naito's hands begin glowing while this technique is active. If she makes physical contact with his opponent's flesh, she begins siphoning their Reiryoku into himself.

    Hagane Tora: Kirin (Steel Tiger: Kirin): An optional upgrade to Hagane Tora. While activated, Hagane Tora's form shifts, becoming sleeker, more organic in appearance, and more jagged, almost like a carapace. It also fuses to Naito's arms, rather than being a worn weapon. This form completely covers Naito's hands, as well, giving him claws over her finger tips. While Kirin is engaged, Naito can project similar patches of steel-like carapace from anywhere on his body. Kirin is also a necessary prerequisite for Candanga Negra.
    Raijin: While Kirin is activated, Kagutsuchi is able to take on electrical properties rather than flaming ones. This also makes the technique faster and gives it more raw power, but makes it more narrowly focused and impossible to finely control.
    Zeroshiki (Zero Stance): A technique very similar to Shunkō. Naito wraps her body in a chaotic cloak of destructive energy very similar to that of a Cero. The energy cloak also has burning attributes similar to Kagutsuchi. This enhances his speed and strength, as well as making the immediate area around her extremely dangerous and allowing him to launch powerful attacks from the cloak. She can use these projectiles to empower shots fired from his bows, giving them additional destructive destructive force. The technique also has three sub-variations, which Naito can switch between on the fly.
    • Zeroshiki: Tenshi (Zero Stance: Angel): While in this version, the Cero cloak focuses around Naito's back, forming two large, wing-like projections. This dramatically increases the speed boost Zeroshiki gives Naito, as well as enabling him to freely fly. The projectiles launched from the cloak also gain a significant boost in power. This comes at the cost of offensive strength, reducing the overall power and concentration of the cloak.

    • Zeroshiki: Akuma (Zero Stance: Demon): Concentrates the Cero cloak around Naito's arms and legs, wreathing them in extremely powerful energies almost as strong as a full strength Cero. While this dramatically increases her physical power in melee, this comes at the cost of the technique's usual speed boost, and reduces the cloak's defensive aspects due to its smaller area of effect. This form also eliminates the ability to fire projectiles.

    • Zeroshiki: Ōkami (Zero Stance: Wolf): This form combines the speed, maneuverability, and range of the Tenshi stance with the concentration and raw offensive power of the Akuma stance. As a result, it lacks the weaknesses of the other two stances and is extremely powerful. Because of this, using the Ōkami stance drains power at an alarming rate, bottoming Naito out after a very short time. Due to this, it is only suitable for use in emergencies.

    Vollständig: Zeruel (Arm of God)

    When activating Vollständig, a many-angled halo appears over Naito's head, and his entire body becomes covered in sculpted, form-fitting white armor. A pair of angular wings appears at her back, but these can be retracted into the armor. In addition to the standard abilities of Vollständig, Zeruel increases the physical quality of objects made with Naito's Reishi Manipulation, making them harder, better weighted, and sharper as appropriate. It also dramatically increases Naito's strength, even in proportion to the other physical increases that are to be expected. This can actually work against him, however, as he isn't used to controlling that level of power, and the speed is not modified.

    Resurrección: Candanga Negra (Black Devil)
    Annihilate, Candanga Negra

    When Naito activates this ability, he undergoes a number of changes. She stretches out a bit, becoming taller and longer in proportion, but also gaining some muscle. His skin becomes rubbery and tough, and she grows claws at her hands and feet. Naito also sprouts a long, prehensile, and deceptively strong tail. In Resurrección, Naito's Quincy powers are disabled, but his speed and to a lesser degree her strength are both dramatically increased. The strength of his Hollow powers are also boosted. Finally, while in Resurrección, Naito's perception of time slows down, allowing a longer time to process and plan, as well as better control the Resurrección's overwhelming speed.
    Bruma Oscura: a black mist emits from Naito's skin while in this state. This mist can be condensed into a physical form at Naito's will.

    Chikara No Hado (Surge of Might): A fusion of his Resurrección and Vollständig, Chikara No Hado is Naito's most powerful technique. When she uses the technique, a number of changes occur. The armor created by his Vollständig turns as dark as her body, then shrinks and merges with his body. Her hair returns to its natural color and begins glowing softly with an inner white light. His veins and arteries begin glowing with a red light, becoming very visible, the wings of Vollständig vanishing if they are present. In addition, his eyes fade to a glowing red color as well.

    Chikara no Hado combines the effects of Naito's Vollständig and Resurrección and amplifies them, leaving him enormously powerful. It also allows her to use his most powerful techniques with relative ease. Unfortunately, she also cannot maintain the form for very long, forcing him to end the battle quickly. Naito also has to recharge for several days after using the technique, as it burns through her energy reserves.

    Dark Ougi: Flame God's Birth: A simple but extremely powerful technique. Naito gathers power for a few moments, then spins and unleashes a massive blast of black flames. This technique is essentially an omni-directional Kagutsuchi attack, but at a higher power level.
    Dark Ougi: Thunder God's Indignation: Equivalent to Flame God's Birth for Raijin. After gathering power for several seconds, Naito creates a set of sigiled seals in air around and above her opponent, creating a powerful barrier. If they cannot break free in time, a titanic lightning bolt falls on them.
    Divine Ougi: Tyrant's Fist: Usually requires Naito to immobilize an opponent to use effectively. Naito grabs an opponent with one of his fists, then the corresponding Hagane Tora expands into an massively over-sized pile bunker which she proceeds to slam his opponent with. The technique hits with titanic force, but is all but impossible to use under most circumstances, rendering it generally impractical.
    Divine Ougi: Radiant Terror: After charging up for a few seconds, Naito releases a powerful particle beam of Reishi at his opponent. This technique is large, powerful, and straightforward, but relatively easy to dodge.
    Chaos Ougi: Messatsu Akumetsu (Annihilating Destruction of Evil): After charging up for a few seconds, Naito projects a seal in front of her body. If the opponent or their weapon makes physical contact with the seal, they are completely paralyzed and a significant portion of their strength, speed, and Reiryoku are drained into Naito. This gives him a few seconds to deliver an unstoppable beat-down to her opponent. While the effect of the technique is active, Naito radiates an intense, magical darkness that is nearly impossible to penetrate through most methods, enveloping himself, his opponent, and their immediate surroundings.
    Chaos Ougi: Kokuretsuken (Land-Rending Fist): Naito's absolute strongest technique. Raising one hand in the air, she pulls in large quantities of Reishi from everywhere within a vast area around him. While not as powerful as Sklaverei, the pull from this initial technique is still significantly stronger than ambient Reishi absorption, pulling trace amounts of Reishi out of existing constructs and causing discomfort or pain in spiritual beings.

    After finishing this pull-in, Naito instantly converts it into energy and forms a fist. She then slams his fist into the ground or her opponent, releasing all of the built-up energy at once along with his own power and inflicting massive damage on whatever is hit. Just as dangerous is the shockwave released by the attack, which devastates the surrounding area and anyone inside of it as well.

    Using this attack fully consumes Naito's energy reserves, leaving him exhausted for days afterwards.



    Isalda and Nikolina "F" Kummerow
    The Twin Angels of Fire and Ice
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    Age: 19.
    Gender: Female.
    Height: Short.
    Weight: "No way, Jose."
    Favorite Food: Wiener Schnitzel/Shave Ice.
    Side: Quincy (Zerreißen Himmel).
    Letter: F
    Station: Kaiserlich Rössel
    Reiatsu: Feels either very hot, and full of malevolent intent or numbingly cold, devoid of any intent or feeling.
    Theme Song: My Songs Know What You Did In The Dark (Light Em Up) - Fall Out Boy (Isalda), Blumenkranz (Nikolina)
    Call her by her first name.

    History
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    Isalda and Nikolina Kummerow are twins. Born into the poorest part of Frankfurt, the earliest parts of the children's lives are a blur of unpleasant memories. They never knew their father, a fling of their mother's who likely never knew of them. Their mother resented the children, but did her best to care for them as long as she was alive. Soon after the twins turned six, they were attacked by a Hollow due to their growing spiritual power. Their mother was killed and eaten almost immediately. Nikolina attempted to protect her sister, but was pushed out of the way and sadistically forced to watch as the Hollow tore her sister in two before her eyes. Pain, fury, and desperation caused the sisters to simultaneously activate their latent powers and obliterate the Hollow where it stood.

    Dying, Isalda's spirit fled her body and fused into Nikolina's, creating a single body with both souls of the sisters. This situation has persisted for the rest of their lives; the two take turns controlling the body, a process that is mostly amiable but does cause inevitable conflicts due to the conflicting personalities of the sisters.

    Following the awakening of their powers, Nikolina and Isalda lost all interest in the rules and laws of humanity. They took what they wanted to and went where they pleased, perplexing the German police with their strange powers and slaughtering Hollows the whole way. Eventually, the attention they attracted from the law enforcement became too much of an irritation for them to deal with, and they began hopping from country to country, continuing their dangerous lifestyle.

    It was in this part of their life that the twins were discovered by Hein Weisweide. Hearing of their exploits and seeing in them an extremely powerful potential asset, Hein tracked the twins down. He made them a simple offer: even more power, and the opportunity to accomplish something with their strength, to mean something to the world as a whole. The girls accepted with some hesitation, and soon proved to be extremely adept Quincies, training in secret with the faction controlled by Hein.

    A few years later in Italy, the twins (seemingly completely by coincidence) saved a Belenus strike team from a large group of Hollows. Jumping at the opportunity to possess such power, the Italian Belenus family convinced the twins to join them, offering them both money and influence in exchange. The twins rapidly rose to become the ace of the Italian Belenus family, despite their adoption. In truth, this was all arranged in order to give Hein eyes and ears within the Italian Belenus family, as the twins were psychologically very well suited to the self-centered, uncaring philosophy of the Belenus branch family.

    Once Hein sent out his ultimatum, however, the time for pretenses was over. The twins left their position with the Belenus and officially aligned with Hein as a member of the Kaiserlich Rössel.

    Appearance
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    As the twins share a body, their two appearances are technically identical. Due to their radical differences in personality, bearing, and fashion, however, it is rarely difficult at all to tell which twin is currently in charge of the body. In its base state, the Kummerow body is short and slender, with pale skin and a moderate if note-worthy figure. Her face is beautiful, but with a hard edge to it that manifests in both individuals. Her black hair flows to her upper back. Finally, regardless of dress, the Kummerow twins carry a large shoulder bag with them at all times, containing a change of clothing for when the other twin takes control.

    Isalda generally takes a "less is more" approach to dressing herself. She always dresses as if in the tropics, as her powers leave her in a state of constant overheating. She generally prefers tank tops and shorts regardless of the weather, and rarely wears anything more than practical sandals on her feet. She also generally dresses in bright colors, preferring reds, oranges, and yellows. Isalda is generally quite cheerful and open in appearance, making little effort to restrain herself. She typically wears her hair messily loose or more commonly in a pony tail or pig tails.

    Nikolina, by contrast, prefers to dress appropriately to the Siberian tundra. She is almost always seen in a long, flowing overcoat, often matching a thick dress, gloves, boots, and sometimes a hat and scarf as well. She prefers darker colors, like blues, browns, and blacks. Nikolina is much more reserved and much less outwardly emotional than her sister, keeping her face neutral most of the time. She regularly wears her hair restrained but loose, or in a tight braid. Unlike her sister, Nikolina also makes use of cosmetics, although it is difficult to notice due to her skill and tendency towards the subtle.

    Personality
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    Both sisters share two traits. The first is a tremendous loyalty to one another. The sisters love each other dearly, and despite their (frequent) bickering, they will both go out of the way to make the other as happy as possible. Attempts to exploit any splits between the two or take advantage of the shared body will lead to finding a united front. Second is the near sociopathic disregard the sisters possess for anyone other than them. As far as the sisters care, they are the only people in the world that matter, and will lie, steal, and kill without remorse if they deem it necessary. Or want to.

    Additionally, both sisters are uncharacteristically loyal to Hein Weisweide, showing him a true respect they have for no one else.

    Isalda, the "younger" sister, is aggressive, bold and open. She rarely thinks more than a few days into the future, and her only goal in life seems to be to have as much fun as possible as often as she can. She is also very volatile, possessing a hair-trigger temper, and loves violence and fighting more than almost anything else. She does, however, respect her sister and will usually listen to her advice when it is strongly worded enough.

    Nikolina, the "elder," is the opposite. Her behavior is much more demure than her sister's, and her emotions are much harder to read; she is polite and unwaveringly formal with everyone who isn't named "Isalda Kummerow." She also detests violence and prefers more sedate pursuits. She generally serves as the voice of reason and practicality to Isalda. Despite this, however, her sociopathy exceeds even that of her sister. While she has better self control, once she stops trying to restrain herself Nikolina possesses a capacity and desire for cruelty far beyond her sister.

    Abilities
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    High-Level Quincy: the Kummerow twins are both exceptionally skilled Quincies, together possessing high levels of skill in all areas of Quincy ability. Both are exceptionally dangerous individuals, but Nikolina generally outpaces her sister, being stronger with her powers and possessing a more tactical mind for combat.
    • Hirenkyaku: Nikolina is quite skilled in Hirenkyaku; she can move long distances with extreme precision, but she has difficulty making multiple leaps in rapid succession. Isalda, by contrast, is one of the foremost experts of the world on Hirenkyaku, possessing extraordinary skill with it. Her speed, distance, efficiency, and control are all top-notch.

    • Gintō: Isalda lacks the patience or tactical mind that Gintō requires, causing her to rarely use it. Nikolina, by contrast, typically keeps a number of Gintō vials with her at all times, and regularly incorporates them in her fighting style.

    • Blut: Each sister specializes in one half of Blut. Isalda has a high degree of skill with Arterie, enhancing her already prodigious skill at offense to horrifying levels. Nikolina is highly skill at Vene, making it very hard to actually injure her in combat. It is very rare to see one of the sisters use the other variant of Blut.


    Archery: Nikolina is an exceptionally skilled archer, and is able to launch a large number of shots with terrifying precision from her bow. Isalda, by contrast, has poor accuracy unless she tries harder than she is usually willing to. She makes up for this with her volume of shots, blanketing an area in fire until there is nothing left.

    Hand-To-Hand: Isalda is a master of a very aggressive style of hand-to-hand combat, relentlessly and aggressively overwhelming her opponents with raw power and aggression. Nikolina, conversely, is highly skilled with Aikido and Judo, and can easily nullify most attacks or turn her aggressor's force against them.

    Seele Schneiders: The sisters carry a number of Seele Schneiders. Isalda likes to use them as blades, which she is highly proficient with, while her sister uses them as arrows and also for some of her Gintō spells.

    Bow: Gefroren Blume (Frozen Flower): Nikolina's bow. The twins share a single Quincy cross, a bangle with a flowing, traditionally styled cross worn at the wrist. Nikolina's bow takes the form of an elegantly flowing, solid bow of normal size and weight. Nikolina can channel her unique powers through the bow.

    Bow: Brennen Motte (Burning Moth): When Isalda uses the cross, she splits it in half down the middle to form her bow, which takes the form of a pair of pistols. These pistols fire standard projectiles by default, but can also channel Isalda's powers much like Nikolina's.

    Vertrauen: Nikolina and Isalda have a very complex dual-mode set of Vertrauen. In its base state, the suit of Vertrauen armor is much lighter and more flexible than most, restricting movement not at all but providing minimal physical protection. In addition, the armor has been modified to naturally absorb Reishi in the air, using it to further increase the power of the user's attacks. When Nikolina is in control, the suit shifts, expending the stored Reishi to make a more complete and solid set of armor that provide a high degree of defense instead.

    Kaiserlich Rössel's F: Frostfeuer: A unique ability possessed only by the Kummerow twins. Like most of their other abilities, the power of F comes in two forms depending on the sister in control.
    • Isalda's Feuer: Isalda can mentally create and control flames with her mind. This is done through a combination of molecular agitation and Reishi manipulation, allowing for fire to be created even in a vacuum or other situations where it should have no fuel to draw upon. The flames created by Isalda are under her absolute control, and burn hotter and more persistently than any natural fire. Once she stops directly controlling it, the flames become more mundane, requiring fuel to continue existing and being put out easier. Isalda can also control existing fire, but does not make it more powerful.

    • Nikolina's Frost: Nikolina possesses mental command of ice. Like her sister, she creates ice through a combination of molecular enervation and Reishi manipulation. Also like her sister, ice directly controlled by Nikolina is much colder than normal and nearly unbreakable, being roughly comparable to diamond in hardness. Unlike her sister, Nikolina can also reinstall these qualities in ice that she has stopped directly controlling, or instill them in naturally occurring ice.


    Vollständig: Nuriel (Fire of God): The Kummerow twins possess an extraordinarily powerful Vollständig. It also comes with severe drawbacks, however, and as such they almost never use it. While in Vollständig, the Kummerow twins gain flowing wings composed of thousands of small Reishi constructs. These constructs are similar in size to hail, and swirl through the area occupied by the wings at an extremely fast rate, making them appear semi-solid. Despite their fragmentary construction, the wings can be used to fly or as a shield, as the constructs cluster together when necessary. In addition, they also manifest a burning halo of fire over their head. As well, their entire body becomes covered with a mesh of Reishi, concealing their skin.

    While in Vollständig, the Kummerow twins have their soul forcibly merged into a single entity. This irreconcilable conflict of personalities causes the resulting fusion, which the twins appropriately refer to as "Nuriel," to be nearly mindless, singularly focused on the destruction of the twin's enemies without concern for friends or collateral damage. A side effect of this mindless state is that once the Vollständig has been started, Nuriel will not stop destroying until it runs out of energy, going after innocents or even allies once all enemies have been killed.

    Like their souls, the powers of the twins are also merged in Vollständig, creating an entirely different effect. Nuriel can explosively deconstruct anything it touches, reducing the contacted area and a large part of the structure it was attached to into dust and shrapnel. This ability is less effective on flesh than inanimate objects, but a single touch is still going to be fatal under most circumstances. Nuriel can also fire blasts of destructive energy from its hands, but these blasts lack the raw power and indefensibility of Nuriel's hands.

    Truly awesome Ark Tamaeus avatar by Bryn. Full size version here.

  28. - Top - End - #28
    Ogre in the Playground
    Join Date
    Dec 2010
    Location
    Koprulu Sector
    Gender
    Male2Female

    Default Re: [BitPR²] Character Registry

    <Suguri Lupin>
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    Age: 6
    Gender: Female
    Height: Average
    Weight: Average
    Station: Unassigned

    Description:
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    Suguri is a small child with short, mousy, golden-brown hair and hazel eyes. She has a pair of large, pointy dog ears and a large, fluffy dog tail, both covered in the same golden-brown fur. She wears a simple dog collar, a red dress, and a Huggies pull-up.


    Personality:
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    Suguri is a cheerful little girl who is obsessed with puppies and My Little Pony. She doesn't like conflict, and many things are still scary to her. When she gets scared, she gets angry and let's her dog side take over. She's very sensitive to other people, and likes to play and be pet like a dog. She always thought she was a dog, for most of her life.


    History:
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    When she was a baby, her family had several dogs. One of these dogs was actually a cursed werewolf, one who had become completely animalistic due to removing her heart. When she was a baby, the dog abducted her, treating her as it's own puppy. When the dog bit her, inadvertently giving her some of its own spiritual power, her mom put the dog down, but ever since she's had a preternatural ability with dogs, and always thought she was one.


    Story So Far:
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    YOU DIED.


    Abilities:
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    Suguri has enhanced canine senses, allowing her a great deal of awareness and empathy. In addition, when she goes berserk, she gains a tremendous amount of power, despite not wielding a blade.
    Quote Originally Posted by TheAmishPirate
    Psychology has nothing to say on the courtship of dragons, but science will surely catch up in time.
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    Kitty Lacuna by Kymme

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    Avatar made by Lightning Bliss.

  29. - Top - End - #29
    Bugbear in the Playground
    Join Date
    Jun 2007
    Location
    A2
    Gender
    Male

    Default Re: [BitPR²] Character Registry

    Character Post 3: Things I never thought I would say.

    Rin Kobashigawa
    The Yellow Ki-Rin Empress
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    Age: "You dare?"
    Gender: Female.
    Height: 6'
    Weight: "No." (D2B202)
    Favorite Food: Seafood Chankonabe.
    Side: Royal Guard.
    Station: Inventor of the Senkaimon.
    Reiatsu: Manifests as an unpleasant sense of enhanced awareness. Those affected become unpleasantly aware of things that can normally be ignored, such as ordinary parts and functions of their body or minor imperfections in their surroundings.
    Theme:
    Formally referred to as Kobashigawa.

    Appearance
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    Rin Kobashigawa cuts a large, imposing figure, and moves with a precise grace. Her face bears a touch of the regality typically associated with the highest noble houses in the Soul Society. Rin's Shihakusho is rather thoroughly modified, being long and flowing in the manner of a ceremonial robe rather than the loose uniform generally associated with the Shinigami. In addition to her unusual Shihakusho and the haori befitting of her station, Rin typically wears a large mantle of white cloth over her shoulders, intricately embroidered with gold thread and falling to her ankles. Rin's hair falls to her upper back, and is constantly changing in style, its arrangement almost always complex. Rin wears her Zanpakuto in the small of her lower back, easily hidden by her loose clothing and the blade's small size.

    When off duty, Rin favors comfortable clothing and generally wears her hair loose.

    Personality
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    Rin is a precise and dutiful person. She attends to her responsibilities with the utmost focus, and remains highly polite and respectful under most circumstances due to her junior position among the Royal Guard. Rin takes her responsibilities very seriously, and will fulfill them to the letter no matter the situation. Whether she follows the spirit is another story, as despite her obedience, Rin is far from unquestioning. Rin's mind rarely slows down, and she puts everything around her under constant scrutiny. Not one to be disrespectful, Rin nonetheless passes unflinching internal judgements on the people she interacts with and the rules that bind her.

    When outside of a situation requiring formality and in the company of only herself and sometimes other members of the Royal Guard, Rin is known to let go rather heavily and fade into a more relaxed persona. The expression "young at heart" has been used on more than one occasion to describe Rin's off-duty behavior. Irrepressible, energetic, and informal to the edge of inappropriate, Rin's two faces cut a sharp contrast to each other. As far as she's concerned, however, if something is worth doing, it's worth doing right, whether it's a job or just having fun.

    History
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    Rin was born as the illegitimate child of a noble house, raised as an abnormally well-treated servant in order to prevent scandal. Largely dissatisfied with her menial work and utterly uninterested in the complications of her heritage, Rin escaped as soon as she was an adult and immediately enlisted in the Shinoreijutsuin. While her physical abilities were decidedly average, Rin quickly established herself as a Kidō prodigy. An avid student, Rin excelled in the environment of the Shinoreijutsuin and graduated with top honors, immediately entering into the Order of Eibon following graduation.

    Rin easily distinguished herself, developing an impressive aptitude for harder science in addition to her existing skill with the more occult aspects of the Order's duties. Rin rocketed through the ranks, her mental acuity and the substantial spiritual energy imparted by her bloodline combining to make her an ideal member of the Order. Her research into Kidō development was touted as among the greatest since Eibon himself, and more than a few modern mainstays of Kidō were developed by her. By far the greatest of Rin's accomplishments, however, was the creation of the Senkaimon, the portal network which allowed multi-dimensional Shinigami transit. This would ultimately earn her a spot in the Royal Guard.

    Outside of her work, Rin was rather shy and withdrawn during her academy years, but slowly blossomed into a social butterfly following her graduation. Despite her dedication to her work, she eventually married. Her grandchildren still occupy the Soul Society today. Rin would often tote her balance of work and personal life as a heavy contributing factor to her success.

    Palace
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    The outer rim of Rin's platform is entirely covered with a sprawling, pleasant garden. Streams cross through this area, and abstract sculptures of various metals are scattered throughout. Torches illuminate the darker parts of the gardens, where the growth is thickest.

    However, the above is generally seen only as an afterthought compared to the colossal mountain that composes the actual body of Rin's palace. While the outside is devoid of any constructions, the inside of the mountain is a honeycomb of rooms, each on connected only through modified Senkaimon. Each room within the palace proper is completely unique, replicating perfectly an environment or location of some type. Arctic tundras, well-appointed waiting rooms, and hot springs are just a few examples of these rooms. Towards the center of the mountain, following a complex chain of movement, Rin's personal chambers and labs can be found.

    Abilities
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    General Abilities
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    Body: Physical training has never been Rin's primary focus, and her strength, speed, and stamina all fall towards the lower end of what can be expected of a captain level combatant. Rin is capable of using her spiritual power and knowledge of physics to supplement her own lack of physical ability, but these can only go so far.
    Mind: Rin is, simply put, a genius. She is incredibly well learned in almost every area of spiritual study, knows dozens of languages, and possesses advanced knowledge in several fields of modern science. Rin is also extraordinarily skilled at multi-tasking; she can follow multiple trails of thought with minimal impairment even under duress. While not as well-read in tactics as in scholarly pursuits, Rin's intelligence also makes her an incredibly dangerous opponent.
    Spirit: Rin possesses tremendous spiritual power, beyond even what could be expected of a member of Squad Zero. Her control and efficiency is also masterful; Rin wastes almost no effort when making use of her Reiryoku. A unique quirk of Rin's Reiatsu is its gentleness. Those within the area of her Reiatsu can feel her full strength, but it rarely has any disabling effects even on targets much weaker than her.

    Knives: Rin carries a vast quantity of small knives hidden in the folds of her robes if she has anticipated any possibility of conflict. She is an expert at aiming and throwing her knives, and uses them in combination with the powers of her Zanpakuto.

    Shinigami Abilities
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    Royal Guard Contribution - Senkaimon: Rin's greatest accomplishment, the Senkaimon greatly expanded the ability of the Shinigami to cross planar borders. Created through a combination of advanced science and (largely forbidden) Kidō, the Senkaimon network is actually split into two distinct sub-groups.

    Affixed Senkaimon are direct paths from the Soul society to specific but broad locations in the Mortal World. One exists for each of the districts patroled by the Shinigami, and in fact these divisions were made off of the locations of the Senkaimon themselves. The spatial pathways connecting the two locations are designed to break off cleanly if damaged, but can reform later assuming the two points of contact are able to connect.

    Loose Senkaimon correspond to a specific location in the Soul Society, but have no specific tethers beyond that. They can be programmed to target any dimension in any location, but require precise calculations and coordinates for use.

    Five Elements Theory - Earth: The Earth is the bedrock upon which all the other elements exist. The earth contains everything, acting as the solid medium through which all are connected. The earth is the sole constant. The surface can change, but the core remains the same, the universal truth that lies at the center of all that exists. To understand earth is to know that nothing exists in a void, and to see the web of connections that form reality.

    Zanjutsu Expert: Direct skill with the sword has never been a particularly important ability to Rin, but she did not neglect her training and has been a Shinigami for quite some time.

    Hakuda Master : Rin is highly skilled at Hakuda, as it complements her Zanpakuto far better than conventional sword techniques. Rin is an expert at applied strength and nonlethal combat. Her skills allow her to easily deflect the momentum of enemy attackers, strike pressure points to disable opponents, or trap her enemies in painful, nigh-inescapable holds.

    Hohō Expert: Rin possesses substantial skill in the area of Hohō, befitting of a captain-level combatant. She favors medium length, precise, and efficient jumps rather than long-range movement or frequent short bursts. This gives her a seemingly disproportionate level of stamina when using Hohō due to the minimal energy expended.

    Kidō Grand Master: By far the most developed area of Rin's skills. Rin is one of the greatest masters of the Demon Arts to ever live, and has invented more spells than most unseated will ever learn to effectively cast. She is fully capable of casting spells of any level in both Bakudō and Hadō, although she has a greater level of skill overall in Hadō. Rin can cast spells of up to level 70 without incantation, but rarely chooses to make use of this effect. More uniquely, Rin is capable of casting any spell of level 20 or below with no incantation while still maintaining the full power of the spell. Rin is an expert practitioner of both Nijū Eishō and Kōjutsu Eishō, regularly making use of both to keep opponents off balance.

    Despite her mastery of all levels of Kidō, Rin prefers to use spells of lower levels in large quantities, using intelligent application to make up for any lack of raw power. She has an encyclopedic knowledge of how various Kidō spells interact with each other, allowing her to create unexpected combinations or results. This also makes her an extremely tricky opponent for Kidō users, as she can deconstruct most spells with relative ease by applying an advantageous spell of her own.

    Shunkō: Rin was one of the earliest users of Shunkō, and has nearly perfected the use of the exceedingly unstable technique. Rin's manifestation of Shunkō is highly unusual; rather than producing a traditional elemental effect, she instead gains the ability to manipulate and control kinetic energy in the area around her. This can be used to weaponize her surroundings, or alter her physical capabilities. Rin's kinetic amplification is much stronger than her ability to reduce energy, making Shunkō far more effective offensively than defensively.

    Zanpakuto: Fuhen Shuyōna (Eternal Principle)
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    Release Command: "Impose, Fuhen Shuyōna!"
    Appearance: Fuhen Shuyōna takes the form of a slender wakizashi, the hilt wrapped in yellow cloth.
    Spirit and Inner World: Rin's inner world is a massive construction of clockwork surrounding a colossal open area. Thousands of platforms occupy the space, connected by shifting staircases and small lifts. Each platform contains a full bookshelf and another object emblematic of scholarly pursuits. Fuhen Shuyōna itself takes the form of a small, brown dragon, sitting atop a miniature planet surrounded by smaller, orbiting spheres.

    Shikai
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    When released, Fuhen Shuyōna takes the form of a pair of yellow gloves over Rin's hands. Each glove is marked with an angular pattern of black lines, terminating at a perfect square on both the back and palm of the hand. While hardly threatening physically, the gloves provide a number of useful abilities.

    Alter: This ability can only be used if Rin touches the target, living or not, with both hands. For the duration of Rin's release, the pull of gravity on the target changes directions. Rin can set this alteration to any direction, but cannot change it once it has been used unless she can touch the target with both hands again.
    Displace: By gesturing towards a target and closing her right hand, Rin can cause it switch places with another target of her choice. This ability has a number of limitations. The farther the two targets are from Rin, the harder it is to displace them. Difference in size and weight also increase strain. Additionally, the ability can be dodged if the target moves out of the way before Rin's fist closes. Momentum is preserved when this ability is used.
    Vector: By touching a target with her left hand, Rin can cause it to change its orientation. All momentum is preserved after the shift, but the direction is altered in accordance with the new facing. If Rin touches an inanimate object with her left hand, she can use this ability on it at will for the next 15 seconds. This duration can be extended up to one minute if Rin uses this ability on only a single target and activates no other powers of Fuhen Shuyōna.
    Velocity: Rin can activate this ability by clapping both hands together. In an area of at least 10 meters and no more than 200, all movement and momentum is doubled in speed at the moment of activation.
    Repel: Rin activates this ability by punching a target with both fists. When the target is struck, it violently repels everything around it. All nearby objects or living beings are hurtled away from the affected target. Rin herself is not immune to this effect.

    Bankai: Banzen no Fuhen Shuyōna (Eternal Principle of Perfection)
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    When Rin activates her Bankai, both gloves of her Shikai dissolve and flow into a matching pair of golden, bladed fans. Simultaneously, her clothes become replaced with a shining golden robe of comparable design but increased ornateness compared to her Shinigami uniform. Finally, the next time Rin is in contact with solid ground or a sufficiently large surface of uniform construction, the true form of her Bankai manifests; an enormous lóng dragon made out of the medium used to summon it. This external shell quickly cracks and flakes away to reveal that the dragon, as well, is golden in coloration. Rin's Bankai removes access to all of her Shikai's abilities, but provides access to three new ones, beyond simply having a large, angry dragon to fight with her.

    Breath of the Demon's Fury: Any energy-based Kidō that Rin hits her Bankai with can be absorbed, stored, and then amplified ten-fold in power and released from the dragon's mouth. While this is usually done directly to the dragon, smaller Kidōs can be absorbed by Rin's fans instead, although this halves the power of the amplification effect. Kidō from other Shinigami cannot be absorbed by this effect under any circumstances. Kidō redirected by this effect can be reshaped, as long as the total output of energy remains the same, or launched in a way that is identical but larger.
    Breath of the Divine Wind: Even without input from Rin, Banzen no Fuhen Shuyōna is capable of launching powerful, controlled gusts of wind from its mouth. These releases of wind can range in power from gentle gusts to gale-force blasts, and can quickly cover large areas of terrain.
    Imposition of the Divine Will: The true power of Rin's Bankai. Any inorganic, dead, or other wise fully inanimate object touched by Breath of the Divine Wind falls under Rin's mental control. She can accelerate, decelerate, alter directions, and otherwise exert full control over any such objects for as long as her Bankai remains active. The sole limitation on this effect is that Rin cannot create motion with this ability; no object will move unless it is already moving, and once it has come to a stop it once again temporarily falls out of Rin's control.



    Last edited by Dorizzit; 2017-06-24 at 08:37 AM.
    Truly awesome Ark Tamaeus avatar by Bryn. Full size version here.

  30. - Top - End - #30
    Barbarian in the Playground
     
    NecromancerGuy

    Join Date
    Jul 2016

    Default Re: [BitPR²] Character Registry

    Sēji Kodai
    Peace-Seeker

    Age: 100 or so, looks ageless.
    Gender: Male.
    Height: Average.
    Weight: "I don't see how that is relevant."
    Station: Acting Captain of the Medicine and Logistics Division.
    Reiatsu: Manifests as a sense of light-headedness.
    Speech: #cccccc.

    Spoiler: Description
    Show
    Sēji is a thin man whose Captain's haori hangs loosely off of him. His hair is white and long, in a neat ponytail down his back. His eyes are blue, and his outfit differs from a standard Captain's only in that he wears his Zanpakuto over his back. His steps are oddly silent.


    Spoiler: Personality
    Show
    Sēji is calm, cool, and collected at almost all times. He is a great proponent of peace, and will go to great lengths to prevent a fight. He is single-mindedly devoted to his job as a healer and Captain, and is almost absurdly protective of his patients. However, being a rookie just promoted to the Captain of the most overworked squad in the Soul Society is taking its toll on his (normally great) patience.


    Spoiler: History
    Show
    Sēji grew up in a lesser noble family, where, at the age when most children were outside kicking balls around, Sēji generally had his nose buried in a book. In the Academy, he was one of those people who was annoyingly good at everything. He graduated from the Academy at the top of his class. Despite several requests from the SSI to join them, Sēji decided to devote his life to the healing arts, and joined the Med and Log Division. He rose through the ranks like rocket, hit 5th seat, and then stopped. Sēji was perfectly happy where he was. He would have been content with spending the rest of his life there, but after Zheng Li Lin retired, he was forcibly thrust into the seat of Captain, and has been overworked ever since.


    Spoiler: Story So Far
    Show
    N/A


    Spoiler: Abilities
    Show
    At the moment, Sēji is a captain in name only, not skill, but is working hard to gain more power.

    Hakuda: Sēji used to be decent at this, but he's... let's say out-of-practice.

    Zanjutsu: Though not the most skilled with a blade, Sēji can hold his own in a duel.

    Hoho: Sēji is quite skilled with Hoho. His Flash Steps are fast and unpredictable, and he can create a couple afterimages.

    Kido: Sēji is a Kido GENIUS. He knows many Kido spells, and can cast several high-level ones in a row, unchanted, while barely breaking a sweat. He can modify existing Kido on the spot, and even create his own spells. I'll post these new spells as I think of them. Sēji focuses on Bakudo spells over Hado. He can cast Bakudo spells up to level 99, and unchanted up to the same level. He can cast Hado spells up to level 99, and unchanted up to level 96. He is also an expert in Kaido.

    Strength: Sēji is physically weaker than most Shinigami, though stronger than an average human.

    Speed: Sēji is fast and agile, relying mostly on his speed in combat.

    Durability: Sēji is tougher than he looks, though not enormously.

    Intelligence: Sēji is, simply put, a genius.

    Education: Sēji is well-educated, having studied privately and gone through the Academy.


    Spoiler: Zanpakuto: Myōō
    Show
    Description: Myōō is a fairly average-looking katana, with the exception that its blade is pure white.
    Spirit: Myōō manifests as a bald-headed monk, dressed in white robes.
    Inner World: An austere monastery, in the high mountains.

    Shikai: See all, Myōō!
    Description: The blade itself remains the same. A stylized, glowing eye, called the Third Eye, appears on Sēji's forehead.
    Powers: The Third Eye allows Sēji to see in the dark, through illusions, and invisible enemies. The eye also grants Sēji extraordinary perceptive, analytical and predictive powers, allowing him to easily counter most attacks made by his opponents.

    Bankai: Kageyoshi Myōō
    Description: Myōō dissolves into pure light. The Third Eye turns into an actual pure white eye, with Sēji's eyes becoming the same colour.
    Powers: As Sēji achieved Bankai only recently, he only knows a few of its abilities. The sword retains its Shikai ability, and even becomes slightly stronger. In addition, Sēji can create silver-white hard-light constructs and blasts of energy, similar to Bakudo and Hado spells. Sēji also gains a very efficient healing factor. Sēji has not yet discovered that his Bankai allows him to fly at high speeds.
    Last edited by King539; 2016-10-22 at 03:30 PM.

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