Name: Unknown (designated subject 1864) Age: 16 (biological), varies (apparent) Sex: Male Hair Color: Green Eye Color: Dirty blonde Height: varies (normally 1,45) Weight: varies (typically 30 kg) Background:
Subject 1864 was first recovered on a SWORD mission in a small Russian village 12 years prior to the current events. A Hollow capable of possession had taken over his father and proceeded to assault his family. SWORD was nearby at the time investigating rumors of strange murder-suicide cases, which the locals attributed to an ancient curse emerging and struck back. At the time, only the poor boy remained - when the agents wounded its host body, the Hollow took over the child.
Attempted removals proved risky, until at one point, the Hollow was partially eliminated from Subject 1864's body. Unfortunately, the prolonged exposure to the possession as well as the failed attempt caused real, physical trauma to the boy. Amnesia ensued.
Sadly, it wasn't as if they could simply hand the boy over to an adoption agency. As he hit a growth spurt, it became obvious that the lingering contamination had altered some of his bone marrow. Subject 1864 now secreted within his own body a substance that, to more knowledgeable minds, could be identified as liquefied Hollow Reiatsu. Further studies revealed that above certain concentrations, the substance increased aggressivity, stamina, physical strength and reflexes. Going above that, it induced physical transformations.
One particular amoral doctor in SWORD's employ decided to take advantage of this and experimented on the effects of increasing the presence of said substance in the human body. A limiter was installed within Subject 1864's body to control its production and access to the bloodflow. Sadly for said doctor, it turned out the substance could not be harvested and the effects could not be duplicated. However, since its output could be controlled, that made Subject 1864 perfect as a living weapon against supernatural creatures.
Having a lack of previous knowledge but a curious and inquisitive mind, Subject 1864 was schooled and taught a variety of subjects in the meantime. He proved rather intelligent for his age, with an unique talent for science and languages; before the biological age of 13, he was already fluent in English, Japanese, Russian and Italian. What he wasn't taught was love and social behavior; psychology was one of his subjects of study, but human emotions remained outside his grasp.
Personality: He's basically a male kuudere. With SCIENCE!. Emotional responses intrigue him. Talks a little like a robot sometimes, in monotone. Powers:
You know DC Comics' Bane? Well, his power mechanism is based on that. Subject 1864's limiter is activated by voice, neural imprints and an increasingly intricate set of limited-access levels (so it is virtually unhackable). At any given time, Subject 1864 is only allowed to go up to 30% power; going further requires permission by a supervisor from SWORD and cannot be overridden by the Subject himself. The effects are as follows:
10%: Above-average increase in reflexes, physical strength and stamina. Comparable to an amateur athlete (high school level sports star).
20%: Small but visible increase in muscle mass. Physical abilities near Olympic levels (in that he could arguably compete at that level, not necessarily win).
30%: Further muscle mass increase. Superhuman physical abilities in all fields, small capacity to shrug off physical harm (compared to very low-level Hierro). Irises change color to a dull gold. At this point, Subject 1864 is arguably a match for up to three unseated Shinigami.
40%: At this point physical transformations become more accentuated. Subject 1864's height increases by a factor of nearly .5; his skin becomes paler and thicker (the Hierro effect increases a bit); the white of his eye turns black; his hair grows to his mid-back, turning silver, and his fingernails elongate into sharp yet relatively small claws. He undergoes personality changes as well - his cool demeanor is replaced by a slightly more humorous one, to the point that he becomes able to smile. His overall physical capabilities practically do not change beyond that, however.
50%: A small pair of horns juts out of his forehead and his teeth become sharper. His mouth becomes capable of opening wider than normal, allowing him to bite his targets to devastating effect. His physical strength increases further at this point, but he becomes slower. At this point, Subject 1864 becomes capable of firing low-grade bala.
60%: The horns are bigger now, and small bone-like plates cover his arms and shins. A quarter mask covers the left side of his face. His feet become more muscular, articulate and claw-like. His Hierro becomes a little stronger and some of the speed he'd lost at the previous 'grade' is recovered. At this point, Subject 1864 is arguably a threat for a low-seated Shinigami.
70%: At this point, the mask covers the entire top of his face, and fuses with the horns. Bat-like wings sprout from his back, but he isn't capable of flight - only gliding for short periods. The bone plates become larger and jut out the sides of his forearms like blades. At this point, his personality becomes vicious and aggressive, to the point of sadism. He does, however, still follow orders (albeit begrudgingly).
80%: The wings become larger now, and he becomes capable of independent flight for short periods, with poor maneuverability and air speed. The mask becomes more helmet-like, similar to a skullcap, with a pair of tusk-like "protectors" running from either side of his face. A black point is recognizable at this point in his thorax. Perhaps more alarming, however, is that he becomes capable of firing Cero. It is low grade by Hollow standards, and takes time to charge, but is still not to be underestimated. He also becomes capable of low-grade regeneration.
90%: The "skullcap" closes at the front of his face, sporting square "teeth", like the bottom half of the smile of a Hollow mask. His Cero and Bala become more fearsome at this point damage-wise, though he still cannot fire either quickly. At this point, controlling his actions becomes more and more difficult, to the point that a complete lack of targets is one of the few reasons he'll stop.
100%: The mask becomes complete at this point. His speed and maneuverability in the air increase. His regeneration does as well, though his Hierro remains the same. At this point, however, he becomes completely uncapable of following orders; only the forced override of his limiter (which induces excrutiating pain in addition to prematurely ending his transformation) causes him to stop killing any hostile targets in the vicinity. He retains intelligence but shows disdain for tactical thinking beyond the absolute obvious (don't hit the energy blast with your face, don't run into a sword, etc.). Subject 1864 is a credible threat to a 3rd seat or possibly even a Vice-Captain at this point (assuming said Vice-Captain is not specialized in combat).
120%: This setting, which causes an overload in the subject's system, remains untested. Given the aggressivity levels displayed at 70% and beyond, it is deemed VERY dangerous. At this point, Subject 1864 is only guided by omnicidal Hollow instinct: kill, devour, kill, devour. He becomes significantly more difficult to injure due to the increased Hierro and regeneration. Low-grade Sonido is also added to his repertoire.
The Void, the Cold Steel, the Just Sword courtesy of Prime32.
This one's new.
I met a girl with a really pensive look. I walk up to her, put a fifty cent coin in her hand, "For your thoughts. I know the going rate is supposed to be one, but I figure you play hardball."
She gave it back, "Keep it. Pretty sure a guy with your charm can find a way to have them for free anyway."
Age: Truth be said, this is irrelevant. Sex: Male Hair Color: Black Eye Color: Brown Hollow Hole: Sternum. Mask: Clovis mask remains form his white hat and a small mask that covers his eyes, the mask is removeable and often kept in his pocket. Height: 5'9'' Weight: 122 lb. Reiatsu: Prismatic.
Clovis wears a modified white hakama with black stripes, somewhat akin to a jester's outfit, he has a short mantle over his shoulders and white shoes.
Clovis has an angular face with a short black beard and a scoundrel's smile, his hair is almost shoulder lenght (but not quite) and his hat conceals a thinned hairline past his forehead.
Clovis directs the troupes of arrancar and hollows that serve as entertainment to the royal family of Las Noches, in addition to this, he is sometimes called upon by Von Geister to temporarily cover for any lacks in the ranks of the espada, mainly to challenge applicants and test their worth for the rank. Clovis is a fairly powerful and resourceful arrancar, but hardly truly at the level of the espada.
There are fools and there are fools. Some fools are dim minds whose innocent antics amuse those who have base needs in their entertainment. There are others, however, such as Clovis, who practice fooly on stage and off stage, making use of all tools avaiable to a clown or comedian in order to entertain their audience, they nourish the skill to balance thinly veiled (or obvious) jabs and insults alongside praise and flattery, and truly enough, are the only ones allowed to make fun of their factual betters without expecting any form of punishment.
These traits make Clovis appear as a joy-filled figure without an ounce of respect and a truly uninhibited mouth. But he is no fool, he is a cunning man with great knowledge about the city of Las Noches.
Clovis is a fraccion-level arrancar.
Bala: Average. Cero: Good. Clovis has a special cero performed in conjunction with his zanpakuto called cero cuchilada (cutting cero), this technique holds the energy around the blade of the scythe, darts or kamas, to be released on impact or as crescent-shaped slashing energy bolts. Garganta: He can do it, pretty much everyone can. Sonido: Good. Hierro: Average.
Clovis is a magician. He can do a number of sleigh of hand and vanishing tricks, these, for the most part, do not involve any usage of hollow capabilities.
Taumaturgo is not an usual blade. It appears as a pair of rods, these rods can produce separate bone sticks (with or without sharp ends), extrude scythe blades or combine into a longer staff.
This given Clovis three basic weapons while his zanpakuto is sealed, darts, a pair of kamas or a scythe.
Resurreccion: Entrance, Taumaturgo.
In a flash of light, Clovis' chest is covered in bone armor and his hat and mask fuse into a single helmet-like headpiece. His arms and legs become vertebrae-like segmentes held together by cords of spirit energy.
Telescopic Limbs: Clovis' segmented limbs are capable of stretching to extreme lenghts and reform with ease if torn apart, since what holds them in place is spiritual energy.
Aurora Estroboscopica: Clovis can engulf the area around him in flashing patterns of strong lights that can blind or obfuscate and even induce nausea on those who look directly at the effect or are caught inside it.
Cero Prismático: A rather vicious ability, the prismatic cero flashes with seven hues, but becomes dominated by one - or sometimes two - upon impacting a victim. Each color has a different effect.
These effects are drawn from the Prismatic Spray spell.
Infante Thessian and Infanta Ragnis, Royal envoy to the Primera Espada.
Age:Irrelevant. Sex: Male and Female Hair Color: No. Eye Color: Black with yellow irises - or No. Hollow Hole: Chest. Height: 9'6'' Weight: 1985 lb. Reiatsu: Red and Blue Aspect of Death: Indecision.
Thessian and Ragnis appear as a bipedal draconic being with two heads, two arms, two legs, a tail and a pair of wings. When their drone armor is off, their hide is shown to be covered in heavy black scales, their left head (Ragnis) sporting a scarlet mask while their right head (Thessian) sports a pale blue mask. Both mask sport an elongated snout, horns curving back inwards and sunken eye sockets, as well as several rows of fangs.
With their drone armor on, both heads look identical, assuming the pearly palor typical of drones and losing their eye sockets entirely, becoming flat and smooth. Their wings become more translucent and membranous, their limbs, tail and necks become segmented like expected of insects, arachnids or crustaceans and their body loses its scales.
Thessian and Ragnis are an adjuchas-class dragon hollow who were consumed by a pair of broodlings some three hundred years ago after a failed (by a large margin) attempt at taking Von Geister's position, meeting their rather grueling fate in the deeper chambers of the Hive. The drones who took their place are much less power-hungry than their original selves, but retained a self-absorbed characteristic demonstrated by a pechant for arguing with one another.
Thessian and Ragnis are polite like the majordomos they are expected to be. That being sade, Ragnis appears to demonstrate a more positive outlook of the world - as far as a hollow can have a positive outlook - while Thessian's is more negative.
Thessian and Ragnis are an adjuchas, as such they lack a zanpakuto or resurreccion. They have a number of potent natural weapons, including their maws, claws and tail. They are capable of flight.
Frozen Breath: Thessian's cero is fired from his mouth, charging extremely quickly but needing a short recharge time after use, it has a property of freezing anything that is not obliterated by the released energy. Thessian is capable of reducing the energy output of the cero itself without affecting the freezing property.
Searing Breath: Ragnis's cero is fired from her mouth, charging extremely quickly but needing a short recharge time after use, it has a property of lighting aflame anything that is not obliterated by the released energy. Ragnis is capable of reducing the energy output of the cero itself without affecting the burning property.
Sudden Regeneration: Thessian and Ragnis are capable of regrowing lost limbs nearly instantly, including either of their heads, as long as the other one remains.
Drone Form: Thessian and Ragnis can enter or leave drone form at will, the change happens instantly.
Form of Madness: Those of weak heart and mind are at risk when they as much as lay eyes upon the mightiest of Von Geister's brood. Any individual other than drones, Erscheinung and Renee who looks at Thessian and Ragnis with their drone armor must resist the compulsion or be petrified in fear, unable to move, act or even think clearly. This is a reiatsu effect that can be supressed freely by them and loses effectiveness against individuals of great spiritual power.
Infanta Helena Von Geister-Lucaster, Royal envoy to the Cuarta Espada. Theme Song
Age: roughly 645 (245 as a shinigami) Sex: Female Hair Color: Silver-white Eye Color: Yellow Hollow Hole: None (Drone shinigami). Mask Fragment: None (Drone shinigami). Height: 163 cm. Weight: 67 kg Reiatsu: Pale Green (color is actually yellow green)
Helena has the looks of a twenty-three year old woman of mixed Japanese and European heritage, she has a full figure, long silvery hair and a kind smile. Her clothes vary, she often wears a formal dress (a variation of the common hakama) but enjoys, due to her position, access to a larger variety of wardrobe, one of her favorites being a white gown with a blue-gray blouse that extends in a long stripe down the front and the back, and a darker corset. Her zanpakutou is usually at her side, a standard katana with a green hilt and leaf-shaped guard.
Helena is a case study in the evolution of Drones. Four hundred years ago she was a 12th division 6th seat field agent in the war between Seireitei and Las Noches, acting as a specialist technician in a 4th division medical relief team. An apothecary and alchemist that was equal parts scientist and medic, Helena was a rarity among the officers of the 12th, with her scientific crazy inspiration tempered by a decent amount of compassion.
Her team was securing a supply line in the mortal world (effectively setting a senkaimon), when they were suddenly beset by a flood of broodlings led by Reene Lucaster and her royal guard, it was by no means an elaborate trap, but the presence of the Queen of Hollows secured the defeat of the primarily non-combatant group, the officers present, Helena included, were turned into drones, while the Queen devoured the unseated ravenously.
By this point, it is worth noting that her name was not Helena at that time.
For a year following the initial transformation, the drone condition is reversible, but after that year has passed the broodling soul fragment consumes the original host entirely to form its fully-fledged soul. At that point, the drone still identifies strongly with the original host and keeps using his or her name. It takes some time, normally as long as the host was old, for the drone to feel it has diverged enough for the original to comfortably take on a name of its own, the shinigami who became Helena was, at that point in time, 245 years old.
Once upon a time, the shinigami who would become Helena Von Geister-Lucaster was a kind and compassionate woman interested in herbalism for medicinal purposes, and likely the best apothecary of soul society at her time.
That woman died four hundred years ago, but the drone that took her soul was deeply affected by that person for a long time, a hint of that kind compassion can and often still emerges, but it is by no means the core of Helena’s personality, the spark of crazy inspired genius overtook that aspect of her persona, which makes Helena the ideal envoy to the Cuarta Espada, Alejandro Mendez. She is a perfect courtier, having an uncanny sixth sense for trickery and deceit and an intimate knowledge of social maneuvering, she is no sycophant, however, and flattery and gossip are not her weapons.
Cero: Helena has a pretty average cero.
Garganta: Helena can use Garganta and does so with adept proficiency, being able to pull apart a spatial gap and slip through it with the same lack of effort of a Gillian, making the ability more akin to Kūmon, in fact.
Kido: Helena can employ a good variety of kido with considerable excellence. She dislikes fire spells.
Hoho: Helena is an expert at flash steps.
Hakuda: Helena has knowledge of a few Hakuda styles.
Zanjutsu: Helena is not an adept martial artist and boasts knowledge of only basic shinigami swordsmanship.
Apothecary: Helena is very knowledgeable on plants, alchemy and chemistry. With the aid of her Shikai, there are few medicines and poisons she is unable to produce.
Energy Signature: Helena has a variable reiatsu signature. Normally it is that of a shinigami with only the faintest indicative of hollow energy (less than an unstable vizard, in fact), but she can turn that signature into that of a full-fledged hollow if she wishes to. When drone armor is active, she has the spiritual signature of a hollow.
Zanpakutou: Jouryoku Tane (Green Seeds)
Jouryoku Tane is a shinigami zanpakutou, however it has no spirit, for the drone consumed that soul shard a long time ago alongside its master. Similarly, she has no inner world.
The sword itself is a standard katana with a blade 70 cm long, a leaf-shaped guard and green hilt.
Shikai: Stretch, Jouryoku Tane
Jouryoku Tane becomes a cat-of-nine-tails with each whip taking the shape of a long vine. Jouryoku Tane can produce thorns and barbs, and its sap can alternatively become a debilitating poison, a healing agent, or a powerful acid.
Helena can assume drone form, covering herself in a white bone plating with a long barbed tail and an eyeless faceplate, which does not hinder her visual acuity.
Form of Madness: The sleek curves of Helena’s drone plate entice a variety of feelings in a weaker mind, she is alluring and terrifying. This is a Reiatsu effect and loses effectiveness against stronger opponents. She can suppress it at her whim and it has no effect on the rest of her family.
Gralster is large hollow. His body is six feet tall, eight feet long and two feet wide, covered in brown-red carapace and with several short, thick legs on both sides. At the front of his body are two humanoid arms and two large pincers, as well as his white hollow mask, thin and elongated, with two short tubes for the eye holes. From the back of his body protude sixteen short antennae, and beneath his body are eight muscular hatches, behind him is a tail like a lobster's.
Gralster is slow to move, but not to act. He has a keen strategic mind, if muddled by the cruelty and viciousness inherent to his state. He prefers not to fight in person, relying on his Shrimp to do the fighting for him.
Gralster is not guided by the hunger inherent to all hollows, because for his services to Las Noches, Von Geister bestowed him a gift. A bloated cyst in the back of his mouth continuously absorbs reishi from the surroundings and generates Living Blight, which Gralster can continuously consume. Whenever he is sated or speaking he allows the substance to fall off from his mouth, piling on the floor for a few seconds before dispersing into loose reishi.
Gralster is the spirit of a japanese navy officer who died in an airplane accident during his free time. The substitute officer his unit received led then into a doomed skirmish, leading to capture and dishonorable deaths in enemy prison, which led to his suffering as a spirit, and to his descent into hollowhood.
Gralster is a common hollow. His strength and endurance are vastly superior to those of a common human, but he is actualy fairly slow. When forced into combat he uses his powerful pincers.
Buoyant: Gralster's body floats continuously and effortlessly, but considerably slow.
Shrimps: Gralster can quickly produce minions from his body, and is capable of controling as many as sixteen at any one time. These creatures are the size of medium dogs, but have insectile legs and a pair of pincers at the front of their body. They are telepathicaly controled, with a maximum range of one mile. Gralster relies on the antennae on his back to control the shrimps, and will lose control if these antennae are destroyed, but they will regenerate with time.
Garganta: Garganta is the method by which hollows move between the dimensions.
Bloated Cyst: Gralster has a bloated cyst created by Von Geister inside his mouth, this cyst continuously produces living blight, which sustains the hollow without need of plus souls. The cyst produces blight in much larger quantities when in Hueco Mundo.
Strength: 40. Gralster boasts great physical might.
Offense: 30. Gralster has very limited attacks himself, only his claws.
Defense: 50. His carapace is quite strong.
Agility: 10. Gralster moves extremely slowly.
Intelligence: 40. Gralster can develop and perform considerably complex strategies, considering the resources he is given.
Reiatsu: 30. Gralster is but a common hollow, his spiritual power is not vast.
Strength: 20. Shrimps are strong for their size, and considerably stronger than humans.
Offense: 10. Shrimps have poor offense, but can relly on their large numbers to present a threat.
Defense: 10. Shrimps are considerably fragile.
Agility: 40. Shrimps are fast little buggers.
Intelligence: 5. Shrimps relly on Gralster for orders. If cut from his command, they are little more than a feral horde, swarming up anything they find and trying to tear it to shreds.
Reiatsu: 10. Shrimps have very little spiritual energy.
Nathanael Sunan, Agent 05
Gender: Male Age: 38 Height: 6'4" Weight: 186 pounds Reiatsu: Dark Orange Faction: S.W.O.R.D Code Name: "Brother Flame"
Father Nathan is a tall and well built man, with short black hair, dark brown eyes and a square chin, he boasts a friendly expression most of the time and wears black vestments with a white under garment, and the slightest hint of something else under his oddly heavy clothing.
Brother Flame shows what that hint was, as his attire shifts to a crimson robe with an ornate, silvery armor over it, and a black cape on his back, heavy gauntlets on his hands and a distinctive amulet around his neck and sometimes a large red hat that obscures his face.
Father Nathan is a gentle man, always willing to lend a friendly ear to those in need to relieving their woes in words and give spiritual advice, actual or not.
Brother Flame is a zealot willing to go to any extent to uphold his beliefs, holy fire is his tool, be it for cleansing the sinful, purifying the stray, or purging the evil.
As an agent of SWORD, Nathan is responsible for the organization's overall diplomatic relations with the Shinigami, and general consultant of spiritual matters.
Brother Flame, on the other hand, is an interrogator, along with other standard functions performed by agents.
Powers, Weapons and Tools:
Nathan channels his spiritual powers through enchanted relics of his own crafting. The production of these objects is eldritch and based on alchemical principles and superstition more than hard science, the fact that they are bound to his personal spiritual signature and are unuseable by other spiritually active humans indicates a specificity to Nathan's abilities over a generic principle.
Amulet of Holy Fire: Nathan's primary weapon is his amulet, which allows him to channel reiryoku into flame, which he controls through a limited form of pyrokinesis. These hallowed flames burn spiritual beings and objects with greater intensity than they do material objects, and are specially vicious against Hollow and Shinigami, when compared to simple pluses or inanimate materials.
Immortal Armor: Nathan's armor is his primary means of defense, the reiryoku channeled through this object grants him a regenerative power on par with that of a menos grande, as well as a dampening of nerve responses to pain.
Nathan mostly eschews the standard S.W.O.R.D. gear on grounds of already being a medium.
Reiatsu: Black, with a tint of Dark green.
Naraku is a modsoul. He resembles a small white sphere, similar to a candy.
Naraku despises the Soul Society and all it represents with a burning hatred that only the Hollow could match. He has taken worship of Kujo and his deranged path of destruction, and has used of guile, deceit and charisma to gather a cult of like-minded spiritual beings to follow in the steps of the false god like an unholy army. Naraku wishes nothing more and nothing less than the destruction of the balance of the afterlives, that and collecting bodies. An odd quirk of personality, Naraku often comments on how useful the bodies of others, even the very person he is speaking to, could be useful or "fit him well".
Naraku does not talk about his past, but much of it can be infered from the simple fact that he is a modsoul, by those who find out such a fact. He escaped the mass destruction of his kind after he was created, and took on as his personal crusade to seek vengeance for the misdeed.
Naraku is a modsoul, his primary power is taking over the body of whoever has consumed him, expelling the proper owner. However, Naraku prefers to take over the bodies of the dead to avoid trouble with the spirit. He can access the full memories and knowledge of the former owner of the body, including muscle memory and fighting styles.
Preserve: As his most basic ability, Naraku can cause the corpses he's taken over to stop degrading, even spiritual bodies can be so changed to avoid breaking into reishi and dispersing in the air. He can cause this effect to persist indefinitely even after abandoning the body.
Might: A body controled by Naraku has increased physical strenght.
Speed: A body controled by Naraku has increased speed, agility and reaction time, being even capable of performing a form of shumpo.
Fast Regeneration: A body controled by Naraku can quickly repair wounds and regrow lost parts, even the head. Naraku requires at least 50% of the body to remain to perform this regeneration.
Mobility: Naraku can move on long spidery legs when not inside a corpse. If broken, these legs quickly regrow.
Life and Death: Naraku can, when controling a corpse, cause its touch to heal wounds as if the recipient had regeneration, or cause the flesh to rot away in a gruesome display. This ability can also be channeled through held melee weapons.
Name: Tsukikage Shishiou
Age: 175 (appearance: 17)
Eyes: Blue (golden when fighting; normally keeps them closed)
Hair: Moss green
Weight: 45 kg
The Tsukikage family is one of Seireitei's many minor noble houses, nonetheless acknowledged for producing many hard-working Shinigami. They've borne the Gotei a number of tacticians, warriors and Kidou experts. As such, they take their military tradition VERY seriously.
Shishiou is the youngest child of his generation. Despite his intelligence, his demeanor was always considered 'flawed' in the eyes of his rather strict father for a lack of interest in military life. When he came of age, he was practically forcibly enrolled in the Gotei academy, where he demonstrated great aptitude for Kidou. As it turns out, however, his abilities lent themselves to healing Kidou as opposed to Hadou and Bakudou. For the period he studied under the Gotei masters, he remained completely out of touch with his family.
During such time, Shishiou deepened his study of medicinal techniques. It struck him as odd that the recovery process necessitated replenishing the injured's Reiatsu before healing the physical body - which made it almost impossible for officers to return to the field in a timely fashion after a mission, much less during one (and was further rather innefective as a rule). His research culminated in the creation of Konjinsaryou (Soul Acupuncture), a technique that consisted of sticking specially-prepared needles into the patient's energy centers to facilitate the absorption of ambient Reishi, thus accelerating the process. For this accomplishment alone, he was appointed to a mid-level seat on the 4th division upon graduating.
Which naturally infuriated his father. He considered it a disgrace that his son was unable to honor the family's proud military tradition. Malicious rumors naturally began to fly about, and Shishiou requested transfer to a division more appropriate to his father's wishes, despite how it made him miserable.
Shishiou can be considered a cool, even meek individual. He dislikes fighting as a principle, convinced that if you need to expose yourself to the rigors of combat - and therefore risk defeat - you lack the strength to permanently build anything with your victory. His hobbies include singing, playing the flute, reading and writing.
Because he is slow to make friends, he tends to defend them fiercely. Violence for its own sake, particularly sadism, is something he absolutely abhors. Assault upon those who cannot defend themselves REALLY ticks him off.
He has good bedside manners, though patients far too eager to get out of bed usually don't share that view.
Shishiou is short, almost child-like in stature, especially for a Shinigami. His usual vestiments include the characteristic Shihakusho typical to Shinigami, with the notable addition of a white, sleeveless changshan. His moss green hair hangs loose at the mid of his neck, framing the sides of his face, which also sports a ninja-esque mask. His eyes are constantly closed, except when he fights seriously...
First the basics: Kidou: Very competent. Particularly skilled with healing Kidou. Neglects Hadou and Bakudou entirely in favor of his own Zanpakutou's abilities and judicious use of his acupuncture needles (except for utility and barrier-type Bakudou). May cast up to level 60 Bakudou (30 unchanted), with the notable exception of Tenteikuura, the one Bakudou he may cast above that limit. His limit for Healing Kidou is higher: 75 (up to 40 unchanted). Shunpo: Slightly above average. He has the knack for it, but doesn't have much of the training to go beyond his current level yet. Hakuda: Competent. Actually prefers less direct attacks in favor of disabling blows such as nerve pinches.
Zanjutsu: Poor, though considering how his Zanpakutou works, it comes as little surprise. (See Below)
Ranginjin (Storm Minstrel)
Release:"Ama no murakumo de odore! Utatte! Ranginjin!" (Over the gathering clouds of heaven, dance! Sing! Storm Minstrel!)
Powers: Ranginjin is a... very curious Zanpakutou. For one, it lacks a sealed form (it is classified as a constant release type, although it doesn't enter "combat mode" without the release phrase). It manifests itself in the form of a sprite-like, yellow-toned fairy, roughly 20 cm in height, that follows Shishiou wherever he goes. When given its release command, it becomes pure, crackling lightning that is directed wherever Shishiou commands it. If Shishiou falls unconscious or runs out of power, Ranginjin simply disappears until summoned again. This is the result of a failed attempt of Kagami's to materialize his Zanpakutou too early for Bankai training, due to a lack of sheer amount of Reiatsu. The sword spirit can only present itself in this reduced form (according to Kagami himself, Ranginjin actually has different forms than the one currently following him).
Ranginjin becomes pure lightning. In this form, it can concentrate on different parts of Shishiou's body for different effects. He can shift the locations very quickly, without needing to vocalize it, though the energy must still run from one point of his body to another. Shishiou can only focus Ranginjin on one "set" of body parts at a time.
He may also utilize ambient electricity (such as from thunderbolts or exposed electrical wiring) to power up his attacks.
Legs: increases overall movement speed (including with Shunpo) and destructive power of his kicks.
Arms: Increases punching destructive power. Allows Kagami to release lightning bolts. He may exercise control over the bolts themselves as long as they remain in contact with him - the more complex the movements he requires, the slower the bolts themselves become.
Torso: Diminishes the impact of physical attacks and/or electrocutes the attacker (depending on attack form). Lessens energy blast damage by a small degree.
Head: Increases brain activity, particularly on the areas related to sensorial information process and problem-solving (in other words, increases his ability to perceive things and process the information received, thus thinking faster). By doing this, he becomes able to read and predict his opponent's moves, improving his timing (though his reaction time doesn't really change by much). He uses this effect scarcely, since increasing brain activity in this manner is not too different from overclocking a computer - demand too much or do it for too long and the "circuits" fry.
Relax, I'm a doctor: Obviously, possesses advanced medical knowledge. He is no surgeon, but he's a very good doctor.
Are you afraid of needles?: Shishiou can use his needles in combat to devastating effect. Stick them in the correct spot and he can numb, paralyze or induce excrutiating pain to muscle tissue and even internal organs (the faster the target, the harder to do so accurately, however). His needles also serve as a conduit to the electricity generated by Ranginjin, which somewhat compensates for the lack of raw destructive and penetrative power in his attacks.
The Void, the Cold Steel, the Just Sword courtesy of Prime32.
This one's new.
I met a girl with a really pensive look. I walk up to her, put a fifty cent coin in her hand, "For your thoughts. I know the going rate is supposed to be one, but I figure you play hardball."
She gave it back, "Keep it. Pretty sure a guy with your charm can find a way to have them for free anyway."
Vital Stats: Gender: Female Age: 130 (Looks 17) Height: 160cm Weight: 40kg Hair: Snowy white hair with raven black streaks that seem to never stay on the same place at all times, making it confusing to look at for long periods of time.
Skin: Fair skin smooth like a baby's. Unable to tan even under the longest exposure to the sun.
Eyes: Jet black eyes that are large and expressive. White specks in the iris that are only visible under more than cursory inspection.
Reiatsu: Pure white reiatsu with streaks of black in shades ranging from shadowy grey to jet black.
Rank: 4th Seat of the 10th Division. Commander of the 4th Execution Squad, named Seekers. Occasional in-charge of the Warden Corps, specifically in the catering side of things.
Appearance: Aya is a short and frail-looking girl with hair that reaches to her hips. Aya is more pretty than beautiful, with clean lines and clear shape that almost marks her as a young woman about to grow into a woman.
Her Shinigami uniform is impeccable, and her reiatsu permeating her clothing only makes the white and black colors even stronger. Her uniform is accentuated by a white overcoat that is cut specifically to showcase an equal amount of white and black that can be seen, as such the overcoat looks far different from a captain's overcoat to prevent misunderstanding.
She carries her twin zanpakuto one on her hip and the other on her back. Whether it is the black blade at her hip or the white blade at her back is not fixed and will be changed frequently.
Personality: Aya can be described as a very cautious person. In her mannerisms and speech, she takes the trouble to think over them more, often leading to an impression that she is slow. A strange quirk about her is worth mentioning. Aya makes mistakes often, whether protoccol or etiquette or something else, as such, she has this strange code of conduct that demands that she act in repentance. If she had spoken in anger, she must later speak in peace and love, and vice versa. As such, this is not exactly the behavior of someone who seeks to do good, but rather someone who is constantly in search for a semblance of balance. This may make Aya seem cold or distant which in an objective perspective is not entirely the case. She is not too close nor too far with people in a carefully drawn social circle.
Aya has a strict code of work ethic however, she is serious in her work and will do up utmost best. Though still very capable of making mistakes, Aya follows up each mistakes not just by taking responsibility, but pushes herself to make up for it by earning merit equal to the mistake made. She fails as much as she succeeds, but will not overdo or try too often, knowing that the equation balances out eventually.
History: Aya hails from a section of Rukongai that comprises of a section of society that is far more Chinese in nature, despite the largely omnipresent Japanese influence. Growing up as the daughter of a successful water merchant, she receives adequate education and training in preparation to help her father in his business when she comes of age. However, as she is growing up, she underwent a mysterious illness, where water no longer satisfies her hunger. Unsure of what to do, her father tried various cures, but as fate would have it, avoids giving her actual food, as he has never encountered Shinigami who were not Shinigami in the first place, hence unable to associate their requirement to eat food with his daughter's strange hunger.
Giving in to desperation, the merchant informs the authorities of this problem which the members of the 4th Division visits to diagnose. Discovering that it was only due to Aya's awakening spiritual power that is causing her hunger, they fed her and told Aya's father about the truth. Relieved that the emergency is solved, Aya's father makes arrangements for Aya to take the Shinigami Academy entrance exam when she feels better. And after one failed attempt, Aya passed the exams and joins the academy.
Within the academy, Aya applies herself well in her studies, having a foundation of education earlier in her childhood, she was able to maintain the state of mind and concentration necessary for the demands of the Academy curriculum. However, despite this, Aya never grabbed much attention, and was also quite happy being passed by for special attention or extra special classes.
When the time came to manifest and train with their respective zanpakutos, Aya's real power is revealed. By manifesting a pair of swords, and already looking as it still does in its sealed state, and reporting that she could hear voices very clearly whenever she meditates with her swords, her instructors know that in quick time Aya might become a force to be reckoned with, if not already a rare Shinigami who wields two weapons in a default state.
After several meditation sessions over the next few years within the Academy, Aya's body and mannerisms change as well. Becoming more sociable, but also more inconspicuous when she did not wish for company, her constant adjustments for balance in her mannerisms begin to mark her as an odd student. While her fellow classmates never understood the change, Aya did confess her situation to her instructors who understand that being the wielder of powerful zanpakuto would occasionally demand some compromise on the wielder's part in order to achieve cooperation. The instructors in exchange, offered Aya an extension of her stay in the Academy, so that she could use the time to fully concentrate and meditate with her twin blades before graduating and joining a squad. A reasonable caution, because to be unable to cooperate and wield one's weapons fully in a squad might bring danger.
That year afforded to her did more good than just attaining some basic level of communication and cooperation with her twin blades. Aya emerges from the meditation chamber with her Shikai form unlocked. Unlike other geniuses who spend less time in the Academy and attain Shikai at a faster pace than their peers, Aya spent a year longer in the Academy and achieves Shikai at the 7th year of her Shinigami training.
As part of her need for balance, the first squad she applies to join was the 4th Division. Citing the need to repay the gratitude the division has extended to her in the past, she paid off her 'debt' with a year's worth of service. Applying for a transfer to the 9th Division, she learns the rest of her scouting skills and other miscellenous abilities with their training program. This is also where her talents in stealth are discovered and honed to the best that she is capable of. Later, because of several successful showins in the inter-division sparring tournaments, she receives an invitation for intensive training while serving in the 11th Division. Accepting the offer, she develops and refines her duel-wielding skills and made several friends as well.
After 50 years with the 9th Division, and 10 years with the 11th, Aya's development has allowed her to begin bankai training. Taking a year's sabbatical leave from duties Aya enters the meditation chambers in earnest. However despite growing skills and experiences, Aya is not a genius enough to attain Bankai at her age, resulting not in a botched attempt to materialize her zanpakuto spirits, but that the zanpakuto spirits lingered even after the usual duration necessary to subjugate them to Aya's will. While the attempt is generally a failure, the lingering form of the zanpakuto spirits have essentially provided Aya with two companions during her meditative trance, each taking terms to challenge and educate her in their doctrine of light and darkness, and the need for balance to prevail. Where once Aya was only able to choose which of her blades to manifest its unsealed abilities, this mild improvement affords her the flexibility of switching ability modes. It was only when Aya attains a greater mastery of her Shikai where the spirits finally relent and dematerialize, with a promise to return when she is truly ready for Bankai training.
Under recommendations from her peers, Aya applies and is accepted into the 10th Division, allowing her considerable capabilities to blossom, allowing her to rise to the ranks of the 4th seat within 5 years. As squad leader of the 4th Execution Squad code-named Seekers, Aya leads the team in a highly specialized quick response team. Drilled in the arts of stealth, searching and speed, the 4th squad will get to the scene first and engage in damage control until the other squads arrive. In events where Soul Society finds itself beset by roving gangs or invading scout teams, the 4th Squad will be ready and waiting. Furthermore, Aya volunteers in the Warden Corps to deliver food to the guards promptly. Taking this as practice for Hoho as well, Aya has effectively memorized as much shortcuts around Seireitei as possible in order to ensure that guards and patrols not only get meals and snacks on time, but also information updates when Hell Butterflies are unavailable or quick enough.
Zanjutsu: One of the rare owners of a twin zanpakuto, Aya is a master of dual-wielding. Combined with her small and agile frame and speed, Aya is a whirling dervish in combat. She is also fully capable of wielding only a single blade in battle, but is more comfortable when wielding both. Furthermore, as her shikai forces her to be deliberate in her actions and tactical in her movements, her strokes and strikes are measured and not wasteful and she exhibits extreme flexibility between switching from offensive to defensive stances. Furthermore, Aya's shikai has afforded several interesting methods of attack, of which are either highly risky to herself, or afford an advantage of surprise quickly lost to those that catch on to the weakness of the shikai. Recognizing that the high risk - high yield style of swordplay is ultimately unsuitable for Aya, her zanpakuto spirits have started to teach Aya another form of swordplay, one that is as esoteric as it is unorthodox and foreign.
Hakuda: Aya's unarmed combat skills are passable and average, and she only appears to attain mastery due to her speed and agility. Her intense training in zanjutsu leaves this aspect of melee combat somewhat deficient. Aya is however an expert in grapples, locks and takedowns, something that being a member of the 10th squad must have. Taking extra lessons from her zanpakuto spirits, Aya is beginning to train in the style of gentle boxing.
Hoho: Aya masters shunpo along with zanjutsu at the same time, earning a little nickname of "Tiny Tornado". She is also highly capable of aerial combat, preferring its vast expanse in a fight rather than be restricted to the ground or in tight spaces where her speed's advantage is negated. Despite her preference, the specific abilities of her zanpakuto demands that she fights on the ground most of the time to make full use of her abilities, and at confined areas, her abilities have full play. As her one of her shikai modes favor high risk maneuvers, Aya must rely on her natural speed, agility and reflexes as well as shunpo to lower the chances of turning high-yield risks into critical wounds to her body.
Kidou: As expected for the 10th squad, Aya's binding kidou is well trained and developed. Offensive kidou are beyond her interest as her zanpakuto takes care of them. As part of her training with her zanpakuto, Aya has also developed kidou specialized in manipulating light levels, allowing her to dim and blanket a room in pitch darkness, to creating a constant flare of light so powerful that it blankets the spell's effective area in total brightness. These two spells have provided Aya with a niche asset in signal flare techniques, and is one of the reasons for her promotion to 4th seat. Furthermore, during her 1 year stint with the 4th Division, she has a respectable repertoire of healing spells.
Specifically, Aya is capable of bakudo spells of up to level 50, with spells of level 30 and above requiring incantations. She has only enough skill of Hakudo up to level 10, all requiring incantations. Her unique spells of light manipulations belong to no level, but rather an interplay between the skills required in Kidou as well as the light/darkness affinity with her zanpakuto.
Reiryoku: Already a petite woman, Aya's reiryoku seems to accentuate this fact, allowing Aya to fade away from inattentive observation or remain in a room and have her presence not felt. Quite often Aya is send ahead on scouting assignments before a patrol begins where her scouting abilities come in really handy. This does not hinder her ability to socialize or attain a presence in a crowd if she wills it to.
Zanpakuto: Kokubyaku Mujou [Hei Bai Wu Chang 黑白无常] (Black and White Guards of Impermanance)
Sealed Appearance: Hakumujou [Bai Wu Chang 白无常] resembles a katana with a white handle and very polished blade that gleams at even the slightest contact with light rays. And despite its reflective nature, any lights reflected from the snowy blade is white instead of the color of origin. Bai Wu Chang has a matte black sheath.
Kokumujou [Hei Wu Chang 黑无常] resembles a chokuto, with its black handle and straight polished blade that does not reflect any light, and looks matte under inspection. Hei Wu Chang has a glossy white sheath. Both blades have crossguards that resembles two semicircles, one black and one white, joined together to form a circle. During battle, the guards spin slowly as if attached to a smooth movable axis. In Shikai mode, the guards spin as part of the activation of their abilities.
Sealed Special Ability: Twin blades
A pair of uniformed beings, one in mostly white and the other mostly black, in elaborate millitary-like attire appears. The being in white has a kindly air about him, and a tablet he carries that functions as both badge of office and weapon reads "Fortune favors those that meet me". The being in black has a menacing air about him, and a tablet he carries that functions as both badge of office and weapon reads "Death comes to those that meet me". Both men, however different their dispositions are, have long red tongues that are constantly sticking out of their mouths and reaches almost to chest level. This does not hinder their ability to speak.
Inner World: A dark room with only a large platform in the symbol of the Tao can be seen. At the center is a slightly raised dais for the visitor while the other two dais are located at where the circles within the semi-circles are found, those two dais are occupied by Hei Wu Chang and Bai Wu Chang respectively according to their color schemes. The central dias is unmovable while the platform is capable of spinning in various speeds.
Shikai Release Incantation
Shikai Release Incantation: Qiu Fan Tao Yu, Bing Fen Liang Lu, Qiao Xia Yu Yue, Hong Shui Fan Lan, Yi Ren Yen Si, Yi Ren Shang Diao. (Prisoner escapes, search splits into two, agree to meet under the bridge, flash floods emerge, one man drowns, the other man hangs.) Note: The actual incantation is the last two phrases, allowing Aya to enter Shikai mode quicker, but doing this requires Aya to pay the penance by doing any one task in a longer and more roundabout manner.
Shikai: Only Hei or Bai Wu Chang's ability may be active at any one time. Switching between both weapon abilities takes only a swift moment of focus.
Hakumujou [Bai Wu Chang 白无常]: Bai Wu Chang explodes into brilliant sphere of white light of radius 10m, casting shadows in whatever direction Aya chooses. Bai Wu Chang retains normal offensive ability typical of zanpakuto, but Hei Wu Chang may attack the shadow of any enemy within the field of light and affect the enemy as if struck directly. In extension, Aya's shadow may also attack the enemy, provided the arm attacking wields Hei Wu Chang. If attacking in this manner, the shadow of the enemy may now be struck. Regardless of how Aya attacks with Hei Wu Chang in this mode, Aya's shadow may be attacked as well, inflicting a lesser degree of damage compared to the same attack if it had struck Aya directly.
Kokumujou [Hei Wu Chang 黑无常]: Hei Wu Chang absorbs all light in a spherical radius of 5m, creating a field of pitch darkness that any means of seeing in darkness is negated. Hei Wu Chang loses normal offensive ability typical of zanpakuto, instead dealing damage as significant as a stick wrapped in styrofoam would inflict. In this field Bai Wu Chang may attack any enemy within the field of darkness from any angle, becoming an omni-directional type of attack. Bai Wu Chang however becomes the sole glowing object in the field of darkness, slightly negating any advantage perfect darkness and omnidirectional attacks can afford. The glow however only illuminates the blade, not affecting the handle, or Aya or even her hand and arm that wields the blade.
Bankai (To be accessible after a major plot point to develop this ability)
Bankai: 太极 黑白无常 Taiji Kokubyaku Mujou (Supreme Ultimate Black and White Guards of Impermanence)
Emerging from her training with the mythical representations of Yin and Yang as her zanpakuto spirits, Aya attains enlightenment on the journey towards Balance. As a result of this enlightenment, Kokubyaku Mujou finally accepts her not as a favorite student, but a delightful equal sharing in their understanding.
Bankai Form: Hakumujou straightens and shortens into a jian the straight Chinese sword. The entire weapon turns white as the purest snow jade, glowing in the same color as well, resembling a star.
Kokumujou straightens and turns into a jian similar to Hakumujou. The entire weapon begins to turn into a form of black that it looks like a black hole, absorbing light near it, forming what appears to be an event horizon clinging very closely to the weapon's outline.
Aya's outfit transforms as well. Retaining her shinigami uniform and custom overcoat, but the colors separate themselves into two vertical halves, one black and one white with bright silvery lining and details. Her jet black eyes and white irises merge to form tomoe, three commas that seem to spiral around each other.
Bankai Abilities: Aya's Bankai confers the following abilities:
Enlightenment mode: By being able to perceive the active and reactive forces of the universe and to enter its ebb and flow without obstruction and hindrance, Aya gains the ability to calculate energy flow in a manner of precision unparalleled.
This ability allows Aya to apply these calculations into combat, giving her the automatic insight in the amount of energy required and the vector of position in order to execute a perfect parry or block. This allows her to not only predict the enemy's moves but also to negate them without expending too much or too little energy and movement, turning Aya into the eye of the storm.
In non-combat or combat-based analytical applications, Aya is able to use the same ability to process calculations specific to type, amount, flow, density and other qualitative types of energy analysis to aid her in battle. Once again, having knowledge is one thing, being able to do anything about it would be another. And since this knowledge will not dissipate in Aya's mind once Bankai ends, Aya is able to learn (within her own learning capabilities) and develop a memory archive of analyzed attacks and energies. If Aya chooses to train specifically to counter a specific being, she certainly is able to gain an edge, provided the same being did not improve itself further as time goes by. To call Enlightenment mode a study aid is not wholly inaccurate, but given the dynamic nature of development, the extra information this ability grants may or may not be useful in the long run unless consistently added upon.
This ability however does not enable Aya to keep up with opponents far superior to her in combat ability. In matters that require reaction and agility and other such abilities, Aya's own training and capabilities is essential in taking advantage of Enlightenment mode.
With regards to physical projectiles, the ability to perfectly negate their vector and energy is also dependent on Aya's ability to anticipate and react to them, as well as having enough stamina or reiatsu to halt the attacks.
For energy projectiles, the ability to perceive energy allows Aya to diminish the energy affecting her by a factor of 10, turning even a strong blast of reiatsu into a fraction of its former strength.
Hakumujou: Hakumujou's light shedding ability is increased by 5 times, making the area of effect a 50m radius. Hakumujou's glow resembles that of a white Sun, forcing targets within the radius effect to squint or close their eyes altogether. Unlike Hakumujou's glow within the darkness of Kokumujou, this field of light is not as blinding. Aya's own shadow is no longer vulnerable to attack and damage. Furthermore, Kokumujou deals greater damage against targets whose reiatsu and reiryoku are based upon the concept or essence of "Light" or "Brightness".
Kokumujou: Kokumujou's light consuming ability is increased by 10 times, making the area of effect a 50m radius. Hakumujou's glow is increased to that of a white Sun, allowing those who are immune to blindness by darkness to be blinded instead by the sharp piercing light that is enhanced and complimented by the pitch black darkness, even if one closes his eyes or uses a light-blocking effect or object. Furthermore, Hakumujou deals greater damage against targets whose reiatsu and reiryoku are based upon the concept or essence of "Darkness" or "Shadows".
Limitations: As a result of the massive amounts of reiatsu needed to maintain this Bankai, the tomoe in Aya's eyes represents the time limit. Each eyes bear three tomoe spinning around each other, and each single tomoe disappears every 60 seconds, giving her a combined total of 6 minutes of usage time.
In a score of 1-100
Physical Condition: 55 (Aya is lithe, agile and swift and possesses excellent hand-eye coordination that duel wielders are expected to possess. She is however not totally ambidextrous, thus favoring her right arm more when it comes to combat, as such, she has to switch her primary attacking blades between hands in combat. The training to facilitate the muscle memory for such a feat to occur has long since been drilled into her.)
Offense: 65 (default) 70 (shikai) (While fighting with sealed blades, Aya is a whirling dervish on the battlefield, a storm of cuts and slashes that would turn any lesser opponent into ribbons, an honor bestowed upon all Hollows encountered by her. Coupled with the unique ability of her Shikai, Aya's offensive ability goes up when her opponents are unable to react to her unique abilities. Furthermore, as a specialized hakuda exponent, she is able to handle herself as well with her unsealed blades as with her bare hands.)
Defense: 30 (toughness) 50 (duel wield & hakuda) (The advantage of duel wielding is that one weapon can be dedicated for defense while the other for offense. Aya is not an exception to this observation. The only problem is that while Aya is swift, she is not as tough, thus any attack that hits her would likely knock her out.)
Mobility: 85 (One of the fastest Shunpo users aside, the ability to duel wield demands precise footwork and positioning as well. Aya's light frame facilitates smooth flowing movements with less risk of tripping over herself compared to larger people.)
Intelligence: 60 (Aya is above average in learning ability, but not quite a genius.)
Kido: 70 (Bakudo and Healing) 30 (all else) (The stint at the 4th Division and the specialized Kido training at the 10th Division has prepared Aya for specific types of Kido. For the other aspects, her general lack of talent can only be redeemed slightly by diligence and even then, a good result is unattainable.)
Reiatsu: 75 (density) 50 (amount) (Already in the beginning stages of Bankai training, Aya's reiatsu has attained a minimum level of refinement. While Aya has above average amounts of reiatsu, she has yet to go far enough in her training to attain greater capacity.)
Cuerva de Sangre, Empress Dowager of the Dark Flight
Gender: Female Age: Ancient (Almost as old as Von Geister) (Looks 18) Animal: Indeterminable Predatory Bird Height: 160cm (Actual height 180cm) Weight: 40kg (Actual weight 60kg)
Hair: Golden blonde and short, hanging above the shoulders. A blood-red ribbon is tied to the side, providing a hairstyle that's child-like and asymetrical. Hair will gradually lengthen as power restores itself stopping near the hip. Ribbon's position will remain, but disappears when Cuerva unleashes Resurreccion.
Skin: Polished alabaster white with indigo veins barely visible. Skin is smooth and warm to touch, but cool or even cold if skin is touched after Cuerva lands from flying.
Eyes: Glowing dark ruby red eyes. The glow can be suppressed easily, but flares up when emotions run tense. Has a naturally unsettling gaze and glare, especially during eye contact. But wearing glasses would negate that look into something stern but still warm.
Reiatsu: Like jet black ink in clear water, it gathers at the base and rises up periodically. Any stray streams of reiryoku that rises up from the inky base turns into tiny black feathers that float up or around Cuerva, dissipating after leaving Cuerva's vicinity of 20ft, allowing Cuerva to literally litter the floor with black feathers as she walks.
If Reiatsu is released in an offensive manner, anyone within the zone of influence could feel a dull hunger gnawing at their insides and their skins feels like every inch of it is being pecked by beaks.
Aspect of Death: Starvation
Mask Fragment: An open maw lined with razor sharp teeth wrapped around the torso, with the maw located at the abdomen, in a style like a corset.
Hollow Hole: Abdomen
Rank: Primero Espada, Empress Dowager of the Dark Flight (a new area of civilization in Hueco Mundo which Cuerva will return to reign once again.)
Cuerva de Sangre at present resembles a very beautiful girl on the cusp of adolescence, while a fully satiated and restored Cuerva looks like a hauntingly beautiful young woman. Short golden blonde hair hangs just above the shoulders, and a blood-red ribbon tied to the left side that gives an asymetrical look that exudes child-like innocence and when grown to the hip, transforms her into an individual oozing with grace, delicacy and charisma.
Cuerva also has skin like polished alabaster with barely visible indigo veins beneath the skin. With dark ruby-red eyes, this Arrancer carries the look of an exquisitely carved doll of the gothic style, except this doll also carries a vibe of a beautiful but deadly predatory bird.
Dressed only in a long-sleeve white silk shirt that is part of her Hierro, the black sleeveless top and long skirt is made entirely of her substantial and solid reiatsu weaved into a dark fabric that functions as her Hierro as well. She is constantly accompanied by inky black reiatsu that pools and floats around her.
Cuerva's mask fragment is located at her torso, which resembles the open maw of an unknown beast wrapped around like a corset, and the maw itself is open at the abdomen.
The most striking feature about this entity, is that she is very very skinny. It looks as if she has not been fed enough for a long long time. However, when her power gradually returns as the residual sealing effect of the Thunder Sage's kidou wears off, she will regain her height, weight, hair length and the vast amounts of reiatsu suppressed from her, allowing her to look healthier, but still immensely underweight.
Personality & History:
Millennia ago, far back into the history before the war between Shinigami and Hollows reached a crescendo, Cuerva reigns over Aerie de Sacrificio (the Aerie of Slaughter), a metropolis of towers ruled exclusively by avian-hollows and Arrancar as its Empress. Holding onto this metropolis as well as the vast stretches of canyons and mountain ranges, Cuerva's name brings fear to all who hears it.
In the height of her power, the arrogant, vain and dignified Cuerva commands absolute fear and awe in her territory. While a shrewd and wise ruler she also rules with a bias against hollows and Arrancar that cannot fly, forming what might be constituted as a ruling policy that strongly discriminates against hollows because of their evolutionary deficiency. Such a policy while reduces the efficiency of her realm, the sole reason she was able to hold her realm all by herself was her ravenous nature. Forever unsatisfied with sustenance, the rule of fear of being eaten alive by Cuerva is more than enough to force everyone to work hard despite any difficulties placed in their way. As for why nobody abandoned Cuerva despite this major flaw, was because for sentient hollows, Aerie de Sacrificio was in the beginning one of the only few places that can provide a sort of home and shelter and order. Furthermore, the frequency of battles and wars which the Dark Flight finds herself in makes it as unlikely for her to turn to her own population for food, hence her people are more willing to ensure that Cuerva has no reason to even sate her hunger on her own people, while consistently attempting to point her maw towards the city's enemies instead.
As incursions into the Mortal World begin to threaten the existence of humanity, the Commander Captain of that Age decided to take action against the Empress. Leading a strike team into the heart of the Aerie, the epic battle that followed led to Cuerva's first defeat. With her power shattered and prevented from reforming and her city on the verge of collapsing, the powerful Shinigami Leader laid a great seal upon the city, preventing nourishment from entering the city, or gained even from consumption of fellow hollows, the city slowly sinks into the merciless white sands of Hueco Mundo.
It is only during the recent years that the seal begins to weaken. While the inhabitants of the Aerie remained conscious but in a state of extreme starvation, Cuerva never stopped in her attempts to crack the seal. With time weakening the power of the bakudo and Cuerva's consistent attempts at hammering at the borders, the spell eventually shatters. As freedom, and feeding is discovered, the inhabitants began pouring out of the Aerie and into the freshly replenished 'wildlife' surrounding the sunken city and began gorging themselves. Cuerva fed like she had never fed before, and slowly day by day they managed to quell that eternal hunger within them to regain a semblance of normal exisistence back at the Aerie.
Humiliated by being brought low, the proud Cuerva has learnt to adapt to lower emotions like humility and subservience. However, no matter at which state Cuerva can be found in, she is cunning and adaptable and has a very strong survival instinct. She reads moods and atmosphere well and is still learning the arts of subtlety. However, given her very aspect of death, she can be prone to fits of mindless violence where she attempts to satiate her hunger by feeding off anything with a hint of reiryoku if she does not feed regularly. Furthermore, due to her extremely long imprisonment under her city, it is speculated that the lack of feeding has whittled down her willpower and psyche and could potentially diminish her sanity and restraint as well.
Deciding to throw in her lot with the Ghost King of Las Noches, Cuerva proceeds to travel alone, leaving the Aerie to her still hunger-maddened vessals while she bides her time to regain her power and apply her newly discovered lesson of cooperation.
Despite being a lady of war who wields power with an iron fist, Cuerva's attitude comes from the need to get things done, because survival in the merciless sands of Hueco Mundo is and will always be the top concern for any inhabitant. When she feels comfortable, the stern demeanor gives way to a more elder sister or stern mother-vibe.
Unreleased Arrancar Powers:
Soul-Body Separation: Cuerva is able to separate a soul from its mortal shell with a gentle push. If using her tail, Cuerva is able to impale through the mortal shell and draw the soul out impaled as well.
Acidic Touch: Cuerva's acidic touch absorbs the dislodged spirit particles on the affected area through touch. If held long enough a weak soul will essentially be 'digested' outside of Cuerva's body and quickly absorbed into her body. Stronger souls would diminish until all its power and energy are diminished till the point of a weak soul where the process continues.
Hambre Cero (Starving Zero): Cuerva's Cero does not have the energy density of a typical Cero. Instead, Cuerva fires a thick beam of shadowy energy that flows through, around or simply over the target, where the wispy strands of the concentrated energy proceeds to consume the target within its area of effect. Blocking only works if the entire direction of the beam can be halted, and even so the blocking object is still being consumed slowly as well. The shadowy beam persists for a few seconds even after the beam is fully fired.
Deglucion Garganta (Swallowing Throat):Cuerva is capable of generating a Garganta of size no bigger than a 20m by 10m area. With the aspect of Starvation, Cuerva's Garganta is a very special organ of feeding. Able to open and close like a maw, Cuerva feeds by using Garganta to take bites and chunks off reishi particles and digest them in a special dimensional pocket behind the Garganta. Cuerva is also able to store items and hollow within the Garganta maw, but doing so takes incredible willpower and discipline not to digest them immediately. Typically Cuerva is able to store only her zanpakuto freely without fear of digesting it, but for other objects and items, the amount of concentrated required to store without any harmful effects is up to 3 medium-sized humanoids worth of weight, mass or volumne before the focus and concentration begins to affect her real-time performance. Consumption of spirit particles via Garganta instead of actual eating is more efficient, and maximum volumne Cuerva's Garganta can contain is the equivalent of a 20m by 20m.
This Garganta cannot be used to consume spirit particles from a Kidou or its equivalent, specifically destructive kinds. This is not a limitation but rather a severe consequence equivalent to opening one's stomach to take in a rifle bullet. Cuerva will only consume inorganic matter as a last resort, preferring living or spiritual bodies as they provide more nourishment. Cuerva's Garganta can only be generated within her outer layer of Hierro and is just as resistant to damage within the Garganta as is when attacking Cuerva herself. All beings with reiryoku will have their reiatsu forcibly drained rapidly before their physical forms are digested next.
High Speed Regeneration: Cuerva is capable of such rates of regeneration through intensive effort and reiatsu expenditure, which would likely to be only possible after gorging herself.
Negacion: Cuerva has normal capabilities with Negacion, showing better aptitude in escaping from one.
Natural Weapons: Cuerva's wings can be used to create powerful blasts of air when flapping them at extremely high speeds. Cuerva does not need to fly with her wings, hence she could at any time deactivate the membrane and simply use the wing spurs at the tip of the wing-bone structure as piercing melee attacks, effectively giving Cuerva six additional weapons.
Cuerva's hand and feet talons are made from the same material which Hollow masks are made of, but reinforced by supernatural toughness and sharpened by her reiryoku. Its cutting precision is as precise as a monofilament wire and armor piercing capability that can shred the average Hollow Mask with minimum effort.
Cuerva's tail is a deadly weapon in its own way (if you watched Aliens vs Predator, just imagine the Xenomorph's tail.)
Dark Flight: Cuerva's six-wings are fully capable of flight, with its long whip-like tail serving as a beautiful rippling rudder to stabilize and steer its flight. It can achieve speeds 1.5x the maximum capabilities of an F-16 fighter.
Bala: Cuerva's Bala is faster than typical bala that Arrancars are capable of. Rather than firing 20 times the speed of a Cero, Cuerva's Bala speed is 30 times. She can fire her Bala at 6 per second.
Hierro: Cuerva's skin is tough, but only as tough as to resist 30 unsealed zanpakuto strikes. Her concentrated inky black reiatsu is an external expression of Hierro, and forms around her as clothing. Even this Hierro isn't very strong and takes time to replenish once cracked, chipped or broken by 40 unsealed zanpakuto strikes. The inky black reiryoku that visibly surrounds Cuerva functions as a secondary Hierro which when struck, dampens a blow like how one would strike very firm jelly with a blunt object and replenishes itself very quickly. The relative dampening effect of this layer of Hierro reduces the power of an unsealed zanpakuto strike by half and is not diminished no matter how many attacks it takes. Overall, Cuerva's hierro is as powerful as an Arrancar of her age and power, except that it can be beaten if one knows how to bypass the layers of strengths and weaknesses. The reiatsu needed to maintain the clothing and aura hierro must constantly be renewed, but at a rate safe enough that Cuerva need not engage in a feeding frenzy too often.
Sonido: Cuerva's sonido is highly refined and attuned and is no doubt one of the fastest, if not the fastest in Hueco Mundo. Able to react extremely quickly and accurately, Cuerva is a speedy horror. In linear movements, Cuerva is able to break the sound barrier with her speed and can travel at a top speed of Mach 2. Cuerva's sonic booms can be as harmless as a sonic effect or as devastating as a blast of energy that can knock foes off their feet. This speed is augmented by sonido and cannot simply be switched off. This can be seen as am aspect of Cuerva's unique Arrancar metabolism, and is one of the minor contributing reasons why Cuerva's reiatsu is in a constant state of gradual depletion.
Pesquisa: Cuerva's Pesquisa has an effective range of 5 miles diameter for pinpoint accuracy and sensitivity. The primary theme of Cuerva's Pesquisa is her ability to detect through concentrations of Reishi particles. Hence voids in a typical area of particles would stand out particularly stronger to her.
Zanpakuto: Asesinato de Cuervos (Murder of Crows)
Sealed Form: Asesinato de Cuervos appears to be a slightly longer katana with the blade guard that looks like a pair of wings curved around the blade. The handle is lined by soft white feathers and a tassel hanging down from the handle is an obsidian feather. The blade itself features a feathery pattern.
Resurreccion: Take Flight! Asesinato de Cuervos
Cuerva's resurreccion form provides many little alterations. She gains a blood-ruby halo above her head as red lightning flashes out of her eyes periodically. Brilliant red wings spring from her back as her nails turn into combat-deadly talons. The center of her palms open up to reveal additional fang-lined mouths which do not obstruct or affect the use of her hand, but allow her additional avenues for eating. She grows taller, but retains the same emaciated skinniness. Her teeth turns into fangs.
This form grants Cuerva several abilities:
Improved Natural Weapons: Harder, sharper and stronger fangs, talons and even quicker tail-based strikes and impalement.
Gran Hambre Cero (Great Starving Zero): Cuerva's version of the Gran Rey Cero, Cuerva's Mask fragment manifests itself as a length of Hambre Cero where the tip of the blast resembles the maw of a toothy pelican's beak. This maw is able to strike the target by rushing forward and slamming its jaws together, attempting not only to take a bite on the enemy, but also to smash it between the incredible explosive pressure. Cuerva is also able to control the entire Cero ray, allowing it to coil around the air in an attempt to attack again if the initial strike fails. If the ray fails to make contact after three attack attempts, the ray dissipates.
Deglucion Garganta (Swallowing Throat) continued: The additional mouth in the center of both Cuerva's palms have teeth as strong as her talons are and have a biting strength capable of shattering Sekkiseki. The mouth is connected to additional Garganta organs that cannot grow larger than the biting area.
Cero Oscuras: Cuerva's Cero Oscuras wreathes around Cuerva as she blasts towards her target, becoming more of an augmentation of a high-speed body tackle. The impact strength of this body tackle is devastating. This power is only available when Cuerva is at full power.
Rain of Feathers: With a wide sweep of her expansive wings, Cuerva can eject feathers in a dagger-like shower to saturate an area as big as a basketball court. Each feather hits and explodes like a Bala at half strength. Regeneration of the feathers take time, and Cuerva would rather fire the feathers like her typical Bala attacks. She can also leave feathers floating about only to explode when enemies come close, or when she wills them to, like remote mines. At full power, feather regeneration is instantaneous and the power of the feathers are at full strength.
Hierro: Cuerva's external impact-reducing Hierro turns into a swarm of crows that are capable of pecking back melee combatants. The pecks are as painful as a crow's beak can induce, augmented to pierce any toughness as weak as a Menos or lower. Cuerva's Hierro strengthens.
Fleeing the Dark Flight: Cuerva can mould spirit particles into crows and ravens, equivalent of summoning spells. These birds move as a swarm and are good to distract, harrass or rapidly poke any weak opponent to death. They are no tougher than hollow crows and ravens, and are of the same size as the original animals. In anticipation of a devastating attack, Cuerva can explode into a gargantuan mass of crows or ravens, and can reform as long as there is one crow or raven left. Cuerva's Resurreccion reseals itself once this ability is used. At full power this ability can be used two more times.
Segunda Etapa (Goddess of Dark Flight)
(She comes...she comes...)
Necromancia, Cuerva de Sangre: Emperatriz oscura de la sombra hambrienta (Dark Empress of the Starving Shadow)
History (tl:dr - very long fluff)
Starvation was medically defined as a severe reduction in vitamin, nutrient and energy intake. But for Hollows, it merely represents the most fundamental basic urges of their kind. As amalgamations of a myriad souls, each possessed a strong will and power folded into each other as a conglomerate after a frenzy of cannibalization, Hollows of Menos grade and later were not just about hunger anymore, especially those that comprise of a single soul powerful enough to emerge as the dominant will.
Cuerva de Sangre's great ancient age marks her as one of the few, if not first few of Vasto Lordes that emerged from the already rare ranks of adjuchas. And as one of the few and what Cuerva had initially assumed, as a series of natural evolution cycles as the Hollow forms attempt to refine and improve themselves. And as far as she was concerned, as one of the first few, her persistent state of hunger might be an evolutionary throwback that never allowed her to really walk away from her past and a very consistent and real reminder that developed as she may be she must never forget what she came from and what she will devolve back into if she slips back.
But as evolution and will came further down the years, Cuerva's development into Arrancar-hood bestowed further levels of higher-order thinking and a new paradigm of thought as well. Why did she, as a complete Hollow being now still feel the pangs of starvation? This question led her to think further on herself, her own nature. History may have written itself as that all Hollow-kind have an Aspect of Death. Because all Hollows comprise of souls that have faced Death. But perhaps Cuerva was the only if not one of the first few, to really spare some thought wondering the big "Why".
The construction of the Aerie of Slaughter was simply a means of having a place where she could have some peace and quiet for her own thoughts. The tall spires, each of a better build than the last, was a series of thoughts turned into reality as Cuerva built spire after spire in order to make sense of her nesting instinct and the logical conclusion that she must be trying to build a place where she can have a peaceful shelter. The act of building the spires gave her more ideas of how to think, by starting with a foundation and building upward, each failure and redesign symbolises her own intellectual growth and with it a recognition that her starvation was not linked to just the basic of feeding necessities. But so much more than that.
When the Aerie was complete, the attention of the gathered lower Hollows was evident, and with them a clear distinction of those who can fly and those who couldn't. Those that could have access to higher will and intelligence than many of those that spend their time on the dusty ground. And as they gather around her, thinking the isolated being an easy prey they came to learn too why Cuerva desired solitude by paying for their knowledge with their lives and bodies as they were gradually slain and consumed. With the first foolish few that got too close as examples, the others settled themselves around her and built a society right where the Aerie was built. Using Cuerva as a living-idol and proof of their superiority they ruled the ground crawlers below them with extreme prejudice. Their own intelligence and cunning allowed a form of hierarchy and society to form in the Aerie. A place meant for a single being's peace became one of the first few civilizations in Hueco Mundo.
Cuerva did not care for that, but as time spent in the company of those that tried to pretend that she was not around yet used her as their unmoving and uncaring figurehead was a curious social experience. The pangs of starvation jumped a few beats everytime one of the Avian Hollows stole a glance at her and quickly averted their eyes when Cuerva's own gaze returned the look. Contemplation on this experience led to the discovery of another starvation, a social kind. And to satisfy that, Cuerva finally moved from her 'alloted space' to interact with the other Avian Hollows, who were more than willing to challenge her when they think her weakened after such an extended period of time of not eating. Well, one benefit of letting Hollows accumulate around her was the ease in finding meals. As she consumed the leadership of the Aerie, she took on leadership responsibilities as the social starvation led to that of power and leadership.
Her time spent in the Aerie alone before that was not fruitless either. The growing understanding of her nature, and the Aspect of Death that she finally figured out led to a development born from understanding oneself. Whatever Cuerva figured out during her retreat and the passing of time was known only to her, but the powers she developed as a result were not a secret.
Fundamental - Embodiment of Shadowy Starvation
Understanding something lets people use it. And knowing oneself allows the greatest usage of energy for the greatest potential. Understanding Starvation as her Aspect of Death allows Cuerva to wrap herself with the very essence of her existence. Appearing as a black dress the inkly shadowy reiatsu turns into protective clothing that enhances Cuerva's appearance as well, infusing a look of predatory hunger in the silken veils of grace and elegance. The less-dark wisps of reiatsu that cling around the more substantial 'dress' are more reactive and agile to Cuerva's senses and will spring around to form a lighter shade of reactive protection.
In mechanical terms, this Fundamental allows Cuerva to clad herself with her reiatsu in a more physical and cosmetic appearance and all attacks that strike at Cuerva have their force of impact or energy output reduced by way of consumption, allowing strong blows to weaken and energy blasts to be depleted some before exploding or discharging. The absorped energy feeds Cuerva directly. This protective clothing and aura cannot completely stop attacks, only weaken them to a relative degree before allowing it through to affect Cuerva's Hierro. As such sufficiently strong attacks will not notice the weakening much and can deal grievous attacks if sufficiently overpowers Cuerva's Hierro as well.
Dark Sustenance: Cuerva can manipulate her reiryoku to produce semi-tangible items that are as small as grapes or as large as oranges in various shapes and details. Colors reproduced are a tint darker in shade. These items are edible, providing sustenance for a full day per item consumed. The price to pay for such supernatural sources of food is that the consumer has to consume twice as much food for two days. Eating these dark substances satisfies the side-effect, but adds the accumulated days of extra starvation to the overal 'debit'. It is very possible to overconsume and literally die from a sudden onset of lethal malnutrition and starvation. At greater level Dark Sustenance can fuel a body for a full week, with a two week 'repayment'. Horrific level allows a full month of sustenance from consuming a single dark sustenance with two months repayment.
Elegant Consumption: Sometimes you want to eat quickly, so quickly that you aren't bothered to even chew your food. Cuerva extends the shadowy dark tendrils of energy from the hem of her 'dress' to unconscious or knocked-out or dead targets. These tendrils give a rough gauge of how badly injured they are and how much spiritual particles and energy they have. If satisfactory, the tendrils proceed to latch and consume the target quickly within seconds. At greater and horrific level Elegant Consumption just increases the amount of targets to feed simultaneously from one target at lesser to two at greater and 4 at horrific. The speed improves according to the level as well.
Shadowy Sustenance: Sometimes there is no purpose in feeding your foes, or subordinates for that matter. This is an alternative version of Dark Sustenance which does not satisfy hunger but may exact the price as if consuming Dark Sustenance.
Illuminate Starvation: Cuerva can cast a sustained light over an area no larger than 30ft radius and any being within this field of light who fails to resist this effect will begin to feel the effects of hunger that increases the longer they remain in the light. This spell is largely effective only against unseated Shinigami and similarly weaker entities.
Mark of Starvation: Using a bit of her reiryoku, Cuerva allows food to wither/rot/dry/spoil at a faster rate. If the mark is drawn on a container holding food all foodstuffs within that container are simultaneously affected. Cuerva's effective area of effect for this power is no larger than 10ft by 10ft. At greater and horrific level the size increases to 20ft by 20ft and 40ft by 40ft respectively.
Follow the Stomach: Cuerva uses this spell in conjunction to her Pesquisa to pinpoint concentrations of food or consumable spirit particles. The range and accuracy of this ability improves with greater and horrific levels.
Remove Starvation: With a successful touch from Cuerva and an application of her reiryoku, the struck target loses all sense of hunger and thirst. This ability lasts for one week and can be resisted by spiritual beings of low seated officer level and above. Even when consuming food or drinking water, the taste and sensation of such activity will be altered to be as unpleasant as possible. Water may smell and taste of sewage sludge and food can have the texture of cardboard soaked in mud and such stuff. At horrific level this effect lasts for a month.
Acquired Appetite: Cuerva may use this spell to transform one specific sort of object into food of similar volume or size with perfect replication of texture and taste, but not the nutritional value. When using this spell in conjuction with Dark Sustenance or Shadowy Sustenance, this allows a perfect disguise of the items the lesser spells have wrought. This allows Cuerva to turn bricks into bread, or poison into fine wine. At horrific level this spell makes inedibles edible but removes any changes in taste, texture, smell and the like. It is as though when you are starving enough, even bricks would be edible, furthermore at horrific level this spell has almost no limit in the size of the item to be affected. People can chew through a building if Cuerva affects it so.
Feast for the Gods: Cuerva distills her hunger for food into a refined palate and the ability to memorize all tastes and smell and texture of food she encounters. From this encyclopedic knowledge of food, Cuerva gains the skills of a capable chef as well. This allows her to identify all ingredients and cooking style of the food she tastes and allows her to instantly learn and replicate the success as well. However, beyond that, this spell does not just let Cuerva blindly copy, but also to be creative in cooking and coming up with new dishes if she wishes to as well. This spell allows faster cooking at horrific level.
Energy Stripping: At this level of release, much subtlety would be lost. This spell represents a more brutal form of satisfying hunger by directly stripping reishi particles and energy. Cuerva may attack a single chosen target which her own reiryoku will adjust to the opponent's in order to attempt to strip and pull reishi particles from the target everytime Cuerva draws blood. When this ability is in effect, all Cuerva's weapons have a reddish blood mist tinge. At horrific level this spell affects all targets that Cuerva engages with.
Touch of Starvation: With a successful touch from Cuerva and an application of her reiryoku into this spell, the struck target must consume five times its normal amount of food and water intake or risk starving. During the course of this effect which lasts for a week, food will taste horrible and water will resemble toxic sludge. At horrific levels, this effect will last for a month and allows the target to consume inedibles as well.
Lead by Hunger: An experimental spell created in an attempt to leap beyond the common boundaries of common Starvation. The hunger for victory in battle, and one of the key features of Cuerva's fierce reputation as both a powerful Arrancar and Dark Empress is her ability to reach into the essence of hunger in every Hollow she encounters and direct them to her foes. This spell works by tapping into the primordial hunger of all Hollow-kind and create an impression of a really tempting and tasty target, allowing mindless Hollows to be directed effectively. Against Hollows with some cognitive capacity, having fed on Cuerva's Dark Sustenance lowers their resistance against this spell, otherwise they show greater resistance to being 'suggested' that obviously risky or dangerous targets can be anything but delicious. At Horrific level, this spell's ability calls to battle-hunger and affects any Hollow who wish to be lead into battle, or are involved in a conflict with Cuerva.
Imbue with Starvation: Cuerva can imbue a target with a measure of her reiryoku. By forming up to a maximum amount of five obsidian feathers around the target's skin, usually large areas like the chest, stomach or the back, the seal takes the form of a 5-pointed geometrical shape. Each of these feathers can hold a very large amount of Cuerva's reiryoku. This seal can be used as a boon or a bane, at Cuerva's will, with effects determined during casting and can be unique at each casting. Targets with sufficient spiritual power, like Adjuchas Arrancar and Vice-Captains and above, are able to attempt to resist this spell, forcing Cuerva and her target to be locked in a battle of willpower. With the successful casting of this spell, Cuerva reverts back to her sealed form and is unable to perform a Resurrecion for a week as her essence recovers from a massive expenditure of power and will. At horrific level the seal may erupt into a cascade of inky shadows that envelop the target until it forms into a 8ft tall egg-like structure. The target with the seal will receive a horrific transformation. Hollows below Menos grade in this egg become Avian Hollows, while mortals without awakened reiryoku turn into Hollows. Mortals with spiritual powers turn into a Hollow-hybrid. This spell cannot interact with Shinigami or Hollows of Menos or higher grade, they are simply ripped apart and consumed because their wills are too strong to consume in such a delicate manner. Using this spell knocks Cuerva back into her sealed form and prevents her from performing a Resurrection for a month as her essence attempts to recover from a massive expenditure in an attempt to forcibly consume and regurgitate a digested and altered lifeform.
Soul Trap: Whether it is a trait of the reiryoku or for some other reason, some creatures are truly delicious. For Cuerva, these exceptional individuals are likely to be very dangerous and powerful as well. As such, as a symbol of eternal conquest and domination over her more precious foes, this spell is designed to trap the 'trophies' in order to allow Cuerva the luxury of consuming them slowly, whether within her Deglucion Garganta or her mouths. Resistance is difficult for foes of Vice-Captain level, and the resistance increased the more hurt the target is.
Murder of Crows: Cuerva's hungry reiryoku explodes in a shower of inky-black crow-like shapes that fly around in a huge swarm. Individually these reiryoku-constructs are as big as a grown man's palm and they peck and bite a their target just like a school of starving piranha. A rough approximate area this spell covers is roughly 100ft long, wide and tall. They can be struck down and dispersed by attacks equivalent to an unsealed Zanpakuto, but taking them down without the aid of wide-area attacks is too slow to have any significant effect in the short run. They peck and bite as hard as an unsealed Zanpakuto as well, hence allowing this massive swarm to chow down on a target really quickly.
Black Hole of Starvation: This is a spell that when activated created a gravity well for spirit particles centered on a location determined by Cuerva within her line of sight. A small bead of blackness appears on the location, which when determined before the creation, can trigger upon contact or at a timer set at a determined length of time. Either way when the bead triggers, a massive rip in the fabric of reality occurs and an immensely strong suction force pulls all spiritual particles into the center of the effect. Loose particles and inanimate objects that are light and brittle have effectively no chance of resisting, while more solid structures and beings capable of motion can attempt to move out of the area, however only strongly rooted structures and similar creatures can resist the pull. This force generated is equivalent of a devastating hurricane. At the conclusion of this implosion, a perfectly spherical zone of dead-zone (area devoid of any spiritual particles) will remain in the affected area for days and weeks. The size of this effect is about 120ft radius.
Cuerva's Palace, Projects and Operations
Cuerva's Palace is a single colossal tower nearly 1km tall and 200m wide in diameter at the top level. The top level is an open-air style complex resembling The Pantheon, only that its circular, has only waist-high walls that serve more as railings, and a circular dome-like roof supported by a ring of sturdy pillars. The tower grows progressively wider nearer to the base, making the ground level an expansive 400m diameter wide floor space.
The entire tower's structural integrity remains strong, as it is modeled after the bone structure of birds and the addition of thin but strong and numerous walls segregating spaces between each levels to provide the building with extreme endurance against siege engines and earthquakes. While there is no lack of staircases throughout all levels of the tower, flight is still preferred and is accomodated by the presence of large circular openings on every main hallways of every level, allowing visitors to literally just fly into the buildings or out.
The top level of the tower is Cuerva's office, with adjacent desks and other necessary furniture for her command staff which occupies one half of the top level. the other half is a briefing and conference room that also serves as Cuerva's audience chamber. Apart from the waist-high railings that ring this level, there are no walls, not even short walls that facilitate cubicle-like office environments. Cuerva relishes her easily visible presence to be felt and seen throughout the office. Only the conference room/audience chamber is enclosed in sound and vision-proof walls.
The level below Cuerva's office is her personal chambers and her personal assistant's.
The levels below belong to the 5 Storm Legions all the way to the middle of the Tower. Due to the circular shape of the tower, the wedge-shaped division allows each sector of the tower to house an entire legion without intruding into the space of others.
The specialized duties of the 5 Legions, apart from millitary training, comprises of Intelligence, Signals and Logistsics, First Response and Scouting, Defense, and finally Vanguards.
Like the arrangements made for Cuerva, the higher the level one stays, the higher one's position in the Legion is.
The lower half of the Tower houses training and feeding facilities for the Legion, where half of the lower half of the tower is exclusive for non-Legion members for housing, work and training purposes.
Non-Legion citizens are not part of the main military outfit of District One. Their primary duty is the security and maintenance of the Pit. Their position in the hierarchy is equal to the Storm Legion.
The recruitment and training of the Storm Legions are to ensure complete air superiority in any environment against any foe.
Second Commander (Numero)
Lieutenant (Arrancar minions)
Sergeants (the mooks of the Legion are at least Sergeants)
Intelligence (1st Storm Legion)
Signals and Logistsics (2nd Storm Legion)
First Response and Scouting (3rd Storm Legion)
Defense (4th Storm Legion)
Vanguards (5th Storm Legion)
Core Defenders is just a fancy name for the non-flying forces that Cuerva retains as compliments to her main battalions. They are still treated well, trained well, housed and fed well, and their duties revolve around being ground forces, as well as territory defense and patrols, particularly the Pits.
District Uno Laws
Cuerva believes in order and to this end creates a set of law that is easy to understand and follow and written in a precision more common in military organizations.
A system of rewards and punishment is introduced at the same time, where most of the rewards are associated with an increase in rank, better quality equipment, or better meals. Punishment is usually demotion, extra duties and poorer meals. Seriously offences are subject to court martial and those who cannot mitigate their guilt and offences appropriately become Cuerva's lunch.
A set of Standing Orders (to be added in due time):
1) No one without authorization from the Commander of Core Forces or delegated authorities is allowed into or out of the Pit. Lethal force is allowed to enforce this rule. Potential offenders must be reminded to go through the channels to obtain permission.
Keeper of Chronicles - Samsara Librarian and Strategist
Gender: Male Age: Unknown (Looks 22) Height: 190cm Weight: 60kg Hair: Black hair, long for a boy's hairstyle
Skin: Slightly fair.
Eyes: Plain black.
Reiatsu: Uncharacteristic and colorless. It changes to match the type of reiatsu Keeper of Chronicles wishes to duplicate.
Appearance: Tall and lanky, plain looking and unassuming, the Keeper of Chronicles has little presence.
Personality: Bitter about having no memories to call his own, Keeper can be sarcastic and offensive when his emotions get the better of him. In an effort to create something of his own, ironic though that his powers are always forms of plagiarism, he has become through experience a brilliant schemer and practical strategist. Furthermore, his insatiable appetite for knowledge is due to learning the idiom "Knowledge in power" which resonates very strongly within him.
History: As far as the Keeper remembers, he does not remember his name, but he feels keenly the empty void that the state of knowing nothing has on him, and he does not like it one bit. Exploring various places in order to "find himself" every new identity he attempts to forge for himself is ultimately the identity that he has copied from someone else, a very frustrating thing for him. However, acknowledging that he has a very special knack for imitating others, so much so that his talents for Blank manipulation is so great that he can literally be someone else, becomes an important tool for him to manipulate and use to his maximum advantage. No longer having the need to create a unique identity as a top priority, the Keeper joins the Samsara course, in order to learn more and grow more and eventually, make himself brand new.
To Fyuron To Biographiconis
To Fyuron To Biographiconis (Paper of Life History): Normally mistaken as a full-time release zanpakuto, the Paper of Life history is actually a Blank Manipulation ability so powerful that it becomes an iconic power of the Keeper.
By turning Blanks into bookmarks, the Keeper may use the bookmark like an ofuda (since its shaped about the same) to tag an opponent. If contact is made, a new bookmark forms on the tome, this time containing a holographic photograph of the tagged target.
By taking the bookmark and placing it on his own forehead, the Keeper may assume the appearance, memories, personality, skills, techniques and power of the tagged target. This ability cannot copy Shikai abilities. Furthermore, the amount of information the bookmark can capture does not take into account further progress and evolution of the tagged target's abilities. Hence if the Keeper meets the same target again at a later time, the bookmark will not have access to new knowledge or abilities unless it is used to tag the target again. This time, should the target be wise enough to catch onto the Keeper's true abilities, avoiding or resisting the copy ability is very very possible.
After a few hundred years of studying and chronicling Shinigami (that's how the Keeper describes him 'tagging' shinigami and studying them), he has managed to duplicate their abilities with the exception of manifesting a zanpakuto.) However, he can shape Blanks into the shape of a sealed Zanpakuto and use them as melee weapons. The Keeper has the abilities of a typical 8th Seat Shinigami in terms of Zanjutsu, Hoho, Hakuda, Kido and Reiryoku.
Other Blank Manipulation Abilities
He can summon Blanks and use them to fuel his Paper of Life History, form bookmarks and provide extra energy to use his acquired Shinigami Abilities.
Artifact - Mask of Souls
The Mask of Souls is an artifact discovered by the Keeper during his wanderings. Its original form was a mask fashioned to resemble a hollow's but fragmented and its power fading. Restored by injecting so much Blanks into the form and energetic structure that it is merely Blank mask that looks like a Hollow's, the Keeper has coaxed its original power to return.
The Mask has the ability to capture the essence of one individual. The uncountable number of Blanks that make up the form and power of the Mask allows the memories, skills, knowledge, powers, reiatsu of the essence to be retained in an almost perfect state. Anyone wearing the Mask is thus allowed the ability to transform into the identity of the essence trapped in the Mask, with access to the stored information of the essence.
The power of this Mask is so great, that it can allow even a duplication of a zanpakuto, and give full access to a Shikai. And for 3 minutes, the Bankai (if available) can be duplicated at less than full power before the Bankai shuts down.
This Mask is still highly fragile and is held together by the Keeper's power. If the wearer of the Mask (which is always the Keeper anyway) has his face struck hard. The Mask has a good chance of breaking. And once broken, this Mask can never be reformed or fixed.
Note: The current essence kept in the Mask belongs to Kitano Takeshi, allowing the Keeper to access Takeshi's abilities, Shikai and 3 minutes worth of Bankai before the Mask has to shut down and recover (when Bankai is used).
Hikaru Shin is a tall, olive-fair skinned man with broad shoulders and lean features. His muscles are more toned than built, giving him the illusion of being like a man in his late teens or early twenties. That is, one who is meant to be large and muscular, but hasn’t fully grown into their own proportions. His glossy hair is a dark henna color that is nearly black, which he wears at only an inch to an inch and a half long. Shin’s eyes are hazel, and change with the ambient lighting and some other factors, between nearly green, nearly brown or a completely indiscernible mix of the two.
Shin wears the standard shinigami uniform, with some slight alterations that make it more fit for his personal martial disciplines and exercises. He chooses to go barefoot, preferring to the feel the ground beneath him without the protection of shoes or sandals, and has developed thick callouses on both his feet and hands.
Shin also wears a belt with a satchel over the front of his left hip, and the sling for his sake bottle on his right hip. Also on this belt, on the back of his hips, are two scale-shaped plates of sekkiseki stone, fitted in leather with special loops for his fingers and arms, each eight inches long and six inches wide. These plates can be removed from or placed on the belt easily, so that Shin can arm himself with shields that remove the brunt of spiritual assaults.
Shin is an easy-going and thoughtful man. In his younger years, he fretted over the loss of his shinigami powers, but has developed cool patience and appreciation for his situation. He enjoys an orderly life with a nearly predictable routine, and the structure provided to the 5th division's Seireitei by their late captain's passion for order and due process. Conversationally, he's more of a listener than a talker, and some people have mistaken him for being a slow thinker due to this.
Shin comes off to others as an odd but easy blend of neat, orderly and relaxed. Ordinarily, he reacts to trouble and excitement like a stone obelisk responds to the wind and rain - he doesn't. His actions are responses, thought out courses of action that can be made quickly or slowly.
Unless a person knows his background, it's also difficult for many people to understand why he hasn't advanced from the 20th seat in nearly 120 years of service, leading them to make otherwise unfounded judgments about his character. These judgments are often enhanced because there are a dozen or so wagers in the Seireitei betting pool that concern what his shikai will do, and because he has an uncanny sense of awareness and attention to detail that can make it seem like he doesn’t like to give other people his attention.
Passable Swordsmanship: Shin hasn’t had the opportunity to fight with his zanpakuto in well over a hundred years. Though he still practices with bokken, his skills have dulled over time and rendered him less effective with a sword than most other seated officers.
Tai Chi Chuan Master: Shin had been a practitioner of the supreme ultimate fist since long before he lost his reiatsu, but the event has given him plenty of time and reason to practice it often and with great diligence. In that time, he has learned to combine the hard and soft styles of tai chi chuan into nearly perfect symbiosis.
Though he is no match for the supernatural strength and speed of some other officers, Shin is still a fighter to be taken seriously. Few shinigami take the opportunity to hone their strictly martial skills in the way that Shin has, and his awareness of his disadvantage has caused him to hone his reflexes, powers of observation and attention to detail to the point that he seems to have either a very strong intuition, or a nearly precognitive ability to react.
Traceur: In lieu of hoho, Shin has taken up the training in parkour to keep himself fit for message delivery, in addition to his other disciplines. This discipline is the art of traversing over distances by using the most direct route that can be taken safely. It focuses on efficiency and speed, which includes avoiding injuries of both the short and long term and developing confidence and critical-thinking skills.
Shin’s dedication to this and his other forms of martial arts keep him in stellar physical condition, and greatly enhance his balance, bodily control, flexibility, spatial awareness and ability to make quick and reasoned decisions.
High Strength: As a result of his extensive training in tai chi chuan and parkour, and the addition of archery to his list of hobbies, Shin is much stronger than he first appears, able to lift his own body over a wall with just one arm and little effort, and continue moving with great speed and very little time to recover.
High Durability: Also as a result of his training in tai chi chuan and parkour, Shin’s body has gained impressive durability that allows him to take more abuse than it seems he should be able to. This quality stems not only from an inherent quality, but also from his ability to make fast decisions and small changes in bodily positioning that minimize the impact of contact with other objects.
Empty Spiritual Energy: Despite being a seated officer of the Gotei 13, Shin has no spiritual energy. He can see and interact with spirit beings, but only due to being a spirit himself. At one point in time, his spiritual energy was enormous, but it has all vanished without a trace.
Attempts to discern his spiritual energy have been met with utter failure by machines, and people who have attempted to ‘feel’ his spiritual presence in particular have reported a sense of nausea similar to the vertigo of looking down from a great height, or from the bends of rising up too quickly from a great depth. These feelings invariably pass after only a few seconds, but can still be disorienting.
As a side-effect of having such empty reiatsu, Shin has an inherent immunity to reiatsu-dependent abilities, such as some forms detection and the pressure exerted by many other spiritual beings. If the Commander-General revealed his bankai and released his reiatsu at full power, Shin would not be able to feel the difference in reiatsu between the Commander-General, and the Commander-General's toaster.
Kidō Practitioner: Despite utterly lacking reiatsu, Shin still practices his kidō incantations. At one point, he could complete bakudo and hado up to the 52nd difficulty, and his spells struck with amazing strength for his seating, but this has all vanished for him, now.
Hohō Practitioner: Like his skill in kidō, Shin was also once skilled in hohō, but no longer has the ability to use it. He still practices the movements of the agility arts, and often incorporates them into his slow tai chi chuan movements.
A white ceramic sake bottle, 5 inches tall. Its neck pinches inward abruptly before flaring outward for its mouth, and has a small spout on one side. The interior side of the bottle’s mouth, neck and shoulder are covered in a bluish-gray lacquer, whereas the interior of its body and heel are covered in a silvery-black lacquer. It is nestled into a fitted sleeve of woven straw, which also has a round bamboo stopper on a supple ray skin thong.
Shikai: Release command – Overwhelm with brilliance, Suikazura Shinzui.
Suikazura Shinzui is a constant release-type zanpakuto, despite that this type is normally only for zanpakuto whose owners have too much spiritual pressure to contain.
The fact of this matter has been the subject for speculation for some of the shinigami who know or know of Shin. Tests from the 12th division indicate that the zanpakuto itself contains traces of reiatsu, but has barely more than common Soul Society objects, and releases absolutely none of it. There are some bets about the true function of Suikazura Shinzui around the Seireitei, as it is such a bizarre thought that a zanpkuto’s purpose could be to render a shinigami bereft of their reiatsu and spiritual abilities.
Special Abilities: Overwhelming Brilliance: When Suikazura Shinzui was first unsealed, it filled its surrounding area with blinding and light and such incredible spiritual pressure that it pushed down on stones, trees and the ground itself. The radius of this area expanded for a few moments, and then suddenly “popped,” crushing those stones, flattening those trees, and leaving a shallow crater in the surrounding area. When the dust and light cleared, Suikazura Shinzui revealed itself to now take the shape of a sake bottle, and all of its and Shin’s reiatsu simply vanished without a single trace.
Limitless Libations: The bottle is filled with a pale purple-red, nearly clear sake with a slightly sweet taste. Whenever the bottle runs out of sake and is stopped, it slowly fills itself with more sake, until the liquid inside the bottle reaches a point just beneath its shoulder. The sake does nothing special for sake, but tastes best when served chilled.
Bankai: Not yet achieved.
At one point in time, Shin was a promising 5th seat officer. Like some other Shinigami, he had vastly more reiatsu than he could contain, and his skills in kido, hoho, zanjutsu and hakuda gave him the edge to excel as far as he did into rank, despite the fact that he had not yet gained his shikai. Great things were expected from him when it happened.
About a hundred and twenty years before now, after devoted communications with his zanpakuto spirit and extensive hard work on his behalf, he was sent out on a mission to deliver a message to a seated officer of the 1st division, who was overseeing a battle in the field, which his captain had determined was too important to trust to a hell butterfly.
During his transit to the battlefield, Shin encountered a rogue Shinigami, who attempted to wrest the letter away from the courier. In the ensuing struggle to escape, Shin was forced to release his shikai for the first time. The overwhelming blast of that action – just the release itself – rendered his attacker broken and motionless.
Shin managed to deliver the message in time, but when he arrived at the scene, all of his reiatsu and related powers had simply vanished. His zanpakuto, a stopped white sake bottle, hung at his side, and for as far as he could tell, was inactive for now.
In the time since then, Shin's reiatsu has not returned. His zanpakuto is a constant release type, and Shin can still interact with other spirit creatures, but his Shinigami powers are, for all appearances, just plain gone.
Now, since Shin lost his powers in the line of duty, and still managed to deliver his message in a timely manner without them, his captain felt it would be disrespectful to unseat him, especially in light of his other accomplishments and distinctions up until that time. At the same time, it would be impractical to keep Shin as active in the division, so he was instead moved to 20th seat and given a rather permanent position in the atriums, where he looks after the proper care of the hell butterflies, for as long as his service there remains exemplary.
From here down, the information contained is purely optional, and included only for character depth.
Socioeconomic Level as a child: Citizen of Rukongai Socioeconomic Level as an adult: Citizen of Seireitei Hometown: 65th District of Rukongai Current Residence: 5th division barracks Occupation: 20th seat of 5th Division, Custodian of Atriums 1–4 Talents/Skills: Agriculturally inclined, critical thinking, drinking, hell butterfly handling and lockpicking. Birth order: Youngest of two brothers, no sisters. Siblings: Hikaru Ichirou, who died in Rukongai from an infected wound. Shin carried out his final wishes to “escape that disgusting life” and two weeks later joined the Academy. Habits: Wake up, daily exercise routine, breakfast with lone contemplation, care for the atriums' trees and hell butterflies, daily forms routine, lunch with other 5th division officers, short walk, care for the atriums' gardens and window cleaning, small supper with other 5th division officers, weekly parkour routines, feeding and exercising the hell butterflies, tend personal bonsai garden, choice of archery or locksport hour, small dinner with lone contemplation, short walk, end of day.
Height: 6' 1" Weight: 174 lbs Race: Shinigami Eye Color: Hazel Hair Color: Dark henna Glasses or contact lenses? No Skin color: Olive-fair Health: Peak, great cardiovascular fitness Hobbies: Archery, bonsai, locksport, parkour, spoon collecting, tai chi chuan forms Style: Neat, orderly, relaxed Greatest flaw: Stretch marks along his back, sides and shoulders from growing too quickly. Best quality: Physical fitness
Educational Background: Shinigami Academy Intelligence Traits: Analytical, astute, bright, clever, quick Any Mental Illnesses? No Learning Experiences: Loss of powers he had previously relied on. Hikaru's short-term goals in life: Score two consecutive bulls’ eyes from 60 meters, solve a compound shifting lock in 45 seconds or less, see his bonsai cherry tree bear fruit for its second mature season, discover who keeps “borrowing” shovel #17 from atrium 3 without permission. Hikaru's long-term goals in life: Develop automatic butterfly feeder, best 5th division’s 15th seat officer in race across Seireitei, regain shinigami powers. How does Hikaru see himself? As a more balanced and less hasty version of his younger self, and as living proof of the late Captain Ryuunosuke Osamu’s kindness and noble soul. How does Hikaru believe he is perceived by others? As a reclusive, mysterious, and humorously ironic figure. How self-confident is Hikaru? Very self-confident, but evenly keeled. Does Hikaru seem ruled by emotion or logic or some combination thereof? More logic than emotion, but works to maintain a balance between the two. What would most embarrass Hikaru? To learn that butterflies from his atrium were stolen during his shift.
Strengths/Weaknesses: Mostly strengths, as he has long since become the master of his own self, and learned to accept his own weaknesses as an essential part of being whole. He can, however, be overly focused on his schedule and discipline, without taking enough time to recline and rest without thinking about how is actions now will affect his future. Introvert or Extrovert? Depends on the social situation and the attitude of the room, but more often introvert than extrovert. How does the character deal with anger? By absorbing the events around him and processing them in a cool, logical way, and then responding with the emotion he feels is the most appropriate to the situation, based on the needs of himself and others, and his values. With sadness? With quiet contemplation, usually alone for a while. Afterward, he also spends time with his friends and shares a few drinks from his zanpakuto. With conflict? By hearing both sides of the conflict, and then trying to find the most equitable solution for all parties involved. Failing this, he attempts to convince others to see things from his point of view by creating an equitable situation for the other person and asking for their advice, or by convincing other people that they came up with the idea first. With change? By coping with what’s different and assimilating the best parts of the change into his daily routine. With loss? In stride, and by paying the proper respects at a later time. Initially, he has been shown to face loss with a morbid sense of humor followed by total detachment from the situation. What does the character want out of life? Nothing, from which he has received more than he could ever hope for. What would the character like to change in his life? Nothing, but if change came his way, he would welcome it into his life as an opportunity for a new experience. What motivates this character? He wants to make his captain proud of him. Since his captain passed away, the best he can hope for is to make what he remembers of his captain proud of him, and pray that it’s close enough. What frightens this character? Sudden changes and losses that are beyond his ability to cope and adapt to his environment. What makes this character happy? Knowing that his actions continue to benefit all of the shinigami of the Seireitei, and that though he lost his powers, he could never lose the things that truly make him a member of the 5th division – his unwavering dedication and loyalty, and the will to better himself. Is the character judgmental of others? Although Shin can be judgmental of other people, he keeps his opinions to himself and only tries to be as helpful or as fair as possible. This is especially true of people he finds slacking during their shift. Is the character generous or stingy? He tends to be very generous to other people with his time and money, never asking for anything in return. At the same time, he can be stingy with advice, only giving it to other when it is asked for, even when it can easily make a situation better. Is the character generally polite or rude? Shin is usually polite, but his enhanced awareness of his surroundings can sometimes lead people to believe he isn’t interested in them or isn’t really paying attention. At other times, he can sometimes be seen as “infuriatingly perfect.”
Cackling Oni cuts a striking figure, no matter the situation. He's been seen in various outfits, but there are two that seem to be most prominent.
The first is a pure white suit, worn on "formal occasions" (typically when dealing with those who are almost equal to his wonderful self), or when he feels like it.
The second is a more utilitarian, but still pure white.
Oh, and he has a mask that covers his entire head, with only eye holes to indicate there might be a person in there. Said mask is a bright red (some say the color of freshly-spilled blood). The eye holes glow a bright purple, though the exact level of brightness seems to vary.
Underneath the red mask, there sits an even more terrifying visage. That of a bone-white Hollow Mask covering his head, with all the proportions just barely wrong. No hair. Eyebrow ridges too large. Eyes too deeply set, and too large. Grin too wide, teeth too large. And what a grin it is; his face seems to be almost perpetually smiling to some degree. His eyes are the eyes of nearly any Vizard; black sclera with (in his case) bright purple irises. While they do glow, it's clear the "outer mask" greatly enhances the effect. If one looks closer at the bone-like head, they'll see a network of criss-crossing scars, barely large enough to see, with a few larger exceptions merely proving the rule. The oddest thing about the mask is that it acts like a face; Cackling Oni can make normal-ish human expressions with it, eat normally, drink, speak, laugh...Some might almost forget the subtle wrongness that his face is composed of.
The rest of his body has pale, but not pure white, skin, with a scattering of scars. He has a well-toned musculature, and is of a comparatively average size.
If someone managed to break his Vizard mask, they'd see a thoroughly ordinary man underneath, with a lack of hair on his head being his only truly unique feature (aside from his eyes). However, this is the only way to view his face; the mask cannot be willingly removed, and can only be broken, or perhaps suppressed.
Not much is known about Cackling Oni, beyond the fact that less than a year ago, he started making waves in the criminal underground. Not big waves, but waves. He carved out his own little niche, but it was a quiet effort. The Yakuza barely had any warning before he inserted himself into a meeting, making a rather simple demand: Leave him alone, and he'd work to make the streets safe for them. By and large, the efforts are subtle, aimed at the most upstanding members of law enforcement.
But months of effort have been invested with one goal: find and kill White Jugde. Cackling Oni has been known to say it's a matter of "professional and personal pride" that he kills the "upstanding do-gooder". He's been carefully researching everything he can about his foe, and using several agents of his own to track him. Most have had little success (due to White Jugde's ghost workers), but a few have fed him tantalizing tidbits of information. It's only made him more determined, and it seems he's preparing to strike...
Shimizu Daichi was once an average member of a minor Quincy clan, in the far north of Japan's mainland. They protected their home town and their land, but little else. They had no real ambitions, Daichi least of all. He was only adequate with his Quincy abilities, his bow's range mediocre, his arrows only wounding Hollows.
Then one day while taking a relaxing stroll back to his family home from the store in town, he was hit with a tranquilizer dart and dragged into a black van. When he woke up, he was strapped to a table and stripped to the waist. There were strange machines all around him, but the room was ill-lit. He heard voices, but couldn't make out what they said. He felt a sudden hot surge in his arm, and was asleep again. He didn't wake again until his fate was being violently changed.
As his eyes fluttered open, he saw what looked like a white helmet sitting on a table nearby, facing away from him. Suddenly, a motorized arm picked it up, and as it moved, he realized something; it was a mask. A Hollow mask. And it was in two pieces; pieces even now being positioned to merge over his head. At the same moment, injectors in his arms and chest activated, surging very diluted Hollow blood into his body, mixed with a heavy does of "purified" reishi. As the strange mix surged in his veins, causing unbelievable agony, the mask slammed shut against his head. Daichi could feel his hair burn away, never to return. He could feel the mask adhering to his skin. He felt the mocking laughter of the echo that remained in the mask; too weak to be a true Hollow, but just enough there that the mask was even then changing his body. Him, who had before now been average, weak even. He was being transformed into something more.
He couldn't help himself. He giggled. Then he chuckled. Then, in that terrible double voice that all Vizard have, he laughed. Because he saw what an incredible joke it all was. How he'd show his family the things he could do now! Right after he busted out of this joint.
With a mighty effort, he managed to snap his restraints; the injectors, having run dry, had already retreated. The new being standing there looked up at where he knew the observation booth was, and the mask on his face suddenly moved, splitting into a wide, gleaming grin.
Ten minutes later, much of the base was dead, and the man who had been born anew was walking down the road, whistling a tune.
Later, when he tried to go to his family, first to show them his ability, and then to seek aid when the infernal mask wouldn't come off ever, he was rejected. They didn't attack him on sight; they loved him enough to give him the chance to leave. But they said they could never accept him back. He was too deeply stained, and it would be too much of a risk from other Quincy clans.
Just a year later, they were killed in just such an attack, with Daichi later hunting down many of those responsible. He was alone in the world, so he might as well find some way to enjoy all these wonderful new abilities. You know, a guy like him didn't have much need for laws, not really. They'd only get in the way of his fun. And his hunt for the ******** who made him into a monster...
In a word, "manic". Cackling Oni is extremely energetic in everything he does, going about his day with incredible enthusiasm and zeal. He approaches any project he undeterakes with the full measure of his attention, sometimes to the detriment of older projects. He seems to enjoy throwing the occasional party for what staff he has, and he enjoys crashing other people's parties even more.
For a criminal psychopath, he's surprisingly well-natured towards those who work for him...so long as they don't break his rules, which mostly amount to being loyal to him above anything else. Despite his seemingly insane nature, he seems to run a tight, stable ship, keeping to a few clearly-defined goals.
Of course, to those he considers enemies, he can be vicious indeed. While strangely he's made it a rule to never involve families or other "innocents" in what he does, he has no qualms about ruthlessly killing those who he sees as standing in the way of his goals, no matter their age or gender. Or who otherwise do things that deeply annoy him. He doesn't go absurdly out of his way to avoid collateral damage, but it's not one of his base goals, either.
One driving factor in his actions seems to be a long-term effort to seek out those who made him what he is today. He had little information to start with, only knowledge of what they did, the fact it seemed well-funded, and...nothing else.
On the flip side, he seems unusually unwilling to harm Quincy who don't truly throw themselves in his way. In fact, he's been known to savagely attack those who target Quincy.
If he finds himself in a fight lasting more than a few moments (he favors "lightning raids" against most regular mortal enemies), he'll quickly move to use "witty banter" to distract his opponent, hoping to cause them to make a mistake.
Vizard Powers: Physical Enhancements: Cackling Oni has had his strength and speed brought to the absolute peak of human potential, resulting in his ability to achieve feats that his size would deem impossible. Nonetheless, he cannot go to the extreme of tossing around cars as weapons; he generally can only lift a several hundred pounds, or sprint at 28 miles per hour.
His endurance, on the other hand, is truly superhuman. Whereas other humans can only sprint all-out for short distances, Cackling Oni has been observed to run all-out for up to half an hour before he needs to stop and rest. And his recovery time is incredible, needing only minutes to be in near-peak condition again (though a bit hungry).
His body is also supernaturally tough; human weaponry has trouble harming him. Anything below the level of explosive grenades or .50 caliber rifle rounds cannot harm him at all, and it takes anti-vehicle ordinance to truly harm him. Low-level spiritual attacks often have reduced affect as well.
Finally, his reflexes are almost off the charts; he's often been seen dodging bullets when fighting in closer quarters, and his incredible dexterity in combat makes him an unholy terror to fight. Other Abilities: Cackling Oni has perfect night vision, able to see as easily in blackest night as he can in brightest day. As well, he seems to not mind sudden bright lights, either. Flashbangs and the like don't faze him. In this incredible vision is his inherent ability to see spiritual beings.
However, unlike many of his fellow Vizard, he does not have any ability to fire blasts of energy. Instead, he seems to rely on mundane weapons; considering his foes are also mundane, it balances out in the end. Mostly.
Speed: Cackling Oni is capable of bursts of speed, due to a strange hybrid of Sonido and Hirenkyaku, resulting in a movement that might not have the full range of Sonido, but seems to have much finer control. It does not give off the typical *boom* of a Sonido; instead, it results in something of a "tearing" sound. The overall speed he can display is on par with lower-seated Shinigami with average proficiency, or of lower-powered Arrancar with average proficiency. Energy Reserves: Cackling Oni draws his power from both within and without, due to his nature as a Vizard Quincy. His Hollow nature provides a constant inner source of strength, but he's able to always augment it with spiritual energy drawn from the world around him. Energy Manipulation: Cackling Oni is not the foremost expert in energy manipulation, but neither is he totaly untalented. He is able to use his speed-boost ability, and has the ability to air-walk. As well, he's displayed a somewhat more unique ability to stick to solid surfaces via a similar principle.
Connected to this, he has decent skill with creating Quincy artifacts, though he's not a master craftsman as such. Unknown years of practice help. Dimensional Pockets: Referred to by some as "hammerspace", Cackling Oni has the ability to attach several small dimensional pockets to the inside of any of his garments (almost always his jacket, though he's used the inside of his pants as a "joke" before). He can create a total of 10 of these pockets; each has enough space for a rocket launcher, or perhaps a small, tightly packed tent. Or a large stuffed monkey. Whatever he feels like. Typically they're used to carry his assorted weapons and "tools of the trade". He theorizes this ability is what took the place of greater physical enhancements, energy blasts, and other such things. Quincy Bow: The iconic form of a Quincy's power. Whereas before his "change", his bow was indistinct, it now takes a very well-defined form, that of a high-tech compound bow. His range seems to be in the neighborhood of 500 feet with full accuracy; beyond that his accuracy takes a sharp dive. His arrows are sharp, and strike with power backed by incredible strength. He's able to form his bow in the space of about a second, though he rarely uses it (or most of his other truly extraordinary abilities) unless facing a "worthy foe".
Guns: Cackling Oni typically carries a couple pairs of pistols, a couple of submachine guns, an assault rifle, a shotgun, and a sniper rifle on his person. Melee Weapons: Cackling Oni carries a couple of brass knuckles, a blackjack, an aluminum baseball bat, a sledgehammer, and a crowbar (his self-proclaimed "favorite of all time!"). Other tools: He always has a cell phone, as well as a scattering of hand tools, lock picks, and miscellaneous "junk" on his person. Sometimes he seems to have items solely for the purpose of playing a "joke" on someone.
Seele Schneider: Cackling Oni has a Seele Schneider in the shape of a simple white kusarigama. It has a purely physical blade; however, the edge can be enhanced with a spirit energy blade as well. The "counterweight" can retract and attach to the handle, making it a simple kama. When fired as an arrow, the weight/chain can be fastened to his belt, and the main blade retracts, while the arrow that springs forth has a cruel hooked head. He seems to carry only one of these. Probably because the end is a- Ginto: He carries five on his person; all are designed to act as counterweights on his "special weapon". All are designed to let all their stored spiritual energy out in an explosion of power that equals a level-30 hado. However, this explosion is indirect and uncontrolled.
Combat: Cackling Oni has a fluid, chaotic style of fighting that is difficult to predict. He switches between firearms, his fists, and various weapons with alarming frequency and randomness. All with fairly equal proficiency, though he seems to be best at using guns. His skill level is comparable to a well trained member of a modern military service, though not on par with true special forces of any kind. Other: He can pick physical locks, he can smooth talk a fair number of people, and he can make intricate plans. He's not so good with computers or other bits of recent technology. He's not hopeless, but he's acknowledged he can never get being "basic" as a skill level. He's also a decent driver, though he typically has "his people" do that for him.
Archery: His archery skills are on-par with his other fighting skills.
Direct: He has a couple dozen loyal employees, including a personal assistant, a technology consultant, and a trusted physician. The rest are more "hands on" employees, though none are overly dumb or cruel. He prefers to run a tight ship. Indirect: Much of the crime world.
Last edited by KnightDisciple : 09-30-2011 at 09:51 PM.
It's no secret that many of the human myths and legends come from interactions with the spirit world. One such legend pertains to the Four Horsemen of the Apocalypse.
What few people know is that the horsemen themselves were significantly less pertinent than their mounts. These creatures, though similar to Hollows in appearance and general abilities, lack the distinctive holes that mark Hollows. Further, they seem uncapable of being purified via Konsou, and do not possess the ability to transform themselves (except when ridden).
Though sharing the characteristics of their myth-like counterparts, the horses are not themselves linked to the end of the world. Instead, they are intelligent beasts native to Hueco Mundo, supposedly not born of the cycle of Reincarnation, of nature unknown (arguably the embodiment of their respective aspects). They cannot be permanently killed, though they CAN be disabled; usually, they will reform in a matter of days in a location of Hueco Mundo after they are defeated, except when they test their would-be riders (in which case they surrender before the final blow).
Anyone can try and tame these dangerous creatures. The most common method is direct combat.
The mount that least resembles an actual horse. Its mane is leonine, and its mouth opens wide in jagged, sharp teeth. Its hooves end in massive claws, and between the plates of its Hollow exterior burst occasional flames, which run along its body to form a tail. Instead of eyes, it has burning embers.
Abilities: War incites bloodlust in all creatures near it, as well as increasing temperature by several degrees. Plantlife usually burns in its presence. It grants a significant increase to its rider's attack powers (increased Cero/Bala/Kidou/Zanpakutou strength), at the cost of a decrease in their defensive capabilities and tactical thinking (think Berserkers, including how they seem to ignore pain). War is capable of Cero and Bala, with the former being incredibly destructive with a large radius - visually, like a massive, intense fireball. It has poor Hierro, however, and only average Sonido. Fusion with its rider (through Shikai/Bankai/Ressurreccion/Segunda Etapa) grants him or her the ability to manipulate fire, as well as the capabilities already described (which intensify even more).
Pestilence looks like a bloated horse that breathes noxious fumes. Its coat is a sickly, discolored green between its plates, and unlike the other mounts, it has actual, physical eyes which look blinded as though from cataracts, with slimy green tears running the sides of its horrid face. Somewhat resembles a zombie horse, except the flesh is evenly decayed.
Abilities: Pestilence poisons the air around it. The poison acts both when inhaled and in contact with the skin, causing nausea, irritation of the eyes and nose, a nasty cough, and rashes. Prolonged exposure causes the flesh to rot. Its effects are proportional to the victim's Reiatsu - the stronger the victim, the more slowly it works. Its rider is not immune to its effects, though it works at a significantly slowed rate. It has subpar Cero, though its Bala have a dangerous corrosive effect that weakens the target's defenses (and immune system in case of a direct hit). It has great Hierro and subpar Sonido. Fusion with its rider grants him/her the ability to corrode their enemy with its attacks. It saps at his/her stamina at a greater rate than usual, however.
Famine is the sleekiest of the four horses. It seems almost literally skin and bone, and it's smaller than the other three mounts. Its tail is made of bone, and its eyes burn a cold blue. Its coat is bright blue, as well.
Abilities: Famine feeds on blood and Reishi. It continually absorbs the ambient Reishi as well as any Reiryoku that happens to come its way. As a result, energy-based attacks have a diminished effect on it (low-grade attacks are completely ignored). If any target happens to be drained completely of Reiryoku, it begins to slowly sap its vital strength as well, as the target visibly withers. Its Cero and Bala are both significantly weak, at least until it feeds. It has very poor Hierro, but is the fastest of the four horses as far as Sonido goes. Fusion with its Rider makes him/her capable of draining Reiatsu with each attack, replenishing their own reserves, as well as regenerating if they draw blood (with the amount of regeneration being proportional to the blood drawn). Famine is impossible to satisfy, and is the hardest horse to control - the more it consumes, the hungrier and thirstier it becomes, potentially turning on its rider if it runs out of sustenance.
The most magnificent of the horses, though it seems quite plain in comparison to their grotesque appearance. Its mane, tail and eyes resemble the starred skies in a bleak, moonless night. Its coat is of a white so pale as to be almost translucent, giving it a ghostly appearance.
Abilities: Death radiates its namesake. The weakest creatures and plantlife instantly wither and die in its presence; humans fall to the ground as though their bodies simply stopped. Creatures killed in this manner can be reanimated and made to fight by Death itself. (Its defeat causes the control to vanish; if the creature in question didn't sustain any life-threatening wounds, then it may be ressuscitated through normal means such as CPR.) Death can also control the skeletons and bodies of creatures killed by other means. Though the creatures themselves are not particularly potent, they cannot be permanently killed so long as Death is around. Mere unconsciousness suffices for it to establish control, though the body is significantly less capable under such circunstances.
Gazing into Death's eyes induces despair. It uses the deepest insecurities and fears of the target against itself, causing it to hallucinate in the back of its mind and inciting fear. The target may not understand why, but it becomes increasingly more frightened with the passing of time. Sufficiently iron-willed targets may overcome or compensate for its effects.
Death's Cero does not detonate, instead creating a small orb of nothingness that sucks everything into it. It grows as it absorbs things, though a significant blast of energy (or harming Death itself) can dissipate it. Its Bala induces temporary numbness and, with sufficient impact, localized paralysis. It has average Hierro and Sonido. Fusion with its Rider grants him/her its natural abilities, plus the ability to create vaccuum with its attacks, drawing them closer.
The Void, the Cold Steel, the Just Sword courtesy of Prime32.
This one's new.
I met a girl with a really pensive look. I walk up to her, put a fifty cent coin in her hand, "For your thoughts. I know the going rate is supposed to be one, but I figure you play hardball."
She gave it back, "Keep it. Pretty sure a guy with your charm can find a way to have them for free anyway."
Appearance: Hotaru appears to be a young woman, quite pretty, with medium-length black hair, light skin- and, incongruously, indigo irises. She is petite even for a Japanese woman, and quite slender. She mostly wears the standard Shinigami uniform, but when in civilian attire, often wears a kimono or yukata. She also has a tattoo of the Pasque Flower, the symbol of the 2nd Division, and the Snowdrop- of the 13th- on her upper back.
Hotaru, despite her young age, at times can seem quite jaded- she's lost a lot, and is keenly aware of the fact that the job of a Shinigami can be extremely dangerous- the job of a Strike Team leader, even more so. Therefore, she lives life to the fullest- without letting it degrade her performance, however. She will have one night stands- with both genders- but never lets it destroy a friendship or create tension in the office or on the field.
And then, the next day, she goes back to her work, knowing each Strike Team call might be her last, and determined that when that last call comes in, she'll give it her best, and go out fighting.
Of course, this attitude does create some problems. For one thing, Soul Society is distinctively Japanese in character, and an attitude like hers goes completely against the often reserved culture of Soul Society. For another... she's scared of actually committing herself to a more long-term relationship than a one-night stand. After all, she could lose it all the next call.
It would take a lot to break through her shell.
Zanpaktou: Boueisya (防衛者)
In its sealed form, Boueisya takes the form of a plain wakizashi, which Hotaru keeps sheathed behind her waist horizontally. If she uses the sealed form- which is quite rare- Hotaru prefers to use an underhand grip.
Shikai: Stand Firm, Boueisya!
Boueisya takes the form of a steel vambrace and gauntlet covering Hotaru's right upper arm and hand. Her Shikai has two main capabilities. Firstly, it enhances Hakuda, although to be fair, this is less a power and more the fact that being hit in the face by a gauntlet hurts more than when it's a flesh-and-bone fist.
The second ability- and the one that gives it its name- is that if Hotaru gets her right arm in the path of any energy or physical attack, she has a good chance of blocking or dissipating it entirely. This is limited by relative strengths, but not by much- even a Captain's Shikai would have to exert significant effort to manage it. The main weakness of the ability is the need for her to get her arm in the path of the attack in the first place.
Hotaru has attained Shikai, but otherwise, her Zanjutsu- as in the technical aspects of swinging a sword around- are somewhat lacking. She just doesn't see the point for herself, as her Zanpaktou can't be used with most of these techniques. Her knowledge is mostly from before she attained Shikai.
As a former 2nd Division member, Hotaru is, naturally, very skilled in Hoho. It's probably high 3rd-seat level.
Hotaru is a master at Hakuda. In straight-out, hand-to-hand, no-reiatsu combat, she is easily capable of defeating Captain Hayashi (as the latter knows quite well from some embarrassing sparring sessions). This is, to a degree, a natural consequence of her Zanpaktou being extremely suited to the use of Hakuda instead of Zanjutsu techniqus.
While certainly not the best at Kido in her division, Hotaru does have a bit of skill in Kido- mostly Bakudo and other dirty tricks instead of Hado.
Originally Posted by Revlid
And so it was that Zaeed, Aang, Winry, Ezio, Sadoko and Snow White all set out on their epic journey to destroy The Empire.
Gender: Male Age: 26 Height: 190cm Weight: 90kg Reiatsu: Silver with golden tracings and highlights Faction: S.W.O.R.D Codename: "Palladium Messenger"
Bishop Damiano is a tall and built young man with blue eyes that seems more silver than blue with a head of golden blonde hair that shines like soft glow. He bears more than just passing resemblance to the many religious portraits of Archangel Michael, particular those that show him clad in full armor and going tilt with the Dragon.
Being unassigned to any church meant that Angelo did not require to be dressed in the clothing expected for a member of the clergy, to this he prefers clothing that accentuates a tough demeanor and stature, playing up to the sort of "heroic youth" look that is perhaps the only sign of a personality not wrapped up in faith, but born from a time in youth where cartoons and comics captured his imagination more than the Lord.
He is never seen without wearing an elaborate cross forged from an alloy of blessed platinum, palladium, silver and steel. It resembles a cross as well as a tiny hammer, and it serves as Angelo's Fullbring focus.
His reiatsu, should he choose to release it, is truly a spectacle that deserves the "Archangel Michael" association. That strength of faith, ironically brought about by hollow reiatsu and later honed by Angelo's maturity in his Fullbring powers, is pure raw naked domination and strength, an unswerving determination with no compromise nor mercy to the forces of darkness that threatens the innocent and helpless.
Bishop Damiano is a man of faith, and he lives a very simple life of devotion and discipline. A man who channels 70% of his clerical allowance to various charities and orphanages spends also 70% of his time visiting the same charities and orphanages when he is not on assignments to ensure not just material contributions to ease the pains of the world, but his personal attention and passion as well. Children however do not seem very appreciative of his efforts to be friendly with them, shunning his stern demeanor. He gets along better with older children who show some maturity, recognizing the burden of responsibility that comes with that coming of age.
During assignments he is relentless, tireless and utterly cold, banking the fires of rage only to release them when face to face with the target of his assignment. However, due to the constant lack of opportunities to lead squads or develop leadership skills, Bishop Damiano is unable to rise through the ranks. And if given the opportunity to lead, this deficiency will show itself very quickly.
Angelo's birth was a miracle. Her pregnant mother was a victim of a hollow attack right on the hospital bed in Rome, and to make matters worse, tried to possess the woman in order to get to the soul of the yet to be born baby in his mother's womb.
Thankfully, other Agents were about to leave from another extraction mission when their sensors picked up this spiritual assault. Rushing quickly to assist the screaming woman which no amount of tranquilizers would calm down, and swatting doctors and nurses away from her as if they are flies, the Agents manage to drive away the hollow before it was allowed to make full contact with the infant. They managed to save the boy, but the struggles and damage was too much for the mother, who died on the spot. Retrieving Angelo's mother's simple silver cross as a momento for the infant, the Agents decide to send the boy to a SWORD-run orphanage, believing that the boy might develop spiritual abilities after such an encounter.
SWORD was right, as soon as the boy could remember, he has always seen spirits, and could interact with them meaningfully, leading to his caretakers reporting the many instances of "imaginary friends" as evidence of the boy's sensitivity to the paranormal. The assigned teams brought Angelo to the Vatican's Paranormal Division for a series of religious indoctrination and exorcism training, but neglected to teach him any combat skills.
Leading the boy to an armored underground chamber, the frightened boy focuses and schools himself into calmness as he is presented with an arrancar, a low grade animal arrancar which he is given a plain silver cross and a heavily modified handgun. It was then that the boy's constant questions on his parents are answered. Right before the snarling arrancar, Angelo Damiano is told in perfect detail how a hollow, the low grade arrancar in the same room as he is right now, tried to attack him and killed his mother as a consequence. And he is holding his mother's cross right now.
Given a choice to take his first step in serving the Lord by eliminating the evil, or perish knowing that he would always be weak and unworthy of his mother's protection, the let loose the arrancar's restraints.
Righteous anger and the litany of the Word fills Angelo's mind as his reiatsu is released for the first time. But to ask a mere child to defeat an arrancar is too much, and SWORD was forced to take action before the boy suffers too much injuries to be able to be of any use to them. But that moment of defeat is etched deeply into Angelo's mind. He swore to himself that he would never be weak again.
Formalizing his traning as a member of SWORD, Angelo receives his rank of Bishop at the conclusion of his long years of training and rookie assignments. Going down to the forge where SWORD agents have their equipment forged, he takes a month sabbatical down in the hot workshop, smelting his mother's cross with various materials requisitioned from the Church, leaving with the mini-cross/hammer pendant which he wears till now.
Angelo Damiano has all the common abilities of a completed Fullbringer, as well as the following powers:
Michael's Judgement: The cross/hammer that Bishop Angelo Damiano wears is the focus of Angelo's Fullbring powers. When activated, it becomes an oversized hammer that resembles a stylized cross that is as tall as Angelo is, but is lightweight enough to be wielded in one hand. At default this hammer hits hard enough to crack low grade Hierros and resistant enough to withstand up to 5 Cero blasts before it loses its power and reverts back to an ordinary cross. It also boosts Angelo's strength and durability to superhuman levels.
Vanquish: Silvery gold light wreathes the hammer in righteous flames, this allows Angelo to hit enemies with twice his maximum impact power and tear through any supernatural protections with an easier time. This ability works only on hollows and their equivalents, including vizards and arrancars.
Judgement: Even in the case of dual-headed hammers, the top portion is mostly unused. By gripping his weapon with both hands and chanting a litany before swinging the hammer downwards, a jet of reiryoku erupts from the tip of the cross just as the hammer is swung downwards. The impact on the ground, regardless of the actual strength, creates a 20ft diameter shockwave of power that forces back all foes to the edge of this ability's power. The tip of the cross also lengthens into a 100 yard beam attack that smites in a straight line. This beam ignores inorganic materials and attacks with the force of an average cero. Again, like Vanquish, this attack affects only hollows and their equivalents, including vizards and arrancars. Angelo can only use this ability twice a day.
Sanctuary: By focusing his reiryoku, Angelo can invoke a shimmering field of silver light with golden outline in a hemispherical shape. Anybody under this dome of protections find minor injuries heal at a remarkable rate and more serious injuries seem to have stopped bleeding and partially sealed itself up. This field is also highly resistant to attacks equivalent to Michael's Judgement's resilience. Maintaining the field however is draining, and Angelo can only maintain this field for up till 1 minute per day.
Bringer Light: Angelo's bringer light works like sonido, and is as fast as the equivalent of a vice-captain's shunpo.
Bless Water: Bishop Damiano can bless water or any liquid of any quantity no more than 9 gallons into holy water with a concentration of reiryoku and a litany.
Blessed Sight: Angelo has spirit sight which blends effectively with his vision of the mortal world. Shinigami are colored in a blue aura, hollows in red, vizards in purple, arrancar in blood red, spiritually awakened mortals in yellow. He can also see these spiritual beings in perfect clarity.
Blessings of Protection: Angelo can pray for protection for any mortal, providing a one-time shielding effect against any spiritual beings no stronger than a 20th Seat. Against an attack it can effectively block, any damage and effects that would have affected the target is totally negated and the blessings wear off. This blessing lasts for a week or Monday whichever comes first.
Exorcism: Angelo is fully trained in exorcism and has the reiryoku to make it happen with certainty. Against spirits and ghosts no more powerful than an unseated shinigami, Angelo can cast it out of a possessed body (or gigai) by touching the target with his cross, or a spray of holy water. However, since exorcism takes more time and involves potential risks to participants, Angelo would rather use his gun and shoot the target. This ability is most effective against small-time spirits and ghosts.
Exalted Wards: Angelo can bless a single building and its surrounding lands (marked by the boundaries of a fence or road or some other clear markers) for a week, where small-time spirits and ghosts are forbidden from entering the area, nor are they allowed to attack the ward placed on the main entrance of the building.
Unwilling to defile his body for implants and bio-modifications, Angelo compromises by using high-tech equipment.
Left Wrist Dimension Holster: A simple bracelet that can store many items by touching said item to the holster and willing the storage to happen. The bracelet appears to be a ten ring-linked bracelet made from silver. Each ring can hold the equivalent of 1 equipment no bigger than a car. Each occupied ring exudes a dull golden sheen.
Exorcist's Handgun: Fires rubber bullets that affects mortals normally but delivers a powerful blast to spiritual beings. The impact of the rubber bullets also has a good chance of ejecting spiritual beings from their gigai or possessed targets. Stored in the Dimension Holster along with many clips of special rubber bullets.
Holy Water Sprayer: Up to two gallons of water stored in an extra-dimensional space can be sprayed like a flamethrower with a maximum range of 30ft. The type of spray alternates between single globs, a line spray or a cone. This Holy Water is highly corrosive on any spiritual beings composed primary of spiritual particles (gigai is not affected) and will not just deal sustained damage on them, but also partially hamper their movements. Stored in the Dimension Holster.
HUD contact lenses: A pair of clear contact lenses are worn by Angelo to function as a HUD with relevant displays of information, videos, pictures, maps and GPS. It also contains a visual-triggered tracker, marker and sensor array. Comes with an in-ear earbud hearing aid that provides audio and allows whisper-like conversations without impeding hearing ability and even boosting auditory abilities.
Right Wrist High-Tech Computer Rosary: The mainframe is miniaturized in the form of a rosary made from silvery metal. This equipment is responsible for feeding information to the HUD contact lenses and hearing aid.
Protective Clothing: Made from a very lightweight and flexible material, Angelo's clothing is ballistics-proof and knife-proof. When infused with Angelo's reiryoku, it functions as low-grade Hierro. Angelo has a full wardrobe of them and they do not work without Angelo's Rosary.
Martial Arts and Weapons Training: Angelo is as well-trained as a Navy Seal.
Physical Conditioning: Focusing on lean muscle, Angelo is a lot stronger, tougher and quicker than he looks.
Master Driver: He makes Fast and Furious look like Slow and Gentle.
Expert Cook: He whips up really good meals on a tight budget. Can tofu ever taste this good?!
Hollowfication (Not Yet)
Having powers based on hollows, it is not a stretch to conclude that Angelo can head down to the path of hollowfication. Should this event occur, Angelo's already known status as a "walking theological contradiction" will be strengthened.
Last edited by Nicklance : 10-21-2011 at 09:45 PM.
Toriyama Alice, (former) Kido teacher in the Kido Corps' Eight cell.
Reiatsu: Dark red, looks like steam in turbulent winds. Height: 5'2/1.575 m Weight: 106 lbs/ 47.7 kg Age: 146 years (looks about 20)
Appearance: Alice looks like a young woman with a perpetual calm smile and cheerful eyes behind old-fashioned reading glasses .
She keeps her hair in a collar-length pageboy haircut and still wears her former uniform as a seated Kido Corps member. Only thing she has foregone is her geta, which she seem to have abandoned soon after following Kitano Takeshi into the mortal world.
Personality: Alice is known as a calm and idealist person, as well as addicted to black tea, remaining smiling and completely controlled even when faced with ambush or sudden danger. She always seem ready to lecture her opponents, be it in sparing or life and death battle, giving her a reputation as being quite insufferable among some students.
Alice harbours a deep hatred for Hollows, however, and have a hard time keeping herself from just attacking mindlessly when in battle with them. The source of this hatred is not something she discusses with anybody.
Oddly she seems to retain little of the passion for music she had in her mortal life.
Alice was one of many young Japanese commoners to study in England during the reign of emperor Mutsuhito when a Hollow attack killed and devoured the souls of most of the student body of the small school, her spiritual power letting her see their very souls being ripped apart while she fled for her soul. While she did not manage to survive she was one of the only people in the school to avoid the Hollows long enough to be send to the Soul Society when the Shinigami arrived. Being one of the few arrivals lucky enough to have the spiritual energy to become a Shinigami herself she soon entered the academy.
At the academy she studied and trained with a devotion that gave her a reputation as a bit of a fanatic until she got accepted into the Kido Corps.
At the Kido Corps she became known as a very friendly and helpful Junior member, spending a large part of her time helping other students and studying at the vast library of the Corps. Her reputation only growing as she became a full-fledged teacher upon reaching senior member status and was expected to be a candidate for leadership of the cell before the split.
Alice sided with Kitano when he broke free from the Corps, seeing no good coming from bargaining with any Hollows, still remembering the loss of her friends in the event that ended her mortal life. While her departure came as a great shock to her students it came as an even greater shock that she was willing to raise her Zanpakutou in battle against those who tried to stop her from joining Kitano's followers. Those few who did try to fight her was quickly caught off guard by the friendly smile their former teacher still showed despite fighting her own students. Countering the effects of her Shikai only long after she had disappeared with Kitano's followers.
Zanpakutou: クララントゥ (Kurarantou) - Kurarantou is a standard wakizashi worn in a plain white scabbard at Alice's right, it's blade as reflective as a mirror.
Shikai: "Sound the hour"
The short sword evaporates into a mass of red smoke that encompasses Alice's hands and arms, not dissolving into the air as any natural smoke would, and forms a shape similar to tonfa or gauntlets as tough as any solid object upon impact. Due to it's malleable nature Alice can make the smoke extend for several metres in battle, making it a difficult weapon to parry.
The red smoke allows Alice to lower gravity's effect on herself and those she hits with the smoke, allowing her to ignore falls and temporarily move along walls and ceilings while literally send her enemies flying. The effect is very temporary on others, though, and can be resisted by powerful Shinigami.
Alice can affect non-living matter with her Shikai as well, although it is drastically limited on it and only extends for a few seconds after losing contact with the smoke.
When Kurarentou appears, it takes the appearance of an ordinary grey tabby, it's only odd feature being it's twin tails, wearing an old newsboy cap and oftentimes defying gravity when it appears. Very often appearing on ceilings and sipping from a hovering cup of tea, something Alice suspects he does just to annoy the laws of physics.
Kurarentou is a curious spirit and oftentimes have completely different priorities than Alice, giving advice that seems almost entirely unrelated to what's at hand despite harbouring a similarly positive view to Alice. Clarent is much less worried with the larger matters of the Soul Society than Alice, preferring to prepare a cup of Earl Grey over taking sides in the split of the Kido Corps.
Kurarentou resides in what looks very much like the Hyde park in London, roughly anno 1851 at the time of the Great Exhibition, except that the city is completely devoid of any sign of life and the Crystal Palace's interior is more alike a tea shop than it's actual content.
Jack-of-All-Trades: As a teacher of Kido, Alice has skills in most aspects in it and know a variety of both offencive and defencive spells, if not on the level of a Kido master or the more powerful Shinigami.
Shunpo Expert: While Alice know much Kido, she specialises in Shunpo and similar movement-based Kido, basing her fighting style around mobility and speed.
Gender: Female Age: 500 (looks near 27), age is kept secret 2nd Divisions style :D Height: 160cm Weight: 46kg Hair: Raven black with a floral scent. Long and silky and never a stray or frizzled strand Complexion: Fair with a healthy pink glow. Eyes: Black with subtle iridescent sparkles Reiatsu: Faint pink-purple with floral scents. Particularly strong flares produce motes that resembles butterflies that last for a second or two before dissipating. This is a visual effect. Division/Rank: Captain of the 4th Division
Despite her great age, Fujiwara Akira is a great beauty that seemed to be locked in time. A beauty that is capable of giving most men a heartache just looking at her. In her Shinigami uniform, she looks great still but her beauty is muted by the sombre black and white. The traditional shikakusho that Akira wears is modified to feature larger sleeves, giving Akira a very graceful and elegant look while allowing her to store a large number of light thrown weapons. Her Captain's haori looks more like a doctor's lab coat than an overcoat, and she wears them only when the situation and location demands them.
Within her own Division grounds, particularly in the wards, she puts her Shinigami uniform aside, believing that those who were unconscious would probably not appreciate waking up looking at such stark colors. As such, she would wear dresses colored primarily in purple which is her favorite color.
Fujiwara Akira was dangerous and still is today. She was once a Vice-Captain of the 2nd Division and was widely considered to be the next Captain before her wish to be transferred to the 4th Division created a wave of surprise amongst the Shinigami ranks. Her dossier notes her as a cold and efficient assassin and extremely loyal to the Gotei 13.
However, after three hundred years with the 2nd Division, her personality took on a complete change when she ascended the ranks in the 4th Division. Her previous cold and merciless manner is replaced by bedside manners that oozes fairytale love affairs, where patients could not discern whether she is genuinely in tender love with them (men or women alike) or is simply a completely compassionate and loving doctor. Her knowledge of the human anatomy learnt to inflict maximum damage and swift death lends itself to therapy as well, and her previously noted but not important mastery of kido makes her hidden gem as a master of healing techniques.
Currently, those who would remember Akira as the cold professional assassin were either getting senile or dead and the general secrecy of the 2nd Division meant that later generations of Shinigami have no clue about Akira's more terrible past. But being only slightly younger than the Commander General, he perhaps still remembers very well that Akira merely chooses to serve the Gotei 13 in another capacity, but might not be willing to overlook her combat prowess despite being in the 4th Division.
Akira is always smiling and patient with everybody and would not hesitate to converse with anyone who approaches her, extending a loving attention. She would not hesitate to defend the wounded and those that require assistance and she is willing to end a life to protect another life in that regard.
Fujiwara Akira spends only two years in the Shinigami Academy, and received an invitation as a low seated officer within the 2nd Division when she excels in Hakuda and Hoho classes. What made her a great candidate as well are her easy-going ways. She holds a low profile in classes but does not hold herself apart from others. She socializes but leaves no lasting impressions. It was as if she could flutter in and out of the classroom and not attract any attention at all, despite being able to go through table after table greeting other Academy students and discussing about the weather.
While generally slow compared to prodigies, which Akira isn't. It took her five years to attain Shikai as the 20th Seat in the 2nd Division. After which when Chou no Jotei became a butterfly blade, her training of not releasing her blade made little difference, since folded her Zanpakuto is still a deadly extension of her body. In the earlier and more turmultous time, there were plenty of dissidents, traitors and double agents which pose legitimate thread not just to Gotei 13 but the innocents of Rukongai. Fujiwara Akira gained experience in striking at her enemies, Chou no Jotei awakened a taste for bloodshed in a gradual manner.
Due to the 2nd Division's strong encouragement to not unseal Zanpakuto and preferring Hakuda to take down foes. Chou no Jotei grew increasingly patient in having her blade used, which Akira prevented by almost always using the folded weapon as a bludgeoning tool to expertly hit acupoints and shatter bones. The only time when Chou no Jotei could cut something was against Hollows where encouragements did not cover that type of foe. But still Akira would only release her Zanpakuto during training and never during missions, knowing that it was too flashy. Eventually the once tight sisterly bond between Zanpakuto and Shinigami grew estranged.
It was only during an uprising in the Zaraki district where it became apparent that silent assassinations during an emergency was considered unimportant and orders were in favor of direct assaults to prevent the mobs from spilling over to other districts. When the order came down from the Captain that release of blades is authorised in order to shore up power against numbers that Akira gave in to her Zanpakuto's wishes. The release was spectacular and the flurry of butterflies worked to great effect against masses of foes.
Perhaps the greatest cliche that fate can deliver to killers is the awakening of conscious. And indeed it is no different for Akira. Innocents were hurt in her explosion of power and it was too late. Even Chou no Jotei was shocked into silence, and after long discussions about the matter, realized that eagerness to fight should not be tainted with indiscriminate slaughter, though the Zanpakuto's manner of dealing with the guilt is to wall it away and pretend that it did not matter. Akira decided to deal with it in a more sensible manner.
As a penance, the Vice-Captain of the 2nd Division decided to spend a short stint with the 4th Division, taking care of the wounded instead of lethally wounding others. But what she found out was that she actually found caring to her liking. And even Chou no Jotei softened her heart when it came to tending to the sick and wounded. Continuing her studies in kido that were suspended during those long years with the 2nd Division, Akira took great pains to regain lost practise and studies and through hard work brought herself back up to speed, and in the meantime climbed the ranks quickly as well.
When the time came for another long term mission, one that takes a hundred years, Akira was chosen as a representative from the 4th Division. This choice was not made lightly. It was a classified mission that requires that many long years to accomplish and having a combat medic with a distinguished background from the 2nd Division ensures not just having a capable healer, but also an experienced fighter as well. Coupled with her age and maturity, she would also help serve as the team's pillar of motivation and support. It was during this hundred years that Akira developed her bankai and completed her training as well as the mission entails plenty of dangerous combat situations, there is no lack of practise. Furthermore, because this wasn't a typical 2nd Division mission, all members of the team were given full leeway in their fighting styles. Relying less on Hakuda, with a chastened and wiser Chou no Jotei, the duo worked out their differences and teamwork issues and proceeded to improve by leaps and bounds over a long period of time.
A short stint in the 4th Division that was meant to humble her taught her more lessons than she had expected, and the 100 year mission gave her more practise at the two things she had learnt and loved. And when the vacancy for Captain opened up following a retirement, the already experienced and powerful Fujiwara Akira earned the entire 4th Division's support. To her, it was not about a matter of finding balance, or achieving a neutral karma or any sort of penance anymore. She simply found another occupation that she can feel happy, if not even happier in. And for the 4th Division, Akira represents the new type of leadership within the Division that has the potential to shape them into a stronger force, one that is not backed merely by healing expertise and the poor reputation of being weak, but also by a leader who is a contributing member of the 13 strongest combat force of the Gotei 13, the Captains themselves.
As a Captain of the 4th Division, Fujiwara Akira is more than capable of serving as one of the 13 main battle forces which the other Captains fulfill as well. She may have discarded an assassin's poise for a doctor's grace, but she constantly practises everyday and is no way rusty or even out of touch. In fact, being almost as old as the current Commander General, she is one of the most experienced Captains in the Gotei 13 that can be relied on no matter whether it is medical assistance or outright combat performance.
Akira is a Zanjutsu master. She can utilize the folded butterfly blade or the unfolded weapon and iron fan to devastating effect, and often mixes Hakuda strikes into her fighting style as a matter of efficiency and surprise. To supplement this skill Akira uses throwing weapons quite often too, since it is less flashier than Kido and does not release reiryoku at all. Her skill in Zanjutsu came at a price, which during her long hundred-year mission had improved at the expense of her Hakuda. Her mastery of Zanjutsu is above average for a Captain's level.
Akira is an expert at Hakuda, being able to meld footwork and agility to perform lightning-quick strikes, blocks and parries. She also takes advantage of her knowledge of physiology to strike at weak sports to incapacitate or inflict pain without lasting injury. Nowadays she uses Hakuda more often for massage therapy.
Akira's mastery of Hoho is average for a Captain's level, but her specialty lies in her footwork and Shunpo being silent, unlike other Hoho masters who may not be able to totally mute the sound of their entry and ending of their Shunpo.
Akira is a kido master with an extra specialty in healing kido. She can cast all healing kido at full power without incantations. Her Bakudo spells can be cast without incantations up till level 84 at half power and levels 85 to 99 requiring incantations. Akira's Hado spells can be cast without incantations up till level 60 at half power and levels 61 to 99 requiring incantations.
Akira has deep wells of spiritual energy as expected for a Captain and one of the oldest and experienced Shinigami around. Her control of her energies are remarkably fine as well, honed by the long years of service in the 2nd and 4th Division, each having its own training regiment and use of reiryoku. When her reiatsu is released, the purplish butterflies give out a pleasant scent, and quite often carries enough hints of lavender to actually be soothing to anyone who breathes it in. This does not hinder anyone in any way and is only as effective as normal aromatherapy.
Zanpakuto: Chou no Jotei (Empress of Butterflies - Kido Type)
Chou no Jotei is technically a long blade, with a foldable handle as long as the blade, allowing a fully unfolded blade to function perfectly well as either a short spear or a nodaichi. As a butterfly blade, the folded weapon is still functionable as a long baton and is quite capable of inflicting strong bludgeoning damage.
Chou no Jotei did not originally look like this. It used to look like a typical katana-shaped Zanpakuto, until Akira managed to learn her Zanpakuto's name, upon which it transform into a butterfly blade and a clear message that its "time in a coccoon is over".
As Akira's Zanpakuto, she is capable of folding and unfolding Chou no Jotei instantaneously.
Chou no Jotei is a proud and slightly aloof woman with butterfly wings of shimmering colors. She is seen holding a naked blade at all times, and is almost always a katana though she is known to wield other bladed weapons, expecially when sparring with Akira. While she looks soft, delicate and gentle, her personality is actually cruel, merciless and cold.
Akira's Inner World is a large lake ringed by a grassy bank with purple flowers. In the middle of a lake is a cherry blossom tree in full bloom, surrounded by butterflies in a variety of colors. Whenever Akira enters the Inner World, she will appear at the bank and the purple flowers represent her favorite color. Chou no Jotei will be on the island surrounded by her butterflies.
The activity of the butterflies reflect Akira's mood, flying gently when serene and fluttering in chaos when frustrated or angry.
Sealed Special Ability:
A butterfly blade that can be unfolded into a long blade/short spear or folded to function as a solid rod.
Shikai (Release Phrase: The garden calls and the flowers sing! Chou no Jotei)
(Best image I can go for, but definitely not the exact image I could find.)
Akira has a habit of only unsealing Chou no Jotei when it is closed because when unfolded once more it turns into a large bladed iron fan. Featuring a delicate and beautiful design that completely resembles those fashionable large fans that noblewomen hold, Chou no Jotei is completely suitable and lethal for battle. Along the surface of the war fan multiple images of colorful butterflies can be seen.
Chou no Jotei's iron fan surface releases energy motes that look like fluttering butterflies in four colors. Each swing of the fan sends a spray of butterflies outwards. These energy butterflies do nothing unless their innate abilities are released. Each of these butterflies, unless noted otherwise, can be destroyed with power equivalent to an unsealed Zanpakuto. The iron fan form of Chou no Jotei can be used as a melee weapon as usual, unfolded for slashing and folded for bludgeoning. They have the offensive and defensive power of an unsealed Zanpakuto.
Chou no Jotei has two primary dual-function abilities in Shikai mode:
Ten no Chou has two colors, gold and silver. Gold: Gold colored butterflies have healing powers equivalent a healing kido. The healing takes effect only through constant contact, hence it is possible to halt healing by driving or destroying the butterflies. The more butterflies that land on a person the faster the healing goes. There can only be a maximum of 10 gold butterflies summoned at any one time. Fujiwara Akira cannot benefit from this ability.
Silver: Silver colored butterflies have shielding powers equivalent to Bakudo 39 Enkosen at half power. There can only be a maximum of 10 silver butterflies summoned at any one time, and all ten can hover in a general area to create a full power Bakudo 81 Danku. Landing or touching a person with a silver butterfly allows that person to benefit from a personal Enkosen that nobody else can share.
Jigoku no Chou has two colors, black and red.
Black: Black colored butterflies have melee abilities equivalent to an unsealed Zanpakuto. These butterflies can be controlled by either Chou no Jotei or Akira herself to seek out enemies. Despite having no bladed implements, these butterflies have an energy field that cuts like a blade whenever in contact with an object. These butterflies have the parrying and blocking power of an unsealed Zanpakuto as well. There can only be a maximum of 10 black butterflies summoned at any one time.
Red: Red colored butterflies have a ranged blast ability equivalent to a Hado 31 Shakkaho at half power. Once they speed towards a target they will detonate as usual. There is no upper limit to the number of Red butterflies that can be summoned, but each spray of butterflies from a single swing of the iron fan can generate no more than three of such butterflies. These butterflies can hover around Akira to be kept on standby.
The rest of the butterflies that can be sprayed out by Chou no Jotei are purple butterflies that do nothing. They serve to distract with sheer numbers, often allowing Akira to hide the other four butterflies within.
Up to a total of 60 butterflies can be summoned at any one time, meaning that at maximum output there would be 10 Gold, 10 Silver, 10 Black, 3 Red and 27 Purples.
Bankai - Kanreki no Shinka, Chou no Jotei (Life Cycle of Evolution, Empress Butterfly)
Akira's Shikai explodes in a shower of butterflies that reforms into a butterfly daikaiju of 40 meters long, wingspan of 125 meters and around 600 tons in weight.
Chou no Jotei looks like a butterfly, but that does not make it as fragile as one.
Strength: For its size category, Chou no Jotei is above average in strength. It can topple over buildings with careless ease and swat away foes that sends them flying through the air. It can carry half its weight as cargo without affecting its ability to fly. Given its enormous size and weight, it is entirely possible to use Chou no Jotei as a ramjet battering ram, however the speed and impact would cause damage to Chou no Jotei as well.
Toughness: Chou no Jotei has hide as tough as average grade Hierro and can withstand over 30 blows from an unsealed Zanpakuto. Its wings are just as strong and tough. Chou no Jotei cannot be filled with explosives. It could carry them, but the amount of explosives it carries would destroy as well. When Chou no Jotei receives enough damage to literally break apart, explode or die as a dai-kaiju would, the Bankai ends and cannot be performed for the rest of the day.
Agility and Speed: Chou no Jotei cannot perform Shunpo but is swift and fast despite its size. It can fly at around 100km per hour for two hours before it must rest for an hour. Shorter speeds allow longer flights and shorter periods of rest. It can hover in mid-air for awhile and is agile enough to almost turn on a dime.
Stinger: Chou no Jotei has a stinger at the end of its abdomen, it can penetrate low grade Hierro within two strikes. It does not carry any poion.
Claws and Manibles: Chou no Jotei's manibles and claws on its six limbs are good natural weapons. They can penetrate low grade Hierro within four strikes.
Wing Buffet: Chou no Jotei may quickly flap its large wings to create hurricane-grade gusts of wind.
Pollen: Chou no Jotei has two types of pollen. One functions as sleeping dust that can knock out non-Menos Hollows and unseated Shinigami. The other creates a translucent but shimmering cloud that follows Chou no Jotei that relieves pain for allies but functions as mild choking dust for foes.
Chemical Spray: Chou no Jotei has a very powerful spray of acid that hits a line of 50 meters that can melt even steel. It can fire this spray repeatedly.
Energy Blast: By gathering energy through its shimmering wings, Chou no Jotei may charge up an energy blast that hits over 50 meters long and over ten meters wide. This energy blast is as powerful as an Arrancar-grade Cero. Chou no Jotei may only fire this once every hour and may fire a beam immediately upon the release of Bankai.
Last edited by Nicklance : 07-26-2011 at 09:20 PM.
Kina's most obvious feature is her short and thin form, which Kina carries relatively awkwardly. Her bright blue eyes shine with a deep intelligence but also hold within them a great sorrow. She hides it well behind a bright and consistent smile, however. Her shoulder-length brown hair naturally waves as it falls down. Compared to the average, her skin is pale but not noticeably so. Her youth gives her a sense of innocence.
She can generally be found in typical teenage girl's clothes or her school uniform. She always wears her glasses, though she owns a pair of contacts. Always around Kina's wrist is a bracelet bearing a cross of blue and silver. The glasses she wears also bear the same symbol on the side supports.
Kina is generally unsure of herself. She tends to be quiet and calm around friends, but when put out of her comfort zone she lacks confidence in herself. As such, her success in school varies constantly, leaving her somewhere in the middle average of the class. Kina also can't be the center of attention. However, she is capable of overcoming this when her friends are in need, and can even gain confidence beyond her norm in such a situation.
When she is not on the spot, Kina can be incredibly friendly and compassionate, always offering a hand when she can and never backing down from a need. She is completely reliable, and seems to find time to do what needs to be done even when it seems impossible. If given a task, Kina will work at it constantly until she has achieved something nearly perfect.
Loyalty and truth are key qualities to Kina. She believes strongly in being loyal to those who show the same to her. Willingly breaking someone's trust is a transgression she cannot forgive, no matter who they are or why they did it. Additionally, she does not believe that any lie can be good, even when in protection of someone else. As such, Kina is always completely sincere, even to the point of being brutally honest. She will only hide the truth when she is protecting the trust of another, and even then she will question the choice.
Despite his father's disapproval, Yoshimoto Kenji could not help but marry his high school sweetheart. This marriage, however, put Kenji on the street, left without the assistance of his father's company. However, he and his wife were able to lead a passable lifestyle. Kenji founded a successful cooking enterprise, and he was able to create a comfortable living for himself, his wife, and his daughter, Yoshimoto Kina. Kina was the reason for their marriage, the reason for Kenji's disownment, and the reason for the break in the Yoshimoto family.
This break, however, grew closed when Kina began to exhibit a connection with the spirit world. She could see ghosts at a young age, and she was aware of the existence of hollows when she watched one eat a spirit from a distance. These images frightened her, and Kenji was forced to bring his daughter to her grandfather. Immediately recognizing the signs, Kina's grandfather adopted Kina, offering to return her to her parents when she was old enough to understand what was going on with her. Until then, she would be trained and tutored by her own grandfather.
Kina did not see her father again. Her grandfather trained her and trained her, but Kina was never able to exhibit the powers of a Quincy. Though she tried, she could not form the necessary bow. Despite his fury, her grandfather refused to return her to her father, a man who had refused his ancestry as a Quincy rather than accept it. He pushed her and pushed her in her training, but no amount of encouragement could make Kina succeed. For her childhood years, Kina was forced to endure a stressful training regimen. When she entered junior high school, however, her grandfather began to let up. Though they still practiced constantly for 2 years, Kina and her grandfather grew more distant as Kina became more and more engrossed in school.
Near the end of her 1st year, Kina's grandfather told her, "It is no longer up to me whether you succeed as a Quincy or not. That is now up to you." These last words haunted Kina. Her grandfather passed away soon after, and Kina promised him she would learn the Quincy art, no matter how far she had to go. It was then that she first manifested her bow, holding her grandfather's Quincy Cross in her hand.
Kina has a purpose now. And she had one other thing. A note left behind by her grandfather informed her that her parents were waiting to see her. And it so happened that Kina had an aunt who lived nearby her parents, an aunt who was willing to take her in now that her legal guardian had left her nothing to support herself with. But Kina was devoted. She would master her abilities before she sought out her parents, no matter what.
Style/Abilities: Kina is at the very beginning of her career as a Quincy. As such, her ability to produce her Quincy Bow and fire Quincy Arrows is only just beginning. She can barely hold her bow together, and with her bow active Kina can only make a single shot before her ability to manipulate reishi breaks. Because of this, Kina avoids combat whenever possible. However, Kina has incredible skill with Hirenkyakku, capable of moving speeds rivaling that of trained shinigami. Her main method of combat involves using this ability to move at high speeds while she prepares herself for the single shot she is capable of. Her aim is generally good enough that she can score the one hit necessary to eliminate basic enemies. Kina has extremely limited ability with all other combat-related Quincy techniques.
Eventually, Kina will develop the ability to control her bow and advance her bow's abilities as well as her basic Quincy abilities, such as Ginto and Ransotenkai. That will be her first "level-up." Then plot will force her to require the Quincy Glove, which she will train for before appearing with it later in the plot. She'll use it in combat for a while, probably proving to be quite proficient with it. She might even advance to using Steele Schindlers during this time. At some point, however, she'll be forced to Quincy Final Form to defend her friends from a foe far above their level. By that time, if the game's not over, Kina will probably try to adapt to a life without powers, perhaps providing her mental abilities to her team if necessary. I'd likely have her not regain her powers after she Final Forms, but if she really needs to be involved in a final fight afterwards, I'll probably have her show up really pissed off that she had to go through it all. If she gets her powers back, I'd probably have it turn into an episode with whoever plays the mentor Quincy.
Quincy Bow: スズメフクロウ Suzume Fukurou (Mousing Owl). Kina's bow is incredibly weak due to her lack of skill, and therefore is barely large enough to fire. It generally takes the form of a short bow, incredibly small even for Kina. Because she can maintain it for such a short time, Kina generally does not show off her bow or describe the name it has.
Armin, Bount Mercenary, Assassin, and Bounty Hunter
Name: Armin, the "Brown Rose"
Age: Unknown, probably 250-300
Height: 5' 9"
Weight: 163 lb.
Reiatsu/Spiritual Color: Dark Red
Armin is cold. He cares little for other people's emotions and feelings, and is generally aloof. The concerns of others are not concerns of his. Even things that interest him generally do not receive any amount of obvious attention. Everyone is a threat to him, everyone a possible danger or a possible attachment that Armin, in his line of work, does not wish to keep. Almost none of his alliances are permanent, and he is willing to work for one side one day and his enemies the next.
In general, Armin speaks very rarely, even to those he considers friends. When he does speak, it is usually in very short sentences. However, Armin's voice is actually quite soothing, almost always calm and relatively deep. Should he truly have something to say, his words are often full of hidden meanings or implications. Those who hear his real voice generally only hear them before they meet their demise.
In terms of interests, Armin generally only cares about his job, his tools, and his survival. He only accepts payment for his jobs in either technological improvements on his current arsenal or spiritual energy for him to feed on. He is constantly working, even when not hired. Sometimes he organizes, sometimes he repairs, sometimes he observes. But always, Armin is working.
Armin looks somewhere in his thirties. When seen, he appears clearly Eastern European. His skin has a slight tan tone, somewhere between yellow and bleach white. His irises are an ocean color, slightly green but slightly blue. Though rarely seen, his light brown hair barely goes below his forehead. Considering it is almost impossible to see Armin without a hat, seeing his hair is a very rare sight.
Armin usually wears in an open khaki coat that reaches his knees. His head is adorned with a brown fedora. A small glass rose is pinned to the hatband. Oddly, the rose appears to be brown, as if it is dying. Under his coat, he carries a gun belt on his shoulder which features two revolver-style weapons and two pouches for ammunition. He also carries one revolver on each hip under his coat. Beneath the belt he wears a white button-down shirt. Even in more casual settings, he tends to wear the same attire. No matter where he goes, he seems to wear his hat. Even if he is somehow caught without the hat, he will always have the glass rose somewhere on his person.
Strangely for a Bount, Armin's most common fighting style does not even use his Doll. In fact, for most of his fighting he generally does not use his Doll at all. He is an expert marksman, and generally fights with his set of pistols. In addition to a set of normal bullets which are used on normal, mortal foes, Armin uses a series of specially designed bullets to eliminate spiritually-aware targets. When it comes to close-range combat, Armin generally uses some combination of his own martial arts prowess and his pistols. While much harder to use in melee distance, Armin is still quite capable with his pistols. Armin prefers to fight at a distance and from the shadows when necessary.
When he uses his Doll, however, Armin becomes a different combatant. His Doll generally attracts attention while Armin sneaks around and attempts to score hits with his set of pistols. He will also support his Doll with ranged fire of various types. Should it become necessary, Armin is capable of fusing with his Doll, in which case he becomes a much more powerful combatant focused more on direct combat.
Tools of the Trade:
Revolvers: Armin possesses a number of revolver pistols. These pistols are made of an extremely tough reishi-like material, capable of blocking zanpakuto several times with only chipping. This also allows them to function as makeshift weapons without firing, though they are not designed for this purpose. He generally has all but one pistol loaded with spiritual bullets while one (on his belt) is loaded with normal, but they are interchangeable and he can prepare specifically for certain jobs.
Special Bullets: In Armin's possession are several bullets specially-designed for dealing with spiritually-aware targets, including Shinigami and Hollows. Unless otherwise specified, Armin can have more bullets of a specific type created at any time through his own efforts or those of an ally.
"Ghost Touch" Bullets - Like firing normal bullets, except at Shinigami and Hollows. His most common bullet. Armin generally has one gun loaded entirely with these. He can create these himself.
Smoke Bullets - Explode upon striking any surface, begins spewing smoke that lasts for a medium amount of time (about as long as a smoke grenade). It blocks vision and is difficult to breathe through, much like normal smoke. Armin creates these himself.
Flash Bullets - These bullets explode with light, generally blinding targets for a few seconds. Can also be used like the typical ninja escape pellets. Armin creates these himself.
"Bakudo" Bullets - Before reaching their target, these bullets create a net of energy, binding the target they hit similar to a Bakudo spell, probably somewhere in the 50's in terms of strength. While the net is very difficult to break, it is easy to see coming because the bullet expands into a net before it hits its target. Armin has about 10 of these at any given time. These are harder to obtain due to the fact that he must outsource their creation.
Spore Pellets - These bullets contain Röschen's spores, and are generally fired directly at her to increase the speed at which she reaches maximum potential (see below). Armin uses Röschen to help create these.
Feedback Bullets - Specialized for high-priority targets, these bullets, upon striking, imbed themselves in the target and initiate a feedback loop through which the target's own reiatsu is forced back upon them, inflicting constant damage. These bullets are more powerful the more reiatsu the target has, and are capable of piercing hierro and reiatsu of any kind. In a deal with Kujo, Armin obtained 6 of these bullets and has since only ever used one. Armin only has 5 of these bullets in his possession and has absolutely no way of gaining more due to their specialized creation, nor can they be reused.
Prototype Reiatsu Hiding Device: A retooled reiatsu draining device designed by S.W.O.R.D., this device causes Armin's reiatsu to appear as one of three things: a normal human, a normal Shinigami, or a normal Arrancar. It functions by actually draining Armin's reiatsu to hide it, making it risky for prolonged use.
Disguise Kit: Pretty much standard clothing, though customized by Armin over his long lifetime to allow him to appear as just about any profession necessary, including a Shinigami, though actually passing as a Shinigami to other Shinigami is not made at all easier.
Doll: Röschen (Little Rose) takes the form of a brown glass rose. In order to summon her, Armin removes the rose from his hat and blows, causing the petals to fall in the shape of a flower on the ground. From that, Röschen rises.
When summoned, Röschen appears as a small humanoid girl with petals instead of hair and root-like appendages for legs. At first, she appears relatively sickly and brown, but the longer she is active she grows more green and the petals grow more red. From the moment she is summoned on, she is constantly releasing green spores into the air, which fade after the cloud is dispersed. When used in combat, Röschen causes vines to grow from the ground and tie up her foes. These vines generally have thorns, causing them to inflict damage should they be pulled through. Additionally, Röschen can stretch her arms and legs, allowing her to reach or see targets afar and strike them with thorny bludgeon-like vines. However, once summoned she is incapable of moving her base until she becomes strong enough (see below). As a plant, Röschen is naturally weak to fire and ice and naturally resists water.
Plant Control: Röschen is capable of using plant-life of all kinds to her advantage. She can cause them to experience accelerated growth or decay. Accelerating growth expends her own energy, while decaying it causes her to regain energy. As such, she has a limit to how much plant life she can create at any given time, though she can always decay previous life to regain her energy. Any plants that are disconnected from their roots are not subject to this effect, nor can she use it if she has uprooted herself.
Spores: While not a technique in and of itself, the spores that Röschen creates have no effect on anyone or anything but Röschen. The longer Röschen feels the effect of her spores, the stronger her vines get and the harder they are to damage with attacks. Thus, Röschen actually becomes more powerful the longer she fights. It usually takes about a minute for her to reach maximum strength. Once at that level, she can uproot herself and walk about.
Uprooted: Once uprooted, Röschen can move quickly by extending her limbs and using them to travel. Her base body is much stronger than the vines that make it up and generally more resistant to damage of any physical kind, especially considering when uprooted she is at her strongest. Additionally, she is capable of using her petals like sharp blades capable of fighting on par with a zanpakuto. These petals can be thrown from her head, growing back almost instantly. She remains weak to fire and resistant to water-based attacks, but is now more resistant to ice.
Bonded: Röschen Großdorn (Litte Rose Big Thorn)
When bonded, Röschen surrounds Armin's right arm completely with her vines, then injects her thorns directly into him. His eyes change to a more yellow color as the vines grow over his body. In order to bond, Armin has to expose his arm directly to Röschen; she cannot bond through clothing. Once the process is finished, Armin's entire body is a writhing mass of vines, his right arm covered in thorns. His face is shrouded in shadows, blocked from vision by the vines around it. However, his bright yellow eyes are visible.
In a bonded state, Armin continues to release spores like Röschen that continually increase his strength. He also has all of Röschen's powers. However, he can also move at a much faster speed despite his less human form, basically writhing along the ground at the speed of Röschen's accelerated growth ability. At close range, he can envelop anyone nearby in the vines of his body. He can also cause thorns to grow from any vines he creates at any time. The thorns on his right arm drain their target of their reiryoku, delivering it directly to Armin. He can also drain water to regenerate himself.
It's tgva8889. If you can't spell it correctly, just copypasta it, please.
Pokemon White Friend Code: 3353 3706 1386
Thanks to araveugnitsuga for my current Poke-atar.
Weight: 145 pounds
Hair: Rust Red (Shoulder length, very shaggy, unkempt)
Age (actual): 100
Age (appearance): 20
Reiatsu color: Blood red
Rank: 20th seat.
Junichiro Michishige is tall and very thin, he doesn't look very muscle-bound. His hair is very shaggy, not well taken care of, like he just doesn't care enough to deal with it. He wears a traditional shinigami kimono, no real modifications.
Junichiro is pretty easygoing, most of the time. He is a very go with the flow man, content to do what others tell him. If asked, he will take up the reins of a leader, but he doesn't like to go out of his way to become one. The only time he strays from this is when he is in battle. A sudden change comes over him, and he becomes bossy. He loves the sight of blood from his enemies, and even sometimes himself. He will defend himself if threatened. He is pretty lazy in his downtime, spending most of his time eating and sleeping, unless someone gets him up and forces him to train he doesn't really. He doesn't like to take the initiative on things. He loves talking to his friends, but hates his enemies. He doesn't engage in conversations much with them, and just wants to fight when there is a fight.
Junichiro grew up in the 5th district of West Rukongai, he had an easy childhood, and he remembers none of his former life. Junichiro became a shinigami quite recently, he took the exam and passed quite easily. He wasn't top of his class, but he could have been if he had wanted to. He joined the third squad because he felt a very close connection to Shizuka Magatsu, seeing him as a great role model for his also bloodthirsty nature. He decided to become a shinigami to destroy hollows, he is very prone to violence and there just wasn't enough in the district he was in to make him content.
When unreleased it looks like a generic zanpaktou. No variations yet.
When he lands a stab on someone he collects a little blood, as the sword sucks up their blood like a giant needle. This process is quite painful. After he has a good reservoir of blood he can control it to make projectiles, which when thrown or used against people drain the reservoir of blood. In shikai he can only hold enough blood to make small weapons, daggers, or shurikens made out of blood, or if he fills and uses the entire vial of blood he can make a spear that deals a lot of damage.
Shunpo: Junichiro is proficient at Shunpo, showing an innate talent for it.
Zanjutsu Specialist: Junichiro focuses mainly on sword fighting, this is where all of his training is.
Medium Spiritual Energy: Junichiro has respectable spiritual energy, even for just an unseated shinigami recently released from the academy.
Kido: Junichiro can do some hado maneuvers, his favorite is number 4, but he also quite likes number 31. He isn't very good at the bakudo maneuvers, but he has the basics down. He can do hado maneuvers without the incantation up to hado number 33, and with the incantation up to hado 40.
Hakuda: Junichiro hated the Hakuda part of his training, and it shows in that he is very bad at it.
Affiliation: Hueco Mundo (Primera)
Reaitsu/Speech Color: Royal Blue
Aspect of Death: Lonliness
Appearance: Absalon stands at a reasonable 5'7", has pale skin, and is very muscular. He has steel gray eyes, and short, well kept black hair. He usually wears loose fitting clothing.
Personality: Absalon is a very outgoing person, and loves to meet new people. He goes out of his way to please people, often too far. He makes many 'friends' but never feels as if it is enough. He never truly connects with them, just ends up alone again and again. He is fiercely loyal, obeying every order given to him by a superior. He is not a cruel man, even to his enemies, showing the proper respect they deserve.
Bala: Absalon's Bala are very weak, he avoids using them at all costs.
Cero: Absalon's cero are fairly strong for his rank, and are of a Royal Blue color.
Hierro: Absalon's hierro is pretty average, able to block a couple zanpaktou slashes before allowing him to be cut.
Garganta: Absalon has an average Garganta; he is usually able to get to the general area he wants to be in.
Pesquisa: Absalon has a good use of pesquisa, and can usually find who he is looking for.
Absalon's zanpaktou manifests itself as an ordinary katana.
Ressureccion: "Lanzar infinito!" (Infinite throwing, unless someone sees this and thinks of a better name.)
Absalon becomes part lizard, growing scales on his arms and hands, and his face elongates while his nose flattens. He grows a short, thick, and scaled tail. Absalon's zanpaktou disappears, and he seemingly has no weapon, but if he is attacked or attacks then he pulls shruiken out of thin air. He uses these to block or throw at his enemy, and can make an almost infinite amount of them. This is depending on his current reaitsu. A close observer can see that as the shuriken appear the scales disappear, then reappear a few seconds later.
Shortly after becoming an arrancar, and being ambitious as ever, Absalon went to the Primera espada herself and requested to become one of her fraccion. She was interested, and had him show her his resurreccion form. He did, and netted himself the position of fraccion.
Personal Data Age: 16 Gender: Male Reiatsu/Speech Color: Blue
Adam has lived the exceedingly harsh life in the Pits, where the weak, stupid, slow and inflexible die fast. Compassion and other mortal traits exist, but limited perhaps only to the family unit. Or for the Quincy, within their own enclaves and communities. Living with Arrancars aren't easy either, and perhaps even worse.
Cuerva's personal brand of discipline leaves Adam extremely fearful and deferential towards her, but his heart at the same time seethes with indignation, rage and the deep dark desire to personally tear her to pieces. To her lies his biggest target for hatred, especially after an infusion of her Hollow energy onto his chest as a mysterial seal. He feels trapped, and unable to get away. He wants to learn as much as he can from Cuerva as well, and is finding trouble keeping the hatred on her, as Cuerva has pretty often shown a surprisingly gentle maternal side.
Tadzio's constant monitoring of his activities and his constant appointment as his instructor does not endear the boy to the Fraccion either. And since the Arrancar is always holding back, mocking him, and delivering pain whenever Adam loses a sparring match, the boy hates him as well, and eagerly trains in order to be strong enough to destroy him.
Anita's lessons and teachings are equally harsh, if only for the sheer mental exhaustion given the way she tries to cram as much knowledge into the boy as possible. And anytime Adam fails to recall a fact or trivia he gets beaten. Adam would not want to outdo Anita in terms of academic ability, but destroy her as well is on his agenda.
To many people, Adam is the kid whose face always looks as if a scrowl or frown is on the verge of appearing. His gaze is intense and his speech can be pretty cutting when he needs to. He will only be severe but polite in the presence of Cuerva, Tadzio and Anita.
Adam has little history to share. He would not reveal much, except that Cuerva took him away from his parents and subjected him to a hell of training for unspoken purposes.
Abilities Reiryoku Absorption & Manipulation
Despite being hindered by the Sekiseki bangles he wears, Adam has figured out a way to absorb and manipulate reishi particles and has consistently improved himself. He can manipulate his reiryoku or ambient reishi particles for all his abilities at a high level. When his Sekiseki bangles are removed, it would be natural to assume that this ability will improve proportionately to the number of bangles that he removes.
However, whether removing the bangles is a good thing for Adam or not is unknown to him. But his parents have told him about Sanrei gloves and how removing them might spell bad news after a user gets used to them, Adam wonders if Cuerva is aware of the consequences of using those Sekiseki bangles, but he is well aware that removing them might elicit the same effect as those gloves that he heard about.
Having spent 16 years in the Pits where reishi particles are extremely scarce and thin in the environment, and then thrust into an environment with polar opposite traits, Adam has learnt to adjust his and hone his spiritual awareness well.
Adam's Hirenkyaku is a unique ability. Given the handicap of having powerful Sekiseki bangles around his ankles, Adam cannot create spiritual particles to ride them. Instead, he forms spiritual particles at his desired location to pull him towards his location. And the anchors that allow himself to be pulled is a specially manipulated concentration of reishi particles right outside the weakning aura of his bangles. Initially taking time to initiate, the daily combat training has allowed him a very efficient and rapid spatial awareness for navigation and positioning as well as allowing him to burst in speed instantly.
Furthermore, because of the "anchor and pull" technique, the spiritual particles do not dissipate the moment movement is over, this allows Adam to set up a perimeter of anchors so that he can constantly ride within the designated area rapidly, giving him an instant boost in his ability to evade attacks and achieve new angles to fire his bow at.
Constant physical exertion and abuse daily have given Adam a very tough body and very impressive stamina.
Hand to Hand Combatant
Apart from reliance on Beggar's Grip, which Adam gets disarmed plenty often as well, Adam learns the basics of unarmed combat and has a very firm foundation and expertise. Furthermore, given the high-speed combat conditions, Adam's natural agility and reflexes are forced to refine themselves.
Adam's reiatsu is unremarkable. Its a simple flare of bluish reiryoku that is not even bright or luminous. What is pretty impressive is the amount that he has, which is an asset considering the handicaps he has to work with.
Quincy Bow: Darkstalker
Darkstalker is Adam's bow. It comes in two forms, the first is a simple-looking recurve bow lacking in any features except for its glowing blue appearance. This is Adam's "practise bow" and is the bow he manifested for the first time on the threat of death. This bow has a very crude make and is very delicate in operation. It takes concentration and precision in energy use in order to use it reliably. And as a result this form is what Adam uses whenever he trains.
This form has no special ability but allows really rapid-fire of up to a thousand arrows a second.
Darkstalker's second and true form takes the shape of a black compound bow that seems to be made of some indeterminable black material. As Darkstalker has the typical features of a compound bow, Adam is able to draw the bow at a specific point where the bow 'locks' the draw unto place. This lets Adam conserve his strength when moving around with a drawn bow, and also provides stability when Adam uses Darkstalker's special ability.
Darkstalker's special ability allows Adam to 'charge' his shots, allowing him to make decisions whether to fire a weak or a strong arrow. Within the perimeters of normal arrows, the charging time is negligible, and the weakness of the arrows allows stunning shots instead of lethal shots as well. Adam may also choose to "overcharge" his arrows, allowing him to cram twice as many power into a typically already-strong arrow. The compound bow's 'locking' mechanism comes in handy for this feature, as the unstable arrow rocks and shakes during the charge. Charging time for the arrows in overcharge costs seconds.
The weakness of Darkstalker is that it cannot rapid-fire more than twenty arrows per second.
The standard arrows that Adam fires have penetrating power equivalent of a Hado 4 Byakurai at half power.
*Other abilities to be added when story progresses
Seele Schneider: Beggar's Grip
Cuerva presented this pretty battered Seele Schneider to Adam upon mastering the ability to manifest his Quincy bow and fire arrows that are effective despite the Sekiseki handicap. Well aware that Seele Schneider is a special kind of arrow, he appreciates its melee applications much more, because when it comes to fighting opponents faster than you, bows just don't cut it.
Beggar's Grip is a typical Seele Schneider, forming a standard energy blade, and has the typical abilities of a standard issue Seele Schneider. Adam plans to modify it someday, when he is confident he would not break it rather than improve it.
Quincy Cross: Adam's Quincy cross is a typical silver cross given to him when he was born by his parents.
Sekiseki Bangles: Number four in total, two for the wrists, two for the ankles. These bangles break up the density of reishi particles in a certain radius around Adam, providing him as dismal the concentration of reishi particles as the condition in the Pits. Removing even one of the bangles without sufficient training, control and reiryoku capacity will result in a burnout.
Five Shadow Feather Seal: A unique spell Cuerva embedded at Adam's chest. Appearing like five obsidian feathers embedded in a spread, where the tip of the feathers point outwards in a pentagon shape, carries enormous Hollow reiatsu detectable only to Adam. The following functions of the seals are:
Remote Detonation - Should Adam betray Cuerva, or escape, Cuerva will activate the seal to explode to the equivalent of a point-blank Cero Obscuras which will immediately be fatal to Adam. This detonation can only be activated when Cuerva and Adam are on the same plane of existence. Any tempering of the seals will activate its detonation immediately.
Hollow Reiryoku Injection - Adam is not told of this, but when he really requires a boost of energy, a single feather will radiate a very subtle shadowy aura as Cuerva's reiryoku will seep into Adam. The Hollow reiatsu infusion into Adam affords him the ability to execute Sonido and harden his body to the level of a low-grade Hierro. The reiatsu will also alter his Darkstalker, adding the upper limit of rapid-fire consecutive shows by 20 and doubling the base power of his arrows. Using the Hollow reiatsu however is very corrosive to his soul and causes pain even after the reiryoku returns to the feather, as it always drains Adam's own reiryoku to rechage back to its maximum capacity.
Quincy-Hollow Hybrid Creation - One of the true purpose of this seal is to tempt Adam into activating all five feathers at once. The massive injection of Hollow energy mixed into his Quincy essence will create a Quincy-Hollow Hybrid.
Pseudo-Sanrei Glove Release Training - The other true purpose of this seal is to let Adam's body get used to sudden and massive injections of reiryoku and reishi particles. There will come a time when Adam will take off the Sekiseki bangles himself, or Cuerva will do it for him, but to prevent her prized tool from burning himself out, the seal will continuously train Adam's body to handle the time when the bangles are removed.
Weight: 132 pounds
Hair: Brown (Short, well kept)
Age (actual): 120
Age (appearance): 30
Reiatsu color: Olive green
Division: 9th (Hopefully)
Rank: 5th seat (Aspiring for captain position.)
Takeru is a short, well muscled man. His brown hair is cropped short (Most likely with his own katana) and neat. His shinigami kimono is neat, no wrinkles, no deviations from the norm. His face is roundish, he does not wear glasses, and does not sport any kind of beard.
His presence is calming to most people, and he loves to meet new friends. He sometimes even tries to end conflicts with his enemies to make friends with them, asking them to drink tea with him. But don't mistake him for a fool, or someone who doesn't like fighting. He relishes in the fighting and bloodshed, he would just like to avoid it if at all possible. He is constantly striving to become stronger, training constantly in his downtime.
Takeru grew up in the 78th district, Inuzuri. It was a tough place to live, but it made his spirit that much stronger. He has no memory of his former life. He made friends with the shinigami who used to frequent the area he lived in. They would hang out with him after breaking up the various fights around Inuzuri. They were impressed by his spiritual pressure and told him he should become a shinigami. This gave him dreams, for no one wants to live in the Rukongai district forever. He trained hard, and joined the academy at the age of 17. He graduated a little faster then others who joined at about the same time as him, around the time he was 23. The teachers elevated him because he had such great spiritual pressure and they knew he might be needed with the fighting going on between Soul Society and Las Noches. He decided to join the 11th squad, because they were all about power and strength. He aspires to achieve bankai as soon as possible, sometimes going to dangerous lengths to achieve his goals.
A regular sword but the sheath is pure white while the blade and hilt is pure black.
The pattern of the "dark" blade gains a series of scythes all through the blade and it becomes double edged. the sheath on the other hand turns into a reverse blade. One symbolizes preserving life while the other symbolizes taking life. The user becomes literally split down the middle with 2 colors, one side being very light red and the other being the darkest red you can think of.
Power: *good side: heals the user and make you readably faster. *evil side: can drain life within a .5 mile radios depending on the damage taken (slowly not fast) Can only use one ability at a time, so I can choose to be faster and some slight healing, or draining a little bit of life from enemies and have it be given to me.
Evil side is left, good is right.
Not achieved yet.
Appearance: white cloak with the symbol 生活 (life) on the back and 2 scythes that read fear on the right armed one, death on the left one, almost like a grim reaper.
If opponent dies there zanpakto can be merged with the life sword while the opponents body is absorbed by the death sword merging their SP with yours for a short while. Can use merged zanpaktos powers, but only until bankai ends.
Shunpo: Takeru is very proficient at shunpo, moving very fast.
Zanjutsu: Takeru mainly uses his sword in fights, he is very good at reading his opponents movements, blocking and counterattacking very easily.
High Spiritual Energy: Takeru has a large amount of spiritual energy, especially for a student fresh out of the academy.
Kido: Takeru wasn't very good at hado, only able to do up to the 20th spell with a chant and 5th without it. His bakudo isn't much better, getting up to 25th spell with the chant and 15th without.
Takeru is good with Hakuda, but it's not something he prefers using.
Thanks to Ceika for the avatar.
Namikaze, Sora (Last Name, First Name) - Student and Living Arrancar
Gender: Male Age: 16, August 22nd. (Sagitarrius) Height: 5'10" Weight: approx. 165 lbs. Reiatsu: A strange sense of dark power rushes over you, filling you with an exhilaration. Rank: Junior Known Affiliation: Students, Kendo Club.
Sora looks remarkably androgynous for a teenage boy, what with his soft features and understanding eyes. He often covers one of his left eye with his cobalt hair, leaving a remarkable contrast between the blood red eye and his hair. His other eye is a light gray, and is covered because it is useless. However, Sora dyes his hair so often he can't really remember the original color, at least, he prefers to think so. He knows it was cobalt. He liked and hated cobalt. He usually wears the regular school uniform, albeit with a blazer at pretty much a constant rate. He's usually seen with headphones on his ears, drawing something in a sketchbook. He wears a few pins on his blazer, one a black hourglass on white, the other looking similar to a rectangular medal - colored gold and red. He prefers to vaguely tie a bow tie then wear one of those blasted ties.
Sora's regular outfit consists of a dark jacket, with six buttons in two rows, that he usually wears closed, and a pair of jeans. Underneath the jacket is a plain red and white half-sleeve sweater, with the symbol of a black skull with a jagged end, and slitted white eyes.
Namikaze Sora's life was fairly good when he was young. He had a good home, a loving family, and a wonderful little sister. His parents worked as musicians almost full time, and were well known, enough so to be known as the "Namikaze Duo".
Until he turned ten. When Sora was ten, his sister was kidnapped before his very eyes, or eye, as he lost his left one, the one covered by his hair when the kidnapper shot him in it. He survived, albeit with the loss of his eye and eyesight in that eye. Sora's parents drove themselves deeper into their work, trying to distract themselves from their lost daughter, and ignoring their remaining son. It continued for some time, until one day when Sora was twelve, when his parents died. He can't remember anything from that day anymore, and hates to think about it.
Living Arrancar History:
Sora was transformed in a very strange way. He had discovered a fight going on between a Shinigami and a Hollow, and decided to watch. The Hollow noticed him, and decided to try and eat him to boost it's strength to defeat the Shinigami. The Hollow only bit him once before the Shinigami cut it down, and proceeded to heal Sora, wiping his memory in the process.
But something went... Wrong in the healing. Sora's soul, rather than being freed from the Hollow's infection, was instead mutated into something different, something that hadn't been seen for a long time.
A Living Arrancar.
Sora has been an enigma to virtually everyone around him. Very few see through his facade of callousness. Sora is cynical. He hates people with a fiery passion, one that he puts far more effort into then anything else he does. He's virtually a sociopath, and rarely cares about anything around him. However, Sora does have a kinder side. It was from when he was younger, and his sister was alive.
Zanpakuto: - Amoracchius and Meciel.
Sora's two swords take two distinct appearances - Amoracchius is a 33.5 inch hand and a half sword, which can be used to manipulate a silver flame that the blade creates, and Meciel, which is more of a short sword, and allows him to manipulate his Partial Resurreccion abilities to a much greater extent. Sora can only wield one of these at a time, most likely due to the conflicted nature of his Zanpakuto, and prefers Meciel due to the useful nature of his Partial Resurreccion.
A single room, colored violet. The room plays a scratched record consistently, and looks like a lounge.
While originally a calm and collected spirit, Amoracchius was forever trapped in the memories of Sora's younger sister, and grew attached to her form and personality. She is now a bubbly, chipper spirit, curious about any and everything.
A small, cobalt-haired girl, about seven, with a pair of flaming wings.
The complete opposite of Amoracchius, Meciel eyes Sora's reluctance to accept his powers with disdain, and urges him to cease this foolishness and accept who he is, and enjoys tempting Sora in various ways.
Meciel is a tall, shapely brunette woman, with bright silver eyes, who wears a simple white dress that accentuates her body well.
Release Command: "Forged in fire, Amoracchius; and wrought in bone, Meciel!"
Sora's Resurreccion adds his mask fragment, which covers his entire jaw, and a pair of ashen bone wings to his back. He gains a scaled, slim tail that can be used to great effect to slice and destroy his foes, as well as a set of sharp, powerful claws. Sora does not get any real 'abilities' from his Resurreccion, and only becomes far more skilled at the manipulation of silver fire that Amoracchius grants him, as well as being much more adept at using his natural talents.
Sonido: Sora is still learning how to use it, as he moves incredibly fast when he does so, but rarely goes where he wants to. Cero: Sora's cero is emitted from his hand, and it seems to crackle and twist around his arm before he fires it off. Hierro: His Hierro is far better than the rest of his abilities, and he can block low-mid grade attacks with it. Bala: He's competent enough with Bala to use it with semi-consistency. Garganta: Sora has had no need for Garganta as of yet. Partial Resurreccion: Thanks to his half-dead nature, Sora can partially transform parts of his body into his Resurreccion, allowing for a much wider range of abilities during combat. Silver Fires of the Deep: Amoracchius grants Sora the skill to manipulate fire, and allows him to skillfully use it to great effect in combat, ranging from small fires to creating birds of flame to shoot at an enemy.
Mikami, Aura (Last Name, First Name) - 04 S.W.O.R.D, Living Vizard
Gender: Female Age: 16 Height: 5'7" Weight: approx. 110 lbs. Reiatsu: A strange mixture of happiness, depression, and cunning fall over you when you sense her reiatsu. Rank: 04 in S.W.O.R.D, Junior.
When she's doing her own thing she wears either her outfit (Pictured above), or more, often than not, her school uniform. Alternatively, she wears what she wears at S.W.O.R.D, a black tuxedo, reminiscent of James Bond. She wears a set of earrings that function as Dials, and a watch that turns into something that looks like this claw in a battle, which doubles as a Tool. Her Weapon is attatched to her belt, in the form of a small cross. She also wears a belt with a skull buckle that looks like her hollow mask, which is an invention of hers, that holds her mask.
An orphan with a fetish for machinery, Aura is very good with gadgets. She brings S.W.O.R.D a lot of information about Criminal Activities, and helps them know who to look out for as a Hollow. Her underworld connections extend incredibly far over the planet, and she has spies in the Mafia, Yakuza, and most prominent mobs. When S.W.O.R.D wants to know what Hollows to look out for, she's the one they go to.
ERROR. FILE NOT ACCESSIBLE WITHOUT HIGHER LEVEL ACCESS CODES IN THE SPIRITUAL WORLD ORGANIZATION OF REINTEGRATION AND DEFENSE (Codename: S.W.O.R.D).
Aura is incredibly light-hearted, and the exact opposite of what you would think of someone who grew up as an orphan. She is quite popular, and often chatters on-and-on at school. The girl loves to fight, taunting her foes by calling them 'love' or 'darling' or some other form of endearment. However, growing up surrounded by criminals, the girl has an aversion to needless cruelty, vehemently disagreeing with anyone who inflicts pain unnecessarily.
A bustling casino.
Appearance: A man in a suit, with a bowler hat. He has a casual look about him, and is usually smoking a cigar. He has blonde messy hair, and a pair of shades.
Personality: Casual, and constantly grinning. He'll usually be at the Blackjack table in her inner world, trying to convince Aura to play a game. By 'game', he means to let him take over for a while. He'll usually try and catch her unawares while she's asleep, and he enters her dreams to convince her to give him a turn to play. Because of this, Aura is constantly on her guard.
Quote: "Waddaya say girlie, shall we play a game?"
Blackjack: Aura's main ability. She begins a game against her opponent, using attacks as a main part of it. The game is Blackjack, and each hit scores a card, between a Two and an Ace. If Aura wins, the opponent is hurt, or Aura is healed. If Aura loses, she is hurt or the opponent is healed.
Cero: Having a dial that constantly absorbs energy aids in her Cero, increasing it's power exponentially.
Pesquisa: One of Aura's better skills. She can sense with relative ease compared to most.
Sonido: Aura's ability with Sonido lies solely in her obsession with speed. She vanishes quickly and constantly, using it more often than actually moving.
Earrings (Dials): Her earrings constantly absorb spiritual energy around her, so she can quickly use it to fight, giving her mild boosts in speed and strength, which help immensely in precision fighting. They are star-shaped.
Watch (Tool): When her watch is released into her claw, she can then use the claw to fire Mid-Grade Ceros, Balas, and use Sonido to a moderate degree. It envelopes her entire hand, and part of her forearm.
Belt (Personal): Her belt, when the buckle is turned, covers her in her S.W.O.R.D suit, which is bulletproof, fireproof, waterproof, and stainproof. This is incredibly useful against mortal opponents, but kind of worthless against Shinigami, as fire/water zanpakutos are spiritual energy, not normal energy.
Cross (Weapon): When she uses her belt, her cross transforms into a much larger cross, which appears to emit spiritual power. It can be used to stab or to beat people to death with it.
Deck of Cards (Weapon): The cards are kept in a hidden slot in the claw, and she can shoot them at her enemy inside a Bala, a Cero, or just plain shoot them, seeing as they're the usual grade of spiritual weaponry.
Most Of The Other 10
Various American Mobsters
Andrew "Jimmy-San" Smith, Camera-Man for Fushichou TV
Speech Color:Dark Orange.
Andy's one of the more relaxed cameramen. He wears a pair of jeans and a t-shirt, as well as a baseball cap that outlines his head. He has blonde hair and blue eyes, and he usually wears a red hoodie, which doesn't help with his nickname. He's fairly tall, and extremely athletic.
"Y'know,we could just relax a little... But that would be a bad idea, eh Satoshi? You still wanna be the very best?"
The opposite of Kotone, he's incredibly lazy. He was paired with her because of his lax personality, hoping the two would balance each other out. He's also very smart, and prefers to be called Andy.
The star of his high school football team, Andy has a major in chemistry and physics, and is currently interested in photography. The reason he's in Japan is for an extracurricular project that was given to the students, which he grabbed onto. Unfortunately, the school couldn't afford the return ticket, so Andy is working towards buying his own with this job. He calls Kotone "Satoshi" (Ash Ketchum) because of her fearlessness, and wanting to be the very best. If he thinks she's going too far, he'll sing the Pokemon theme song. In japanese.
None, other than access to local news equipment and knowing Kotone.
Appearance: Orimoto is a beautiful young woman who has long straight pink hair that goes down to a few inches below her waist. She keeps her hair straight and loose and rarely puts it in any designs like pony tails or pig tails. She wears a black sleeveless top with a gold colored trim that exposes her midriff and is rather loose. Her pants are also rather loose and decrative and, like the top, is black with a gold trim. She has blue eyes and constantly an annoyed look on her face.
Personality: Orimoto tends to get rather annoyed at stupidity and tends to be a bit too serious. It isn't that she lacks a sense of humor, its that she rarely gets sleep due to constant nightmares. It's a well known fact throughout Soul Society that she suffers nightmares, but she won't speak about what causes her to wake up crying most nights. Due to this and the mockery she suffers because of it she has become pessimistic and bitter. However, she still tries to do the right thing both for her own moral sake and with hopes that enough good actions will cause her to feel better about herself.
Skill Hand-to-Hand Combat: Physically, Orimoto is in great physical condition. While she's not at the skill level of being able to catch swords or block heavy hits, she is flexible and skilled at dodging and striking for vital points quickly. One of her most used tactics is aiming for a male opponent's adam's apple. By dodging and getting in close she often strikes there in order to leave her target unable to breath or focus. While she is able to throw kicks, she tends to prefer her feet on the ground to give her stable footwook usually using her feet for either surprise attacks, quick strikes, or parries.
Typical Shinigami Stat: As a Shinigami she is faster, stronger, and more durable than the average human. However, her strength and durability are nothing special compared to other Shinigami. Her flexibility and speed are slightly above average, but again nothing extraordinary.
Keen Intellect: Due to her lowered physical strength, Orimoto tends to relly on anaylzing and making precise targeted strikes as opposed to multiple hard hitting strikes. She tends to spend combat using her speed and flexibility to dodge until she can get an opening that matters. She's ignored openings before just so the target doesn't realize it is open until she can make a decisive strike.
Skilled Swordsmanship: Orimoto's complete lack of knowledge of Kido has caused her to relay on her sword most ofer in combat. While nowhere near the level of high level swordmasters, she can hold her own against most foes. She is right handed, ususally prefering to save her left hand for unarmed strikes.
Stealth: Orimoto's strong suit other than speed and flexibility is her stealf. While she sucks at Kido, she is able to pull off one Kido, the art of Kyokko. Even without the use of Kido, her light weight and silent steps allow her to move quietly and hide well. Her pink hair does pose a problem, so she tends to carry a wrap on her at all times so that she can hide her hair when needed.
Shunpo Proficient: Orimoto is capable of Shunpo, and is rather skilled in it. Her shunpo is reliable and rather quick, though it is still being improved. Her current goal is to improve it to do a flash dance fighting strike which would allow her to create multiple after images to surprise the foe before she stabs them in the back. However, she hasn't been able to get it fast enough to create enough distraction clones.
Sealed: Typical Katana
Release Command: End All, Ketsumei
Her Shikai Ketsumei appears as an english longsword. The cross-piece bends out and points forward. Both the handle and the cross-piece are black. The blade itself glows with a red aura and the pommel is sharp. The sword feeds on life and by sending some of her energy into the sword she can strengthen it, at the cost of her stamina and energy. The blade starts out weak, but each strike it makes on the enemy causes it to 'lust for more blood' and grow a bit stronger. While mostly a melee type, it is capable of a small burst of energy that can shoot a few feet forward.
Having just obtained Ketsumei, Orimoto can't use it to its max and as such her energy projectile attack fizzles out quickly after only a few feet and leaves her drained. She can keep her Shikai up only for a moderate amount of time and is still working on mastering it.
She just obtained Shikai, you really think she has a bankai?
Like most Shinigami, Orimoto doesn't remember much of her life before she became a Shinigami. She went through training and upon graduation proceeded to be tested to find the right squad for her. Placing her was difficult due to a few factors. She was skilled with a blade and melee combat, yet wasn't anything extraordinary so the 11th was ruled out. She was able to use stealth, but her shunpo and kido abilities were very low which ruled out the 2nd. Her medical abilities were almost non-existant thus getting rid of a chance at the 4th. In the end she was placed in squad one.
While she disliked the adminstrative duties, she worked hard in order to be useful and highly viewed. She was friendly, upbeat, and went out of her way to help people. Things went well for quite some time and her hard work and friendliness made her many friends and only a few enemies. However, things would eventually change when a test was given to her to test her leadership abilities.
While not the strongest in her squad her tactical thinking was what made her dangerous and soon she was being considered for a promotion. As a test, she was sent with a group of unseated officers on a mission. This test was meant to see how she worked in a leadership role. Not much is known about the mission as she told only her captain things brieft upon her return. However, ever since the mission Orimoto hasn't been the same. All that is known about the mission was that the small task force ran into something unexpected. Orimoto and her squad were attacked by something similar to a hollow, but more powerful and deadlier. Countless members of her task force were injured and only a strategic retreat due to the sacrifice of even more of her friends caused her and one other to return.
However, the hollow-like creature had used some form of mental powers and had done something to her and ever since she had a hard time sleeping. Nightmares plauged her and she would wake up at night crying and sobbing. Ever since, while she pretends nothing is wrong, she has been quiet, bitter, pessimistic, and snappy at most people. The lack of sleep has helped matters.
Now, she hates her job, tends to slack, and is very quiet and anti-social usually only doing things when ordered.
The 8th Division contains the planners, strategists, and tacticians of Seireitei. In times of war, it is 8th that the rest often look to to devise the means by which Seireitei battles their way to victory. In peacetime, 8th Division tries to help all of the Gotei 13 run a little smoother, and be a little more prepared.
The 8th has close ties to the 4th, 5th, and 9th Divisions. The relations with the 4th are due to the inextricable tie between strategy and supply, and the 4th Division handles supply. The 5th Division is necessary to the 8th, as they handle all levels of Communication. And the vital information given by the continual reconnaissance of the 9th helps all levels of the 8th Division form their plans. That said, 8th retains cordial relations with all divisions, something necessary when you often have to help advise officers from any Division.
Captain Nakamura entered 8th Division after his graduation as an unseated. He worked his way up through the ranks, eventually becoming Vice-Captain 200 years ago. The tragic death of his predecessor made Masaru Captain of the 8th 100 years ago. He brought a fresh perspective to the Division's Captaincy, while still keeping the general duties and character of the Division the same. He is the one who instituted the practice of the Intelligence Reviews.
Division Size: 400 total. Only 245 of those are Unseated; 8th Division has the single largest pool of Seated Officers, with a grand total of 155, counting the Captaincy. From the Captain to the 5th Seat, there is only 1 person per seat. The 6th through 10th Seats each have 4 Officers; 11th through 17th have 10; and 18th through 20th have a full 20 officers.
Flower: Walnut: Intellect
Motto:"Never tell people how to do things. Tell them what to do and they will surprise you with their ingenuity."
Strategic Planning: Captain Masaru, his Vice-Captain, and the 3rd, 4th, and 5th Seated Officers all have Strategic Planning as a major part of their duties. They meet several days a week, with each other, the Commander-General, and other Captains and Officers, to continually revise plans for a possible conflict with Las Noches. “Cold War” or no, 8th Division believes in being as prepared as possible for the machinations of the enemy.
Tactical Symbology: The 6th, 7th, 8th, and 9th Seated Officers specialize in teaching Shinigami (be they Academy students, Captains, or anyone in between) the various types of tactical symbols used on the battlefield. Flags, written markings, code words, hand symbols. Not only do they teach these things, they are the ones tasked with creating new symbols (though they are free to have others assist them, a task often given to new Unseated in the Division who show promise for such work).
Reconnaissance Tactics: The 8th Division 10th, 11th, and 12th Seats work with the 9th Division Seated Officers to formulate new tactics and strategies for the patrol groups to follow. The two primary areas of focus are a.)helping them avoid consistent routes, to throw off potential ambushers, and b.)escape measures in case someone tries to tail them on a recon route. Beyond that, they work on ways for the recon groups to fight running retreats, as their goal should always be to return with their information, rather than destroy the enemy.
Combat Tactics: The Division's 13th, 14th, and 15th Seats all work with most all of the Divisions to formulate combat tactics for the Division and lower levels. These tactics may also include those designed for units approaching a Division in size, but composed of individuals from multiple Divisions (referred to as a “mixed combat group”). These tactics are typically subject to approval by the superiors in both the 8th Division, and any involved Divisions in the plans themselves. These officers also help run the occasional large-scale field exercises of the Gotei 13 and Kido Corps, allowing these tactics to be put into play.
Combat Logistics: The 16h, 17th, and 18th Seated Officers are the ones tasked with dealing with Combat Logistics. They are the ones who must formulate plans for how to handle necessary logistical flows in time of war, or mid-scale conflicts. Typically, they work closely with the 4th Division, who often does the “heavy lifting” (though the officers are often glad to lend a hand when possible). They have a large number of stored plans, for all levels of conflict. The Strategy and Combat Tactics sections try to keep Combat Logistics as up-to-date as possible on revised strategies they create.
Intelligence Reviews: While other Divisions may analyze data regarding the enemies as well, the 8th Division tries to not only correlate data about the present, but make estimates on possible future movements. (Similar to the National Intelligence Estimate.) These reports tend to be produced annually, as it takes the full scope of a year's data to put them together. The 19th Seated Officers, along with those Unseated deemed well-suited to the task, go through raw information given by the 9th, 2nd, and 12th (via Planar Scanning) Divisions, and proceed to condense the information down for the sake of those such as Captain Masaru, and Commander-General Ryouichi, who have to undertake tasks besides reading these reports.
Strategic Cartography: The final major task for 8th Division is the upkeep of strategic maps for Soul Society. These maps are mainly focused on terrain; though they include the cities of Japan, they have no road signs. Instead, the 8th has (relatively recently) adopted the Latitude/Longitude system for marking locations on the map. Part of the job of the Recon Tactics section has been to drill the usage of these coordinates into the 9th Division; the Strategic Planning and Combat Tactics sections make sure all officers are at least generally familiar with the system. These maps have incredible terrain detail, with incredible accuracy on things like elevation. Buildings in cities are given their basic shape and their elevation. Many of the Unseated of the Division spend their time helping the 20th Seated Officers.
All members of 8th Division are, first and foremost, expected to be tacticians. Seireitei relies on their minds to create and modify the plans that lead them to victory, from the smallest Hollow fight to the largest all-out-war. Captain Masaru emphasizes this by holding random strategic game tournaments (only when members are not performing other duties, of course). These tournaments are not predictable in length, composition, or timing (though he has yet to wake his Division at 2 in the morning to make them play chess, as often as he may threaten to do so). Unseated are expected to show some flexibility, as they are typically rotated between all sections except Strategic Planning in the Division. Some Unseated eventually settle on one section, but some continue to roam.
Beyond mental ability, 8th Division members are expected to be competent warriors. While Captain Masaru doesn't expect his men and women to outfight a member of 11th (though they had better beat them in strategy and tactics), he also expects them to make positive contributions to any field group in which they possess membership. Masaru tends to encourage his Shinigami to have a well-rounded skill set, though he doesn't eject those who end up displaying more focused talents, so long as they can continue to contribute to strategy.
The main criteria for promotion is a display of above-average ability. While 8th Division possesses far more than the average number of Seated Officers, Masaru does not promote people who are mediocre strategists. If someone displays exceptional talent in a particular section, they are very likely to be promoted to the appropriate officer slot. Due to the heavily segmented nature of duties in 8th, the top 5 Seats are the ones primarily vested with “bigger than you” authority, though any through 10th tend to be picked as internal leaders. After that, the promotion is more for the purposes of organization and inherent authority in the field.
A secondary trait is the ability to work with those outside the Division. If an Unseated has a brilliant mind, but cannot get along even somewhat cordially with others, he will likely never be promoted. This is mostly due to efficiency concerns; a disliked leader or advisor is less likely to be paid any mind, getting good men and women killed. Masaru occasionally gives lectures to his division on the subject of relations with other Divisions. He always makes sure to emphasize the imperative to cooperate.
Martial skill tends to be tertiary below 10th Seat, thought if two individuals are trying for the same seat, and have the same mental skills, with one lacking Shikai, and the other possessing it, it almost invariably goes to the person with Shikai.
Nishimaru Hideyoshi: Captain Hideyoshi was the immediate predecessor to Captain Masaru. He had been grooming Masaru for leadership, giving him a relatively fast track to Vice-Captain, after about 100 years as an officer. In a Division like 8th, that's a fairly rapid pace outside of a bloody war. He had a fairly large influence on Masaru, with a fairly similar style, though perhaps a touch stricter than Masaru tends to be. After 350 years as Captain, Nishimaru Hideyoshi was tragically killed in a fight with a rogue Arrancar who launched a random attack on the two leaders of 8th Division while they were on a field inspection. Masaru managed to dispatch the beast, but only after activating his just-recently-achieved bankai, and Hideyoshi had been mortally wounded. This occurred 100 years ago.
Murakami Rokuro: Hideyoshi's predecessor, a man of overall similar style. He was notably more popular than the man he replaced, both within the 8th, and in the whole of Seireitei. He was Captain for around 500 years, before eventually moving on to 0th Division. He had two major contributions to the modern state of the 8th Division. First, he instituted the program of having more than one Seated Officer of ranks below 5. Second, about 50 years into his tenure, he had the long, tasking process of getting all of Soul Society and the Mortal World mapped started. At first, the maps were fairly simple, imprecise things. But as innovations were made, both in Soul Society and in the Mortal World, 8th Division's maps improved, until they eventually arrived in the state they possess today.
Endo Shou: A disappointment of a Captain. Shou led the 8th for a mere 25 years after being promoted suddenly. He was a fundamentally lazy man, preferring to sit around inventing strategies than train himself or his men. He kept the tradition of the “strategy division” alive, and actually pioneered early Tactical Symbology methods, but his career was cut short when he entered a battle and was directly overpowered by his foe. It took the Division several years to have Rokuro appointed his successor.
Yamamoto Yuuto: Yuuto was perhaps the most important Captain of 8th Division. Not only did he give the Division stability by leading it for 700 years, he gave it purpose. It was his idea, his concept that turned 8th into the Strategy and Tactics Division. He pioneered the rough framework of the Strategic Planning, Combat Tactics, Reconnaissance Tactics, and Combat Logistics sections, with some of the other sections having seeds planted to be brought to full growth later on.
The Nakamura Noble House
Size/Influence: Minor Noble House Age Years/Generations: 700/4 Founder: Nakamura Akira (deceased) Current Patriarch: Nakamura Haru (Age: 455, 3rd Generation)
Income, Operations, Etc.
The Nakamura Noble House is, first and last, a house of merchants. While not large in legal family members, the Nakamuras control a large number of shops, restaurants, and similar ventures all over the Rukongi. Often, they have shared ownership with the actual management of the various businesses, allowing both parties to profit. Total number of shops, restaurants, etc is approximately 220, spread all across their range in the Rukongi, and going from small 2-person shops in the outer areas, to large establishments in the innermost districts.
Beyond owning various businesses, the Nakarmuras directly control one of the most successful transport firms in the Rukongi. More than once, their transports have been used to help move quarried Deathstone for Soul Society. Originally, they would use similar transports to move various goods around the Rukongi, selling them to any who felt like buying; this aspect of their business is no longer in practice directly by the Nakamuras.
The Nakamura house has several contracts with varied noble houses to provide high-quality goods at competitive prices. This has helped cement their standing as a true power in their own right.
The business of the Nakamuras stretch from District 1 to District 42, depending on the sector of the Rukongi being spoken of. Part of the arrangement the Nakamuras have with their businesses, especially the ones in the outer districts, is basic security. Typically, a combination of strong lock-boxes and other construction methods, and some measure of hired security help (admittedly, very basic skill levels, and not enough to cover every shop all the time) help keep the shops less bothered by thieves, thugs, and the like.
Over the years, the family has shown an increasingly large altruistic streak, often setting up free orphanages for those children wandering the streets, as well as working to produce more jobs for those left destitute in the harsh reality of the Rukongi. This is not a perfect process, and despite the number of businesses, all but 30 of them employ 10 or fewer people. Growth in the business world is slow, especially with competition from other families and businesses. Beyond that, the outermost Rukongi districts are still too rough for the Nakamuras to find much opportunity. So far, they haven't aroused too much ire from the less savory elements in the mid districts of the Rukongi.
Nakamura Akira was only 38 when he managed to leverage his business skills into working for one of the mid-sized noble houses. He had inherited the control of 2 merchant wagons from his father at age 19; he owned 10 by age 27. By 38, he controlled a full-fledged business. In only a few years, he'd leveraged his skills and ideas into marrying into one of the branch families of the Ryuunosuke Noble House. From there, he negotiated himself and his wife into becoming a small noble house in their own right, rather than staying part of the Ryuunosuke house itself. Occasionally, adoptions, marriages, and similar arrangements allowed either successful individuals from the Rukongi, or branch members of much larger houses, to join the Nakamura house. There, they were allowed greater freedom and, yes, power, as they were given control of various parts of the business of the house.
Currently, there are approximately 40 legal members of the family, with 9 members in the "main" family. Some of the "branch" families have taken the Nakamura name, while others have retained the name they came into the family with. While the main family possesses overall control, with inheritance passing down by familial succession, the other families have almost total control over their specific sections of the business. Only if a family member loses large amounts of money through repeated incompetence are they removed from controlling anything, though they are still allowed to be part of the family itself. Any heirs that show such incompetence are placed at the bottom of the "stack", and will be assigned permanent Executors to actually handle affairs while the heir works on producing more heirs.
Former Matriarch: Nakamura Ayame (alive, widow of Nakamura Daiki); Patriarch: Nakamura Haru; Matriarch:Nakamura Chinatsu; Primary Heir: Nakamura Daisuke (son of Haru); Secondary Heir: Nakamura Arata (son of Haru); Tertiary Heir: Nakamura Kiku (younger sister of Haru); Executor to Quartary Heir: Nakamura Asuka (wife of Arata, father of Yasu; does not have direction succession powers, but would serve as interim leader of family until Yasu is ready for position); Quartary Heir Nakamura Yasu; Quintary Heir: Nakamura Masaru (younger brother of Haru; only in consideration for leadership of family if all other heirs die, due to his status as a Captain)
Last edited by KnightDisciple : 09-30-2011 at 09:52 PM.
Name: Atabane Jiro (Last, first) Gender: Male Height: 5'11 Weight: 195 pounds Hair: Pure white Eyes: Magenta Age Actual/Apparent: 195/19 Reiatsu/Speech: Orange Division: 11 Seat: 9th
Jiro looks fairly well kept if a little different in his choice of style. He wears the traditional shinigami uniform only it is black with a red trim. Usually he is found with his coat off and wrapped around his waist leaving only his pure white vest on underneath. He stays out in the sun a lot so his skin is a caramel color bordering on mocca. His hair is naturally spiked up but so much that it looks ridiculous.
To say the least Jiro is LOUD! He can talk normally sure, but if he gets excited or emotional about something he will be loud about it. However the thing that people most remember about Jiro are his aspiring bordering on arrogant proclamations. His most famously used one is 'I am the man who shall surpass the Spirit King!' It is a form of inspiration to himself to push himself further in his training and a way to let people know that he is willing to work himself to the bone to reach the top. Though his tendency to be obnoxious can get to other people.
He usually calms down in the presence of friends but not fully. He has the advantage of being willing to be friends with someone he first meets even if he knows nothing about them. Basically he wears his heart on his sleeves. He often makes it known that idolizes the shinigami Seiko Yukimura.
Jiro had always known that he was built for combat. The adrenaline rush he got whenever he clocked someone, the exhilaration he felt when he disarmed and opponent with his sword. Nothing could ever beat those things. That's why he only bothered learning the basic kido when he could. He was still respectful of how other people did things, it's just that he felt his happiest and most fulfilled in close quarters combat. So he trained himself every day with thousands of exercises, kata's, and stances. Eventually he managed to get into the only division he could see himself being a part of, division 11.
He continued to work hard to reach his position even discovering a technique that he could call his own by accident. He called the technique Lethal Injection. It was rather simple in execution really. All you had to do was gather your reiatsu in you fist and upon impact with an opponent send the reiatsu slamming into them like an internal sludge hammer. The thing that made it so difficult was that it was a costly technique. Even Jiro who had an unusually large reiatsu could only use the technique about 7 times per day, and that's if he didn't use any other techniques.
Zanpakuto: Tachiagari sutā (Rising Star)
Zanpakuto Release Phrase: Dare mo anata no kagayaki kagayaki o miseru (Show everyone your shining brilliance)
Rising Star appears as a beautiful young woman that looks to be about 23 in age. She is tall, about 6'2 in height and is almost always smiling. In comparison to Jiro's boisterous nature she is naturally shy and quiet. She has blond hair that is in a pony tail that comes down to her waist and she has pale skin. She wears a traditional kimono and acts as a buffer for Jiro's personality. She is almost constantly talking to him and in fact spends most of the day talking to him. She is often in her room which has a variety of weapons on it's walls. She also greatly appreciates Jiro because she knows that he strives to be strong not only for his sake but for her's as well because he promised her that he would make her the Shining Star of the Soul Society, a Zanpakuto among Zanpakuto's
Jiro's inner world is a city that has a few buildings around and at the center of the city is a huge magnificent palace. It is here that Rising Star resides or as he calls her 'Tachi-chan'. The Palace manages to look elegant and beautiful without being gaudy with the exterior being lightly decorated with white gold and some silver. The glass structure on it make it glow magnificently in the sunlight.
It is a simple yet beautifully crafted Kusari-gama. The chains have a length of at least 20 ft and the blades are slightly longer.
Tachi-chan becomes a beautiful black katana that is about 4'5 in length. When she takes this form she and Jiro gain a boost to reiatsu and he gains the power to control and create shadows.The blade has a traditional 5-point star guard. This stage comes with two other forms as Tachi-chan can now turn into a Zanbatou and a two handed Axe.
Bankai: Yeah he is still working on that and his yells of frustration are the melody that many people in the Soul Society have come accustomed to.
Raijingu chōshinsei sutā: Rising supernova star.
In this form Tachi-chan becomes a beautiful scythe with a black handle and a pure white blade. The shaft constantly adjust itself so that it can keep moving at all times. This weapon however has one last form change. Special ability: It can turn into a ball of pure shining light that can enter Jiro's body to essientially turn him into a super sayain (Hyperbole). It increases his strength and speed drastically and allow him some measure of enhance skin for barehanded blade blocks. However this form has a limit of 1-2 minutes before he has to go back to scythe mode with his regular shadow powers which have also been enhanced. When he uses bankai his regular uniform becomes a black training gi arm guards and sneakers, along with fingerless gloves.
When it comes to Kido Jiro only knows the basics. However there is one particularly strong Kido that he can do, and it took him 40 years to learn it. He can do it without the incantation but only when he is using his shikai. The kido technique is #33 Sōkatsui:Fires a burst of blue spiritual energy at a target in a similar manner to #31, but over a wider area and with more power.
Bakudo 1: Sai (Restrain):Locks a target's arms in place behind their back
Bakudo 22: Sekienton (Red Smoke Escape):Sekienton is primarily used for escape. The Practitioner places his hands palms down on the ground and a red smoke bursts forth from the point of contact and swiftly engulfs the surrounding area briefly obscuring the movements of whomever is within the smoke allowing a quick get away.
# Hado 1: Sho (Thrust): Pushes the target away from the caster.
# Hado 4: Byakurai (Pale Lightning): The user fires a concentrated, powerful lightning bolt from their finger.
Physical Strength:  For being a seat level shinigami Jiro is known to have freakish strength. It is one of the things he prides himself on most. Offense:  Jiro has great offensive capabilities due to his constant training and practicing with different weapons. However this means that he does not specialise in many of them. However his best skill is hand to hand combat. This is because because as his Zanpakuto shikai has multiple forms. This means that while his Zanjutsu is impressive it is mostly because he is adept at his weapons forms rather than being exceptionally skilled with his Zanpakuto. Defense:  Jiro's defense comes mostly from dodging and not so much from being actually good at defense. It is purely his speed that helps him. Mobility:  Jiro's speed is another thing that he is extremly proud of. He is quite fast without shunpo and with it he becomes a lean mean fighting machine. In fact he is so proud of his strength and speed that he calls himself 'Lightning Bruiser Jiro'. Intelligence:  Jiro is of average intelligence. He can make a good tactical decision once in a while but prefers to just straight up charge and fight the enemy. He generally has a distaste for those who rub their intelligence in other peoples faces. Kido/reiatsu:  Jiro has a buttload of reiatsu but manly uses it for fighting. His kido spells mostly work because he put so much reiatsu into them. He had to practice for many years to learn # 33! This is thanks to his abysmal control. If it weren't for Tachi-chan constantly coaching him on control he wouldn't even be able to do shunpo most likely.
Hoho-Very good, he calls himself Lightning Bruiser Jiro for a reason. He quite swift and his shunpo is quite impressive as well
Kido-Poor, He can only use a handful of spells and those took him a while. As of now he has officially stopped putting time into Kido deeming the few spells he has as enough
Zanjutsu: Well above average, Jiro practices with Tachi-chan religiously and not just with her base form. He practices with all of her forms equally. So while he is not exceptionally skilled with one of her forms he can use all of them quite effectively.
Hakuda:Very good, Jiro prides himself on his ability to kick ass with his bare hands. Almost everyday you can find him train his Hakuda on a traning post until his knuckles bleed.
Reiatsu: Very high, Jiro boast a lot a spiritual energy but not very much control. It is why he has such trouble with Kido.
Kyoki, Rank unknown
Gender: Female Age: ??? Weight: 115 Height: 5'5 Reiatsu: Deep Purple and of great strength, feels crushing and overwhelming when she lets go. Aspect of Death: Madness
Kyoki is of a slim build she is quite thin almost like a model. she has plum colored hair in a traditional female bob cut. She wears a black robe that comes down to her ankles. She almost always has a look of confused sorrow on her face. Very rarely does she ever smile.
Kyoki is nigh emotionless when it comes to her everyday life. Not because she chooses to be but rather because she doesn't know what emotions to show in which situations. One of the few emotions she can express is a sense of being overwhelms as evidenced by her catchprhase 'I don't know how to deal with (???)' She is however capable of expressing annoyance and anger even if she doesn't know what they are. She also has the tendency to go off into her own world and run on about insane rants. She spends most of her days just wandering around Los Noches
Kyoki's Zanpakuto is interesting. This is because she has no visible weapon on her. You see when she was a hollow she had an aura of madness around her which drove other hollows to even more madness and they slaughtered each other and she took there power. Eventually she pull a Coyote Starkk and separated into to two, though not completely. Ragunaroku was a growth that came out of her back, though he had plenty of sentience. After she became an arrancar Ragunaroku disappeared, or so she thought. Instead Ragunaroku had become her blood, turning it black, however he is the dominate one of the duo most of the time bullying Kyoki.
Now her blood can be hardend instantly and is very hard to cut as Ragunaroku takes care of it. However when she needs a weapon a copious amount of blood rips from her back and forms into a long, medieval-like broadsword with a guard composed by his spiky band with three bands coming upward the blade, he has a long, probably for two hands, handle, the edge is pitch-black with a white stripe following it's whole length. The screaming mouth appears some inches above the bands. The mouth is capable of supersonic screams. These screams can hurt the ears of others except Kyoki and cause the blade to vibrate violently. This cause the effect to when she slashes once she is actually slashing dozens of times.
When he is not in weapon form Ragunaroku can come out as a growth from Kyoki's back. When he does he has a muscular body, large gloved hands, and spikes on several parts of his body. His face consists of a large egg shape, with no visible mouth and a giant white X on his face where his nose should be, with large ping-pong ball-like eyes with X's for pupils. His body is black. She can also use these moves with Ragunaroku
Bloody Needles: This attack can only be performed when Kyoki's blood has been spilled, transforming it into black needles that stab through the opponent if they get too close. They can also be used as a projectile attack.
Bloody Slicer: Kyoki will cut her own wrist and then make a flinging motion with the arm, when this happens Ragnarok will change the blood into a blade for medium ranged attacks. It also allows her a surprise attack as if the opponent tries to block with their blade the blood will flow around it.
Bloody Lance: With his/her writs cut, she/he flings it in a circle and a huge black-blood thorn appears in her front launching itself like a dart towards the enemy. Resurrección
Provoca el final, Ragnarok: Bring about the end Ragnarok
After invoking this phrase there is a burst of purple light. After it clears Kyoki's robe had become skin tight and there are piece of armor on her upper chest and on her sides covering her ribs. The most distinct feature however is that she now has three arms. One of them is hers and the other two are Ragnarok's and they come out of her shoulders each of which wields a katana of average length while Kyoki uses her same old sword. Each has a mouth on it, allowing Kyoki to use her old sound attack only with three times the effectiveness thanks to it being amplified by multiple mouths. However the true strength of this form comes from the Dragon Emperor form. It is when Ragnarok takes the form of a European dragon that is coming out of Kyoki's back. He has claw and wings and amplifies all of Kyoki's attacks though this form uses all of her Black Blood except for her sword leaving her more vulnerable.
Abilities:Screech Alpha: Same as the Screech Beta but launch at the enemy as a projectile with explosive results.
Screech Beta: A powerful slash in the form of a creature (dragon-like) mouth
Screech Gamma: A multi-slashing attack in the form of a purple energy that can change direction multiple times and releases sound waves in succession.
Bala: Kyoki can use bala, but it is only of average strength so she manly uses it when she is trying to hit an enemy after they have just found out how good her defenses are and for surprise attacks. Cero: Kyoki's has an amazing Cero for her level, the only problem is that she can't use it. Ragnarok has to use it by coming out of her back and firing the Cero. Their Cero is very powerful and aside from their signature abilities is their best move. Their Cero can equal some some Espada's, which is impressive as she is about Fraccion level. She never cared much to measure herself as she really just wanders where ever she pleases. Hierro: Kyoki has an exceptional Hierro. You see Ragunaroku,who functions as her blood, even when is sword form is inside her body. This is why her blood functions as her Hierro, her blood is not hardend all the time and only does so when she is attacked, this makes her a defensive prodigy. She can still be damaged it is just very hard to do so, most hollows just give up upon finding they can not harm her. Her weakness is that a person with enough reiatsu can cut through her defense (It has to be very high though), a person who knows how to make their weapon vibrate can cut through her defenses, and a person who know how to do internal damage to her can hurt her. Garganta: She can use it but doesn't perform it that often as she sees no point in going to the human world. Though sometimes Ragunaroku bullies her into it. Sonido: She is not very good at Sonido, she can only leave behind two afterimages max when she does so for only two seconds. She mostly uses it for super sonic burst jabs. Pesquisa: No skill at all. Madness Aura: Kyoki when she was a hollow uncontrollably produced an aura of madness. it often drove other hollows to slaughter each other make combat easier for her. When she became an Arrancar she learned how to control it but it still flares sometimes when she is battle. When she is going all out her aura extends itself to it's max. Against hollows they will often go mad and try to slaughter anything they can find, including themselves. Against other Arrancar it is a nice little distraction as they have to fight to keep themselves from going mad. Usually the aura influence those who have gone mad not to attack Kyoki. Experienced Arrancars can throw it off completely until she gets stronger. Generally the Aura is usually locked away by Kyoki's conscious choice. However when she uses the aura is basically acts like an ON switch and constantly battles with an opponents reiatsu to try and drive them insane. As long as the opponents reiatsu levels do not drop below 1/3 they should be able to resist it fairly well. This is the version where she concentrates the aura on one person. When she uses it's area of effect version of this power it functions on thier power level in comparison to hers. This version is unblockable but is far less potent. Even those who have only 1/3 of Kyoki's power will probably only become extremely wacky. Their fighting ability would only be hampered slightly. Anyone half as strong as her would merely get and annoying and distracting niggling in the back of their head.
Hollow Hole: Her left shoulder is the place where her hollow hole is.
Mask Fragment: Her mask fragment is actually what makes up Ragnarok's face. It used to look like a dragon.
Strength:  Kyoki has higher than average strength for someone of her build but fairly average maybe even slightly below par for an Arrancar. She mostly relies on her swordsmanship and abilities for kills or her madness aura. Offense:  Kyoki has a multitude of abilities that enable her to have a great offense in lieu of her average strength. Her excellent swordsmanship also helps her in the regard. Defense:  Her Black Blood as her Hierro make Kyoki a defensive monster.She can be damaged if you know how or are strong enough but she will stop most other enemies cold in their tracks Mobility:  Kyoki hasn't even thought of the concept of dodging and her Sonido is barely passable. She mainly uses it as a way to build up speed and power for thrusts. Cero/reiatsu:  Kyoki's reiatsu is incredible thanks to her and Ragnarok working together. It is extremely potent and strong. The tinge of madness that it carries to it may mark Kyoki as somewhat unstable. Intelligence  Kyoki is not very intelligent and is prone to mad ramblings that don't really help her case. Ragnarok is no help here because he has the I.Q of your stereotypical jock. Kyoki is also prone to acting very childish at times. When she occasionally go mad her Intelligence takes even more of a nose dive and she is operating on mostly instinct. The scary thing is that she fights even better like this and her power seems to increase.
Hey guys I am introducing two more characters only this time they are fraternal twin brothers and both of them are in the human world as Fushichou High School transfer students. Their mom is of American origin while their dad is Japanese. Both parents have a line of spiritually aware/empowered people in their family.
Name: Koga Suzaku (first, last) Age: 16 Gender: Male Height: 6'2 Weight: 203 pounds Hair: Blond, like his mothers Eyes: Blue Speech/Reiatsu: Blue, feels like the ocean unpredictable and powerful Type: Spiritually Empowered Human
Koga is very tall and muscular. He is fairly good looking with and easy going expression on his face most of the time. His hair lies flat and reaches down to his chin. He takes very good care of his hair as he sees it as a tribute his mother and her heritage. His bright blue eyes have a sort of lazy quality to them with a hidden power underneath. They have to tendancy to change color: stormy grey when he is angry, an almost sky blue when happy, and serene deep blue when he is calm. He is usually wearing a rust red jacket with a white shirt underneath. He also wear black cargo pants with a belt buckle that has a large S on it. He is always seen carrying a dogtag around his neck that belonged to his great-grandfather on his mothers side.
You would think that good looking lad like Koga would have a very sparkling personality. Well not really, you see Koga has the tendency to speak his mind even when he shouldn't. An example of this is the fact that when his father told his kids that he used to enjoy flower arrangement he called his dad a wuss. He usually is the one you expect to crack a joke at the most inappropriate time and usually the crack is at another person. His brother often reprimands him on this and will not hesitate to apologize for his actions.
However he is capable of making friends once he actually tries to get to know people.
Koga was born to Amelia and Musashi Suzaku. Both had lines of spiritually aware people in them as Amelia has at least some Japanese Ancestors. So it was not too surprising to them that Koga and his brother Chase were born with high spiritual energy. Koga was always the more physically imposing of the twins. He usually had to help his father around the house with most things. It was at 12 years old that his powers really activated. You see Koga had always had thick skin both literally and figuratively so he didn't get injured often. However his power in fact did not affect his defense but his strength. While he doesn't have much spiritual energy his energy his dense. By infusing this dense energy into his body he was capable of amazing physical feats. This is why he was able to beating up high school kids that were harassing his favorite ramen joint. It was after that he bragged to his family who were concerned. His mother forced him to take karate classes to try and learn control and self-discipline. It worked somewhat as Koga can now control his ability to not has his now superhuman strength constantly applied.
However the taste of battle turned into into a craving. He is now a street fighter that mostly roughs up delinquents and other such people. He often hits the gym to work out and lifts weights and does other such exercises to get stronger and himself fighting fit. His grades tend to be C's for this reason. His parents have talked to him about it but Koga stood his ground. His parents agreed that he had to make his own mistakes to life to learn. Currently Koga tends to lean on his brother for grades whether this means copying or having him explain problems for him. For his sixteenth birthday he was gifted with his great-grandfathers dog-tags. The serve as a reminder to always fight with courage and to help others with your power if you can. They have strong spiritual energy inside that allow Koga to see spirits due to his abysmal spiritual awareness.
He has a strong bond with his brother despite them being polar opposites. As such he has a secondary power that he uses when the brothers work together. His body is capable of transforming into a wicked scythe that Chase can use to great effect. He can only be used by Chase as they have compatible reiatsu. While he can use this ability when not with Chase it is weaker and he can only sprout one scythe blade on the top of his wrist that is about 6 in long. Can possibly sprout more with practice.
Dense Reiatsu Infusion: Using his dense spiritual pressure Koga can perform superhuman physical feats. These feats are limited to his physical strength. So while he doesn't have super speed when using this power he can jump several yards in superhuman bounds.
Karate: Koga has been taking karate for 4 years and doesn't plan on stopping anytime soon. His years of training in karate, frequent trips to the gym, and his street fighting have sculpted his body into a muscular specimen though not overly so. He is decently fast though he is no track runner.
Spiritually aware: By himself Koga can only see spirits and hollows if he concentrates immensely. It is only thanks to his great-grandfather's dog-tags that he can see the supernatural at all. Though he can sense them when they get close enough (i.e 9 feet)
Weapon Form: Koga is capable of transforming into a Scythe weapon for his brother to use in combat. He does this by infusing his entire body with his unusual spiritual energy. Once he does that he shapes the reiatsu that is infused into his very being. With this he can shift his body into his weapon form. While like this he can give his brother battle advice and watch out for sneak attacks and cheap shots. Like this they are essentially two people fighting at once.
Now for his brother
Name: Chase Suzaku Age: 16 Height: 5'11 Weight: 160 pounds Hair: Black with three thick white half lines, the lines being on the left side of his hair. Eyes: Gold Speech/Reiatsu: Slate gray, feels unyielding and calm. Type: Spiritually Empowered Human
Chase is most often called the better looking of the twin brothers. His gold eyes are often called entrancing and intense from the hawk-eyed look he has almost all the time. His hair comes down to just above his eyes with a few bangs hanging in front of them. He gets irritated easily when people mention the lines in his hair and if they ask if it is natural (it is by the way). He is usually seen in butler like attire having a black suit and suit pants as his daily wear. He has skull-like adornments decorating it like a tie that had a skull on it. This might be menacing and disturbing if the skulls weren't so cartoony. He has a wiry frame that beguiles his impressive muscular nature. His muscles are more compact and not as showy.
Chase is a rather polite young man and is rather amiable in comparison to his joking, sometimes antagonistic brother. He will go out of his way to help others and is generally considered by most to be an extremely caring person. He hates those who would hurt others for no reason and those who would pick on the weak. He has something of a hero complex if you will. He is somewhat of a flirt if a gentlemanly one. Has a sense of chivalry and respect towards all, except those who piss him off.
Chase was born with a larger amount of Reiatsu and spiritual awareness than his brother. It was for that reason that he started seeing spirits at the age of 9. It was then that his father explained to him about spirits and how there were normal spirits and vengeful, evil spirits. It was at that point that Chase decided that he would help spirits in any way that he could.
It was at this age that Chase also expressed an interest in martial arts. However instead of karate he decided to follow the martial arts path of Judo. He has now practiced it for seven years. He has become quite the skilled practitioner, almost a master. This was because instead of a class that managed to find him a master to apprentice under though it did cost a pretty penny. His master also managed over the years to sculpt the muscles in his body into pink muscule having both power and stamina. It is known to both brothers that Chase is the stronger of the two in terms of overall skill, not just strength, though Koga will never admit it.
Chase has helped a fair share of spirits out with daily problems like thugs around their death site and such. He also brings them daily offerings. The current one that he is helping and has taken a liking to is the spirit of a 7 year old girl named Tali. She has pale skin and long brown hair in a pony tail that nearly reaches the ground.
Chase's artifact is an old battle scythe that was wielded by his grand-father on his dad's side. It was given to him on his 12th birthday. From the time he picked it up he seemed to have a natural affinity for it, almost like a scythe prodigy. However he does still practice with it both to learn new ways to attack and to increase his skill. When not in use the scythe is a 6 inch metal pole that is kept in his pockets. However when he needs to use it he takes it our and charges spiritual energy into it, turning the metal pole into the 5'5 metal shaft with a extremely sharp, black, and curved scythe blade that is about 3 feet long sticking out. He always keeps it on him at all times stating that he feels naked without it.
Chase and his brother first found about their joint ability quite by accident at the age of 13. Koga was experimenting with his powers while Chase was practicing his scythe techniques. Midway through the training Koga's experimentation yielded a change as he let out a startled yell as he turned into a scythe. Chase then dropped his scythe and rushed over to his brother. His breathe caught as he glimpsed the scythe beautiful form. A 5'6 shaft that was gunmetal gray and had inscriptions in the metal that seemed to convey battle and victory. Near the top of the shaft where the blade was the was a metal looking eye, with white scelera and blue irises. Finally there was the blade, 3 feet long and curved just like his, only the color was red and it looked unnaturally sharp. To test it he took a nearby stick and pressed to the blade edge, it was sliced in two. As he stared in wonder a voice called out, and it came from the scythe. "Stop gawking you idiot and change me back!" It took most of the night but he did eventually change back. It was only after three days begging from his brother that Koga went back to that form. As Chase held him in he hands they both felt a sense of right as Chase went though his usual scythe practice motions noticing that he seemed to now just how to swing and pulled off moves he never could before with his actual weapon. After that both brothers agreed to practice with Koga's weapon form more as they felt the power and connection they had when working together.
Judo: Chase is a green belt in Judo though his own master still calls him a tadpole, a big tadpole but a tadpole just the same. He is capable of beating many people at once and is naturally more skilled than his brother though not quite as sturdy and physically strong. This is due to his master training him so that all of his bodies muscule turned to pink muscule. However he prefers to try and talk things out.
Weapon Wield: As mentioned in his brothers entry Chase can wield Koga in his weapon form. He is skilled with the scythe and seems to be able to wield his brother almost naturally require both their power and intelligence. It also helps that like this they don't get in each others way. While in weapon form Koga can speak directly into Chase's mind allowing him to help his brother via his vast fighting experience. Chase and Koga when working together in this form help each other out. For example Chase can use his brothers dense reiatsu to augment him forming a halberd of spirit energy or even just a simple double edged scythe in the shape of a crescent moon. Koga can also spread his brothers reiatsu around as a sort of radar to help him lock onto multiple enemies and infuse it into his body to allow him to have a degree more strength and speed so that he is more useful in a melee fight. The boost is only marginal. granting him above Olympic athlete strength and speed.
Chase has his own scythe to use for when his brother isn't around but it doesn't grant him the same power as when he wields his brother. His practice sessions have been toned down for his first year of high school so that he can pick up his grades which had started to slip when he and his brother developed their powers. Though his grades did not get as bad a Koga's.
Spiritually Aware: Unlike his brother Chase is spiritually aware without a supplement. He can see spirits and has been able to for a while now. He likes to help them out when he can so that he can make their after like a little bit easier. It is mostly luck that he and his brother have not seen any hollows yet. He knows that vengeful and evil spirits exist but he does not know that their are hollows, neither do his parents know exactly what they are.
Gender: Female in spirit, physical sex varies. Age: Old as the sky as far as anyone are concerned. Height: Varies. Weight: Varies. Reiatsu: Transparent grey, reminiscent of salty water. Aspect of Death:Hubris Organization: Usually solitary
Due to her ability to possess vacant bodies, Angerona’s appearance varies greatly from time to time and place to place. However, any human body she ends up inhabitating looks sickly and frightening to most humans. Their skin will pale and their hair will grey out, as if they were aging prematurely; blood veins will black, which is especially notable in and near the eyes; their teeth and nails become unusually sharp, and nails become dull black as well.
Angerona’s previous mortal persona was a youthful middle-aged woman who goes by the name Õta Yui. She was 5'7" tall, well endowed and very fit, courtesy of Angerona trying to keep the body in good shape. All the side-effects of Angerona’s presence were in full effect, meaning Yui looked like she was either terminally ill or wearing tasteless amount of make-up. In that body, Angerona preferred formal outfits, usually going around in a black suit. Angerona was forced to abandon her guise as Yui to recover her Zanpakuto from Inoue Hotaru, reincarnation of her daughter. She made it look like Yui fell down while in shower and died due to hitting her head.
Angerona’s sealed form is quite different. It’s that of a tall and broad-shouldered woman, with very pale complexion and so dark blue eyes they sometimes seem to border on black. Her exact height and weight vary, but seem to stay between 6 to 7 feet and 145 to 185 pounds. Her hair is bit shorter than shoulder-length and pale grey, with some hints of pale blue. Her mask fragment is a tear-drop shape at the middle of her forehead, made of yellowed bone. Her Hollow hole goes through her abdomen, being about the size of her palm. Her default clothing is a tattered grey robe with red lining, tied around her waist with a red sash, somewhat reminiscent of a Shihakusho. She often seems tired, melancholic or absent-minded if met face-to-face.
Historical records of Angerona go back some two thousand years, when she was met by the Shinigami in central Europe as a “harvest spirit” for several small settlements. Her exact origin and age have been lost on the leaves of history, being unknown to even herself. Ever since, it’s been customary of her to serve as object of worship for mortals, providing boons in exchange of adoration and (often) human or animals sacrifices.
She’s remained almost solely on Earth, sometimes vanishing for decades before resurfacing again in some other place. What she’s been doing during such lapses is a matter of speculation. Sometimes, she’s been resting deep underground, hidden from her enemies; at others, it’s possible she’s been out there, doing her usual thing, just unnoticed or unrecognized by local psychopomps – hardly unusual, considering wild variance of her different forms.
Angerona is neither the only, or first name she’s had through ages. Gotei 13’s current codename for her is “Elder”, due to her being, well, elder to all but few other creatures. Other, less flattering, monikers include “long running problem”, “that damn feral” and “that senile lizard”.
Angerona can’t be wholly trusted on accounts of her past – she’s forgotten much, and often mixes up mortal myths of herself with her actual past. Indeed, Shinigami have better record of some of her escapades than she does.
While, as a Hollow, Angerona is natural enemy of psychopomps everywhere, she’s rarely been much of an immediate threat to them, often avoiding violent confrontation or simply fleeing before such happens. Because of this, destroying her has often fallen from priority list of Gotei, allowing her to persist and slowly grow in power. These days, she’s powerful enough that direct confrontation isn’t seen as worth the costs. This hasn’t stopped invidual Shinigami from pursuing her from time to time, most recent being Yama Akio of Gotei 13.
Angerona’s personality has hardly been static, but there are some patterns that seem to persist. First, she’s fiercely territorial towards other Hollows, seeking out and consuming those who stray into her domain. Curiously, this attitude seldom extends to other spiritual creatures; she’s known to give much leeway for psychopomps, not offending them unless threatened and letting them slay Hollows she doesn’t have time or capability to dispose of alone. It’s not uncharacteristic of her to actively give advice to psychopomps who are not strong enough to harm her. She’s also tricked other Hollows into traps originally meant for her.
Even more curious is her attitude towards mortals. Angerona has strong penchant for communality. In exchange of being allowed to devour souls of the dead, she goes around trying to improve their lives, often going out of its way to build a respectable reputation. How much of this chivalry is merely an act is open to speculation, but it nonetheless serves as a survival strategy – she hopes Shinigami will be hesitant to destroy her when an area is better for her presence.
Angerona’s memory of distant events is often hazy – she tries to focus on one life at a time, to not get lost in expanses of her own memory. Still, she’s prone to non-sequiturs and absent-mindedness, especially when her environment demands little of her attention. She’s comically poor at finding her way around when inhabiting a mortal body, due to it limiting her senses. She can be quick to anger, but she’s quick to calm as well. She doesn’t bear grudges or bother with revenge; once a threat is safely out of sight, it’s cast out of mind as well.
Angerona acknowledges that she’s a nasty piece of work, but still holds a distinct sense of superiority over other Hollows and even some Shinigami. She has tendency to hold back against weaker non-hollow opponents, but whether it's a matter of sense of honor or a scheme to lull enemies to false sense of safety is anyone's guess.
Angerona’s Zanpakuto is two-handed blade reminiscent of a Dacian Falx, and lacks a cross guard. It’s a simple, but well-balanced and effective weapon. Unfortunately for her, a proper sheath is not a part of it.
Unarmed Combat Master: Angerona is monstrously strong, only physically mightiest Shinigami can hope to match her in contest of brawn. Her own lack of durability limits how much she can use to directly strike her opponents, however. Thus, she favors soft style martial arts, preferring to throw, grapple, lock and disarm her opponents.
Armed Combat Expert: Angerona is capable of using a wide array of weaponry, from exotic to improvised, striking with devastating force and speed – tools allow her to utilize much more of her might to directly harming her opponents. However, her way of fighting is fairly basic – a true master could easily spot gaps in her style.
Masterful Mobility: Angerona can use Sonido very aptly, being fast enough to cause some Captains grey hairs. She’s fairly agile, capable of dodging and changing direction in blink of an eye. Her greatest quality is not speed, though, but endurance - she can keep up a superhuman pace near-indefinitely. She doesn’t partake in technical trickery like leaving behind after-images.
Superhuman durability: In her sealed form, Angerona’s Hierro is decent, offering protection akin to an armored vest. It’s seldom enough to block strikes from weapons directly, however. In addition to Hierro, she possesses minor form of regeneration – superficial wounds, like shallow cuts and burns, are healed near instantly. Broken fingers and toes plus damaged eyes and ears are fixed at short notice too. Major tissue damage (such as lost organs or broken ribs) are beyond this ability to heal, as are fast-acting poisons. The ability seems to be temporary, starting from first blood and running its course over some length of time before ceasing – Angerona needs to regain energy to start it anew.
Extra-sensory perception: Angerona’s Pesquisa reaches far and wide, and can pinpoint specific creatures with decent accuracy. It takes some time between pulses, so in combat, she favors more ordinary senses.
Energy attacks: Angerona has fine control over her Cero and Bala. She can vary their power from painful to ground-shattering, and can charge either at second’s notice.
Interdimensional travel: Angerona can create spatial tears, but seldom moves through the Void. Her way of creating them is pretty primitive and reliant on sort of brute force, being more akin to Kumon of Menos Grande than Garganta. She purposefully avoids going near Hueco Mundo, so at most she travels secretly between two points on Earth.
Possession: Angerona can take over a soulless body, and move in and out of one at will. She can only function properly in bodies that are fairly close to being revivifiable by ordinary means. Once in possession of a body, Angerona can stay in one until old age renders it unusable, mimicking a living mortal. Outward signs of her presence often make these guises fall into uncanny valley for ordinary humans, rendering them frightening, but overall they don’t gain any special powers and Angerona can’t use any of hers from inside one. Angerona’s spiritual energy is very hard to detect, and impossible to measure properly through a possessed body. Spiritual attacks or other excessive damage to a body will force Angerona’s spirit to detach from them; such experience is nauseating, sometimes to the point of momentary debilitation.
Sphaera Aquae Vivae: while Angerona often works to suppress her Reiatsu to avoid unwanted attention, once released, her Reiatsu takes on a tangible form. It’s akin to gooey water, transparent grey in color and cold to the touch, tasting of salt and lye. It is gelatinous – impact makes it assume solid, instead of liquid, qualities. While wading through it slowly is hardly different from swimming in ordinary water, running against it feels like pushing against a rubber wall, and (should one be stupid enough) meeting the surface with superhuman speeds is about as wise and comfortable as ramming into a steel wall. This inhibits rapid movement around her. Like the name suggests, Angerona’s Reiatsu usually forms a spherical bubble around her, being dozen feet in diameter usually.
While it’s not obvious to immediate senses, Angerona’s Reiatsu contains all components necessary for spiritual life in their elemental forms. It’s possible to breathe it in without adverse consequences, thought it can feel nasty, akin to drowning.
Resurreccion - Vigil Caelorum:
Angerona's true form is that of a giant humanoid with partly or wholly skeletal head, a thick hide covered in bone-white triangular scales adorned with patterns of silvery eyes, extremely sharp and black claws, and a long, thick tail protected by segments of bone, and between two and twelve wings that look like stretches of star-filled sky. Her exact size and weight varies considerably depending on how she uses her powers.
This form heals with great alacrity - anything shorts of its head being obliterated can and will be healed. Time seems to be of more concern to this ability than severity of injuries; starting with first blood, it repairs all wounds that happen within some time span, before slowing down and eventually ceasing.
In this form, Angerona loses some of her raw strenght and speed, and her Hierro is nearly gone, her tail being the only part that can withstand direct sword strikes. This is because her Reiryoku is channeled to various special abilities.
Sanguis Vitam: Angerona has the ability to dissect her soul, reconstructing beings whose souls she's eaten as Hollows. This involves physically harming herself, with power of the newly separated Hollow depending on severity of the injury. A single drop of blood becomes a single, ordinary Hollow; a finger becomes a Gillian; a whole limb becomes an Adjuchas. These creatures are true reincarnations and independent of Angerona - should Angerona be destroyed, they'll keep on existing. Angerona holds no special authority over them, so she might need to force them down if they're unco-operative.
Wounds caused by using this ability do not heal until Angerona devours her creations again, or otherwise consumes an equivalent amount of power.
Hiscere Mortis (Gonzui): By inhaling deeply, Angerona can forcibly tear weak souls of those around her from their bodies. Weak Hollows also instinctively throw themselves at her mercy, to be devoured. The maximum range of this ability is vast, and so it can kill hundreds, if not thousands of mortals at once in a densely populated area. Even brief use of this power can increase Angerona's size, strength and speed greatly, even exceeding limits of her sealed form. It also resets her ability to regenerate once.
Exhaurire ex Nihilo: In addition to drawing power from living beings or weak Hollows, Angerona can reach to the Void and draw energy from there. This allows her to strengthen herself even in absence of suitable souls.
Ignem et Suplhur: In addition to her normal, water-like Cero and Bala, Angerona can also use different, star-like blasts in this form. After using Whisper of Death, she can charge and fire up to twelve such attacks at once, raining destruction upon her foes. In addition, she can delay releasing the gathered energies - should she want to, she can leave a charged Cero floating in midair, deciding when and where to shoot it later.
Nihil Obscuros (Cero Oscura): After using Hiscere Mortis, Angerona can also create a condensed, black Cero, which has even greater range and power than her ordinary ones.
Vigil Caelorum: Those eye-like patterns on her wings and body are not just for show - through them, Angerona can enhance her Pesquisa, effectively seeing all around her and being able to feel spiritual presences with much more accuracy, speed, and range.
Segunda Etapa - Numen Fulgens
Upon entering her second release, Angerona's material form burns away, leaving behind only two, bright lights. Source of one is clear, tear-drop shaped gem, while source of the other is indeterminate - it seems like the light comes from thin air. These points correspond roughly to Hollow hole and mask fragment of her sealed form. The rest of her body is composed around these constants from drops of water and other weather effects.
In this form, causing lasting damage to Angerona is hard, as she can just drain moisture from around her to recompose herself. While she usually approximates appearance of her sealed form (sometimes with wings reminiscent of her earlier state), her form is amorphous and she can change it to anything she sees fit.
At will, she can conjure an icy blade to her hands, similar to her sealed Zanpakuto. While it can be blocked like a physical object by Bakudo and Zanpakuto, it goes straight through other matter, including flesh and bone, without doing any visible harm. Instead of the body, it harms the mind and spirit, draining power from those it strikes with each hit. As a fight continues, its victims grow cold, tired and sluggish in motion. If Angerona strikes a severe blow against her foe (such as a stab through the chest or head), she can dive into their inner world and try to possess them. While the defender usually has a slight edge and can, for example, call their Sword Spirit to help, relative strengths between Angerona and her opponent stay roughly the same.
Angerona can't directly kill anyone in a mind-duel like this, but she can wrestle control of her victim’s body; if she succeeds, she can't use her own abilities from within it, but can theoretically use all powers of her victim. In practice, she rarely has enough knowledge to utilize all their strength - for example, she can't use a Shikai if she's not heard its release command.
There are some drawbacks to this form. First, since Angerona's body is now wholly liquid, she has some trouble manipulating physical objects when not in a possessed body. Second, she can't use energy attacks, draw in more Reishi or create more Hollows. These abilities are replaced by another which is, at the same time, her most notable and often least useful in a direct confrontation:
Angerona can stay in this form for however long she likes. However, since she can't eat outside a possessed body, using her powers eventually wears her down, to the point where she has to slumber for decades to regain her strength. She can stave off falling asleep by staying inside a mortal body (or another spirit) and refraining from using her own powers.
Legis Caelestis: Through intense concentration, Angerona can assume control over weather conditions within an area of several square miles. She can alter temperature, moisture, wind and air currents, so on and so forth within the extremes found on Earth, from the burning hot of Sahara to freezing cold of the Antarctic, from drought to raging hailstorms, and from calm air to a raging storms. She can recreate different natural phenomena, from rainbows to thunder. All alterations are wholly real to mortals and spirits alike, whether the former are ordinarily spiritually aware. They are also independent of Angerona once created, keeping on existing unless she does something to stop them, fading away according to natural laws if she doesn’t.
Angerona's favorite use of the ability has been helping farmers grow their crops, or just keeping forests growing steadily; this because minor changes, like drizzling rain to moisturize the soil, are easier than more disastrous applications of this ability. In battle, it is somewhat imprecise (she can't, for example, aim invidual lightning bolts), as well as slow; creating, say, a thunderstorm on a clear day takes longer than chanting Kido in full.
How this ability works, if it works at all, on worlds other than Earth, is something of an enigma.
Rota Vitae - Renovanem animarum: Angerona's greatest ability, and one she has to use to leave this form. It separates all souls she's eaten from the core of her being, raining them down to earth as droplets of blood. This rain starts from a massive dark cloud, and can last for days. To mortals, the drops look like clear water.
As they rain down, each of the drops takes the form of a sleeping human (or other living being Angerona has devoured). If awoken, they begin reverting to Hollows, but their rest is deep and a stealthy Shinigami could purify dozens of them with little trouble. The last drop of blood is also infused with the essence of Angerona's Zanpakuto - from here, it's an arduous task for her to regain it.
The rain has three other effects as well. First, it heals wounds and diseases of those it falls on, curing life-threatening maladies and even mangled or lost limbs. Second, it fertilizes the soil, making all plantlife nearby grow wildly, turning even the most barren wasteland into a lush field for a while. Finally, it infuses the very ground with massive amount of spiritual energy, meaning that people born in the area for the next few decades are much likelier to develop spiritual powers.
Once the rain is over, Angerona reverts to the incomplete, wingless and tailless form of her Resurreccion.
Gender: ??? Age: Arbitrarily old. Height: Varies. Weight: Varies. Reiatsu: Transparent grey, reminescent of salty water. Aspect of Death: ??? Rank: Its own boss. Theme song!
Best way higher ups of Seireitei can describe Elder without using excessive profanities is "long running problem". It was first spotted in Central Europe some two thousand years ago, where it served as a harvest god to several small settlements, providing boons in exchange of human and animal sacrifices. It found a way to lurk solely in Mortal world early on in its existence, and has since resurfaced several times in other places, spreading its diabolical trade where ever it goes. Ousting it from hiding has fallen from priority list many times due to more imminent threats; during those intervals, it has slowly but surely grown in power to the point where direct confrontation is generally not considered worth the costs.
Due to its ability to possess people, Elder can have variety of appearances; however, any human body it's inhabiting will look sick. Bloodveins become pronounced and black, which is especially notable in and near the eyes; their skin will pale and their hair will grey out, like they were aging prematurely; finally, their nails and teeth will elongate, harden and become razor sharp, with nails becoming black as well.
Currently, Elder inhabits a body of a youthful middle-aged woman, and goes by the name Õta Yui. She's 5'7" tall, well endowed and very fit, courtesy of Elder trying to keep the body in good shape. All the side-effects of Elder's presence are in full effect, meaning she looks like she's either terminally ill or wearing tasteless amount of make-up. Elder prefers formal outfits, usually going around in a black suit.
Elder's spiritual form is that of a tall humanoid covered in triangular scales, with expection of its head and parts of its back. The scales are bone white expect for a faint grey, eye-like pattern on each one. There are some bony protrusions along its spine, suggesting there were once wings and a tail there. Its face looks like it was skinned from nose down, leaving a skeletal grin to greet anyone who meet it; above the nose, its face looks like that of an old androgynous human, with pale skin, grey hair and pitch-black eyes. Its hands and feet have long and extremely sharp black claws. A hole size of a fist goes trough its abdomen.
Elder is fiercely territorial towards other hollows, consuming or otherwise disposing of any that stray within its defined sphere of influence. This behaviour does not, curiously, extend to other spiritual creatures; it gives much leeway to local psychopomps, never offending them unless threatened and letting them purify hollows it deems unworthy of attention or too dangerous to attack alone. It's not uncommon for it to actively give advice to Shinigami who it knows can't hurt it. It has also tricked other powerful hollows to traps that were originally meant for it.
What makes it even more curious is its relation with humans. In exchange for having departed souls to eat, Elder actively tries to improve the conditions of humans around it, often going out of its way to make known it's doing the work. While this might seem chivalrous, it's can also be seen as a survival tactic; destroying Elder is problematic because area it's in is often better for its presence.
Elder has somewhat hazy memory, and thus Shinigami often know more about its past than it does. Face to face, it always feels a bit sleepy or lost in thought. It does not bear grudges and can't be bothered with revenge; once a threat is safely out of sight, it's out of mind as well. While it acknowledges that it's a bastard, it still holds that it's better in some vague sense than other hollows and even some Shinigami. It has tendency to hold back against weaker non-hollow opponents, but whether it's a matter of sense of honor or a scheme to lull enemies to false sense of safety is anyone's guess.
It's widely accepted that Elder is a natural arrancar, but it's never seen carrying anything resembling a soul cutter or resurrecting itself. Some theorize Elder has somehow lost its blade, and rises from obscurity every once in a while to look for it.
General abilities: Elder can use Sonido, Pesquisa and Cero with great aptitude. Its Hierro is either laughable or non-existent, as unseated Shinigami can reportedly wound it; it counters this by being a tough hand-to-hand combatant and good at disarming its opponents. It probably knows Garganta, but has never been seen to use it.
Gelatinous Reiatsu: Elder's reiatsu is very thick, and moving trough it feels like going trough pudding. More notably, it assumes solid qualities when hit with enough force. Walking trough it is relatively easy, running against it is like pushing against rubber, and if someone is stupid enough to Shunpo against it, the result will be like ramming into a thick steel wall. This forces slower and restrained movements near Elder when it's manifesting its power.
Instant Regeneration: Elder's spiritual form heals with absurd rate. Anything short of its head being obliterated can and will be healed. It can't keep this up indefinitely, however; in longer battles, if it's constantly damaged, its regeneration will slow down and evetually seize. Time seems to matter more than extent of injuries; Elder has survived its torso being blown away several times during a battle, but has been forced to flee after losing a limb after suffering enough nicks and scratches.
Gonzui: Another reason why ousting Elder is such a difficult thing. Elder can suck out and eat souls of spiritually weak humans en masse to greatly increase its size and power. As Elder favors densely populated areas, full use of this ability might kill thousands of mortals at once. This is one big factor why Soul Societies won't send their strongest members after it, because Elder would cause horrible casualties if it caught on it; similarly, Elder can't use this ability to great extent, because that would break their unspoken "truce" and bring their full wrath on it.
Possession: Elder can take over a body hollowed with Gonzui. The body goes trough some cosmetic changes and gains an aura that frightens mortals, but gains no other powers. When in a human body, Elder's reiatsu and reiryoku are impossible to accurately measure. Elder can stay in a body and function as a mortal until old age renders the body useless. If a possessed body is mortally wounded, Elder's spirit will detach from it; if the finishing blow was landed by a spiritual weapon, it will suffer some nausea afterwards.
Spawn: To some extent, Elder can recall personalities and powers of those it's eaten; if it wants to, it can release them as hollows by removing part of his body. For example, droplets of its blood can become weak, single soul hollows; a severed finger would become a standard, unintelligible Gillian; a whole hand would become a personalised one. Something akin to a complete limb would make an Adjuchas. Body parts used this way can't be regenerated unless Elder absorbs its constructs back, or otherwise eats enough souls to replace them. The creations are independent beings; they won't be concerned one bit if Elder is destroyed, and it often has to force them down if they're feeling disobedient.