PDA

View Full Version : BleachITP Reborn Character Registry



Frozen_Feet
2010-03-26, 06:23 AM
This is the character registry for BleachITP Reborn roleplay. For characters of the old Bleach roleplay, look elsewhere.

DO NOT POST CHARACTER DISCUSSION IN THIS THREAD! If you want help, criticism etc. concerning your future character, post it in this thread. (http://www.giantitp.com/forums/showthread.php?t=159337&page=1#post8879281) All other discussion pertaining to the upcoming RP is also to be held in that thread.

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

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

Explanation of tags:

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


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

1st Division
Commander-General: Tsukada Ryouichi (NPC, played by Frozen_Feet) (http://www.giantitp.com/forums/showpost.php?p=8158318&postcount=6)
Vice-Captain: Yamamoto Sauyri (http://www.giantitp.com/forums/showpost.php?p=9708837&postcount=81)
4th Seat: Eiji Ito (http://www.giantitp.com/forums/showpost.php?p=10338357&postcount=99)
6th Seat: Orimoto Ranoue (http://www.giantitp.com/forums/showpost.php?p=11940400&postcount=110)

2nd Division
Captain: Miyagawa Yuuki (NPC) (http://www.giantitp.com/forums/showpost.php?p=8206472&postcount=19)
Vice-Captain: Shihan Kyasarin (NPC) (http://www.giantitp.com/forums/showpost.php?p=8682229&postcount=50)
3rd seat: Noburo Arata (NPC) (http://www.giantitp.com/forums/showpost.php?p=9472134&postcount=83)
4th seat: Nao (NPC) (http://www.giantitp.com/forums/showpost.php?p=8465872&postcount=39)
5th: Sigint Kageen (http://www.giantitp.com/forums/showpost.php?p=8641767&postcount=47)
12th seat: Miyako Akimoto (NPC) (http://www.giantitp.com/forums/showpost.php?p=10220779&postcount=94)
Unseated: Sadanaka Hideuchi (http://www.giantitp.com/forums/showpost.php?p=8161295&postcount=13), Jomei Akemi
(http://www.giantitp.com/forums/showpost.php?p=8595375&postcount=47)
3rd Division
Captain: Shizuka Magatsu (NPC) (http://www.giantitp.com/forums/showpost.php?p=9236386&postcount=76)
Vice-Captain:
3rd seat: Koishima Daisuke (NPC) (http://www.giantitp.com/forums/showpost.php?p=9254516&postcount=77)
8th seat: Hund Wolfgang (http://www.giantitp.com/forums/showpost.php?p=8185799&postcount=15)
20th seat: Junichiro Michishige (http://www.giantitp.com/forums/showpost.php?p=11698458&postcount=105)
Unseated: Zaraki Nasumi (http://www.giantitp.com/forums/showpost.php?p=8762255&postcount=63)
Former members: Sakura (NPC) (http://www.giantitp.com/forums/showpost.php?p=8187806&postcount=16)


4th Division
Captain: Fujiwara Akira (http://www.giantitp.com/forums/showpost.php?p=11504023&postcount=103)
Vice-Captain aspirants: Nobu Aki (http://www.giantitp.com/forums/showpost.php?p=8657013&postcount=42)
3rd seat: Feiyan Tewulan (NPC) (http://www.giantitp.com/forums/showpost.php?p=8206472&postcount=19)
13th seat:
Unseated: Alysha Sietka (http://www.giantitp.com/forums/showpost.php?p=8786879&postcount=69)
Former members: Norreni Udeoshi (NPC) (http://www.giantitp.com/forums/showpost.php?p=8158671&postcount=8)

5th Division
Captain: None.
Vice-Captain: Minuet (NPC) (http://www.giantitp.com/forums/showpost.php?p=9514719&postcount=84)
20th Seat: Hikaru Shin (http://www.giantitp.com/forums/showpost.php?p=11042477&postcount=105)
Unseated: Llyn Wa-Fang (http://www.giantitp.com/forums/showpost.php?p=8688277&postcount=52), Yotsubo Hiyashi (http://www.giantitp.com/forums/showpost.php?p=8688313&postcount=53)
Former members: Ryuunosuke Osamu (Deceased) (http://www.giantitp.com/forums/showpost.php?p=8157849&postcount=5)

6th Division
Captain: Damara Shishihara (http://www.giantitp.com/forums/showpost.php?p=8161295&postcount=12)
Vice-Captain: None.
12th seat: Shiaki Koujin (NPC) (http://www.giantitp.com/forums/showpost.php?p=8157604&postcount=4)
Unseated:
Former Members: Fukui Kyou (Deceased) (http://www.giantitp.com/forums/showpost.php?p=8158318&postcount=6)

7th Division
Captain: Zibarra Emet (NPC) (http://www.giantitp.com/forums/showpost.php?p=8224368&postcount=23)
Vice-Captain aspirants:
3rd seat: Noburo Hideyaki (http://www.giantitp.com/forums/showpost.php?p=8450704&postcount=37)
5th seat: Reikiku Nakamura (http://www.giantitp.com/forums/showpost.php?p=8165513&postcount=13)

8th Division
Captain: Nakamaru Masaru (http://www.giantitp.com/forums/showpost.php?p=8157596&postcount=3")
Vice-Captain: Nagamichi Soushi (http://www.giantitp.com/forums/showpost.php?p=9331101&postcount=78)
Xth seat: Suroshi Nagashi (http://www.giantitp.com/forums/showpost.php?p=8160148&postcount=11)
Unseated: Jack Teach (http://www.giantitp.com/forums/showpost.php?p=8685382&postcount=51)

9th Division
Captain: Hirokatsu Goto (http://www.giantitp.com/forums/showpost.php?p=9593470&postcount=89)
Vice-Captain: None.
3rd seat: Kenichi Kurohoshi (NPC) (http://www.giantitp.com/forums/showpost.php?p=8596137&postcount=48)
4th seat: Okaji Kaki (http://www.giantitp.com/forums/showpost.php?p=8232211&postcount=22)
5th Seat: Takeru Kojima (http://www.giantitp.com/forums/showpost.php?p=11801755&postcount=108)
10th Seat: Akiyama Shou (http://www.giantitp.com/forums/showpost.php?p=9236386&postcount=75)
19th seat: Naruhi Ziha (NPC) (http://www.giantitp.com/forums/showpost.php?p=8722852&postcount=58)
Former members: Shirakawa Kiku (NPC) (http://www.giantitp.com/forums/showpost.php?p=8363081&postcount=30)

10th Division
Captain: Takashi Taiki (http://www.giantitp.com/forums/showpost.php?p=8165513&postcount=14)
Vice-Captain aspirants: Isamaru Myojin (Switching Divisions?) (http://www.giantitp.com/forums/showpost.php?p=8305411&postcount=32)
3rd Seat: Taro Banzuke (http://www.giantitp.com/forums/showpost.php?p=10338350&postcount=98)
4th seat: Konpaku Aya (http://www.giantitp.com/forums/showpost.php?p=10975736&postcount=103)
7th seat: Hayashi Goro (http://www.giantitp.com/forums/showpost.php?p=8917755&postcount=71)
17th Seat: Ren Karashi (http://www.giantitp.com/forums/showpost.php?p=8165513&postcount=13)

11th Division
Captain: Yukimura Seiko (http://www.giantitp.com/forums/showpost.php?p=9254516&postcount=76)
Vice-Captain:
5th Seat: Atanabe Jiro (http://www.giantitp.com/forums/showpost.php?p=12010169&postcount=112)
8th Seat: Amagatsu Kazuma (http://www.giantitp.com/forums/showpost.php?p=8388433&postcount=38)
Unseated:
Former member: Hannibal Magalhăes (http://www.giantitp.com/forums/showpost.php?p=9708837&postcount=81), Himura Michiko (NPC) (http://www.giantitp.com/forums/showpost.php?p=8415089&postcount=40)

12th Division
Captain: Ryou Kazuo (MIA) (KIA?) (http://www.giantitp.com/forums/showpost.php?p=8187927&postcount=17)
Vice-Captain: Katisugo Ichimyouri (http://www.giantitp.com/forums/showpost.php?p=8209191&postcount=21)
3rd seat: Souten Ai (NPC) (http://www.giantitp.com/forums/showpost.php?p=8715363&postcount=57)
9th seat: Nakatashi Tamiyo (http://www.giantitp.com/forums/showpost.php?p=8260071&postcount=28)
20th seat: Hirako Yoshi (http://www.giantitp.com/forums/showpost.php?p=8157596&postcount=3)

13th Division
Captain: Hayashi Natsuko (http://www.giantitp.com/forums/showpost.php?p=8232246&postcount=25)
Vice-Captain: Mitsukai Karite (http://www.giantitp.com/forums/showpost.php?p=8188595&postcount=18)
3rd seat:
4th seats: Hayashi Shinji and Hayashi Ikimi (NPC) (http://www.giantitp.com/forums/showpost.php?p=8780485&postcount=66), Inoue Hotaru (http://www.giantitp.com/forums/showpost.php?p=11056428&postcount=100)
5th seat: Tsukikage Shishiou (http://www.giantitp.com/forums/showpost.php?p=10700741&postcount=102)
6th Seat: Shinji Ichimyori (http://www.giantitp.com/forums/showpost.php?p=8209191&postcount=21)
8th seat: Kuroda Ryo (NPC) (http://www.giantitp.com/forums/showpost.php?p=8363081&postcount=32)
13th seat: Sato Hachirou (http://www.giantitp.com/forums/showpost.php?p=9708837&postcount=81)
Unseated: Allan Crossdale (http://www.giantitp.com/forums/showpost.php?p=8161295&postcount=13), Yama Akio (http://www.giantitp.com/forums/showpost.php?p=9195453&postcount=75)

Kido Corps
Commander: None.
Vice-Commander: Yama Yuuta (http://www.giantitp.com/forums/showpost.php?p=8748934&postcount=60)
Seated members: Tai (NPC) (http://www.giantitp.com/forums/showpost.php?p=8187806&postcount=16)
Senior Members: Ryoichi Yasu (http://www.giantitp.com/forums/showpost.php?p=8907863&postcount=70)
Junior members: Misaki Ichimyouri (http://www.giantitp.com/forums/showpost.php?p=8209191&postcount=21), Hidetsugu Iwaki (http://www.giantitp.com/forums/showpost.php?p=8161295&postcount=13), Megane Sihr (http://www.giantitp.com/forums/showpost.php?p=8688277&postcount=52), Katagawa Shizuka
(http://www.giantitp.com/forums/showpost.php?p=8157849&postcount=5)
Former members: Hamasaki Hibiki (MIA) (http://www.giantitp.com/forums/showpost.php?p=8158318&postcount=6), Akemi Aoki (http://www.giantitp.com/forums/showpost.php?p=8358668&postcount=30), Kageki Mai (Deceased) (http://www.giantitp.com/forums/showpost.php?p=10220779&postcount=94), Chen Shengdi (Deceased) (http://www.giantitp.com/forums/showpost.php?p=10220779&postcount=93), Kitano Takeshi (???), Kageki Hotaru (Deceased) (http://bleachitp-reborn.wikidot.com/characters:kitano-takeshi)

Visitors: Caerwyn ap Gruffydd (NPC) (http://www.giantitp.com/forums/showpost.php?p=8224368&postcount=24)
Las Noches: Arrancar and Hollow characters mostly go here. Espada positions will be decided by Draken, player of King of Hollows.

The King of Hollows: Erscheinung Von Geister (http://www.giantitp.com/forums/showpost.php?p=8187927&postcount=17)

The Queen of Hollows: Reene Lucaster (http://www.giantitp.com/forums/showpost.php?p=8187927&postcount=17)

Royal Infantes (http://www.giantitp.com/forums/showpost.php?p=10563821&postcount=101)

Primera: Cuerva de Sangre (http://www.giantitp.com/forums/showpost.php?p=11008412&postcount=104)
Fraccion: Tadzio Desiderus (NPC) (http://www.giantitp.com/forums/showpost.php?p=8765643&postcount=64), Anita Hart (http://www.giantitp.com/forums/showpost.php?p=9051095&postcount=73), Adam Gale (http://www.giantitp.com/forums/showpost.php?p=11747727&postcount=107), Absalon Herrera (MIA) (http://www.giantitp.com/forums/showpost.php?p=11740928&postcount=106)

Segunda: Edward Callahan (MIA) (http://www.giantitp.com/forums/showpost.php?p=8158837&postcount=9)
Fraccion: Canguro (MIA) (http://www.giantitp.com/forums/showpost.php?p=8207505&postcount=20), Amore Love (http://www.giantitp.com/forums/showpost.php?p=9468731&postcount=82)
Tercera: Arcelia Cruz (NPC) (Deceased) (http://www.giantitp.com/forums/showpost.php?p=8358668&postcount=30)
Fraccion: Lia (NPC) (http://www.giantitp.com/forums/showpost.php?p=8358668&postcount=30)

Cuarta: Aléjandro Mendez (http://www.giantitp.com/forums/showpost.php?p=8224368&postcount=24)
Fraccion:

Quinta: Sabas Fortunato (http://www.giantitp.com/forums/showpost.php?p=8161295&postcount=13)
Fraccion: Azmus "das Stachelschwein" von Greyssen (http://www.giantitp.com/forums/showpost.php?p=8512488&postcount=46)

Sexta: Cecilia Alejwin (http://www.giantitp.com/forums/showpost.php?p=8188595&postcount=18)
Fraccion: Caiphus Callisto (http://www.giantitp.com/forums/showpost.php?p=9254516&postcount=76), (Zeikobuburakku) (http://www.giantitp.com/forums/showpost.php?p=8897682&postcount=69)

Séptima: Vicente Ortiz (http://www.giantitp.com/forums/showpost.php?p=8583141&postcount=46)
Former: Sereg Arturo (KIA) (http://www.giantitp.com/forums/showpost.php?p=8465872&postcount=43)
Fraccion: Landa~Ora (http://www.giantitp.com/forums/showpost.php?p=8865199&postcount=70), El Voz de la Legión (http://www.giantitp.com/forums/showpost.php?p=8791658&postcount=70)

Octava: Serazel Guerrero (http://www.giantitp.com/forums/showpost.php?p=8699616&postcount=55)
Former: Cheng Mei (MIA) (http://bleachitp-reborn.wikidot.com/characters:cheng-mei)
Fraccion: Ruwa Bello (http://www.giantitp.com/forums/showpost.php?p=8158318&postcount=6), Ivaz Serizo (http://www.giantitp.com/forums/showpost.php?p=9258556&postcount=78)

Novena: Pico Kurazume (http://www.giantitp.com/forums/showpost.php?p=8641767&postcount=47)
Fraccion: Katarina Giugovaz (NPC) (http://www.giantitp.com/forums/showpost.php?p=8206472&postcount=19)

Décima: Lalita Tandon (MIA) (http://www.giantitp.com/forums/showpost.php?p=9708837&postcount=81)
Fraccion:

Privaron Espada: #103 Auset (MIA), #104 Talon Gunvhald (http://www.giantitp.com/forums/showpost.php?p=8158318&postcount=6), #109 Tark Winald (NPC) (http://www.giantitp.com/forums/showpost.php?p=8158671&postcount=8), #210 General Apolinar Rodriguez (http://www.giantitp.com/forums/showpost.php?p=8450704&postcount=37), #000 Rouga Sougami (http://www.giantitp.com/forums/showpost.php?p=9541357&postcount=85), #109 Pan (NPC) (Deceased) (http://www.giantitp.com/forums/showpost.php?p=8457980&postcount=42)

Exequias: The Conductor (http://www.giantitp.com/forums/showpost.php?p=8158671&postcount=8)

Numeros: #11 Mimus (MIA) (http://www.giantitp.com/forums/showpost.php?p=9050139&postcount=72), #24 Paramonos (http://www.giantitp.com/forums/showpost.php?p=8163656&postcount=14), #?? Lars (http://www.giantitp.com/forums/showpost.php?p=8185799&postcount=15), #22 Zeikobuburabbu (MIA) (http://www.giantitp.com/forums/showpost.php?p=8897682&postcount=69), #?? Caballos Boca (http://www.giantitp.com/forums/showpost.php?p=9385169&postcount=80), #12 Garoux Lobosolo (MIA) (http://www.giantitp.com/forums/showpost.php?p=8699957&postcount=56), Amada Castro (MIA) (http://www.giantitp.com/forums/showpost.php?p=8657013&postcount=46), Kyoki (http://www.giantitp.com/forums/showpost.php?p=12010169&postcount=112)

Other minions: Gralster (http://www.giantitp.com/forums/showpost.php?p=8187927&postcount=17), Akena (http://www.giantitp.com/forums/showpost.php?p=8358668&postcount=30), The Flash Flood Siblings (http://www.giantitp.com/forums/showpost.php?p=8689021&postcount=51), Clovis (http://www.giantitp.com/forums/showpost.php?p=10563821&postcount=101)
Quincy: If you want to play a cool spirit archer...
Ryouta Tadayoshi, Museum Curator (NPC) (http://www.giantitp.com/forums/showpost.php?p=10220779&postcount=94)
Hisamori Aki, Student (NPC) (http://www.giantitp.com/forums/showpost.php?p=8158671&postcount=8)
Kina Yoshimoto, Beginner Quincy (http://www.giantitp.com/forums/showpost.php?p=11505026&postcount=104)
Rebecca Williams, Transfer Student (http://www.giantitp.com/forums/showpost.php?p=8206472&postcount=19)
Alexander Yori (http://www.giantitp.com/forums/showpost.php?p=8465872&postcount=38)
Rex Irons (http://www.giantitp.com/forums/showpost.php?p=9236386&postcount=75)
Yamashiro Mayumi, Science teacher (http://www.giantitp.com/forums/showpost.php?p=9254516&postcount=76)
Claudia Abel, Valeria's mother (???)


Mortals: If your character is just a hapless human caught up in the turmoil, it'll go here.
Watanabe Kaito, Student (http://www.giantitp.com/forums/showpost.php?p=9895324&postcount=91)
Michiko Inagawa-kai, student and Yakuza Princess (MIA) (http://www.giantitp.com/forums/showpost.php?p=8157849&postcount=5)
Valeria Abel (MIA) (http://www.giantitp.com/forums/showpost.php?p=8158318&postcount=6)
Ito Tanigawa, Cool Guy (NPC) (http://www.giantitp.com/forums/showpost.php?p=8158671&postcount=8)
Nickolai Bolas (http://www.giantitp.com/forums/showpost.php?p=8160162&postcount=12)
Wada Nakahiro, Student (http://www.giantitp.com/forums/showpost.php?p=8161295&postcount=13)
Aoki Yuudai, Student and Delinquent (MIA) (http://www.giantitp.com/forums/showpost.php?p=8163656&postcount=14)
Go Ken (MIA) (http://www.giantitp.com/forums/showpost.php?p=8158837&postcount=9)
Kondo Sayaka, Student and Shrine Maiden
Kondo Haruaki, Shrine Keeper and Bumbling Dad (NPC) (http://www.giantitp.com/forums/showpost.php?p=8232211&postcount=25)
Hayashi Izumi, Student and a Living Shinigami (MIA) (http://www.giantitp.com/forums/showpost.php?p=8232246&postcount=25)
Takara, Student (NPC) (http://www.giantitp.com/forums/showpost.php?p=8187806&postcount=16)
Namikaze Sora, Student and Living Arrancar (http://www.giantitp.com/forums/showpost.php?p=11801938&postcount=109)
Iwamori Higure, Chemist and Consultant (http://www.giantitp.com/forums/showpost.php?p=8344637&postcount=32)
Emi, Student (NPC) (http://www.giantitp.com/forums/showpost.php?p=8358668&postcount=31)
Kotone Shinohara, TV Reporter (NPC) (http://www.giantitp.com/forums/showpost.php?p=10220779&postcount=94)
Andrew Smith, Camera Man (http://www.giantitp.com/forums/showpost.php?p=11801938&postcount=109)
Ren Zenimoto (http://www.giantitp.com/forums/showpost.php?p=8457980&postcount=42)
Henry Rheims Coleby, Detective (http://www.giantitp.com/forums/showpost.php?p=8450704&postcount=41)
Rosa Blanca Wilson-Albarez, Waitress in Buo Venti Cafe (http://www.giantitp.com/forums/showpost.php?p=8641767&postcount=47)
Soshi Koan, Delinquent (Deceased) (http://www.giantitp.com/forums/showpost.php?p=8578151&postcount=43)
Mugetsu Oyori (http://www.giantitp.com/forums/showpost.php?p=8754373&postcount=61)
Takeda Yuuto (http://www.giantitp.com/forums/showpost.php?p=8785938&postcount=68)
Akita Aiko (http://www.giantitp.com/forums/showpost.php?p=8358668&postcount=30)
Minoru, student (http://www.giantitp.com/forums/showpost.php?p=8383008&postcount=31)
Hasunaga Heiaki, Japanese Teacher (http://www.giantitp.com/forums/showpost.php?p=9051441&postcount=74)
Mitsurugi Reiji, Prosecutor and Vigilante (http://www.giantitp.com/forums/showpost.php?p=9427864&postcount=81)
Mila Rosethorn, Delinquent student (http://www.giantitp.com/forums/showpost.php?p=9571330&postcount=88)
Lilianna Kane, Librarian (NPC) (http://www.giantitp.com/forums/showpost.php?p=8206472&postcount=18)
Ogawa Asuka, Crippled Student (NPC) (http://www.giantitp.com/forums/showpost.php?p=9914881&postcount=92)
Ki Ren, Student and Kazari's "brother"(NPC) (http://www.giantitp.com/forums/showpost.php?p=8158837&postcount=8)
Isanagi Aso (http://www.giantitp.com/forums/showpost.php?p=10338338&postcount=96)
Koga & Chase Suzaku, spiritually gifted brothers (http://www.giantitp.com/forums/showpost.php?p=12072739&postcount=113)

Samsara Created from Blanks, they want to restore themselves to the Cycle of Reincarnation. Now hiring - contact Kayne650! This faction is on hold due to key players vanishing. If you have ideas for them, posit them in the OOC. Making new characters for this faction is not recommended unless you are also willing to drive a plot for them.
Leadership: "The Boss"
Second in Command: Go Nagi (http://www.giantitp.com/forums/showpost.php?p=8383336&postcount=38)
Other members: Hango (http://www.giantitp.com/forums/showpost.php?p=8158671&postcount=8), Aell Rennoc (http://www.giantitp.com/forums/showpost.php?p=8465872&postcount=43), Cassandra (MIA) (http://www.giantitp.com/forums/showpost.php?p=9254516&postcount=76), Magnus (MIA) (http://www.giantitp.com/forums/showpost.php?p=8158318&postcount=6)
Cha-Cha Flamenca Del Tango (MIA) (http://www.giantitp.com/forums/showpost.php?p=9236386&postcount=75)
Keeper of Chronicles (http://www.giantitp.com/forums/showpost.php?p=11040930&postcount=104)
Loose cannons: Characters whose exact allegiances are mutable or unknown. Beware, for some of the worst villains belong to this group!
Angerona AKA Elder AKA Őta Yui, Rogue Arrancar (http://www.giantitp.com/forums/showpost.php?p=13073829&postcount=115)
Kujo, Bringer of Chaos and overall evil guy (Deceased) (http://www.giantitp.com/forums/showpost.php?p=10220779&postcount=94)
Naraku, Outraged Modsoul and Kujo's sidekick (MIA) (http://www.giantitp.com/forums/showpost.php?p=8187927&postcount=17)
Eriku Ginomamori, Kujo Worshipper (MIA) (http://www.giantitp.com/forums/showpost.php?p=8224368&postcount=23)
Suzume Kimi, Kujo Worshipper (NPC) (http://www.giantitp.com/forums/showpost.php?p=8465872&postcount=39)
Kato Ai, Our Little Angel (http://www.giantitp.com/forums/showpost.php?p=8187806&postcount=16)
Sören Stein, Bount and a Teacher (NPC) (http://www.giantitp.com/forums/showpost.php?p=8699957&postcount=56)
Erima, Tsukumogami and Takara's Companion (NPC) (http://www.giantitp.com/forums/showpost.php?p=8232211&postcount=25)
Wasureru, Stealer of Memories (http://www.giantitp.com/forums/showpost.php?p=8187806&postcount=16)
Coat Man, Rogue Hollow (http://www.giantitp.com/forums/showpost.php?p=8383008&postcount=37)
Ava Jager, Enigmatic Waif (http://www.giantitp.com/forums/showpost.php?p=8158671&postcount=8)
Donovan Bonaventura, Owner of the Venti Buon Caffč (http://www.giantitp.com/forums/showpost.php?p=8187927&postcount=17)
Viatrix Klossner, Owner of Furousha Shop (NPC) (http://www.giantitp.com/forums/showpost.php?p=8158318&postcount=6)
Eirine Klossner, Bount (NPC) (http://www.giantitp.com/forums/showpost.php?p=8163656&postcount=13)
Angry Janitor, Expendable Hollow Villain (Deceased) (http://www.giantitp.com/forums/showpost.php?p=9708837&postcount=81)
Hamasaki Hibiki, Teacher (MIA) (http://www.giantitp.com/forums/showpost.php?p=8158318&postcount=6)
Akemi Aoki, Exiled Shinigami (http://www.giantitp.com/forums/showpost.php?p=8358668&postcount=30)
Yoko Rose, Bount (MIA) (http://www.giantitp.com/forums/showpost.php?p=8465872&postcount=42)
Patch, Rogue Modsoul (MIA) (http://www.giantitp.com/forums/showpost.php?p=8699957&postcount=56)
Silva Rai, Bount (http://www.giantitp.com/forums/showpost.php?p=8670870&postcount=49)
Ostargi and Terenzio, rogue Arrancar mercenaries (http://www.giantitp.com/forums/showpost.php?p=8736507&postcount=59)
The Black Huntsman, Kido Summon (http://www.giantitp.com/forums/showpost.php?p=8762255&postcount=63)
Armin, Bount Mercenary and Assassin (http://www.giantitp.com/forums/showpost.php?p=11505026&postcount=104)
Parzillum Bēlum, Shadow of the Past (http://www.giantitp.com/forums/showpost.php?p=8889065&postcount=68)
Gwen Pryce (http://www.giantitp.com/forums/showpost.php?p=9358014&postcount=79) & Post-san (http://www.giantitp.com/forums/showpost.php?p=8762255&postcount=59) (MIA)
Botsuraku Kishi, Mercenary Knight (http://www.giantitp.com/forums/showpost.php?p=9385169&postcount=80)
Asdrubal Arriola (MIA) (http://www.giantitp.com/forums/showpost.php?p=9236386&postcount=75)
Tayrin (real name El-Ibin Hazzarad), lost Shinigami (http://www.giantitp.com/forums/showpost.php?p=9542191&postcount=86)
Zaluxa, Shinigami deserter (http://www.giantitp.com/forums/showpost.php?p=9551889&postcount=87)
Carmelia, Yuki-Onna (http://www.giantitp.com/forums/showpost.php?p=8641767&postcount=44)
The Concierge, your loyal spiritual taxi (NPC) (http://www.giantitp.com/forums/showpost.php?p=8699957&postcount=56)
Akawa Shiro, a hapless Plus (MIA) (http://www.giantitp.com/forums/showpost.php?p=9939553&postcount=93)
Kazari, Ren's companion and a neclace Tsukumogami (NPC) (http://www.giantitp.com/forums/showpost.php?p=8232211&postcount=22)
Kitano Takeshi, former Kido Commander (http://bleachitp-reborn.wikidot.com/characters:kitano-takeshi)
Genoveva, eloped Primera (MIA) (http://www.giantitp.com/forums/showpost.php?p=8157849&postcount=5)
Akahori Satoru (http://www.giantitp.com/forums/showpost.php?p=11014288&postcount=105)
Yaagu Duarte, former Fraccion of Genoveva (http://www.giantitp.com/forums/showpost.php?p=10338343&postcount=97)
Cackling Oni, Insane Criminal Mastermind (http://www.giantitp.com/forums/showpost.php?p=11042990&postcount=106)
Toriyama Alice, eloped Kido Corps member (http://www.giantitp.com/forums/showpost.php?p=11086760&postcount=102)
S.W.O.R.D. : a group of mortals seeking to shield the Mortal World from the threats of afterlife. While noble in goals, their means beg some questions... Strawberryman looks over the faction and takes care of new agent recruits.This faction is on hold due to key players leaving. If you have ideas for them, posit them in the OOC. Making new characters for this faction is not recommended unless you are also willing to drive a plot for them.Agent 00: Identity unknown. Director of the organization.
Agent 01: Nero Abel (MIA)
Agent 02: Roger Beaton (http://www.giantitp.com/forums/showpost.php?p=8450704&postcount=35)
Agent 03: Anthony Wallace (http://www.giantitp.com/forums/showpost.php?p=8157849&postcount=5)
Agent 04: Mikami Aura (http://www.giantitp.com/forums/showpost.php?p=11801938&postcount=109)
Agent 06: Josiah Kane (http://www.giantitp.com/forums/showpost.php?p=9895324&postcount=91)
Agent 07: Hubert Fiorentini (MIA) (http://www.giantitp.com/forums/showpost.php?p=8699957&postcount=56)
Agent 09: Vincent Bochinsky (MIA) (http://www.giantitp.com/forums/showpost.php?p=10224855&postcount=95)
Agent 08: Angelo Damiano (http://www.giantitp.com/forums/showpost.php?p=11059809&postcount=101)
Agent 13: Tsukino Hiroto (MIA) (http://www.giantitp.com/forums/showpost.php?p=8158318&postcount=6)

Subject 1864 (http://www.giantitp.com/forums/showpost.php?p=10557579&postcount=100)

Correspondant: Mihail Yashin (http://www.giantitp.com/forums/showpost.php?p=9708837&postcount=90)

Random beasts of the Spirit world: Creatures that just kinda are there, without fitting any known category.
Four Horses of the Apocalypse (http://www.giantitp.com/forums/showpost.php?p=11050401&postcount=99)

Frozen_Feet
2010-03-26, 06:27 AM
Timeline for past events. Post feedback and corrections in the OOC or PM Frozen_Feet. You can also update the Story So Far (http://bleachitp-reborn.wikidot.com/the-story-so-far) section in the wiki.

Before Summer:

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

Week before school starts again:

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

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

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

Day 1:

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

Day 2:

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

Day 3

Day 4

Day 5

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

Day 6

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

Day 7:

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

Day 8

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

Day 9

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

Day 10

Day 11

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

Day 12

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

Day 13

Day 14

Day 15

Day 16

Day 17

Day 18

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

Day 19:

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

Day 20:

Day 21:

Not placed yet:


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

KnightDisciple
2010-03-26, 08:48 AM
Soul Society Character Post
(Mortal World Characters 1 (http://www.giantitp.com/forums/showpost.php?p=9895324&postcount=91), Mortal World Characters 2 (http://www.giantitp.com/forums/showpost.php?p=11042990&postcount=106), Hueco Mundo Characters (http://www.giantitp.com/forums/showpost.php?p=9895324&postcount=91), and Organizations & Miscellaneous Things (http://www.giantitp.com/forums/showpost.php?p=11946820&postcount=111))

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

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

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

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

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

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

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

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

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

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

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

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

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

Zanpakutou: Kaishu (Unraveling Hand)

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

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

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

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

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

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

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

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

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

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

Bakudo: Bakudo 1: Sai (Restrain):Locks a target's arms in place behind their back
Bakudo 4: Hainawa (Crawling Rope): An energy rope entangles the target's arms.
Bakudo 8: Seiki (Repulse):Creates a round shield that seems to temporarily paralyze and repel whatever strikes it.
Bakudo 9: Horin (Disintegrating Circle): Causes an orange hued tendril with spiraling yellow patterns to erupt from the users hand and attempt to trap a target. The end of it remains in the hands of the user allowing them to control the path of the tendril before and after capture. The Kidō is able to connect with another one of itself if both have captured a target and bind them together. Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and tear out your own throat!"
Bakudo 15: Kumo no Su (Spider's Web): Creates a web of strands (similar to Horin), spanning approximately 15 feet in diameter.
Bakudō 30: Shi(t)otsu Sansen (Beak-Piercing Triple Beam): Forming a golden triangle with one's finger, it shoots three beams of light that pin the target to one place on a surface, slamming into his or her body in three places in a shape of a perfect triangle.
Hado: Hado 1: Sho (Thrust): Pushes the target away from the caster.
Hado 4: Byakurai (Pale Lightning): The user fires a concentrated, powerful lightning bolt from their finger.
Hado 5: Foosu Misairu (Force Missile): Fires a single small blast of force; this blast will follow the designated target, giving a near guarantee of hitting.
Hado 10: Foosu Bakuhatsu (Force Blast): Fires a blast of force in a line, often pushing the target back while causing damage.
Hado 12: Soren Byakurai (Twin Lotus, Pale Lightning: User points both hands, fires a bolt identical to Hado 4 from each hand. Each hand can point in a different direction.
Hado 20: Foosu Misairu Arashi (Force Missile Storm): Fires a series of missiles similar to Hado 5. It fires 20 missiles. Yoshi can use this kido without incantation (it is the upper limit of his chantless kido). Can target up to 5 enemies.
Hadō 31: Shakkahō (Shot of Red Fire): The user fires a sphere of powerful, crimson energy at the foe. Incantation: Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!
Hadō 33: Sōkatsui (Blue Fire, Crash Down): Fires a burst of blue spiritual energy at a target in a similar manner to #31, but over a wider area and with more power. Incantation: Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Truth and temperance, upon this sinless wall of dreams unleash but slightly the wrath of your claws.

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

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

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

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

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

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

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

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

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

Zanpakutou: Hikari no Magari (English: Curving Light)

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

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

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

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

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

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

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

Bakudo: Bakudo 4: Hainawa (Crawling Rope): An energy rope entangles the target's arms.
Bakudo 9: Horin (Disintegrating Circle): Causes an orange hued tendril with spiraling yellow patterns to erupt from the users hand and attempt to trap a target. The end of it remains in the hands of the user allowing them to control the path of the tendril before and after capture. The Kidō is able to connect with another one of itself if both have captured a target and bind them together. Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and tear out your own throat!"
Bakudō 30: Shi(t)otsu Sansen (Beak-Piercing Triple Beam): Forming a golden triangle with one's finger, it shoots three beams of light that pin the target to one place on a surface, slamming into his or her body in three places in a shape of a perfect triangle.
Bakudo 61: Rikujōkōrō (Six Rods Prison of Light): Summons six thin, wide beams of light that slam into a target's midsection, holding them in place. The target is then unable to move any part of their body including the parts that were not struck by the beams.[1] This technique can also be used after using Hainawa, as the six beams of light form from the light already used in Hainawa. Incantation: Carriage of Thunder. Bridge of a spinning wheel. With light, divide this into six!
Bakudo 62: Hyapporankan (Hundred Steps Fence): A rod formed of energy is thrown towards the target before it disintegrates into numerous short rods which are used to pin the target to the surroundings and render them immobile.
Bakudo 63: Sajo Sabaku (Locking Bondage Stripes): Similar to Bakudō No. 4, but stronger, this spell binds the arms of a target.
Hado: Hado 4: Byakurai (Pale Lightning): The user fires a concentrated, powerful lightning bolt from their finger.
Hado 12: Soren Byakurai (Twin Lotus, Pale Lightning: User points both hands, fires a bolt identical to Hado 4 from each hand. Each hand can point in a different direction.
Hadō 31: Shakkahō (Shot of Red Fire): The user fires a sphere of powerful, crimson energy at the foe. Incantation: Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!
Hadō 33: Sōkatsui (Blue Fire, Crash Down): Fires a burst of blue spiritual energy at a target in a similar manner to #31, but over a wider area and with more power. Incantation: Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Truth and temperance, upon this sinless wall of dreams unleash but slightly the wrath of your claws.
Hado 55: Gaki Rekkō (Raging Light Fang): A spell that makes a circle of energy, before firing blasts of green light from its center in a cage-like formation.
Hadō 63: Soren Sōkatsui (Twin Lotus, Blue Fire, Crash Down):Essentially a doubled version of #33, this spell fires two shots of blue fire with greater potency than the single-shot variety. Incantation: Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! On the wall of blue flame, inscribe a twin lotus. In the abyss of conflagration, wait at the far heavens.

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

MageSparrowhawk
2010-03-26, 08:50 AM
Shiaki Koujin, 6th Division, 12th seat (http://bleachitp-reborn.wikidot.com/characters:shiaki-koujin)

Callos_DeTerran
2010-03-26, 10:11 AM
Genoveva, Primera
Gender: Female
Age: ???
Height: 5'7"
Weight: Ever-Increasing (see below)
Reiatsu: Dark red and of suitable strength, feels like multiple beings at once when released
Aspect of Death: Isolation

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

Genoveva wears a simple sleeveless white top bordered in black that is unbuttoned at the top just far enough down to expose the top of her hollow hole right where her heart would be. On others it might have been revealing, but she possesses a slim figure lacking in the sort of curves that others have. The top ends just before the waistline of her tight slacks to expose a bit of her navel, though most pay more attention to the broad-bladed falchion that is belted across the small of her back. There is an enormous chip in the sharpened side of the blade, as if it had tried to cut extremely hard bone. Genoveva's long slacks are tucked into the top of knee length black tabi socks and she wears a simple pair of sandals on her feet. There is no sign of a tattoo anywhere on her exposed skin.
Personality: Genoveva is what can easily be considered an emotional sadist, she revels in the misery, rage, and despair of friends and allies alike giving her a tendency to show up at the most in-opportune times to toy with enemies and allies alike. To her, nothing is better then forcing someone into the ultimate isolation and this has made her actions a bit mercurial to say the least. While fraccion and Espada are normally immune to her predations (usually), there are still rumors of her seeking out hollows and arrancar of 'weak spirit' for the cause and of loyalty and that those unfortunates haven't been seen again. If the darkest rumors hold true, even Espada who were about to be demoted, Privaron Espada, or fraccion who hurt the cause have been paid one of these special visits before being spirited away making her appearance one of ill-omen. This has likely attributed to her nicknames of 'Jailer of Las Noches' 'Hunter of Hollows'.

Attached to her mercurial attitude is the seeming fondness of watching others fight, even if she has no intention of getting involved herself. Something about the conflict of others appeals to her and she'll often be spied watching the most insignificant of battles or even watching one of her own fraccion or soldiers getting killed with the same smug expression on her face before leaving.
Zanpakuto: Último Depredador
Genoveva's zanpakuto takes the form of a broad-bladed falchion with a big chip in the blade towards the tip. The weapon is a little longer then half of her height and functions perfectly well despite the chip in the blade. The guard is shaped to look like a two-faced skull with the blade coming out of the top of the joined skulls. The hilt is wrapped in black silk and there is a crimson tassel attached to the pommel. Genoveva has the ability to sense what aspect of death an arrancar or hollow would have and can instinctively craft an aura from that aspect that extends out from her to thirty feet. These auras aren't the 'purest' distillation of an aspect, so if she were to have a 'Destruction' aura it wouldn't annihilate everything within thirty feet of her but slowly cause damage to anything within range of her aura over time. She can retain a memory of auras she's crafted in the past, not just in the presence of a hollow or arrancar that has that aspect and remembers them for a week's time before she would have to be exposed to that aspect again. However, those who share an aspect with her current aura find it even more effective against them then it would be to others.
Resurrección:
Búsquelos, Último Depredador! (Hunt them down, Ultimate Predator!)

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

General Abilities:

Aspect Auras: None known now.

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

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

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

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

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

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

Negación Master: This ability is really only known as an ability of the Gillian-class menos, yet Genoveva is quite proficient in their use. She rarely uses it to save allies, and then mostly for her own reasons, but it has lead to her real area of expertise with this odd skill. Genoveva is a master of using Caja Negacion, able to use the imprisonment technique without needing the cube, and those trapped by it actually find themselves inadvertently helping their 'warden' when she siphons off their power slowly during her release. Those who perish from this draining are expelled from the dimension the others are trapped in. While Genoveva is quite liberal with her use of this ability, using her speed with sonido to set up a strike at a hollow/arrancar opponent's hollow hole, it is not nearly as effective on Privaron Espada and Espada (who can break out in a couple hours with no ill effects) or on Fraccion (who can't be siphoned from and who's Espada will usually demand their release which Genoveva usually grants since holding onto them doesn't directly help her). She has yet to discover what might happen to an aspect aura if the person she took it from was trapped by Caja Negacion, despite numerous chances to try. In theory, someone powerful or intelligent enough to escape from the Caja Negacion could also engineer the escape of her other victims, which would greatly weaken her in her released state.
Battle Stats:
http://img440.imageshack.us/img440/9462/genevevastats.jpg

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

Possible connections:
Other Espada
Other arrancar
Fraccion?


Michiko Inagawa-kai, Spiritually Anomaly/Human
http://i202.photobucket.com/albums/aa279/oliver426/g15320.png?t=1269107020
Age: 17
Height: 5'7"
Weight: 135 pounds
Reiatsu/Speaking Color: Purple/Orchid
Theme (http://www.youtube.com/watch?v=94CmZj47oAY)

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

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

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

History:
Closely held secret.

Powers: Another closely guarded secret. (But one that must be seen)

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

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

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

Clubs
-Gymnastics
-Traditional Singing

Extracurricular Activities
-Guitar
-Volleyball
-Kajukenbo
-Book Reading

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


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

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

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

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

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

Tools:

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

Head

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

Torso

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

Arms

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

Hands

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

Waist

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


Weapons:

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

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

General Abilities:

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

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

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

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

Possible connections:

Other Agents
Spiritually Aware Mortals
Spiritual Anomalies
His workplace


Ryuunosuke Osamu (Family, First), 5th Division Captain
Gender: Male
Age: 829
Height: 5'10"
Weight: 155 pounds
Reiatsu: Royal Blue
Division: 5th
Theme Song (http://www.youtube.com/watch?v=4vi9ZdJnDUE)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

General Abilities:

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

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

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

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

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

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

Battle Stats:


Possible connections:

Other captains
Vice Captain
Division members
Ryuunosuke household


Tropes:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

General Abilities:

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

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

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

Hakuda: Basic.

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

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

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


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

Possible connections:

Other shinigami
Other 13th Division members
Mortals


Tropes:

strawberryman
2010-03-26, 12:04 PM
Tsukada Ryouichi, Commander General of the Gotei 13 (http://bleachitp-reborn.wikidot.com/characters:tsukada-ryouichi)
Age: 520

Height: 5'9"

Weight: 152

Reiatsu: Steel/Silver.

Battle Stats (for my amusement):
http://img708.imageshack.us/img708/2423/ryouichibattlestats.jpg
Physical Strength: 100 (Ryouichi has a lot of physical strength in melee combat, even if his skill is aimed more towards defense.)
Offense: 60 (What skill Ryouichi has in offensive prowess are more aimed towards quickly incapacitating enemies in a nonlethal manner; so it's not that he's not skilled enough, as much as he only uses a set portion of it.)
Defense: 100 (Ryouichi's defensive skill is top-notch. He always keeps a skilled awareness of his surroundings, and his zanpaktou's abilities add a certain degree of defensibility as well; all in all, it's an arduous task to harm him in melee combat.)
Mobility: 80 (While not -the- fastest, Ryouichi still has an impressive level of speed, which adds to his impressive defensive skills, as well.)
Intelligence: 80 (Ryouichi isn't a genius, but his experience in tune with his tactical mind add for a strong enough asset to be trusted in.)
Kido/Reiatsu: 100 (Ryouichi's reiatsu is massive when he cares to use it; as far as kido goes, he mostly holds his own in bakudo, and has a decent ability to use keikatsu.)

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

Fukui Kyou, 6th Division Unseated: Deceased.

Princess Carina von Geister-Lucaster, favored daughter of Las Noches (http://bleachitp-reborn.wikidot.com/characters:carina-von-geister-lucaster)
Type: Arrancar

Age: 383

Height: 3'10

Weight: 57 lbs.

Reiatsu/Speaking Color: Goldenrod/#DAA520

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

Ruwa Bello, Fraccion
Age: 346.

Height: 5'6"

Weight: 142

Reiatsu: Sienna

Appearance:
http://i202.photobucket.com/albums/aa279/oliver426/rect30057-1.png
Ruwa is in many ways what one could consider "attractive". Her long, wild, black hair is always tousled in such a way as to make her seem intriguing; usually, it covers half of her face, only revealing one of her yellow, serpentine eyes. Her feminine form is curved in all the right ways, and while her assets seem like they may get in the way, she manages to have an impressive level of balance despite it.
As far as clothing goes, her flirtatious lifestyle is manifested in the fact that Ruwa "dresses" in a long strand of red cloth wrapped around her body in such a way as to only cover parts of her anatomy that should be left to the imagination, even if it really doesn't leave much. She usually wears some kind of jewelry, but the only pieces that are always on her person are a pair of golden bracelets and one golden anklet.
Her Hollow hole is just above her left hip, and her mask is a bone, serpentine anklet bordering her right foot.
Ruwa charges her cero by making a peace sign (http://i243.photobucket.com/albums/ff316/lodrock/peace-sign-hand.png) with her hand; the cero forms in between her fingers.
http://img715.imageshack.us/img715/6968/ruwa.jpg
Despite the picture, outside of release Ruwa does have legs.

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

History:
...To be revealed.

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

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

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

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

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

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

Battle Stats:
http://img224.imageshack.us/img224/9937/ruwabattlestats.jpg
Physical Strength: 20 (Ruwa likely only possesses any degree of physical strength as from being a Hollow (arrancar).)
Offense: 20 (Ruwa is poorly suited to any offensive activities, having a low degree of skill outside of instinctual "knowledge".)
Defense: 80 (Ruwa's Hierro is fairly impressive in comparison to her other abilities; it can be fairly hard to cut her without some major effort)
Mobility: 60 (While her mobility drops in Resurreccion, outside of it she is fairly proficient in sonido, using that as a means to get out of a fight that seems hopeless.)
Intelligence: 50 (Ruwa isn't particularly overly intelligent, but she possesses a knowledge of interpersonal skills that could be of use against emotionally unstable opponents.)
Cero/Reiatsu: 40 (Ruwa's cero and bala are on the low end of average, but they are at least preferable to a physical assault.)

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


Valeria Abel, Living Vizard (http://bleachitp-reborn.wikidot.com/characters:valeria-abel)
Age: 16

Height: 5'4"

Weight: 104 lbs.

Reiatsu/Speaking Color: Dark Orchid

Hamasaki Hibiki, Teacher at Phoenix Town High (http://bleachitp-reborn.wikidot.com/characters:hamasaki-hibiki)
(Hamasaki: 浜崎, "Beach/Seashore" and "Small Peninsula/Cape"; Hibiki: 響, "Echo, Sound")

Age: 164 (Projected age: 387)

Height: 4'2"

Weight: 64 lbs.

Reiatsu/Speaking Color: Royal Blue

Bankai: Not Achieved.
"Split the Sea, Amatsu Watatsumi!" (天津海神, Heavenly Sea God)
Hibiki's entire body is encased in a shell-like armor (http://vally8.free.fr/jeux/finalfantasy12/fanart/ff12-esper-famfrit.jpg); it is fairly hard, but can be broken through with sufficient effort. Watatsumi has total dominion over water in this form; creating large waves, water spouts, or even thin blades of pressurized water. In addition, the armor created by Amatsu Watatsumi can be rebuilt using water, though it depletes any nearby sources in an appropriate degree (Watatsumi still cannot create water out of nothing; aside from the effects of the iron ball). The blasting effects of the jar are effectively doubled, and the iron ball, upon hitting a solid object (not the ground) can transmute 50~ cubic feet of solid matter into water.

Battle Stats:
http://img265.imageshack.us/img265/7982/hibikibattlestats.jpg
Physical Strength: 20 (Hibiki is by no means strong, only benefitting slightly from the benefits of being a shinigami.)
Offense: 20 (Hibiki isn't particularly skilled in offense, either; only what he learned from the academy long ago.)
Defense: 50 (Being a primary kido caster, Hibiki took it upon himself to learn more defensive maneuvers before he went into seclusion.)
Mobility: 40 (Hibiki isn't particularly quick above land, however, underwater, his speed essentially doubles (indicated by the blue) with his skill in swimming.)
Intelligence: 90 (Being a former Kido Corps member, Hibiki primarily focused on broadening his mind; he is fairly intelligent, and can devise strategies on the spot in most situations.)
Kido/Reiatsu: 100 (While Hibiki's reiatsu isn't impressive, his kido is top-notch, even if he doesn't have full mastery of water-type kido.)


Viatrix Klossner, Owner of Furousha Shop
Type: Bount

Age: 122

Height: 4'11"

Weight: 108

Reiatsu/Speaking Color: Navy

Appearance:
Viatrix, in many respects, looks like a typical teenage girl; thanks to her existence as a Bount, her physical aging has more or less ceased. Her hair is long and black, usually covering a fair part of her fair-skinned face. Her eyes border somewhere between brown and red at times.
While Vi isn't amazingly strong, her body is kept in perpetual good shape from the girl's activity. She's fairly thin, her assets somewhere on the scale of average.
On Vi's migration to Phoenix Town, she's taken to wearing the local high-school uniform, despite not going there herself.
http://img263.imageshack.us/img263/5213/viatrix.jpg

Personality:
Viatrix is a fairly complex machine when it comes to emotions. At times, she may come across as initially abrasive to people who aren't customers in her store. However, she always treats people she can milk for money or services with respect.
Of course, Vi also has a fairly severe temper, so crossing her usually carries the risk of gaining her ire, which is a terrifying situation to be in for most people.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Talon Gunvhald, Privaron Espada 104 (http://bleachitp-reborn.wikidot.com/characters:talon-gunvhald)
Age: 223

Height: 5'6"

Weight: 114

Reiatsu(Speaking Color)/Cero: Indigo/Transparent

Aspect of Death: Vengeance

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

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

Connections:

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


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

Age: 27

Height: 5'10"

Weight: 132

Speaking Color: Teal

Appearance: (http://img694.imageshack.us/img694/4118/hirotoy.jpg)
Hiroto is a thin, pale, disheveled-looking man, with thin hair died blue and combed to one side, and remarkable blue eyes which he hides behind orange-tinted glasses. When not in a lab-coat, he tends to walk around in a green jacket and navy slacks.

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

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

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

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

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

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

Hands
Spirit Shock: Harnessing power similar in theory to a seele schneider, this unique glove steals spiritrons from the air as well as opponents, physically draining them, and storing it in the glove for use with his other tools. It glows red when in use.
Trainer's Glove: This glove allows Hiroto to control Hollows with controllers (see below) attached to them with certain simple commands (http://www.d20srd.org/srd/skills/handleAnimal.htm).

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

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

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

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

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

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

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

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

Magnus, Living Siege Machine of the Samsara (http://aku111.deviantart.com/art/left-4-dead-hunter-118471496)
Type: Samsara

Age: Unknown

Height: 5'2"

Weight: 816 lbs.

Reiatsu/Speaking Color: Sandy Brown

Battle Music (http://www.youtube.com/watch?v=GD2ixKRJsBI)

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

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

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

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

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

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

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

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

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

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

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

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

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

'Resurreccion': Using a large number of blanks, Magnus can enter a state not unlike resurreccion, becoming a massive tyrannosaurus rex (http://wen-m.deviantart.com/gallery/11369056?offset=24#/d1p2djt) composed completely from stone. His defensive power skyrockets, and his speed gets a minor boost. He gains no notable abilities, and has not given a name to this state.

Chikako
Age: ? (Appears 11~).

Height: 4'3"

Weight: 58 lbs.

Reiatsu: Dark Slate Gray

Appearance: (http://img51.imageshack.us/img51/9641/chainsawg.jpg)
This girl looks like roadkill sewn up into the semblance of a pre-teen girl. Red hair tied off to a single-side ponytail, tied with a belt. Different-colored eyes that seem plucked from different eyesockets. Different colored skin patches with stitches, zippers, and a projectile-like scar below her right collarbone. A stocking literally stitched into her right leg. Her left arm is entirely wrapped in bandage, with large bolts sticking out; truly, this girl screams out on a mere look as a crime against humanity, and yet she exists.

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

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

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

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

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

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

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

Undeveloped Speed: Not unsurprising considering her other traits, this girl is rather fast for her size, even employing primitive shunpo. However, she often crashes through buildings, unawares, thanks to her lack of skill.

Tackyhillbillu
2010-03-26, 01:22 PM
Ito Tanigawa, Spiritually-Aware Human


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

Appearance:

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

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

Personality:

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

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

Backstory:

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

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

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

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

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

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

Abilities:

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

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

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

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

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

Equipment:

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

http://static.howstuffworks.com/gif/1993-harley-davidson-flstn-heritage-softail-1.jpg

Hisamori Aki, Quincy and High School Student

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

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

Personality:

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

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

Backstory:

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

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

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

Abilities:

Aki is a Quincy, but an Odd one.

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

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

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

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

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

Equipment:

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

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

The Hisamori House (Branch of Quincys)

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

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

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

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

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

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

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

Appearance:

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

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

Personality:

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

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

Backstory:

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

Zanpaktou: Saiji (Trifle, minor detail)

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

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

Shikai: “Time never stops, Saiji.”

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

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

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

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

Other Abilities:

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

4th Division writeup:

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

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

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

Divsion Size: 1200 (100 Seated, 1100 Unseated)

Flower: Verbena (Cooperation)

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

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

Duties

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

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

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

Skills required

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

Ava Jager
Age: 124

Height: 5’0"

Weight: 110

Type: Bount

Reiatsu/Speaking Color: Red

Appearance:
Ava is still a teenager, both at heart, and in body. Her hair is black, kept at ear length, and her eyes are brown. Her most notable feature isn’t anything like that, however. It is her stare. Unblinking, unshaking, brown orbs staring deeply at you.
Ava is thin, mostly because of the fact that she doesn’t eat much, souls or otherwise. Her form makes it look like the next wind will sweep her up and carry her away. There is a bit more iron in her then that, however.
Ava inevitably clothes herself in the same style as whomever she elects to attach herself to. When travelling in the company of two people, this can make for an odd sight, as she attempts to split the difference, so to speak.
http://img59.imageshack.us/img59/1405/6bfae66d950d522f5f86cba.jpg

Personality:
Ava is an odd bird, certainly enough. She defines her entire personality around those she is with, often changing convictions, emotions, and beliefs at the drop of a hat. She has an internal ranking when it comes to this, placing certain people above others. Whatever the case, determining Ava’s true nature is an impossible task.

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

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

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

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

The Conductor, Exequias of Hueco Mundo

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

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

Personality:

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

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

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

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

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

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

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

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

Zanpakutou: Miedo de Ruidos (Anticipation of Cacophony)

Sealed Form:
A bone Conductors Baton, simple and small. It has a cork handle, simple and plain.

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

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

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

Instrument List

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

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

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

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

Segunda Etapa:
Not attained yet

Hango


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

Appearance:

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

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

Personality:

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

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

Backstory:

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

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

Abilities:

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

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

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

Tark Winald, Privaron Espada 105

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

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

Personality:

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

Background:

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

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

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

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

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

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

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

Zanpakutou: Hibernaçăo (Hibernation)

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

Resurrección:
"Desperte de Hibernaçăo"

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

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

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

Segunda Etapa: Hasn’t been achieved yet
Tark will complete the transformation into a Bear, becoming a massive specimen of the Beast. In this form, mostly his abilities will just increase. The only other real change will be him gaining the additional attack of his Maw.

nothingclever
2010-03-26, 01:55 PM
剛 健
Go Ken, Spiritually Aware/Empowered Human
Last Name, First Name

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

Personality:

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

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

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

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

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

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

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

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

Tropes:
Antihero (http://tvtropes.org/pmwiki/pmwiki.php/Main/AntiHero)
Selfish Good Selfish Evil (http://tvtropes.org/pmwiki/pmwiki.php/Main/SelfishGoodSelfishEvil)
True Neutral (http://tvtropes.org/pmwiki/pmwiki.php/Main/TrueNeutral)
Intelligence Equals Isolation (http://tvtropes.org/pmwiki/pmwiki.php/Main/IntelligenceEqualsIsolation)
Tranquil Fury (http://tvtropes.org/pmwiki/pmwiki.php/Main/TranquilFury)
Combat Pragmatist (http://tvtropes.org/pmwiki/pmwiki.php/Main/CombatPragmatist)
Deadpan Snarker (http://tvtropes.org/pmwiki/pmwiki.php/Main/DeadpanSnarker)
Death Glare (http://tvtropes.org/pmwiki/pmwiki.php/Main/DeathGlare)
Creepy Monotone (http://tvtropes.org/pmwiki/pmwiki.php/Main/CreepyMonotone)
Beware The Nice Ones (http://tvtropes.org/pmwiki/pmwiki.php/Main/BewareTheNiceOnes)
Black Eyes (http://tvtropes.org/pmwiki/pmwiki.php/Main/BlackEyes)
Pale Skinned Brunette (http://tvtropes.org/pmwiki/pmwiki.php/Main/PaleSkinnedBrunette)
Men Don't Cry (http://tvtropes.org/pmwiki/pmwiki.php/Main/Ptitlevag6plkz?from=Main.MenDontCry)
The Stoic (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheStoic)-When it comes to dealing with pain, regret, sorrow, shocking situations, serious combat, etc.
Dull Surprise (http://tvtropes.org/pmwiki/pmwiki.php/Main/DullSurprise)-Very little phases Ken.
Bare Fisted Monk (http://tvtropes.org/pmwiki/pmwiki.php/Main/BareFistedMonk)
Lightning Bruiser (http://tvtropes.org/pmwiki/pmwiki.php/Main/LightningBruiser)
Genius Bruiser (http://tvtropes.org/pmwiki/pmwiki.php/Main/GeniusBruiser)-Ken is very smart but he's hardly interested in academics.
Sleeves Are For Wimps (http://tvtropes.org/pmwiki/pmwiki.php/Main/SleevesAreForWimps)
Limited Wardrobe (http://tvtropes.org/pmwiki/pmwiki.php/Main/LimitedWardrobe)
Good Old Fisticuffs (http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodOldFisticuffs)-Ken only uses his fists but then again he is trained in boxing so he isn't just a brawler.
Extremity Extremist (http://tvtropes.org/pmwiki/pmwiki.php/Main/ExtremityExtremist)
The Champion (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheChampion)-To whoever becomes his closest friend.
Informed Loner (http://tvtropes.org/pmwiki/pmwiki.php/Main/InformedLoner)
Heroic Build (http://tvtropes.org/pmwiki/pmwiki.php/Main/HeroicBuild)
Two First Names (http://tvtropes.org/pmwiki/pmwiki.php/Main/TwoFirstNames)
Flying Brick (http://tvtropes.org/pmwiki/pmwiki.php/Main/FlyingBrick)-Once he learns to walk on air.

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

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

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

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

In addition to his control of this energy, all of Ren’s physical attributes are significantly above average. They aren’t at peak human or superhuman levels.
Edward Callahan, Segunda Espada
Name: Edward Callahan
Reiatsu: Transparent white. It feels like a pleasant breeze.
Aspect of Death: Vanity
Age: Ridiculously old

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

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

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

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

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

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

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

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

Connor Darkdart
2010-03-26, 05:37 PM
Suroshi Nagashi, Possible 8th Division Captain

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


Shikai
"Push em up, Hinagiku!"

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


Bankai
Kare Deijī (Withering Daisies)

His blade burts into a million daisy petals (If he was in Shikai, the same amount of daisy petals are released, but are equal between each of his blades.), they slowly wither to a black from their original color, contorting and becoming nastier. When these petals fall to the ground a large, black, barbed spike erupts from the ground. By swinging the hilt, he directs localised wind that affects only the petals. The petals never seem to run out, although no one can see how they are replenished.

XtheYeti
2010-03-26, 05:39 PM
Nickolai Bolas

Age: 16
Height: 6'2"

Weight: 224 lbs.

Reiatsu/Speaking Color: Red

Appearance:
Nick is a tall, decently muscled, and pale. He has flat, longish black hair, green eyes. He wears baggy pants and a black Dire En Grey tee shirt. His style of dress can be described as some what Gothic/JPunk.

When his Hollow mask is on he has a Hallow hole right below his sternum that is 2 inches in diameter. Also if his soul is pulled out of his body it does not have arms. It does have Hollow arms when he uses them however. When he has his Hollow arms they look like a more organic version of black full plate armor. They are more curved and rounded, but they definitely seem to be Armor. His Hollow mask attaches to his arms by two thick-ish pieces of Armor.

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

History
Nick's father is a Geman naval officer, who was stationed at a near by UN naval base. Nick's mother was a cafe waitress. Nick has never met his father, who probably doesn't know he exists. Nick's grandfather was a wealthy business man who owned a Japanese version of Barns and Nobel. His grandfather died when Nick was 4 years old and his Grandmother was very instrumental in his upbringing.

Nick is half Hollow. This happened when he was partially eaten by a Hallow while still alive, but before he could be completely devoured the Hollow was destroyed by a Quincy, or a Soul Reaper. (This will happen IC so whichever)

Powers:


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

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

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

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

Hierro: Nick does not have Hierro.

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

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



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

Dorizzit
2010-03-26, 08:16 PM
Sabas Fortunato

Age: Ancient (1000+ years, looks 14)
Height: 5" 4'
Weight: 116 Ibs.
Reiatsu: A dark green, mixed with occasional veins of pale white. Feels like a cold mist.
Faction: Las Noches
Rank: Quinta Espada
Aspect of Death: Misdirection
Appearance

Fortunato stands out in Las Noches due to his youthful appearance. He is short and thin, and walks at a steady, immaculate pace. He has sharp features and a hard face, with cold yellow eyes and short cut, straight black hair. His mask fragment consists of two small sunbursts, one in the center of his forehead and one on his left cheek. He dresses in simple, white garb, with the usual addition of a hood-less cloak that leaves only his head exposed when closed. His hollow hole is located where his heart should be. He is very nearly unreadable, as his movements are precise and almost mechanical, lacking discernible body language. His expression is usually either a cold stare or a dismissive smirk. Sabas' Reiatsu is a dark green, mixed with scattered veins of a ghostly pale white. It feels like a thick, dank mist.

Personality

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

History

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

Abilities

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

Resurrección
Fuegos Fatuos (Will-O-Wisp)

"Mislead, Fuegos Fatuos"
Sealed Form

Fuegos Fatuos takes the form of a thin Wakizashi. Its hilt looks like one of Fortunato's mask fragments.

Release

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


Tropes

Smug Snake (http://tvtropes.org/pmwiki/pmwiki.php/Main/SmugSnake)
The Chessmaster (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheChessmaster)
Really Seven Hundred Years Old (http://tvtropes.org/pmwiki/pmwiki.php/Main/ReallySevenHundredYearsOld)
Luck Based Mission (http://tvtropes.org/pmwiki/pmwiki.php/Main/LuckBasedMission)
Mega Manning (http://tvtropes.org/pmwiki/pmwiki.php/Main/MegaManning)
Flash Step (http://tvtropes.org/pmwiki/pmwiki.php/Main/FlashStep)
Ghost Lights (http://tvtropes.org/pmwiki/pmwiki.php/Main/GhostLights)

Sector


Fortunato’s Sector

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

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

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

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



Hidetsugu Iwaki

Age: 212 (looks mid-thirties)
Height: 6' 8"
Weight: 259 Ibs.
Reiatsu: The color of forge flames
Faction: Soul Society
Division: Kido Corps
Appearance

The first thing most people notice about Iwaki is his size. Iwaki is massive, easily towering over most other people. Adding to this effect, Iwaki's large frame bulges with muscles, and from his appearance he could snap a grown man in half like a twig. The numerous scars scattered across his body do little to dissuade from this notion. Despite this, Iwaki has a kind face, usually in either a gentle smile or look of scholarly concentration. He has unreadable brown eyes and a thick mane of brown hair that hangs past his shoulders. He wears a standard set of Kido corps robes. He carries his Zanpakuto slung across his back.

Personality

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

History

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

Abilities

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

Zanpakuto
Katanakaji (Swordsmith)

"Forge, Katanakaji"
Inner World

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

Spirit

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

Sealed Form

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

Released Form

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


Tropes

The Blacksmith (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheBlacksmith)
Genius Bruiser (http://tvtropes.org/pmwiki/pmwiki.php/Main/GeniusBruiser)
Lightning Bruiser (http://tvtropes.org/pmwiki/pmwiki.php/Main/LightningBruiser)
Gentle Giant (http://tvtropes.org/pmwiki/pmwiki.php/Main/GentleGiant)
Martial Pacifist (http://tvtropes.org/pmwiki/pmwiki.php/Main/MartialPacifist)
Dark and Troubled Past (http://tvtropes.org/pmwiki/pmwiki.php/Main/DarkAndTroubledPast)
Beware the Nice Ones (http://tvtropes.org/pmwiki/pmwiki.php/Main/BewareTheNiceOnes)
Good Scars Evil Scars (http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodScarsEvilScars)
Scars are Forever (http://tvtropes.org/pmwiki/pmwiki.php/Main/ScarsAreForever)



Sadanaga Hideuchi

Age: 94 (looks late teens)
Height: 5' 9"
Weight: 132 Ibs.
Reiatsu: The color of shining steel.
Faction: Soul Society
Division: Second Division
Appearance

Hideuchi is of average height, but difficult to miss none the less. He is very distinctive in appearance, possessing sharp, striking features and a carrying himself with a bearing of absolute confidence and assurance. Hideuchi has cool gray eyes and short, loose black hair, and his face is usually twisted into a condescending smirk. He walks with a cat-like grace. He is thin, but possesses a lithe and wiry musculature. Hideuchi wears a normal and unadorned Shihakusho. He wears a simple silver ring on his left hand. He carries his Zanpakutos in his sleeves, contained within concealed sheathes designed for easy access.

Personality

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

History

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

Abilities

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

Zanpakuto
Shado-Yougu (Shadow Implements)

"Kill, Shado-Yougu"
Inner World

Hideuchi's Inner World appears as a titanic mass of shadows. There is ground, but Hideuchi has seen no objects or landmarks.

Spirit

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

Sealed Form

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

Shikai

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


Tropes

Arrogant Kung Fu Guy (http://tvtropes.org/pmwiki/pmwiki.php/Main/ArrogantKungFuGuy)
Ninja (http://tvtropes.org/pmwiki/pmwiki.php/Main/Ninja)
Hammerspace (http://tvtropes.org/pmwiki/pmwiki.php/Main/Hammerspace)
Jerk With a Heart of Gold (http://tvtropes.org/pmwiki/pmwiki.php/Main/JerkWithAHeartOfGold)
Sword Fight (http://tvtropes.org/pmwiki/pmwiki.php/Main/SwordFight)
Flash Step (http://tvtropes.org/pmwiki/pmwiki.php/Main/FlashStep)
Unnecesary Combat Roll (http://tvtropes.org/pmwiki/pmwiki.php/Main/UnnecessaryCombatRoll)
Dual Wielding (http://tvtropes.org/pmwiki/pmwiki.php/Main/DualWielding)
Spam Attack (http://tvtropes.org/pmwiki/pmwiki.php/Main/SpamAttack)
Hyperspace Arsenal (http://tvtropes.org/pmwiki/pmwiki.php/Main/HyperspaceArsenal)
Reverse Grip (http://tvtropes.org/pmwiki/pmwiki.php/Main/ReverseGrip)
Swiss Army Weapon (http://tvtropes.org/pmwiki/pmwiki.php/Main/SwissArmyWeapon)
Pride Before a Fall (http://tvtropes.org/pmwiki/pmwiki.php/Main/PrideBeforeAFall)



Wada Nakahiro

Age: 17
Height: 5' 11"
Weight: 134 Ibs.
Reiatsu: None
Faction: Unaligned Mortal
Occupation: Student
Appearance

At first glance, there is little unusual about Nakahiro. He's slightly taller than average, but a constant slouch and a thin build prevent him from being noticeable. Nakahiro usually walks with an ungainly gait, but when he's focused, he becomes much more graceful. He is typically dressed in his school uniform, but when dressing casually he usually wears a t-shirt and pants. These outfits are either all black or all white. Nakahiro's default expression is a blank stare. He has unremarkable features, with black eyes, small glasses, and shoulder length black hair, which he typically keeps in a ponytail. One unusual thing about him is that Nakahiro is always carrying his umbrella (http://www.freshpromotions.com.au/products/economy-black-umbrella.jpg), a large, basic black one. Nakahiro despises standing, and will lean, sit, or lie on a handy surface whenever he isn't moving, when possible.

Personality:

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

History

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

Abilities
Nakahiro has no unusual powers.

Eventually, however, his spiritual abilities will awaken. The rest of the paragraph is written in present tense so I don't have to rewrite the whole thing later. Nakahiro possesses an ability he calls "Lancelot." Lancelot manifests in the form of an aura of reiatsu that surrounds Nakahiro. While manifested, Lancelot gives Nakahiro enhanced strength, speed, and durability, as well as making him a spiritual being, but these are all secondary effects. The aura extends over any object Nakahiro touches, which releases its true power. Any object affected by Lancelot is enhanced so that it can be used in battle. Basic clothing gains the durability and protective quality of light armor, shoes grant a burst of speed comparable to shunpo, and other, similar effects. Nakahiro does not know at a glance what an object will do when enhanced by Lancelot, but has an instinctive understanding of the effects of any object he touches. Lancelot is very potent when used in combination with Nakahiro's umbrella, which has three effects. When held in two hands while folded, one on the handle and one on the main body, Nakahiro can release a rapid fire stream of weak projectiles from the point. When held solely by the handle, the umbrella can be used as a sword. Lastly, when unfolded, the umbrella can be used as a shield.

Nakahiro will eventually gain three upgrades to Lancelot: Percival, Arthur, and Galahad. Percival will allow him to extend his aura out to thirty feet, enabling him to throw empowered objects as projectiles. Arthur will allow him to move any object affected by Percival without touching it, although doing this to multiple objects will be very draining. Galahad will allow Nakahiro to "fully manifest," allowing him to apply a powerful secondary enhancement to objects affected by Lancelot and Percival. This causes an actual weapon mimicking the structure of the affected object to materialize around it.
I would prefer it if people didn't read this:
Lancelot can also affect actual weapons. When used in this manner, it becomes extremely powerful, but Nakahiro cannot control it and it is very indiscriminate. In addition, Nakahiro despises this ability and will not use it barring extraordinary circumstances.


Tropes

Ordinary High School Student (http://tvtropes.org/pmwiki/pmwiki.php/Main/OrdinaryHighSchoolStudent)
Improbable Weapon User (http://tvtropes.org/pmwiki/pmwiki.php/Main/ImprobableWeaponUser)
Breakable Weapons (http://tvtropes.org/pmwiki/pmwiki.php/Main/BreakableWeapons)
Emergency Weapon (http://tvtropes.org/pmwiki/pmwiki.php/Main/EmergencyWeapon)
Exotic Weapon Supremacy (http://tvtropes.org/pmwiki/pmwiki.php/Main/ExoticWeaponSupremacy)
Happy Fun Ball (http://tvtropes.org/pmwiki/pmwiki.php/Main/HappyFunBall)
King Arthur (http://tvtropes.org/pmwiki/pmwiki.php/Main/KingArthur)
Improvised Weapon (http://tvtropes.org/pmwiki/pmwiki.php/Main/ImprovisedWeapon)
Call to Adventure (http://tvtropes.org/pmwiki/pmwiki.php/Main/CallToAdventure)
Jumped at the Call (http://tvtropes.org/pmwiki/pmwiki.php/Main/JumpedAtTheCall)
The Man Makes the Weapon (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheManMakesTheWeapon)
Beware the Nice Ones (http://tvtropes.org/pmwiki/pmwiki.php/Main/BewareTheNiceOnes)



Allan Crossdale

Age: 114 (looks seventeen)
Height: 6' 2"
Weight: 134 Ibs.
Reiatsu: A light blue
Faction: Soul Society
Division: Thirteenth Division
Appearance

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

Personality

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

History

Soultaker's history:

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

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

Abilities

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

Zanpakuto
Allan has yet to make contact with his Zanpakuto's spirit, mostly due to laziness. In its sealed form, it is a small Katana. Its hilt is a double sided pattern. Each both halves are composed of two prongs, one each side of the blade, each with a set of internally facing triangles.

Soultaker

"Resurrect, Soultaker"
Inner World

Allan's inner world is a vast desert stretching in all directions. The heat is pleasant rather than oppressive, and the occasional desert plant can be seen scattered around. On the horizon, a massive, rectangular, pitch black structure can be seen.

Spirit

Soultaker takes a similar form (http://img.youtube.com/vi/rpDwqkAFSlE/0.jpg) to his predecessor, but is much smaller, the size of a large horse. It is a bit gruff, but is generally benevolent towards Allan. It talks in a deep, growling voice.

Sealed Form

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

Shikai

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



Tropes

Unnecessary Combat Roll (http://tvtropes.org/pmwiki/pmwiki.php/Main/UnnecessaryCombatRoll)
Retired Badass (http://tvtropes.org/pmwiki/pmwiki.php/Main/RetiredBadass)
Beware the Nice Ones (http://tvtropes.org/pmwiki/pmwiki.php/Main/BewareTheNiceOnes)
Brilliant But Lazy (http://tvtropes.org/pmwiki/pmwiki.php/Main/BrilliantButLazy)
Weak But Skilled (http://tvtropes.org/pmwiki/pmwiki.php/Main/WeakButSkilled)
The Call Knows Where You Live (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheCallKnowsWhereYouLive)
Throwing Your Sword Always Works (http://tvtropes.org/pmwiki/pmwiki.php/Main/ThrowingYourSwordAlwaysWorks)
Pet Baby Wild Animal (http://tvtropes.org/pmwiki/pmwiki.php/Main/PetBabyWildAnimal)
Doomed Hometown (http://tvtropes.org/pmwiki/pmwiki.php/Main/DoomedHometown)
Where I was Born and Razed (http://tvtropes.org/pmwiki/pmwiki.php/Main/WhereIWasBornAndRazed)
I Am Not Left Handed (http://tvtropes.org/pmwiki/pmwiki.php/Main/IAmNotLeftHanded)



Damara Shishihara

Age: 465 (looks mid-thirties)
Height: 5' 8"
Weight: 135 Ibs.
Reiatsu: White, appearing as a soft glow that slowly grows more intense as he releases more power.
Faction: Soul Society
Division: Sixth Division
Rank: Vice Captain
Appearance

Appearing as a man in his prime, Damara has a slender but very fit form. His eyes are a light gray and highly observant, and he studies new people or phenomena very carefully when he first encounters them, either obviously or not. His hair is black, and flows down his neck to his shoulders. His personal appearance is always immaculate, without so much as a hair out of place. This is not due to vanity; he simply feels it is his duty to look proper because of his high position, and in times of extreme duress he begins to look more unkempt. Damara wears a standard Shihakusho, as well as a small silver neck band and a thin, long white scarf that hangs down both his front and back almost to the feet. He wears his Zanpakuto on his left hip.

Personality

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

History

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

Abilities

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

Zanpakuto
Shiro Hoshi (White Star)

"Shine, Shiro Hoshi"
Inner World

Damara's Inner World appears as an unbroken vista of stars without visible planets. Occasional shooting stars can be seen.

Spirit

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

Sealed Form

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

Shikai

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

Bankai
(Damara has not yet achieved Bankai)

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

Shades of Gray
2010-03-27, 09:38 AM
Paramonos (Παραμονος). Numero #24

http://i202.photobucket.com/albums/aa279/oliver426/th_g16327-1.png
Reiatsu/Speech colour: #DC143C



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

Personality:

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

Abilities:

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

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

Zanpaktou: Talos

Talos takes the form of a shortsword and bill-hook (http://www.woodsmithstore.co.uk/uploads/fullsize/Yorkshire%20BillHook.jpg) halberd that Paramonos carries at all times. They are made of bronze, and relatively simple-looking.


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

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


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


http://img256.imageshack.us/img256/9130/g17014.png

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

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

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

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

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

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

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


Eirene Klossner, Bount


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

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

Personality:

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

Abilities:

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

Doll: Schrikbewind

Whilst sealed, Schrikbewind takes the form of a hairclip. The design of the hairclip changes almost every day. Full profile is on the wiki.

tgva8889
2010-03-27, 02:48 PM
As always, thanks to Kasanip for just about all the translations.

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

Position/Allegiance: High-Level Member, Gotei 13

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

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

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


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

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

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


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

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

Taiki spoke with Benei.

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

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

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

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

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

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

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


10th Division:

The 10th Division

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

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

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

Numbers: 1618.

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

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

Duties

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

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

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

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

Skills required

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

Captaincy and Promotion

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

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

Previous Captains

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

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

Special Organizations

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

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

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

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

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

Ability Chart:
http://img442.imageshack.us/img442/4908/powerdiagramcaptaincand.jpg

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

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

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

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


Bankai (Depending on what happens, may be attained later)

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

If it could be seen, this Bankai would consist of two wings of blades on Taiki's back and a giant scythe-like weapon in his hands.

Bankai Special Abilities: Museiki Genei creates a zone of shadow in which the general sight radius of anyone within it except Taiki is incredibly reduced. Any other senses are not affected, though the reiatsu of the smoke itself causes reiatsu detection to be rather difficult.

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

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

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


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

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

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

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

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


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


History
Ren Karashi sat alone in the interrogation room.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"Bitch."


Style/Abilities:
As an Ex-member of Kido Corp., much of Karashi's skill set relates to his abilities in the Kido field. He was once a Kido researcher, specifically in the field of combinations of Kido. As such, he tends to combine a lot of kido, while not being particularly skilled in casting incredibly high levels. Because of his 10th Division training, Karashi is adept at Bakudo, capable of casting any Bakudo up to level 40 without the chant, and any Bakudo up to level 20 without the chant at near maximum strength. Rather than general skill, Karashi's Hado skill is much more specific. He can cast the following Hado without the chant at close to their normal strength:
Hado 1: Sho
Hado 4: Byakurai
Hado 8: Tetsuiba
Hado 12: Soren Byakurai
Hado 19: Dantoudai
Hado 31: Shakkaho
Hado 54: Haien
…and besides the above list, can barely cast any Hado at all. He can, however, combine the above Hado in various ways and to various effects, generally more effective the lower total level of the Hado combined. He is also especially skilled in Kyokko, and besides being especially skilled in casting it without the chant, he can also combine it with several other Bakudo spells (combining Hado and Bakudo is rare and difficult) and he can also counter it on others, negating it as if by Hanki. His own unique abilities assist him in this.

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

Zanpakuto: ブラッドハウンドBuraddohaundo (Bloodhound)
Karashi's Zanpakuto appears as a normal wakizashi for his stature, with a tsuba shaped almost like a Bloodhound's nose (http://dingo.care2.com/pictures/greenliving/uploads/2011/03/bloodhound-nose.jpg). Like Ikkaku's Zanpakuto, there is a compartment in the hilt of Buraddohaundo that contained a small bit of powder. This powder has a unique but faint reiatsu smell, so that Karashi can leave a trail for himself to find at a later date.

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

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

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

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


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

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

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

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

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

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

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

Her body type makes her generally a bit heavier set, but it does not bother her in the slightest and she seems totally at home with herself. She knows how to show it off as well, though overall she tends to prefer to take a meeker approach. Her shihakusho follows the standard, though she wears a badge indicating her status as 7th Lieutenant. She tends to wear a necklace with the symbol of the Nakamura family as a pendant, though she has hidden it from view before.
History
Seizan Megumi was born 4 years after her brother, Seizan Kouichi. The two of them had been as close as siblings could be, and no one was prouder than Megumi when Kouichi began to succeed as a surgeon. Unfortunately, throughout her life, Megumi from depression, trapped in a world of constant stress, self-esteem issues, and inability to see out of the deep, dark hole that she thought was her life. Her family tried to support her and help her with whatever treatment they could, but the combination of her own inferiority complex and the disappearance of her brother eventually put her too far over the edge. Sometime before her brother’s death, Seizan Megumi committed suicide, leaving a note for her family explaining what had happened.

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

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

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

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

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

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

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

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

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

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

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

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

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


Character Post 2 (Mortal World Characters) (http://www.giantitp.com/forums/showpost.php?p=11505026&postcount=104)

Vulkan
2010-03-30, 03:29 PM
Mimus
http://i166.photobucket.com/albums/u89/ChibiKite/Avatars/Untitled-2.png Sorry for the horrid avatar.


Information of Mimus




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


Personality:


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

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

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



Background:

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


Zanpaktou:

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


Resurrección: (mīmicus, variabilis)

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

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

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

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

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





Hund Wolfgang


http://img402.imageshack.us/img402/2073/hundulkanfemale.png (http://img402.imageshack.us/i/hundulkanfemale.png/) sorry for the slightly less horrid avatar

Information of Hund



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

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

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

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

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



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

Shikai: Das Wolfen Schiene und Mauer (Hunt and feast,Das Tier Schiene und Mauer!)

As Hund goes into Shikai, her shield grows into a kite shield with a large run on it and her sword turns into a Rapier with a hand guard.

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



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



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



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

Purple Rose
2010-03-30, 07:24 PM
Kato Ai
Name: Kato Ai (last, first)
Gender: Female
Height: 5'7"
Weight: Very thin
Affiliation: Shinigami
Rank:

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

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

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

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

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

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

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

Appearance:
http://i1015.photobucket.com/albums/af275/umbrellako2/naspurplekp.jpg
Picture by Kasanip :smallredface:
Takara is a typical highschool student. She is the same height as Eri and has black hair cut just above shoulder length.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Other abilities:

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


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


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

Sakura

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Taste
Smell
Hearing
Feeling
Sight
Reaistu detection


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

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

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


The Third Squad
The 3rd Division


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

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


Number: 100

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

Motto: “Life, Death, and Rebirth.”

Duties

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

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

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


Skills required:

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

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

Captaincy, Promotion, and Ranking:

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

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

Previous Captains

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

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

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

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

Tai


Name: Tai
Gender: female
Affiliation: Shinigami
Rank:

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

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

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

Zanpaktou:

Name: (translation would be much appreciated) Sweet Ether

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

Shikai: "Unspindle, Sweet Ether."

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

Skikai abilities:

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

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

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

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

Bankai: None yet

Draken
2010-03-30, 07:39 PM
Erscheinung Von Geister: Ghost King of Hollows
Theme Song (http://www.youtube.com/watch?v=KqDH8bPtWMQ&feature=related)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Zanpakutou: Misa Cancerosa (Cancerous Mass)

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

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

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

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

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

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

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

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

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

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

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

Segunda Etapa:
Creador. (Creator)
http://i235.photobucket.com/albums/ee260/Draken_album/Monster.png
"Kneel before no false gods of death. Kneel before the lord of all that lives."
Upon entering Segunda Etapa, Von Geister’s body snaps and fuses back into a humanoid form about nine feet tall, apparently wearing a fully closed helmet and a pale white, stripped mantle ending in stingers.
The first impression is deceiving. The mantle is, in actuality, a set of ten tentacles ending in bone stingers. Von Geister’s head is engulfed by a bone-white plate without eyes, ears or nose, but it does have a complex mouth made of horizontal and vertical sets of mandibles.

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

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

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

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

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

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

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

Reene Lucaster, Queen of the White Sands
Theme Song (http://www.youtube.com/watch?v=Y0ptMqQrS4w&feature=related)

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

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

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

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

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

Hierro: Reene’s hierro is moderately strong.

Garganta: Reene has no special techniques involving garganta.

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Ryou Kazuo, (Sane) 12th Division Captain.


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

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

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

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

Zanpakutou: Dougu no Tsukirite (Tool of the Maker)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

Hoho: Kazuo can perform flash steps decently.

Hakuda: See zanjutsu.

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

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

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

[more to come]


12th Division

The 12th Division

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

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

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

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

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

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

Motto: "SCIENCE!"

Duties

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

Research & Development: The 12th division’s most famous aspect is that of research and development. It is their duty to keep the Seireitei supplied with the best and most cutting-edge gear possible.

Internship: Starting at third year in the shinigami academy, all students undergo a six-month internship into the 12th division, where they learn about the many common devices the shinigami use in their training and duty and also help the small division with their own duties. Those interns who develop a taste for the workplace are invited to remain for the remainder of their time in the academy, during which they will further learn about the division and some will enter the ranks of the researchers.

Necessary Skills

12th division requires its members to boast ingenuity, creativity and innovativeness. Kazuo seeks proclivity, proactivity, diligence and a love of research among its prospective recruits.

Promotion

Three things weight in for promotion in the 12th division, respect for safety measures, mastery of a subject and breakthroughs. All true members of the 12th division are 20th seats from the start. No ranks beneath that of 6th seat hold any true authority over those bellow, they merely govern the distribution of funds for projects and overall prestige. Higher seats receive more funds for their personal projects.
The 6th seat is the last rank which is held by multiple division members; each 6th seated officer is the leader of one of the subsections of the 12th division and directly leads the members stationed within his subsector.

Previous Captains

Kazuo shares one aspect with the previous captains of the 12th division. He is a genius, and he shares no other aspects with them, such as absolute disregard for his own safety and that of others, lack morals or ethics, or extremely short captaincies due to accidental death. 12th division has undergone so many changes of captain before Kazuo that the vast majority of his predecessors, like himself, lacked the power of Bankai, a shortcoming mostly solved with heavy weaponry of exclusive use of 12th division experts.

Kamiya Hanako: Hanako led the division for an astonishingly long time if compared to her predecessors, 50 full years. Her captaincy followed the model that Kazuo worked so diligently to step away from, the same that had been kept in place by all captains before her.
Hanako died 205 years ago, after slipping on an oil stain and falling off a ledge on top of an experimental reishi disintegration bomb.
“On the plus side, the obliteration of captain Hanako's soul made it clear that the project was never going to be approved for battlefield use." - Unknown 12th divisioner.

Donovan Bonaventura, Owner of the Venti Buon Caffč
Theme Song (http://www.youtube.com/watch?v=WDkyHkVnORc&feature=related)
Age: 389

Height: 5'9"

Weight: 136

Type: Bount

Reiatsu/Speaking Color: Dark Slate Blue

Appearance:
Donovan wears a white cotton shirt and black linen pants, and a brown tie with diagonal stripes. Over this simple attire he uses a long brown coat with a checkered pattern. His hair is black and well kept, his eyes are brown, he wears simple glasses and only smiles when greeting those he knows.
He appears to be in his mid twenties.
http://neoshinka.files.wordpress.com/2008/01/gurrenzetsubou2.jpg
Donovan and Jämmerlich

Personality:Donovan has been through almost four centuries of brutal wars and political shifts, witch hunts and no small amount of hollow harassment. Most of the time he acts modestly jaded and negative, but will spiral down to the overly dramatic if pushed enough.

It doesn't really take that much to push him enough either.

When so pushed out, Donovan will usually brood and act in a particularly gloomy manner, but sometimes he will simply become irritated and may start to radiate his aura of despair unconsciously when that happens.



History:
Donovan lived in Europe until no more than two decades ago, where he had his coffč always moving around countries, to avoid being noticed for his bount immortality, not always successfully. In the first two centuries of his life he underwent his fair share of hangings, drownings and burnings at the stake, as well as overseeing the executions of criminals himself, he had pride in his hangings, of never making the mistake that caused the condemned to not die as soon as the rope tightened.

In more recent times, Donovan traveled the world hiding his ageless immortality. He has many material assets, not nearly as much as Viatrix, granted, but more than enough to nourish his passions, cuisine and winemaking.

Doll: Jämmerlich (Miserable)
In its sealed form, Jämmerlich is Donovan's tie. Once released, Jämmerlich looks like a nine feet tall humanoid made of hemp rope, a "hangman golem", his power controls ropes and to a very minor extent, emotions.

The doll itself is made of heavy, strong ropes. It packs a strong punch, but prefers to entangle and constrict its oponents, Jämmerlich also gives Donovan a heavy piece of hemp, which, using his power of rope control, he uses very efficiently as a whip or as a flail.

Rope Control: Both Jämmerlich and Donovan can animate hemp rope in the area, forcing the objects to attack by themselves. Jämmerlich can also produce an effectively limitless amount of hemp rope from its body. By twisting and shaping these ropes, as well as combining them with things such as chains and other objects that can be held in the animated knots, Donovan is capable of performing terrifying attacks such as the dreaded Henker-Drache.

Despair Aura: Jämmerlich exudes an aura that causes a sense of hopelessness on those within range, which can make the doll appear much more intimidating than it actualy is, and also quenching strong, positive feelings. Donovan is immune to this effect, more because he is already hopeless than because the power is technicaly his. This aura extends up to a 60 feet radius around both and does not discern ally from enemy, which is why Donovan prefers to fight alone when possible.

Miser's Ward: Donovan and Jämmerlich have their minds clouded and protected against outside effects. Telephatic contact, psychic attacks and mental effects do not reach them.

Fusion: Scharfrichter von Ungerechten Sätzen (Executioner of Unrighteous Sentences).
Donovan has not yet achieved this power. Great stress and a major slight against him are required to unlock his doll fusion.

Battle Stats:
Physical Strength: 35 (Donovan is considerably stronger than your average mortal and even a few hollows, but not by much.)
Offense: 60 (Donovan has worked as an executioneer in the past, and staved off more than one spiritual bar brawl around the world in the past few decades, Jämmerlich's attacks are, thus, swift and merciless.)
Defense: 50 (Jämmerlich is capable of quickly raising and maintaining barriers of thick rope, providing a potent defense)
Mobility: 30 (Donovan has excelent agility, compared to most humans, but his fighting style does not involve much movement from his own part)
Intelligence: 65 (Donovan is a learned man and capable of performing a vast array of special attacks by means of his doll, Jämmerlich.)
Special/Reiatsu: 40 (Donovan boasts a considerable array of special abilities.)

Venti Buon Caffč:
The Venti Buon is excelently placed, in relation to some of the best spiritual spots in Phoenix Town, including the Local School, the Furousha Shop and the cemetary. For this excelent positioning, it is a favorite meeting place for many of the students after classes, and also caters to a small spiritual clientele.

Terry576
2010-03-30, 08:56 PM
Spirits
http://img824.imageshack.us/img824/954/terryq.pngBy the awesome Teutonic Knight for Draw Your Friends!
Mitsukai, Karite (Last Name, First Name) - Vice Captain

Gender: Male
Age: 251, (Appears 19)
Height: 5'11"
Weight: approx. 185 lbs.
Reiatsu: The first hit of it is a massive power clash, and the feeling of light and dark constantly fighting.
Rank: 2nd Seat of the 13th Division.
Quote: "That the best you can do?"


Appearance:
Karite has made massive changes to his uniform, considering it "hard to move around in," "sleeves get caught easily," and other annoyances. He has a scar over his right eye, and spiky blonde hair, with a single long braid going down his back. The haori (which he made into a scarf), was a gift from the old 13th Captain.


History:

The son of an estranged Japanese noble, Karite was often left alone during his lifetime. He took the throne when he was merely fifteen, and after four short years of ruling, he was assassinated by one of his father's enemies, and was not konsoed for a long period of time, forcing him to watch as everything he knew was destroyed, causing him to nearly become a hollow, and he was Konsoed right before it finalized.

Shinigami:
Karite has been a Shinigami for around two hundred years. Due to his inability to fully access kido, and his hatred of Hollows, and his emotional problems, he was rejected by the old captain for Vice Captaincy, but the captain still watched him closely. He taught Karite everything he knows, and Karite started out as an unseated, but quickly moved up the ranks, until he became captain of one of the Strike Teams, which is around the time when he started 'fixing' his uniform. He held this position for around 30 years, and then slowly moved up in the ranks until he held the 3rd seat in the squad, and was nicknamed "Striker", for his love of going out in the mortal world with the Strike Teams. When the captain retired, he left Karite his haori, to remind him that he wasn't a monster, even if he acted like one in life. Karite, having no actual reason or want to wear a haori, made it into a scarf.

Vizard:
During the Joint-Ops Mission, Auset drained Karite to the limit, infecting him with Hollow Reiatsu. This, combining with Karite's despondence at his failure, created a Hollow.


Personality:
Karite is incredibly cocky, and is constantly seen smirking. Due to the four inches in height he has over Natsuko, he jokingly makes fun of her often, but not enough to anger her. He acts in a way that reminds the veterans of the division of the old captain, pushing those he knows can do better to their limits.


Vizard:

Inner Hollow:

Name: Ranshi

Appearance:
Ranshi is the Karite's exact opposite. They're the same height, weight, and such, but he doesn't look anything like Karite.

Personality:
Ranshi is quite cunning, often playing the 'nice guy' in order to get Shina and Karite's guards down. He will alter his appearance in order to escape, and he is incredibly skilled at manipulating reiatsu.

Mask:

Karite's mask looks very strange. It's the usual white, but it covers just his face. It has drastically slanted slits for eyes, and it has 3 red lines going down over his right eye, like a massive scratch. Besides that, the mouth is a series of jagged teeth, and appear to be jumping at you, wanting to attack.

Enhancements:

Karite gains enhancements to his strength, agility, and general power.



Zanpakuto:

Zanpakuto Release Command: Crystalize, Kuyashinaki.
Unreleased Zanpakuto:
A single katana with a ice symbol set right above the crossguard. The blade is black, and the handle is a bright green.


Inner World:

The aftermaths of a battlefield. If you stay there long enough you will see his Zanpakuto and Inner Hollow leading two massive armies, fighting for control, while Karite oversees it all.


Zanpakuto Spirit:

Name: Kuyashinaki (Shina)

Appearance:
Shina takes the appearance of a young queen, who is tormented by her wartorn country. The queen wears a Shinigami uniform covered with blood, and holds a massive katana. She has blue eyes and hair, and her hair is shoulder-length and slightly curled at the ends.


Personality:
Shina is a queen in charge of a wartorn country (Karite's Inner World). She merely wishes for the conflict to end, and has forced his Hollow into a Reiatsu Chamber where it is currently locked. She has triple-locked the chamber, but the Hollow has managed to send out his soul to fight in the war.


Shikai:

Karite's shikai is a simple five-foot Katana. But, the guard looks strange, almost... like crystallized ice. The guard seems to be slowing creeping over his hand, and the blade is a shining silver one. The handle is barely visible thanks to the enroachment, and has a silver chain on the end, with a pointed crystal at the bottom.
Shikai Abilities:


Karite's shikai gives him a bit of ice control. He can use it to make pillars, create giant icicles, and just general control.

Ice Needles:

Karite's guard of crystals shoots out several iced needles and shoots them at the enemy.


Ice Storm:

Karite's zanpakuto summons diamond shaped icicles that fly around the enemy, distracting them for a short period of time (5 minutes), allowing him to prepare for his next move.




Ban Kai: Ban Kai, Kuyashinaki.


Appearance:
Karite's ban kai makes his guard fully enclose the handle, covering his hand and most of his forearm, and a single wing (http://i395.photobucket.com/albums/pp35/Arcliff/SetzuReaper.png), again crystalized.

Ban Kai Abilities:
With his ban kai, Karite can control ice, manipulating it to his will. He can use it to throw needles, create pillars for stepping on, and even use to fight his enemy, via forcing water into massive ice directed towards them. His control over ice has drastically increased with his ban kai, and is not anything to snicker at. He cannot freeze his enemy, as he's literally making ice, not spiritual ice.

Specifics:

Freezescape:
Karite creates a massive ice battlefield, which increases his zanpakuto's power expotentially. This takes a lot out of him, so he doesn't really use it.

Ice Blade:
Karite's ice control creates a pseudo-zanpakuto in his other hand, which he can use for leverage against his enemy.





General Abiltiies:


Shunpo: Karite is brilliant with Shunpo, and is nearly fast enough to leave his image in place while he goes elsewhere.

Kido: Karite is admittedly proficient in Kido, but he seems to ignore it. His abilities with Kido can go up to around 30 without chants, but if Karite uses any Kido, it seems to take far more out of him then is normal for any Shinigami. Karite refuses to use Kido, as he loathes the advantage it gives over an opponent, deeming it unhonorable.

Zanjutsu: Karite is an expert at Zanjutsu, so good that he was originally recommended for the 11th. He chose to join the 13th, solely for the many expeditions to the Mortal World.

Hakuda: After his defeat by Hannibal, Karite trained himself in Hakuda to a high degree, enough that he now prefers to bandage his hand before fighting with Hakuda.


Possible Connections:


Other 13th Members
Others His Age
Vizards





Cecilia Alejwin

Gender: Female
Age: Unknown.
Height: 5'8".
Weight: "Do you really need to know?"
Reiatsu: Filled with madness and fear.
Rank: Sexta.
Aspect Of Death: Fear
Quote: " 'Cecilia Alejwin'... It sounds magnificent, but that name's essence is the essence of magicks and spellcraft, of Gods and Demons."

History:

The girl is quite well known, as is appropriate for a being of her age. She appears to known Von Geister in some capacity, and has a lingering connection with Elder as well - from the meeting that broke her, just a little bit.


Appearance:
Cecilia has neck-length feathery blonde hair, and it appears sort of wild, as does she, her eyes dancing merrily at unseen wonders. She wears a tight long-sleeve shirt that has a slit going down just past her neckline, and the collar brushes the ends of her hair. Her mask fragment is... surprisingly absent on her face, and is instead a part of the long dress-like cover that emits below her waist, protecting her legs but allowing her to maneuver quite easily. The cover can be adjusted in length and width, but she usually keeps it in it's dress-like state, just barely showing the pointed greaves she wears underneath.

Personality:

While some might think after being alone she would be socially awkward, Cecilia is far from it. She's the most fun-loving, insane, ridiculous Espada that exists. She bounces from diehard insanity to calm contemplation in less than seconds, and poor Caiphus just tries to keep up.

Zanpakuto: Cosechero - Reaper


Sealed Form:

A massive longsword, with a gem inset in the hilt.


Resurreccion: "Flee, Cosechero."

Cecilia becomes a wraith like being, made entirely of shadows.
https://forums.darklordpotter.net/images/u_avatars/avatar4041_8.gif
Abilities:

Shadow Movement: Cecilia can teleport through shadows, using them to great effect.

Aura of Madness: Cecilia's very presence sets others on edge, and if she presses with her aura, they teeter towards her end of the sanity spectrum.

Shadow Manipulation: Cecilia can weave her Shadows into a wide variety of things, creating wings, tentacles, spears, and other such things with her ability.

Nightmare Realm: Using her aura and shadow manipulation, Cecilia can dredge up the darkest fears of her opponents and make them forcibly experience these fears, in a realm without light.


Segunda Etapa: "Dios de los Cosecheros." - God of the Reapers

Appearance:

She becomes even more wraithlike, and is less humanoid and more like a black cloth floating in the air. All of her abilities in Resurreccion are rampantly enhanced, and her aura of madness can now drive even the most strong-willed to insanity.

General Abilities:

Sonido: Her Sonido is extremely fast, which she uses to quickly get above her opponents and strike them from above.

Cero: Incredibly strong, probably because she uses it either to strike her foes from afar, or to use her sonido to quickly blast them away from above.

Garganta: Average Garganta, rarely used.

Pesquisa: She's brilliant with Pesquisa, seeing as without it, her Hierro and Regeneration put her at a terrible disadvantage.

Hierro: Her Hierro is Low-grade, not strong enough to block major wounds, but it can catch quite a few minor.

Bala: Her bala is slightly under average, but she makes up for it by being able to fire them at rapid speeds.

Regeneration: Her regeneration is lower than the normal Espada's, while she can regenerate minor wounds fairly quickly, major wounds take far longer.





Caos Encarnado: (Cecilia's Territory)

Cecilia's territory's name is incredibly misleading. While she didn't divide her sector up like the Decima did, she uses a complex system of layers to divide her territory into 4 equal parts. The layers don't differ in power, and it seems as if there are people of differing power levels scattered throughout all thirteen. Each layer has a Fraccion or other entity leading it, depending on their Leadership skills, rather than their power. For instance, #286 could boss around #13 if #286 lead the area where #13 worked. The leaders are called Una Confianza. However, using the power of being an Una Confianza for personal gain is against Caos Encarnado's rules, and will get you executed.

Layer One:

The first layer is where the most activity takes place. Here are all the people who would be considered "Quartermasters", they take inventory, cook, and clean. Strangely, these people are held in the highest regard in Caos Encarnado, instead of considered worthless. This area is usually where the more powerful entities stay, particularly if they're older than most.

Layer Two:
In the second layer, their seems to be just a vast city of Arrancar. This appears odd, but the strangest thing is... It functions like a regular city. They get their food from the first layer, and they go to the third layer to relax. The second layer is the part of Caos Encarnado that shocks visitors, as it is more like the Soul Society then any other part of Las Noches.

Layer Three:
In layer three you can relax. Here is where you will find games like chess, checkers, and Go. Layer three's leader doubles as a strategist for Cecilia in times of war, and is one of her most trusted Fraccion, rather than any other entity. This layer is riddled with traps to get to the actual relaxation spot, to allow enough time for those there to prepare for a fight.

Layer Four:
The fourth layer of Caos Encarnado is where Cecilia rules. This layer is different from the rest, as it is near Von Geister's palace. It is a series of towers, all red or black, and dot across the landscape. Here is where those of Caos Encarnado go to test themselves against the ruler, and to train themselves against one another.

Mukudori, Kazuki (Last Name, First Name) - Rogue Shinigami, Mercenary

Gender: Male
Age: 327. (Appears to be in his early twenties)
Height: 6'.
Weight: approx. 175 lbs.
Reiatsu: A calming, peaceful aura, with a hint of amusement.
Rank: Unranked by Modern Standards.
Aliases: The Grey Lord, Mercenary of Death, Chronicler.
Quote: "I apologize for troubling you, Shinigami-san, but could you perhaps calm yourself?"


Appearance:
"What is it you wish to know of my looks, Reader-san?"

Kazuki stands at six feet tall, and wears an outfit that does not befit an ex-Shinigami. He wears a Kasa (http://www.antique-japan.com/japonsko-img/b--japonsky-klobouk-slameny-hnedozluty-1283841236.jpg), which covers his eyes. He has blonde spiky hair, with more than long spikey sideburns. However, the hair constantly droops downwards, over his face, due to his refusal to remove the Kasa. In addition, he wears a white coat (http://images.blog-24.com/1150000/1151000/1150953.jpg) over a black kimono (http://picture.yatego.com/images/4c9aec11803da1.7/XKM5-9yatego.jpg), and carries two swords, one hung loosely at his side, a normal sword, a curious blade, not a zanpakuto, just a normal spirit sword, as well as his Zanpakuto, sealed, jammed through the back of his belt. Kazuki is loathe to use his Zanpakuto, preferring to use the spirit sword he carries with him, as he feels a Zanpakuto should not be drawn in anger, or merely for amusement. It should only be drawn when you have an intent to kill.


History:

"Reader-san, are you sure you wish to know of my history?"

Kazuki appeared in the Soul Society a mere two hundred years ago, and amused himself inside the Rukongai for a time, before entering the academy and exiting with relative ease. He enjoyed his time in the First Division, amused by the antics of his comrades.

But then, he left on a mission, and fought a Hollow. To a standstill. The exhilaration, the rush of the duel, made him want more. He returned, and continued his duties.

Kazuki remained in Seireitei, long after many left. And he was honored. Idolized by the younger for his aura, his skill. Adored, by the women who he was so polite to, telling them that he could not take their requests, he was far too attached to his duties. The Third Seat of the First Division of Seireitei, the Chronicler of Seireitei. But he was restless. Tired, tired of the monotony.

And so he left. Leaving a note in his place.

Dear Shinigami-san(s),

I am tired of this. Bored of the monotony. I think I shall take my leave of this place temporarily Shinigami-san. I think I will look for the strong ones for a time, perhaps see them in combat.

Goodbye,

Kazuki Mukudori.



Personality:
"Reader-san, what more do you wish to know?"

Kazuki is renowned for his lack of normal emotions, and his perchance for calling most people by a nickname, such as Shinigami, Hollow, Blade, or Light. All with the suffix of -san. He does not show emotions even in battle, although there is sometimes a flare of emotion when he grows frustrated, angered, or bemused by events surrounding him.


Zanpakuto:

Zanpakuto Release Command: Relinquish, Nakago.
Unreleased Zanpakuto:
A simple katana, with a blade of about three feet in length.


Inner World:
A continent, half of which is filled with death and decay, the other half bright and full of life.


Zanpakuto Spirit:

Name: Nakago.

Appearance:
Nakago appears to look like a veteran samurai, wearing a black kimono, and he has several scars over his body. He has a trimmed black beard and a mustache, as well as black hair pulled back into a spiky ponytail. He also has a scar running down his left eye, and kind blue eyes.


Personality:
Nagako is cold and rough towards Kazuki, but secretly enjoys the man's company. Due to the long history the duo share, their interactions that would appear hostile to others are merely playful to themselves.


Shikai:

Kazuki's Zanpakuto, while rarely used, let alone unleashed, has a strange release. The sword splits itself into seven different weapons, all of which hover in the air around Kazuki. These swords differ in shape and size, varying from a two feet in length to seven feet.
Shikai Abilities:

Kazuki's Zanpakuto can operate up to forty feet away from him. Any farther and the blades become normal swords, unable to cut spiritual opponents.

In addition, each of his seven swords cuts away a different emotion. Joy, Anger, Anxiety, Pensiveness, Grief, Fear, and Fright. The effect lasts until the battle ends, or until Kazuki reseals his sword. Whichever comes first.

喜 Joy: Joy is a cold steel bokken (http://lh4.googleusercontent.com/public/23UzXl8K6U586LO4cUaQ_ksz5dfEbg8zcZLG90-b73jXIAfDGj4kNfpc7v14wI_wt3_1-AejQUMwdAmQK372xApYjVt0PTtP-48U96ASX-m6-xSUR5ZCRW9fqLVSqTinI6vt2jncsG_AgBmMeMhkh32hW9wI2-H13DmACko84ilBMSAkhT225zw) of four feet in total length. It cuts away your Joy, rendering you unable to feel excitement in battle.

怒 Anger: Anger is a normal katana (http://i411.photobucket.com/albums/pp191/fran_mago_24/katana.png), with a two foot blade. It cuts away your Anger, detaching you from a strong source of power in battle.

憂 Anxiety: Anxiety is a naginata (http://www.fudoshindojo.hu/content/fegyverek/kepek/naginata09.jpg), with a staff piece of five feet, and a blade of one foot. It cuts away your Anxiety, allowing you to breathe easier, and not worry, but also causes you to become more reckless, attacking at various obvious traps that you would normally avoid.

思 Pensiveness: Pensiveness is a rapier (http://fc01.deviantart.net/fs46/f/2009/187/0/8/Genesis_Rapier_by_alsquall.jpg), with a blade of a rather ridiculous four feet. Kazuki often comments that, if Pensiveness were his actual blade, he would be forced to keep it permanently sealed, so as to not deal with the cumbersome length. It cuts away your Pensivity, causing you to stop questioning your actions, as well as Kazuki's actions.

悲 Grief: Grief is a Zweihander (http://www.starfireswords.com/images/lgsteel/new%20with%20bkgrnd.png), and it is by far the largest of Kazuki's weapons. With a blade of six feet, the weapon stands taller than Kazuki himself. It cuts away your Grief, causing you to no longer become sad or depressed in battle, nor concern yourself with others. It is the most helpful to the opponent of Kazuki's seven weapons, but it deals the most damage, due to the large size of the blade.

恐 Fear: Fear is a kunai (http://images3.wikia.nocookie.net/__cb20110405102943/mk/images/4/4f/Kunai.jpg), and is the smallest of Kazuki's weapons. It cuts away your Fear, causing you to no longer worry about your safety.

驚 Fright: Fright is a shuriken (http://i704.photobucket.com/albums/ww49/TerraAquaVenXehanort/Kingdom%20Hearts/YuffiesShuriken.png) of a rather large size, as it can easily fit onto Kazuki's back. Fright cuts away your Fright, removing any sudden fear you would experience. However, this means that you are no longer afraid of the strikes that come out of nowhere, and allow them to hit you more often than not.


Ban Kai: Ban Kai, Nagako.
Kazuki does not have his Bankai, refusing to train himself in a way that would increase his power off of a normal level, where he can fight strong opponents.

General Abiltiies:

Weapons Master!: Kazuki trained himself in various disciplines of weapons, sword styles, and several different types of weaponry. However, all these are designed for close range combat, up to twenty feet, as his Shikai would allow.

Kido: Kazuki is proficient at Kido, able to use up to Hado 30 without incantations at 50% power, and may go up to 70 with incantations at 75% power.

Zanjutsu: A master of the sword, Kazuki often practices with his blade.

Hakuda: Kazuki's Hakuda abilities are hampered by his enjoyment of going toe to toe, blade to blade, with his opponents. He has a strong aversion towards "Beating opponents down with brute strength", as he looks for the strongest, the most powerful, the most cunning, not the one who has more strength.

Shunpo: Kazuki's Shunpo skills are expert, on par with most Vice Captains and a few Captains.




H.E.C.A.T.E. (Hollow Execution/Cremation: Active Test Entity)

Name: Hecate
Age: Fourth Incarnation of her kind.
Gender: Female
Height: 5'7".
Weight: 4-5 tons.
Reiatsu: Like creaking gears.

Appearance:
With short blonde hair, messy in the back, and blue eyes, HECATE was designed to not only complete what she was made for, but to look good as well. HECATE wears a pair of oversized headphones to aid in hearing, and only wears the Shinigami uniform on the rarest of occasions, considering her robotic design was made to protect from Hollows. Her design is fairly complex, for a robot. With a white shell and golden colored shoulders and hips, her body is designed solely for combat. While she may look partially humanoid, Shinigami have proved time and again that 'appearances can be deceiving'.

Personality:
HECATE is always, always analyzing. People, places, whatever occurs around her, and compiling it inside her database. She acts robotic, and talks in a monotone, lacking emotion, with a vaguely tinny sound to her voice. HECATE is curious about the world around her, absorbing the information told to her at a rapid rate.

Weapons/Add-Ons:


Magic Hands: HECATE was named after the Greek goddess for a reason. Many of her abilities revolve around her hands, the left of which was designed to fire Hado, the right designed for Bakudo. HECATE can fire up to level 65 chanted Hado and Bakudo, and 45 without chants.

Wrist Attachment: HECATE's right wrist has a slightly irregular octagon around it, which has a small bar extending away from her body. Attached to the bar is a small, bullet shaped bar which has a hole at the end facing towards the end of her hand. This Attachment allows HECATE to shoot flames out of it at will, at incredibly high heat.

Battery Pack: HECATE's battery pack is located in the upper part of her back, and allows operation for up to an indefinite amount of time. However, it only allows for an hour or so of intensive combat, before HECATE is forced to shut down to recharge.

Memory Unit: HECATE's memory unit(s) are located inside of her headphones, which allow for extensive hearing distance and run said information directly to her mainframe, retaining it for an indefinite amount of time.

Laser Eyes: While only half-completed, HECATE's eyes can shoot lasers. However, due to the half-complete nature of aforementioned laser eyes, the lasers have a tendency not to reach the target, and explode half-way. Or not appear at all.

Swift Footed: In order to compete on the same level as Arrancar, HECATE's feet allow her to use a process similar to Shunpo or Sonido, albeit at a much lesser rate, due to the robotic nature of her systems.

Upgradeable: Due to the nature of the Twelfth Division, HECATE is routinely returned to the twelfth for tune-ups, upgrades, and such.

History:
Designed for an alternate approach to fighting Hollows, HECATE was born of an idea around a hundred years ago. The first incarnation of the HECATE design was deemed too erratic, unreliable in hostile situations. The first design was tossed, keeping only the basic structure out of all that it was. The second incarnation faired even worse if possible. While it wasn't deemed erratic, it was found to have the 'small' problem of being unable to tell the difference between allies and enemies. While it was agreed that this would not be a problem, so long as the switch between combat and standard mode was kept in their hands, The second incarnation also had quite a few problems with operating multiple systems at once, causing a rapid breakdown of the inner structure every time she attempted to run more than one of her programs. The third incarnation was where they thought they were done. Congratulations were had all around.

...Until the third incarnation was found to be unable to speak, thus rendering her main system of combat inoperable. Despair surrounded the creators. After all, they had been so close. But they continued steadfastly, and added several features to the fourth, which spent half the last twenty years in testing. HECATE was intended not only to be an alternate way to kill Hollows, but also an alternate way to remove the remnants of the Hollow, via cremation. The fourth incarnation, while deemed sufficient, still went through ten years of tweaks, edits, and lab testing before she was allowed to be submitted for field testing.

Styles:

Path of the Door: Basic Sword Style

Path of the Door is an interesting way to battle. While it favors a single opponent, it is equally competent with three or four as well. The Door has three different, distinct stances: Open, Close, and Halved.

Close Stance; Defensive Maneuver: Close Stance is powerful in that it stands for defense, and only defense. The Close Stance is incredibly hard to penetrate, relying solely on deflection and blocking. However, Close Stance is not designed to retaliate, counter, or even attempt Hado, thus it is usually considered weaker then the other styles available.

Open Stance; Striking Maneuver: Open Stance is the opposite of Close Stance, designed entirely to completely overpower your opponent and annihilate them in every way, shape, or form. Open Stance, however, has one glaring weakness: it was never designed for defense. Once one attack breaks through the Open Stance, it takes most users at least a few seconds to revert to Close Stance in order to defend. However, the sheer power of the strikes in this stance is often considered worth the risk of a hit breaking through, allowing several more.

Halved Stance; Casting Maneuver: Halved Stance is one of the most basic of the basic stances. Most Academy students toss it aside instantaneously, loathing the lowered guard and fighting ability. However, Kido specialists often use this stance at the beginning of their growth, as the lowered guard and dueling ability is compensated for by the ease the Stance allows casting in.

Notes: It takes a talented user around a second to change from Open to Close, causing most to usually stand in Halved, which allows for easy stance change from Open to Close, as it was based half-way between Open and Close.


Path of The Heavens: Advanced Sword Style

The Angel is forgiving. The Angel is just. The Angel welcomes it's foes with open arms.

The Demon despises. The Demon schemes. The Demon fights with the ferocity of a thousand suns.

The Path of The Heavens is designed around a simple prospect: Do not draw your sword without intent to harm. The Angel is your Shield, the Demon your sword. The Path of The Heavens is suited for one to three opponents, more than that and the style is not as effective as it would naturally be.

The Heavens' is not very well known, due to the extreme difficulty of the style. Difficult would not be the right word perhaps, as it is, in essence, a simple style. However, The Heavens' intent is the most difficult part of the style, as forcing a Swordsman to consciously not draw his blade in battle goes against many of his instincts.

Angel Blade; Defensive Maneuvers: Angel Blade is the first part of the Heavens', and the Angel Blade is your sheath, or the part of your Shikai you don't use. Angel Blade uses this part to block most attacks, rarely relying on your actual sword to block or parry. However, Angel Blade is designed with a certain intent. With superb reiatsu manipulation, the Heavens' teach the Swordsman to use his sheath with the same properties as his sword, allowing for a swordsman to block with his sheath and use some of the abilities his sword can. However, Angel Blade is not designed to harm. The Sheath will merely mimic the normal properties of your sword, not advanced abilities that require a Ban Kai. Neither will it mimic any offensive abilities, as the Angel protects, while the Demon attacks.

Demon Blade; Offensive Maneuvers: Demon Blade is the second part of the Heavens', and it is your sword, or whatever your Shikai looks like. Demon Blade is designed with an intent to harm your opponent, and the strikes Demon Blade utilizes are swift and furious, quickly returning from attacks on your opponent. Demon Blade also requires reiatsu manipulation, although not as much as Angel Blade. However, what Demon Blade creates is often far harsher if you do not manipulate it properly. Demon Blade forces your aura to appear visibly around the blade, moving the reiatsu you naturally accumulate around yourself to increase the strength and speed of your sword. However, this has a secondary effect: your Shikai techniques will use this outer shell to increase the power of themselves slightly, however sometimes slightly is all that is needed.

Warnings: The extra properties of Angel Blade and Demon Blade are usually used simultaneously, however the slightest loss of concentration and all the Reiatsu backlashes onto the user, causing him several seconds of confusion. However, this backlash also has the side effect of readjusting to the feel of your aura, due to it's temporary removal for Demon Blade.




Advanced Hakuda Techniques/Styles: Reiatsu Manipulation

Reiatsu manipulation is rarely used by most practicioners of Zanjutsu and Hakuda, unless the Zanjutsu user is in Shikai. However, many higher Hakuda techniques require great control over reiatsu, due to the increasingly more difficult abilities they grant.

Pulling/Pushing: Those who manipulate Reiatsu with Hakuda know of one of the more useful abilities: Pulling and Pushing. This technique allows the user to use their target's aura to drag them towards him/her, or push them away.

Earthshaker: Manipulating the reiatsu into your foot right as it hits the target, this allows you to force your reiatsu into the target (usually the ground), and direct it with your will, allowing you to break the ground, manipulate basic properties of it and such. Unfortunately, you are unable to move until you release the reiatsu, causing this ability to be used more often in hiding. However, using this on an opponent will rarely work, as most, if not all Shinigami know how to block affronting reiatsu from their system.

Stonebreaker: Manipulating the reiatsu into your fist as it hits the target has a different effect then that of your foot. Due to the blatant intent of a fist, the reiatsu instead strengthens the punch, allowing it to hit harder than it would normally.

Many other techniques are designed around Reiatsu Manipulation, and as such are usually limited to advanced or master Hakuda styles.

Moon Wolf
2010-04-02, 01:08 PM
Yuuki Miyagawa: 2nd Division Captain, Leader of the Onmitsukidō.
Name: Yuuki Miyagawa
Gender: Male
Height: 6'
Weight: 167 lbs.
Hair: Lilac. Got a problem with that?
Eyes: Golden
Actual Age/Apparent: 170/26
Reiatsu/Speech: Golden
Division: 2nd division
Seat: Captain

Appearance: Yuuki Miyagawa is tall and lanky, but still muscular. He has long, straight lilac-coloured hair. It usually appears light and flowing, to his annoyance-although he is saving up for a deluxe hair straightener. He has very long bangs. His eyes are golden, which makes for an interesting combination with his hair. He wears his captain's haori at all times. He always can be seen wearing a black beaded necklace with a shark fang and a worn cloth bracelet with the kanji for, "Forever yesterday". He usually wears a somewhat apathetic expression on his face, but when he needs to, he looks serious.

http://i871.photobucket.com/albums/ab272/blacknight_moon/Yuuki.jpg

Personality: Yuuki is many things, but he is definitely NOT a workaholic (cough lazy cough). When in a fight, he will only get serious once he knows that his enemy will do the same. His unusual appearance has been the source of many discussions among female shinigami. But he doesn't seem to mind this, and in fact, rather enjoys it. However, he can't stand other men commenting on his hair and eyes. Oh yes, and he is always treating people to dinner so there’s less of a hassle over the bill. Could be why he doesn’t have enough money for that $300 hair staightener...

History: When he was a mortal, Yuuki was a general in the Japanese army, and died of a fatal bullet wound when he was 33. Upon arriving in the Rukon district, he became well-known for avoiding senseless fighting but protecting whoever he could. He came to the Academy 21 years after arriving, graduated at the top of his class, and went on to the second division 87 years ago, as well as the Onmitsukidō. He became a captain through recommendation 14 years ago, and became Commander-in-Chief of the Onmitsukidō almost immediately after.

Abilities: Yuuki is a highly skilled assassin, and is very proficient in the areas of stealth, agility, and speed. His shunpo is the second fastest in the Seireitei. He prefers not to use kido, however, his abilities in this field are unknown.

Zanpakuto: Asuteka Hyou (Aztec Jaguar). Its sealed form is an ancient Mayan dagger about six inches long.

Zanpakuto Spirit: Asuteka Hyou is a ten-foot long jaguar with grass-green eyes and sleek golden fur. He has black swirls around his eyes and is very serious.

Inner World: Yuuki's inner world has the appearance of an ancient Mayan ruin high above the coast of an ocean.

Shikai: Howl, Asuteka Hyou! After release, the dagger becomes two golden 'gloves' that cover Yuuki’s hands. The gloves end in sharp claws that can be used as daggers in close combat. When Yuuki’s claws cut into an enemy's flesh, they are capable of taking a little spirit energy as well as blood. Yuuki can take over this access reiatsu and use it as his own. His senses are increased enough that he can detect an enemy's presence should they hide using an illusion or in the surroundings. Also, he can hide his spiritual pressure so that is almost undetectable.

Bankai: Giseitekina Asuteka Hyou Kishi! (Sacrificial Aztec Jaguar Knight) In Mayan and Aztec mythology, jaguars were linked to the spirit world. Now since Yuuki's already dead, he is able to manipulate things like shadows which are also associated with spirits. Some more changes happen to Yuuki's body: his hair becomes golden, and golden 'boots' form over his feet, ending in claws as well. In bankai, Yuuki stands on all fours, like a cat. He has various abilities in bankai:


Sonic Roar: Yuuki roars like a jaguar, creating a powerful blast of air that is harmful to enemies. Physical attacks have no effect on the Sonic Roar, although it is weaker against kido, cero, and bala.



Spirit Vanish: Yuuki can vanish from the physical world entirely for a short time in order to avoid attacks. If he is in the shadows, he can stayed vanished for longer amounts of time.



Shadow Grasp: Yuuki can use either of his golden gloves or boots to pin his enemy’s shadow to a spot on the ground. In order to break free, the enemy must tear their shadow from their body (which results in physical damage). If an enemy is in the air and casting a shadow on the ground, Yuuki can use Shadow Grasp on their shadow as well.



Increased Senses: Yuuki’s sense of sight, hearing, and smell become that of a jaguar. Combine this with his keen ability to detect reiatsu, and it is almost impossible to sneak up on him. Also, his strength, speed, reiatsu, reaction time, and agility are increased.


Battle Stats:
Physical Strength: 60. (Yuuki is trained to kill right away, rather than focus on sword fighting. However, he has mastered the art of Hakuda.)

Offense: 100. (Yuuki has mastered the art of Hakuda to make him more than capable at hand-to-hand combat, and has very quick reaction times, notcing blind spots or weaknesses automatically.)

Defense: 80. (His defense relies on the ability to dodge and counter-attack, as supposed to blocking.)

Mobility: 100. (A master of shunpo, Yuuki's prowess at speed is unmatched by everyone except the Commander-General himself.)

Intelligence: 70. (Yuuki is fairly intelligent when it comes to deviating plans, routes, and battle tactics, but his ability as a strategist is rather lacking.)

Kidō/Reiatsu: 50. (Yuuki is of average abilities with kidō, using bakudō as supposed to hadō, in order to draw less attention to himself. He doesn't use it often, and certainly never practices, though.)

2nd Division Proposal

The 2nd Division

The 2nd Division is known and feared as the Seireitei’s assassination squad. As a result of this, many members are skilled in the art of Hakuda (hand-to-hand combat). They are tied directly with the Onmitsukidō, which is a special strike force with five different units, each with their own different purpose and duties. The 2nd Division is relied on when dealing with skilled attackers that threaten the Seireitei, such as rogue shinigami or enemy scout missions.

The 2nd Division has close ties with the 8th and 10th Divisions, as well as the Onmitsukidō. The 2nd Division acts as the covert police in the Mortal World and the Soul Society along with the 10th Division. They provide enemy surveillance and collect data in foreign locations that can be used at the 8th Division's strategic planning sessions. The Onmitsukidō is not directly part of the Gotei 13, but with Yuuki Miyagawa (the 2nd division’s captain) also captaining the Omnitsukidō, it is effectively under the Seireitei’s control. Each 2nd division member from the 5th seat up controls a different division of the Onmitsukidō. For example: the 2nd Division’s current captain is usually the Commander-in-Chief of the Onmitsukidō; the 2nd Division’s vice-captain the Corps Commander of the Onmitsukidō’s Security Unit; and the 2nd Division’s 3rd seat is in charge of the Reconnaissance Unit.

Captain Miyagawa entered the 2nd Division 87 years ago. At the Academy, his skill was exceptional and became a seated officer almost immediately after entering the division. He worked his way up the ranks until he became the captain of the division. His skill was recognized by many of the Gotei 13’s captains, and became a captain by recommendation 14 years ago. He went on to become Commander-in-Cheif of the Onmitsukidō almost immediately after that. More captains thought that he should captain the division than his predecessor. Since Yuuki became captain, he has radically changed the division. He has put lots of effort into making sure that each and every one of his subordinates is the strongest that they can be. He believes that his old captain did not work hard enough to make sure of this. He runs a tight schedule, also taking on the position of Commander-in-Chief of the Onmitsukidō, which the previous captain did not actively participate in.

Division Size: The 2nd Division has a total of 236 shinigami, making it the Seireitei’s second smallest division (only the 1st Division is smaller). Out of these, 20 members (including the captain and vice-captain) are seated, and the remaining 216 are unseated. One of the reasons that the division is so small could be because of the strenuous and difficult tests required to join the division that no other division in the Seireitei enforces.

Flower: The 2nd Division’s flower is the tulip. The meaning of the tulip is, "Fame, charity, and one-sided love".

Motto: "If you see your allies losing, that is your chance. Do not step between them. Take the enemy down from behind. And if the enemy is so strong that you cannot do even that, then watch your ally be killed. This is what it means, to be an assassin."

DutiesStealth and Assassination: The main duty of the members of the 2nd Division is stealth and assassination. If the Seireitei has designated that a rogue shinigami is to be tracked down and killed, it is left to the 2nd Division to do this. These missions usually given to members between the 12th-5th seats of the division, but if the opponent is highly skilled, it will be given to a higher seated member. However, these duties are almost never carried out by the division’s captain or vice-captain. This duty has earned the 2nd Division its nickname: "The Assassination Squad".

Undercover Operations: During strategic planning sessions, if it is decided that an undercover scouting or data-collecting mission must take place, this duty is also given to the 2nd Division. These shinigami’s stealth and prowess at remaining undetected makes them top candidates to sneak into enemy territory to scout and gather information. This information is then given to usually the 8th Division to be used in weaponry and defence planning sessions.

Onmitsukidō: The captain of the 2nd Division is almost always also the captain of the Onmitsukidō, which is one of the two factions in the Seireitei that is not directly under the influence of the Gotei 13. However, if the 2nd Division captain is the Commander-in-Chief of the Onmitsukidō, then it will be almost completely under the Seireitei’s command. The Onmitsukidō and the 2nd Division are almost completely intermeshed, with many members holding positions in both factions. The Omnmitsukidō is made up of five separate units, each with its own duty to carry out.

The leaders of each division are ranked as ‘Corps Commander’, with the leader being the Commander-in-Chief. Usually, the captain of the 2nd Division is both the Commander-in-Chief and the Corps Commander of the 1st unit, and the Corps Commanders of the other 4 units are also mostly seated members, usually with higher ranks (most commonly from 5th seat to vice-captain). The five units are as follows: 1st unit, Executive Militia; 2nd unit, Security Unit; 3rd unit, Reconnaissance Unit; 4th unit, Assassination Unit; and 5th unit, Intelligence Unit.


Necessary Skills:
First and foremost, all members of the 2nd Division have to be stealthy, fast, and agile. The Seireitei relies on the 2nd Division for assassination and scouting missions, and without exceptional stealth, these missions are impossible. Each shinigami hoping to be a seated must display these qualities flawlessly. All shinigami of the 2nd Division, both seated and unseated, must have some skill in Hakuda, which is the art of hand-to-hand combat.

In terms of zanpakuto abilities, a combat-type zanpakuto is vastly preferred over a kido-type zanpakuto. Usually, 2nd Division member’s zanpakutos release as small, mostly un-noticeable weapons which can be used for stealth and assassination. There is not a particularly large emphasis on zanjutsu either. According to Captain Miyagawa, “It’s best if you can kill without having to draw your zanpakuto. Don’t release unless you need to. It’ll draw unnecessary attention to you. And when you’re an assassin, you definitely don’t want that.” Also, any 2nd Division members wishing to apply to the Onmitsukidō must undergo a necessary 2-year stealth training program.

Promotion:
The main criteria that the 2nd Division focuses on when considering the promotion of one of its officers is their assassination abilities, for example, stealth, agility, speed, and the ability to remain unnoticed. The promotion standards for the 2nd Division are very strict, which could be why it has such a little number of seated officers (one officer per seat). Yuuki looks for above average talent when promoting, and if an officer displays superior talent, they will be assigned to the appropriate seat. Another quality that a shinigami looking for a promotion must have is versatility. The 2nd Division has a variety of different duties, from gathering data in an enemy location, to dealing with rogues, to protection and security. If an officer shows exceptional talent in battle but cannot function in surveillance missions, they are unlikely to be promoted.

Most 2nd Division members are handpicked shinigami who show talent in the fields that the 2nd Division focuses on. It could just be that they are a phenomenal thief. Captain Miyagawa tends to prefer shinigami who are refined, disciplined, and skilled in their art. For a promotion to a higher seat (from 5th seat to vice-captain), being a high-ranking member or Corps Commander in the Onmitsukidō greatly increases the chances of earning the promotion.

Previous CaptainsOtori Takeo: Takeo was Captain Miyagawa’s immediate predecessor. He held his position for the short time of 75 years. He was not the best of captains, and was a slacker. He didn’t take promotions very seriously, and didn’t provide much leadership for his subordinates. The division’s vice-captain and 3rd seat at the time had to act as stand in captains and give orders of their own in order to keep the division functioning. The other captains of the Gotei 13 became aware of Takeo’s failure and how his vice-captain and 3rd seat managed the division on their own. Both received promotions by recommendation and Takeo was forced to retire.

Maruyama Naomi: Naomi was the 2nd Division’s most important and respected captain. She held her position for the long time of almost 800 years. She ran the division under a tight schedule and was known for her bravery. She abided by the rules at all times and demonstrated superiority both on and off of the battlefield. She was promoted to the 0th division, leaving her vice-captain Takeo to take over the division. Since she was captain for such a long time, little to nothing is known about any captains that may have come before her.

Onmitsukidō

The Duties of the Onmitsukidō

The Onmitsukidō is an underground stealth faction within the Seireitei that is separate of the Gotei 13. It is comprised of five Units, for which the 1st Unit has the most authority, and the 5th Unit the least; and each Unit has its own unique duties. Each Unit is led by a Corps Commander, who is an officer of superior experience and skill. The Corps Commander of the First Unit is the leader of the Onmitsukidō and their position is the Commander-in-Chief. The Onmitsukidō is directly under the control of the Central 46. Its duties range from reconnaissance, to assassination, to high-level security. If the Gotei 13 is considered an exterior guard, then the Onmitsukidō is an interior, covert guard.

Over the years, the Onmitsukidō has become intertwined with the Seireitei’s Second Division, with many of its members holding positions in both the Onmitsukidō and the 2nd Division. It is normal for the five Unit Commanders to be higher-ranked seated officers from the 2nd Division, usually ranging from 5th Seat to Captain. If the 2nd Division’s Captain is the leader of Unit 1, and therefore the leader of the Onmitsukidō as a whole, the faction is effectively under the Gotei 13’s control. In the past, two of the 2nd Division Captains have held leadership over the Onmitsukidō: the beloved warrior princess Maruyama Naomi, as well as the 2nd Division’s current Captain, the young, enigmatic Yuuki Miyagawa. Little is actually known about the Onmitsukidō by non-members, for this faction conducts most of its operations in secret, although its presence can always be felt. Members of the Onmitsukidō are rarely seen in the Seireitei, with the exception of members who also hold positions in the 2nd Division.

The duties of the five Units of the Onmitsukidō are as follows:

Unit 1, Executive Militia

The first branch of the Onmitsukidō. It is ranked the highest out of the five Units in the faction. Their main responsibility is to govern the actions of each of the other units, assigning missions, and communicating with other factions or Gotei 13 Divisions. They are also the torture Unit within the Onmitsukidō. They torture and punish any ex-comrades who have broken the law that have been apprehended by the Security or Assassination Units. The members of the 1st Unit dress all in black and are well-known for their cold-bloodedness and skill in Hakuda, which is the art of hand-to-hand combat.

Current Corps Commander: The current Corps Commander (and Commander-in-Chief) of the Executive Militia is Yuuki Miyagawa.


Unit 2, Security Unit

The second branch of the Onmitsukidō. It is ranked the second-highest out of the five Units in the faction. The main responsibility of the Security Unit is to provide security to the rich or important. Most of these clients are members of the Central 46 Chambers. Every member of the Security Unit must have finely attuned senses and be skilled in the art of Hakuda. The members of the 2nd Unit also dress in all black and are the main mouthpiece between the Central 46 and the Onmitsukidō.

Current Corps Commander: The current Corps Commander of the Security Unit is Kyasarin Shihan.


Unit 3, Reconnaissance Unit

The third branch of the Onmitsukidō. It is ranked the third-highest out of the five Units in the faction. The main responsibility of the Reconnaissance Unit (Recon Unit for short) is to gather information on enemies and enemy locations through highly organized spy missions. The members of this Unit may even be sent as spies to Hueco Mundo in the coming future, although this matter is still just a passing rumour. Every member of the Reconnaissance Unit must be highly proficient at stealth and all must have relatively good memories in order to be able to give accurate reports. The members of the 3rd Unit wear the customary black uniform and are always the first with new information, whether it is spy intel or simply happenings around the Seireitei.

Current Corps Commander: The current Corps Commander of the Reconnassiance Unit is Sigint Kageen.


Unit 4, Assassination Unit

The fourth branch of the Onmitsukidō. It is ranked the fourth-highest out of the five Units in the faction. The main responsibility of the Assassination Unit is all in the title: the members of the 4th Unit are specially trained mercenaries tasked with hunting down and killing rogue shinigami. In rare cases, however, they are only asked to apprehend. When this is the case, the apprehended criminals are then handed over to the Maggot’s Nest, and are placed under care of the Seireitei’s 10th Division jailers. The members of the Assassination Unit must be stealthy and must have the ability to track targets without being detected. The members of the 2nd Unit wear the customary black uniform and generally don’t give much care who it is they kill, as long as the means are justified in the views of the Onmitsukidō and the Central 46.

Current Corps Commander: The current Corps Commander of the Assassination Unit is Nao.


Unit 5, Intelligence Unit

The fifth and final branch of the Onmitsukidō. It is ranked the lowest out of the five Units in the faction. The main responsibility of the Intelligence Unit (Intel Unit for short) is to take information collected on enemies by the Reconnaissance Unit and process it into detailed reports which are then given to the 8th Division to assist with strategic planning sessions and to update their information gathered for preparation for a cold war. The members of the Intel Unit rarely engage in combat and spend most of their time in a headquarters separate from the Onmitsukidō’s main headquarters and are rarely seen anywhere else, except when delivering information. The members of the 5th Unit are the only exception to the regular black uniform, and wear black pants, a loose-fitting white jacket with a hood covering most of the face, and a backpack stuffed full of data and report papers. Its members are highly proficient at interpreting and processing data.

Current Corps Commander: Unknown.


Feiyan Tewulan: 4th Division 3rd Seat
Name: Feiyan Tewulan
Gender: Female
Height: 5'9''
Weight: 116 lbs.
Hair: Brown-black
Eyes: Icy blue
Actual Age/Apparent: 153/17
Reiatsu/Speech: Sea Green
Division: 4th Division
Seat: 3rd Seat

Appearance: Feiyan has relatively tanned skin, with a few freckles on her face. Her hair is dark brown, almost black, and is almost always in a ponytail, which goes down to her hips. Her eyes are light blue, and usually wears cherry-coloured lipstick. Under her Soul Reaper robes, she wears knee-length khakis and a plain black t-shirt. Feiyan is relatively thin and wiry.

http://i871.photobucket.com/albums/ab272/blacknight_moon/FeiyanPunk-1.jpg

Personality: Feiyan is strong-willed and good natured, but that doesn't stop her from being a little sadistic towards patients. Perhaps she enjoys scaring people? Feiyan is kind-hearted, and she would never betray her friends. Feiyan is also extremely stubborn. But perhaps her most unique personality trait of all is that she won't stand a man who flirts with her. Feiyan is generally not the boyfriend/girlfriend type. But this trait could be susceptible to change.

History: Little to nothing is known of Feiyan's history, other than that upon arriving in the Seireitei, she lived in the Zaraki district with her parents and younger sister. Her parents were killed, and the whereabouts of her sister shall remain unknown...for now.

Abilities: Feiyan is an expert healer, although living in Zaraki district has taught her how to fight as well. Her best ability, though, is terrifying her patients. She's well-known for it.

Zanpakuto: Saezuki Megami (Three Moon Goddess). Its sealed form looks like a regular katana with a bronze hilt.

Zanpakuto Spirit: The words that come to mind of Saezuki are, 'deluxe flirt'. Saezuki has waist-length spiky dandelion coloured hair. She has caramel coloured eyes. She wears a short, strapless, pink-purple dress, with fishnet stockings. She wears lime green shoes with an electric blue platform heel. She is always wearing makeup, and has a tattoo of a red heart on her right forearm.

Shikai: Show your faces, Saezuki Megami! Released, it has the ability to manipulate reiatsu. First, it can discharge some of Feiyan's reiatsu in order to heal the wounded, and second, upon contact with an enemy's blade, can suck out the enemy's reiatsu.

Bankai: Feiyan has yet to achieve bankai.


Katarina Giugovaz, Arrancar #16, Fraccion to Pan
Gender: Female
Age: 227 years as a hollow, 198 years as an arrancar. Looks 24.
Height: 5'6''
Weight: 124lbs.
Hair: Dark Gray
Eyes: Brown
Mask Fragment: Earrings
Hollow Hole: Below the Waist
Reiatsu/Speech Colour: Indigo
Aspect of Death: Childbirth

Appearance: Katarina's appearance is much softer and more fragile than that of most arrancar. Her skin is smooth and very pale. Her hair is dark gray and is always fresh, silky, and sweet-smelling. Her eyes are milk-chocolate brown and almost always seem sad. Katarina's facial expression rarely strays too far from looking either sad or shy. An exception is in the presence of her master. The remnant of her hollow mask is a pair of swirling silvery-white earrings.

Katarina's arrancar uniform is made up of very loose and flowing white cloth, that seems like scarves. Her shirt consists of two white gauzy scarves crossed in a x-shaped formation over her chest and wrap around her neck.She has two white elbow-length gloves that cut off at the wrist. Her skirt starts as a scarf wrapped around her waist, and under this flows a loose white ankle-length skirt. Katarina usually walks around barefooted.

http://i871.photobucket.com/albums/ab272/blacknight_moon/KatarinaRevised-1.jpg

Personality: Katarina is a very shy figure and rarely speaks or makes eye contact with any other arrancar. She will speak to Von Geister and Queen Reene, but is always shy and reserved when she does so. She is very obedient and will obey orders without question. She is much kinder and acts like a mother towards her master because he looks like a child. The sight of younger arrancar makes her sad, because she died giving birth and desperately wishes for a child to call her own.

History: Katarina died giving birth, and her regret for not being able to have a child was so great that she became a hollow soon after death. Katarina has forced all memories of her life except for her child out of her mind, because it pains her too much to think about it. She was an adjuchas-class menos when she became an arrancar, and has served Pan loyally ever since and regards him as the son she never had.

Zanpakuto: Caballo Triste (Sad Horse)
Sealed Form: Caballo Triste's sealed form is a small silver blade that seems to be a type of wakizashi. Katarina keeps this blade hidden under one of the may layers of her scarf skirt, and it is not visible.

Resurrecion: Cry, Caballo Triste.
Upon release, Katarina's legs disappear and she becomes a centaur with a dark black unicorn's body, complete with four legs and a long flyaway gray tail. In addition to this, Katarina's hair becomes tied up closer to her head to allow her to see better, and her shirt changes to a regular black shirt instead of two scarves.

http://i871.photobucket.com/albums/ab272/blacknight_moon/KatarinaRevisedRelease-1.jpg

General Abilities:

Close Comabt Skill: Poor. When/if Katarina has to fight, she fights long-range. In truth, her close combat skill is rather poor, as a result of her shy nature

Hierro: Moderate. Works well against spiritual attacks but has little power in protecting against direct physical attacks.

Sonido: Fast. During release, and going in a straight line, her speeds can sometimes match that of her master. However, the extra horse hooves do not help with precision turns.

Garganta: Poor. Katarina's skills with the garganta are so inadequate that she needs someone else to open it for her.

Pesquisa: Formidable. Katarina is able to sense reiatsu easily around her, but people walking can sometimes slip through it undetected.

Cero and Bala: Formidable. Katarina can fire multiple ceros (one from each of her front hooves) and the speed of her balas is rapid and continuous. However, these attacks are a little less powerful than others and seem to focus more on speed as supposed to strength.

Resurrecion Abilities:

Force Field: Katarina can project a force field which blocks attacks such as kido, hado, or bakudo. She can create the force field in a translucent white sphere around herself which can block attacks for 10-30 seconds, depending on the power of the attack.



Possible Connections:

Her master

Other fraccion

Most arrancar


Rebecca 'Beck' Williams, High School Student and Quincy

Name: Rebecca Williams, but call her Beck. Or else.
Gender: Female
Height: 5'6''
Weight: Ha ha...no.
Hair: Dyed lime green and dark purple. Real colour is dark brown.
Eyes: Purple-black
Age: 17
Reiatsu/Speech Colour: Teal
Class: 2-3
Powers: Quincy

Appearance: Beck is an artist, and expresses it in what she wears. When not working to make rent, Beck assembles her rebelliously stylized wardrobe by shredding her own jeans, sewing on patches and otherwise altering whatever looked like it had some potential at the local thrift store. Her hair's real colour is dark brown, although she has dyed it several different colours. The top part of her spiky hair is dyed lime green, while the sides are dyed dark purple. Beck has several ear piercings and can always be expected to come to school wearing a mis-matched outfit, along with mis-matched bracelets, rings, and other accessories. The colours on her outfits don't have to match either; actually, Beck prefers it that way. Her eyes are so purple they are almost black, and her skin is rather yellowish. She usually wears a violent splash of lip stick and eyeliner, to further make a fashion statement. Beck wears her quincy cross at home as well as during school, simply dismissing it as a self-created work of art to fellow students and faculty.

http://i871.photobucket.com/albums/ab272/blacknight_moon/001-3.jpg


Personality: Not as scary as her punkish appearance and bored looks would lead people to believe, Beck is open-minded, calm, and personable. With courtesy superior to most, she has the patience to make friends with almost any type of person she meets. Beck is also an avid musician, and plays her guitar daily. She also takes her visits to her parent's house as a valuable opportunity to play their piano. Her main hobby is of course, salvaging new clothes that can be turned from dreary thrift shop finds into punkish artistic statements. And although she would never admit it, Beck loves to cook and is actually quite good at it.


History: Beck was born in Cleveland, Ohio, and lived there until she was nine, along with her parents and grandmother. Family troubles and the promise of a higher-paying job led them to move to Phoenix Town, Japan. Soon after the family moved in, Beck's grandmother died. After the funeral, Beck returned home to find a hazy image of her grandmother sitting on her bed. Ever since, she has been able to see ghosts. About a year after that incident, she finally went to her parents and asked what was happening, and why spirits kept following her. After some persuasion, her father told her of her quincy history and agreed to train her in order to protect her friends from dangerous hollows. When she was 15, she moved into a small two-room apartment, in order to be more independent. She still keeps in touch with her family and trains with her father on weekends.


Abilities:

Bow: Beck's quincy bow takes the shape of a bow not unlike the kind used in modern-day archery. It is blue, like the standard quincy bow, but more on the teal side, to match her reiatsu. Beck's aim could be a lot better, but she is able to fire two arrows rapid-fire to increase her chances of landing a hit. Also, although her arrows are slow and her aim is a little lacking, the arrows pack a surprisingly strong punch.

Lilianna Kane, MortalName: Lilianna Kane
Gender: Female
Height: 5'5''
Weight: 115lbs
Hair: Blue
Eyes: Blue
Age: 34
Reiatsu/Speech Colour: Brown
Powers: None...yet.

Theme Song (http://www.youtube.com/watch?v=Wuw5WTNofOw)

Appearance: If being a happy-go-lucky character type means having no fashion sense, then obviously the person who thought it up never met Lilianna. A lover of nature, Lililanna prefers to stick to neutral clothing colours, such as brown or gray. She often pins up her curly blue hair in a bun, with a cute and colouful clip to keep it in place. She has a very relaxed and happy face, with laugh lines around her eyes. She has vibrant blue eyes that always seem to sparkle, and blue rimmed glasses that are always present on her face. She can almost always be seen wearing her lucky charm necklace, a lucky donut-shaped stone looped through a leather cord. She also likes to wear bracelets, and will often wear a light jacket on top of her shirt. She likes to dress 'young' because if she feels young at heart, why not dress like it, too?

http://i871.photobucket.com/albums/ab272/blacknight_moon/Lilianna.jpg

Personality: Some people are never boring, or just never bored. Certainly such is the case with Lilianna. Always able to find a way to entertain herself, Lilianna tends to enjoy life, the universe, and everything-usually with a skip in her step and an upbeat song stuck in her head. While she has a few close friends, there's almost no one who doesn't enjoy her company, as she effortlessly manages a precarious balance between serious and silly. So whether it's dragging her husband on wild spelunking adventures or concocting devious plans to get her friends to hook up-no matter what's happening, Lilianna can always be counted on to be having the most fun in any situation.

History: Lilianna was born in the Bronx, New York City to a family that wasn't well off, but wasn't too poor, either. An exceptionally bright and inquisitive child, Lilianna was entered into private school at a young age. She skipped ninth grade and went on to study English literature at New York University at eighteen. In the fourth and final year of her university, she met the mysterious MIT graduate Josiah Kane, and quickly struck up a friendship which soon became romance. After a year, they were married and Lilianna had a daughter, Stephani, whom she loves to pieces. Recently, they family moved to Phoenix Town, Japan, where they currently live. She found work in the local library. She still doesn't know of Josiah's work with S.W.O.R.D. and knows only that he has some 'side job'. She does not have any spiritual powers, but she is affected by reiatsu and can see ghosts, but they appear blurry and unfocused to her.

Abiliies: None yet, but she is affected by reiatsu.
Her abilities will be related to the season she so loves, autumn. She has three different uses of her power: the red leaf, the orange leaf, and the gold leaf. She can use each power by calling out the power's name.

Red Leaf: The power of red leaf is an offensive power. When Lilanna calls on red leaf, a wind will pick up, a wind that carries many 'leaves' of reiatsu at a moderate speed. These leaves are sticky and very hard to remove once they make contact with any part of the body. Once five leaves are stuck to the body, Lilianna can activate the attack, and the leaves will disintigrate the flesh surrounding them at a moderate pace, similar to the way fallen leaves are turned to mulch.

Orange Leaf: The power of orange leaf is a defensive power. Upon calling out the name, a thick 'tree' made of condensed reiatsu will grow up from the ground. This reiatsu acts as a shield that can protect Lilianna and anyone else behind the shield. It works well on physical attacks.

Golden Leaf: The power of golden leaf is to creat a diversion. Once activated, a dense swarm of golden 'leaves' will swirl around Lilianna, making it very hard for the enemy to see her. She can use this barrier as a diversion in order to escape. The leaves also stick to each other, and require considerable physical force to penetrate.

Zerkai
2010-04-02, 04:05 PM
Canguro, Numeros 93

Name:Canguro
Gender: Female
Age: ??? (Around 40 years)
Height: 5'4"
Weight: 109 lbs.
Reiatsu: Dark Green
Rank: Números 93




Appearance:

http://i145.photobucket.com/albums/r233/Zerkai/Canguro.png

A young looking girl with dark skin and blonde hair, green eyes with green facial markings around the eyes. Hollow Mask remnants form a circlet and a pair of kangaroo ears on top of her head.. She wears a white longcoat and shorts with a grey messenger bag.

Personality: Loud and energetic, Canguro is a relatively young Arrancar. She also have a competitive nature, turning most activities into a race or competition, whether she has willing participants or not. She's also very impatient, having to stand still for long peroids of time is oneo f the things she hates the most.


General Abilities:


Cero: Fires a green Cero from her mouth

Bala Patada: Fires a Bala from the legs, with no noticeable difference from a regular Bala

Bala Patada Rapida: A technique that uses a series of swift kicks to fire a volley of Bala at the cost of accuracy.

Hiero: A technique which condenses spiritual power, hardening the skin.

Sonido: A technique that allows Arrancar to move at extreme speed. Her Sonida is very fast, her constant running around Las Noches, even when not delivering, has made this her most impressive skill.

Garnganta: Tears open the dimensional fabric separating worlds and allows for travel between them.

Pesquisa: The ability to detect, sense and gauge the amount of reiatsu in her vicinity. It functions in a manner not unlike sonar.

Patada Doble Cero: Only available in Resurreccion. Allows Canguro to charge a cero into each leg and fire one with a kick, followed by firing the next cero right afterward. Slows down the user for thirty seconds after using it, but the technique can be used continuously. The maximum possible limit with full health and spiritual power is four sets of cero (If given time to charge them again). After which the user will hardly be able to move, and unable to use Sonido.

Zanpakuto: Her Zanpakuto takes the form of a pair of greaves and arm-guards with serrated blades.

Resurreccion: Salto Poderoso. Canguro's Ressureccion isn't much of a change in size, growing to six and a half feet tall, arms becoming longer and claws forming on the hands as the legs change to digitigrade in shape, ending in large, three-clawed paws. Canguoro also grows thick, strong tail six feet in length, and the remnants of the mask forms into a half-helmet into upper half of a Kangaroo skull, her lower face exposed.

Release Command: 'Preparese'


History: The young Arracar had removed his mask only 40 years ago. She has a job with a courier business in Las Noches, using her above-average Sonido and leg-power to leap around the city, delivering messages, letters, and packages. She does her job well, going on many deliveries a day, mostly due to her inability to stand still and her love of racing. She tries to have someone at the courier office time her on her runs

Possible connections: Hollows and low-level Arrancar in Hueco Mundo.

The Librarian
2010-04-02, 08:02 PM
Katisugo Ichimyouri: 12th Division Vice Captain

Appearance:
Katisugo is a Vice Captain who is 656 years old, but only looks to be in his late thirties. His skin is slightly tanned as a result of being out in the sun so often. His hair is mostly dark brown but is tanned to a sandy brown color that reaches to around the bottom of his shoulders with brown eyes to accompany his hair's color. Katisugo stands at a solid 6ft 3in, and has a medium body tone and wears Haori that features a mosaic of runes inscriptions with flower petals that appear to be floating on the inside of the robe. He also wears an Indigo-Navy gee with a dark red belt tying around his waist securing his Zanpaktou. Katisugo also wears a pair of wooden sandals that is are also dark blue.

Personality:
Katisugo is a very laid back person. He often spend time in hi office snoozing comfortably on the pile of documents, reports, and experiment results. The times when he is working though almost nothing can distract or stop him.(except a pretty lady) However, Katisugo hates working by himself and unlike some of the more reclusive members of 12th, he enjoys working in groups and will often help others with their little projects. In combat Katisugo is usually seen lying against the side of a wall or lying down on the side of a field. His laziness tends to affect how he acts in combat starting things off rather slow with opponents. He makes up for this laziness by having unique combat skills, a variety of Hado spells, and mastery at most hand in hand combats styles. Katisugo is also known for being a tad arrogant, always displaying his vast knowledge, and combat skills that he rarely uses or shows. Despite being lazy, arrogant, and somewhat unreliable in combat, he has many good aspects that outweigh the negative ones. Katisugo seems to have the innate ability to become friends with just about anyone and loves giving people advice and words of encouragement. He often takes advantage of his charm and as a result, borderlines between being flirtatious, to a womanizer. Katisugo response towards the younger members of Seireitei and those below him can be described as carefree. He likes to spend time with them and teach them about techniques he learned or knowledge gained from his life experience. It is quite common to see him playing games, and interacting with the seated and unseated officers in his division, often having his division conduct activities outside of 12th Division building. In short Katisugo relies on his fellow underlings to help him when he needs it for an experiment and in turn he often returns the favor. When Katisugo is around his superior, the CG he tries his best to show nothing but respect of their opinion and authority. However, he is also known to display his own beliefs and opinions avidly.

Combat Skills:
Flash Step: Generic skill of the majority of seated shinigami. Katisugo is especially adept at using this skill although he tires after using it in 20-25 successions.

Hand-in-Hand Combat Expert: Katisugo is very reluctant to pull his sword on most people. Instead he like to fight with his own bare hands being able to fight, as well as stun, parry, and disarm foes if their clumsy enough or if opportunity presents itself.

Sword Mastery: Nothing much to this one. Katisugo's skill with both his sealed Zanpaktou and Shikai, are near advanced. His most highly noted skill using his Shikai as a stake to bounce off of and use for his Hand-in-Hand techniques.

Hado Specialist: Katisugo's no good at Bakudo and can only use up to Bakudo 10. However, he can use the majority Hado techniques including, Hado 4: Byakurai (White Lightning), Hado 33: Soukatsui (Crashing Blue Fire), Hado 63: Raikouhou (Lightning Pulse), and Hado 73: Souren Soukatsui (Twin Lotus of Crashing Blue Fire) that can be done with no incantations. In general, Katisugo is able to cast Hadous in the mid 70s without incantation and is able to cast up to Hado 85 with incantation. He is also capable using Hado 88: Hiryugekizokushintenraiho (Heaven Shaking Strike, Heaven Shaking Lightning Cannon) without incantation but is not perfectly formed and is only 25% as powerful without him saying incantation.

Zanpaktou: Usagi No-Ashi
Katisugo's Zanpaktou would appear as very thin long sword with the guard of the sword designed like a four-leaf clover and is actually tinted green like a clover.

The spirit of the Zanpaktou is an absolutely beautiful spirit-like geisha. Most of the makeup she used to wear has smudged away and her floral kimono has become blackened by ash on the fringes. Usagi, as she likes to be called is a highly intelligent spirit that is capable of visualizing and presenting any possible future before Katisugo that could result from a given event to Katisugo or even other shinigami. This being said, it is impossible to predict which future is likely to occur based on how the scenario goes. Katisugo's connection with Usagi is so deep that Katisugo may only speak her name and she will appear before him to speak, almost pausing time around him and anyone that also enters his mindscape.

Sadly, despite her fragile, and docile appearance, the mindscape she often surrounds herself with is the wastelands of Seireitei or a petrified forest after a great volcanic eruption or in the white of winter. Katisugo has questioned the reason why she shows this imaged of the destroyed Soul Society in which she has replied more than once with a scary smile "It is a likely outcome of the not to distant future." Katisugo shared mindscape with Usagi though allows him to see not only the possibilities of futures after an event such as a major battle outcome, but this mindscape also allows him to review past events. He can also allow others who are willing to enter his mindscape and even be able to speak with Usagi herself.

Shikai: Level the Playing field Usagi No-Ashi
Upon Katisugo's release, his Zanpaktou turns into an extra long Claymore that is 62 inches in length counting with a hole in the toward the guard end of the blade. Five floating runes also appear that float behind him each one of them representing five elements: Fire, Water, Earth, Air, and Wood. Katisugo is able to take any of the runes and augment them onto his blade to add that power to his blade. The five given runes leave Katisugo with a wide number of versatility. Having all this power comes at a price, as Katisugo can't switch out between his shikai powers during a battle, only when the fight ends. More data on the rune powers can be found in the Rune Powers List. Each shikai transformation has a slightly different affect on the Shikai.

Bankai: Return Balance to the World, Setsuri-no Kagayaiteiru Hikari! (Providence's Shining Light)
Katisugo takes all five of the runes and fuses them with his Shikai transforming it into a massive cannon with a bladed edge that is merged with the majority of Katisugo's left arm. Katisugo can fire his Bankai attack at any time which is on par with a Hado 70. In order to fire the cannon at full power Katisugo must speak an incantation that requires he remain somewhat stationary and not be interrupted by an attack. The blast of this cannon (http://www.gamesarefun.com/games/wii/smashbrosbrawl/148.jpg) is so powerful that upon firing, not only does it leave nothing untouched in its path of fire, but it also literally causes the Bankai to shatter upon firing returning to it normal form with the flaring white with heat, making it completely unusable for the next 3-4 days. The resulting blast also leaves Katisugo's arm severely burned. The power of the full incantation blast is capable of rivaling the power of Hado 96. When the cannon shatters, the runes also shatter but reform after 24 hours.

Rune Power List: The Only Guide you'll need to know each of Katisugo's Rune powers. Please note that a few of the runes are still a little incomplete.
Fire: The blade of the claymore is tinted an ashy gray with cracks in it revealing molten fire flowing through it and a gem in the center of the hilt is a fiery tinted ruby that looks as if there is a fire inside of it.

When this rune is activated Katisugo's blade or fists are capable of bursting into flames, increasing his power by 25% and reach with the sword by 2ft.

Water: The blade of the sword shimmers a reflective blue like the surface of the ocean that drips with water. The gem on the center of the hilt is a deep blue sapphire and looks to be filled with water with tiny air bubbles visible in the gem.

When this rune is activated, Katisugo gains the ability to control his reiatsu to avoid being detected, he is capable of manipulating his spiritual pressure to appear as if it belongs to some other person. This includes being able to make his reiatsu appearance like that a Arrancar, Quincy, Shinigami, etc. Katisugo can also morph his reiatsu to turn into a thick fog that hinders the opponent’s sight as well as Katisugo's.

Air: The blade of the zanpaktou becomes a very lightweight steel with curves of wind etched into the blade. The gem on the center of the hilt is a pale looking moonstone.

When this runes is activated, Katisugo's overall speed and dexterity receives a 50% boost.

Earth: The blade takes on an earthy brownish-dark green hue, and becomes raw stone. The gem in the hilt of the zanpaktou is large agate gemstone

When Katisugo actives this rune, he gains a pseudo-Hierro, increasing his defensive abilities by 50% but lowering his speed by 25%

Wood: Katisugo's Shikai becomes a hard oak blade with thorns all over the blade. The hilt is also of a heavy yew wood that has tiny little thorns throughout the blade. The gem in the hilt is a piece of brilliant amber with a petrified insect in it.

With this rune activated, Katisugo gains the ability to create walls that can either be a vertical walls, Half dome wall, or Spherical Wall. The walls are capable of absorbing a low-mid level kido spell or a mid level cero.


Battle Stats:
http://i605.photobucket.com/albums/tt138/Rightyking/Katisugo-Battle-Stats.png

Misaki "Saki-san" Ichimyouri Kido Corp, Junior Member
Appearance:Misaki is a 106 years old, although she appears to be about 15 years old. She stands at about 5ft 3in and weighs around 100lbs. Misaki's lightweight body results in her being somewhat frail and susceptible to injury more than your average shinigami. One of Misaki's most defining features is her misty pink hair, that runs down to the lower part of her back. She has crimson red eyes with an ever so slightly pale skin tone. Misaki has a thin body with sizable B-Cup breasts .(…What?!) Misaki wears the usual Shinigami uniform, with the front somewhat open, wearing a large red and white bow to hold her hair back, and a pair of Red Shoes. Beneath her uniform, Misaki has special bandages that she wears on nearly her entire body. There purpose has yet to of been revealed at this point in the game.

Personality:Misaki is quite the out of the ordinary girl. She is a highly energetic girl with an above average intelligence, and is very friendly towards just about everyone she knows. She can usually be seen doing work around the Kido Corp Base, training with Kido, or doing some gardening in the Kido Corps garden. When there nothing to do, Misaki usually goes to seek out someone to chat with, whether it be one of her friends, her older brother when hes not on patrol in the Mortal World, or go and bother the Kido Commander. Her child-like attitude can usually be broken if someone goes out of start to mess with her, or someone is gawking at her boobs. As result, she becomes really flustered yelling, and flailing at the person. Despite this, Misaki is known to become really attached to anyone that she has known for length of time, and can't stand to see them get hurt. At this point and time no one, even her father, Katisugo Ichimyouri has ever seen her angry. Her attitude also becomes a near polar opposite in battle, as her child charm is replaced with a stoic highly dexterous and agile fighter, even though she sticks heavily to long-range combat.

Combat Skills:

Flash Step Practitioner: Misaki can use shunpo as necessary to avoid combat. She is known to be able to use 5 flash steps consecutively before exhausting herself. Her shunpo is far faste than her brother's but she travels much shorter distances with her shunpo.

Basic Healing Skill: Although Misaki doesn't have much experience with it, she is Qi Healing Arts well enough to heal some minor injuries on herself. She has however no experience applying it to others.

Graceful Sword Technique: Misaki has pitifully low strength making her attacks with her physical strikes with her zanpaktou near useless against an above-average opponent. She can however use an effective, but weak chain attack that can strike up to 3-4 times. As she grows, this combo will likely increase. Misaki is also able to use

Kido Intermediate: Misaki is capable of using Bakudo and Hado up to 25 without incantation as well as Hado 31. She can also use Bakudos up to 40 with incantation, and Hados up to 35.

Zanpaktou: Kajiohana "Fire Blossom"
Misaki’s Zanpaktou is a katana whose blade is tinted a very faint red. The guard of the sword is shaped like a cherry blossom and appears to be made of crystal.

The spirit within her zanpaktou appears as a young geisha that looks to be the same age as Misaki whom has eyes amber colored eyes that seem to spark like the embers of flames. The kimono Kajiohana wears a pink and red kimono that decorated with dancing flames on the bottom of the robes. She is also surrounded by small mass of pink petals that drift around and behind her. She often encourage Misaki when she is in combat to be creative with her abilities.

Shikai: Blast the Sky, Kajiohana
Misaki at the start of the game has only recently achieved her Shikai and hasn’t learned much about its true capabilities. Misaki’s shikai takes the form of a saber-like Tachi blade that seems to be made of a silverish-steel, that is capable of burning someone if touch by anyone but its user. The blade itself however is less than a 1cm in width. As of now all Misaki has learned about her shikai is that she can created bolts of fire with her blade and fire them at people. There impact is the equivalent a of small firework explosion, leaving a pretty bad burn as a result.

She will later however, learn how produce multiple bolts of fire at one time, as well as learn how to guide a single bolt of fire with the motion of her blade.

Battle Stats:
http://i605.photobucket.com/albums/tt138/Rightyking/Misaki-Battle-Stats.png


Shinji Ichimyouri 13th Division, 6th Seat
Appearance:
Shinji is 213 years old, though he appears to be 18 or 19 years old. He stands at 5ft 11in and weighs around 135 pounds. Shinji has brown eyes with brown hair running down to his lower neck that is somewhat unkempt. Shinji has a fairly built athletic frame that is otherwise not very special save for one major detail. Shinji's right arm all the way up to his lower shoulder is a prosthetic arm. Shinji has yet to explain even to his father how he lost his though he has claimed when debriefed that he became unconscious immediately after losing his arm. Thanks to a combined efforts from 4th and 12th Division, Shinji was given a titanium prosthetic arm with artificial skin nervous system and muscle that was grafted onto the remainder of his right arm. Shinji wears a standard Shinigami uniform with shoulder pads with the kanji for Water and Ice on them.

Personality:
In a word, Shinji is a dedicated individual. He has taken up the role of Shinigami and the risk and rewards of being one as if he was born for the position. Similar to his father, Katisugo Ichimyouri, Shinji has an heir of both intelligence and lenience. He is considered to be very mature for his age...well, that is when his sister isn't around. Shiniji has share a strong sibling bond for his younger sister, Misaki Ichimyouri especially because she is curious of what he does in the Mortal World and love to hear his stories about it. However, Misaki likes to provoke her brother, which usually causes some heated arguments and fights between the two of them.
Unfortunately, Shinji does not share the same grand wisdom his father has. Shinji is quick to rush into a fight when provoked, and is not afraid to show off his strength. Because of this he also usually lacks a good strategy to combat a new opponent, which has gotten him in a tight spot more than once. That said, Shinji is a quick learner, and will not fall victim to the same attack twice, and can rather quickly devise a way to counter said attack. This gives him a decisive edge in battle.

Combat Skills:

Flash Step Adept: Shinji is able to use his shunpo consistently for around for about 2 minutes, or up to 30 shunpos simultaneously before beginning to experience fatigue. His shunpo's speed is much slower than his sibling Misaki's but he is able to travel farther on a one shunpo jump.

Hand-to-Hand Combat Practitioner: Shinji is not afraid to engage in fisticuffs with an opponent should his sword not be immediately accessible. His hand-to-hand combat is largely used as self-defense, or to distance himself from his opponent(s).

Advanced Sword Styles: Shinji sparred with father when he was young, and even after he became a shinigami. His father taught him how to master the majority of one-sword styles essential to fighting, and defending oneself. When Shinji discovered his zanpaktou were two blades, he began to to teach himself Two-Sword Style. He has a basic understanding of two-sword style but has yet to actively use it in combat due to a lack of coordination.

Kido Intermediate: Even though Shinji has been practicing Kido longer than his sister Misaki, his skills are only slightly above hers. Shinji knows how to do most Hado Spells up to Hado 48 usually without the aid of incantation; while he only know how to use Bakudo Spells up to Bakudo 30.

Zanpaktou: Umi no Tsuinzu "Twins of the Sea"
Shinji's sealed Zanpaktous take the form of a katana with a quicksilver sheen, whose guard resembles a deep blue fish with scales that look like waves and storm clouds; the other is a wakizashi with a jagged blade that is oddly cool to touch, with a guard that resembles a ice blue fish whose scale all look like snowflakes. The swords have an almost magnetic connection to each other and can not ever be separated.

The Inner World of Shinji's zanpaktous is a small island surrounded by a seemingly endless ocean. Some sections of the ocean are dominated by glaciers or even completely frozen on the surface, while others area are rules by spires of rocks and torrential storms, and elsewhere one can see magnificent coral reefs that paint the ocean floors and are overrun with the most beautiful sea creatures.

At this center island is where his zanpaktou's spirits can be found. One spirit is a larger than life male twin who has an aggressive and overconfident heir. He is the spirit that encourages Shinji to fight and occasionally taunts during moments of hesitation. The other is a female twin who is less than half the size of her twin brother with pale skin, and a very fragile appearance. She is the spirit that encourages Shinji to use his head and apply his abilities to combat his enemies in a less lethal manner when he is able. The twins have a gold silk ribbon around their waists that is unbreakable, bonding the two for eternity.

Shikai: Bind Together and Rise from the Depths, Umi no Tsuinzu
When Shinji activate his shikai his zanpaktous change into vastly different weapons. His katana becomes a massive cleaver-like sword (http://danbooru.donmai.us/data/sample/sample-9cf2272e7283ce107af25ff563ce5ef6.jpg) with a serrated surface similar to that of a shark tooth. His wakizashi turns into a sword entirely made of ice with smooth surface that is freezing to the touch. Attached to the lower hilts of both blades is a gold silk ribbon similar to the Zanpaktous' spirits. Shinji will usually either use one of his swords at a time, or use both simultaneously depending on the situation.

Shinji's Cleaver Blade is capable of producing waves with every motion he makes. The size of the waves is dependent on the power of his attacks. The current and pressure of the waves are also dependent on the speed at which he can swing his sword. This is a difficult task for Shinji since his Cleaver Blade is heavy and requires a lot of control to use.

Shinji's Ice Blade is capable of create and manipulating ice from the water particles with a close vicinity of him self. From this he is able to use the ice to create weapons, platforms, shields, etc. This ability however is limited in its manipulation. The larger the ice structure Shinji makes, the weaker its integrity is and the easier it is to break. He is also limited in his creation ability to an area of just 10-15ft spherical area around him which is a total of 11.2 gallons on average. He also can't use the water created by his cleaver blade.


12th Division Structure According to Katisugo

The 12th Division

12th Division is one of the smaller divisions of the Gotei 13 with just under six hundred members on average. 12th Division is current Captain is Katisugo Ichimyouri whom has been in command for just over three hundred years now. His high intelligence in most forms of Natural Science known to this date as well as what could be interpreted as modern day Chemistry.

12th division is well known for its supergenius', border lining madmen, and the great achievements they made, despite most details of these achievements are rather shady and obscure. Katisugo is no exception to this and in his last three hundred years has done his share of unusual experiments. Realizing that a number of its members tend to become mentally unstable overtime after his first fifty years as Captain, Katisugo has since focused on improving the ethics and mental stability of its members.

Captain Katisugo Ichimyouri second responsibility as Captain is ensuring the safety of his division members. After the tragic death of the previous Captain, Kamiya Hanako due to an avoidable safety hazard that was blatantly neglected to be cleaned. He personally watches over almost all experiments that 12th division members conduct. Even if the experiment is 99.9% safe, there is still a chance for disaster. Even experiments he personally heads are done in the safest manner. 12th division has become an essential part of Seireitei, providing many new tools for Shinigami to use, and libraries of research and data open to the use of all Shinigami.

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

Division Size: 596 official members.
Interns: 50-100
Artificial Souls: 200-220

Flower: The flower for the 12th Division of the Gotei 13 is the Blue Rose, which stands for Mystery, and Achieving the Impossible. These along with ones intelligence are the cornerstones of 12th division. All the members of 12th division seek to solve the mysteries of life, and Katisugo is no exception to this idea. Despite his slow pacing in conducting research and experiments it is a thrill to him to discovery and solve the mysteries of this world and go beyond what people say is impossible.

Motto: "Science is why each Answered Question Creates only more Questions to Answer."

Duties

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

Research & Development: The 12th division’s most famous aspect is that of research and development. It is their duty to keep the Seireitei supplied with the best and most cutting-edge gear possible.

Internship: Starting at third year in the shinigami academy, all students have the opportunity to undergo a six-month internship into the 12th division, where they learn about the many common devices the shinigami use in their training and duty and also help the small division with their own duties. Those interns who develop a taste for the workplace are invited to remain for the remainder of their time in the academy, during which they will further learn about the division and some will enter the ranks of the researchers.

Necessary Skills

Being a member of 12th division only requires that you are fairly intelligent and you have a yearning to learn and conduct both thrilling and possibly dangerous experiments. An combat skill is appreciated, but overall not necessary.

Promotion

As stated above, all official members of 12th division are seated officers. All members save for 5th rank and above are share equal authority and an equal voice or opinion on something. This allows members to present ideas to each other and provide insight without

Previous Captains

Katisugo shares one aspect with the previous captains of the 12th division is his intelligence. Other than that he, lacks the other attributes of disregard for safety of others, or respect for ethics and mental stability. Most of 12th division’s members hadn't achieved bankai, but made up for it by using state of the art machinery as part of their arsenal of weapons. Katisugo on the other hand had achieved bankai before becoming Captain, but is not as technologically savvy, sticking with Kidou and has Natural Ability.

Kamiya Hanako: Hanako led the division for an astonishingly long time if compared to her predecessors, 50 full years. Her captaincy model was seen by Katisugo to be reckless and lacking the necessary safety ideals that Katisugo has taken up.
Hanako died about 310 years ago, after slipping on an oil stain and falling off a ledge on top of an experimental reishi disintegration bomb.
Hideki Enomoto: Enomoto was rather reclusive old man. He spent his entire 43 years of duty with almost no social contact with his division members. Enomoto died as a result of a faulty valve that leaked a toxic gas into the lab, he was working in.
Genki Hayashi: Hayashi was the first Captain of 12th Katisugo knew when he transferred over to 12th division. He had been Captain for over a 110 years. He would assign projects consistently to the his division members almost working them to their mental limits daily. Hayashi had a loose order of safety regulations and procedure, but contained to many Gray Areas. Katisugo had a lot of respect for the man ideas, but hated his attitude towards his officers treating them as lowly peasants.
Hayashi died from an explosion made by a poor placement of reactants that reacted with each other.

Edge
2010-04-05, 05:54 AM
Zibarra Emet, 7th Division Captain
Name: Zibarra Emet (Last, First)
Gender: None, physically. Psychologically, male.
Height: 7’1”
Weight: 324lbs.
Hair: None.
Eyes: Pale.
Actual Age/Apparent: 247/???
Reiatsu/Speech: #222255,
Division: 7th
Seat: Captain.

Appearance:http://i537.photobucket.com/albums/ff334/SoullessEnigma/Warforged2.pngEmet’s most obvious feature is that his appearance is not human. Humanoid, but not human. Quite exactly what he is isn’t easy to pin down, but it is clearly artificial. Over a mass of what seems to be organic matter roughly similar to musculature, Emet is covered in an assortment of armour plating, quite haphazard and asymmetrical. His neck is topped with a mostly featureless head, its only distinguishing marks being the two pale orbs that are his eyes and the metallic plate inscribed with the Hebrew word emet – truth.

Whilst he technically has no need to clothing, Emet always wears at least his captain’s haori whilst on duty, and always dons the full shinigami uniform for captain’s meetings and other formal events.

Personality:Despite over two centuries of life serving in Seireitei, emotions still do not come easily to Emet. However, he enjoys jokes, cooking and long walks. He is also thankful for the support and teaching he has be given in the past, and remains grateful both for that and the position he currently holds.

History:It is unclear whether Emet’s previous life really was a life. He was certainly a ghost in the shell, but whether that makes him a soul or not is still a subject of some debate.

The spirit that would become Emet first gained a spark of self-awareness whilst dwelling within the shell of a sword in Gaza. Ascribed great significance by the one who wielded it, who was little more than a boy, the spirit residing in the weapon slowly grew. When the boy died, the spirit jumped to another object held dear by the one who used it. And so the process continued, the spirit jumping from one object to the next, until it ended up in a soroban (http://en.wikipedia.org/wiki/Soroban) in Japan. Now attached to an item requiring higher thought, it was able to develop at a vastly increased rate, enough that when the soroban broke, it left a spiritual echo.

It was strange and flitting, almost spiritual static, but eventually it was found by a confused shinigami who nevertheless performed konso on it.

The arrival of a metal man in the Rukongai did not go unnoticed, and neither did its surprisingly high reiatsu, nor the fact that it appeared with two blades.

After several weeks of interrogation determining that it was, in fact, a soul and not some horrendous entity bent on the destruction of Soul Society Emet, as the metal man had taken to calling itself, was given the choice to enter the Shinigami Academy. He accepted, and began training along with the other recruits as normal.

Showing an incredible rate of assimilation with the skills being presented to him, Emet graduated from the Academy with flying colours, his Zanjutsu and Hakudo well above average, his Hoho and Bakudo very respectable, and his Hado acceptable. He entered into the 7th Division, which was short of combat specialists at the time. Due to his rapid assimilation allowing combat techniques to quickly become rote, he rapidly rose through the ranks, quickly reaching Vice Captaincy of the Division. When the current Captain passed away, Emet was promoted to the position, mainly due to a lack of other viable candidates at the time.

Upon gaining the Captaincy, he began a reform of the Division, seeking to give it a new vision and purpose.

Combat: Zanjutsu: Emet is highly adept at Zanjutsu, having assimilated the rudiments a wide variety of fighting styles that he continually works on improving.

Hakudo: Emet is equally adept at Hakudo. The combination of metal fists and the ability to quickly assess an opponent’s position make him a highly competent unarmed fighter.

Hoho: Emet is competent with shunpo for his rank, but he is not a speedster. However, his reaction times surpass his own speed, allowing him at least a chance of keeping up with a speed-focused opponent’s movements.

Kido: Whilst able to use up to Bakudo 81 without incantation, Emet can only manage up to Hado 33 without incantation, and only up to Hado 54 even with incantation.

Zanpakutou: Sensou no Sharin – Wheel of War

Zanpakutou Spirit:A humanoid figure of silver and golden gears, sat at the hub of the largest gear in Emet’s inner world. Sensou no Sharin is quite distant and aloof, concerned almost entirely with logic and progression.

Inner World:A world of eternally turning gears of iron, steel, gold and silver, all of them driving a great machine above the central hub of the largest gear that periodically releases a great jet of steam.

Zanpakutou Unreleased Form:Whilst sealed, Sensou no Sharin takes the shape of a narrow longsword and a main-gauche. The hilts of both are wrapped in black leather, and each has a chain with a small cog on the end attached to the pommel.

Shikai: Eien ni maware, Sensou no Sharin – Turn eternally, Wheel of WarWhen released, Sensou no Sharin reshapes into a pair of bladed weapons halfway between a meat cleaver and a scimitar, the main-gauche remaining marginally narrower and shorter in this shape. In addition, a maze of gears and clockwork grow from the hilt of the weapons, and the hilts extend backwards at a 45 degree angle, changing into narrow spouts that slowly issue steam.

Powers
Kensaku – Grinding: In shikai, Sensou no Sharin’s blades vibrate at high speed similar to a Seele Schneider, though not to the same extent as the Quincy weapon, and it cannot use this function at the same time as Moumou to Agaru Jouki. However, whilst functioning, it increases the cutting power of Sensou no Sharin’s blades.

Moumou to Agaru Jouki – Cloud of Steam: When not powering Kensaku, Sensou no Sharin can instead produce great blankets of steam. As well as obscuring vision, the increased moisture in the air impedes fire-based attacks as well as improving water or ice based ones. The cloud remains for as long as Sensou no Sharin is assigned to this task and for up to a minute afterwards, depending on surrounding conditions (wind speed, temperature, etc).

Joukidouryoku – Power of Steam: Sensou no Sharin’s final ability is to empower other spiritual beings. By placing the hilts of both weapons upon another spiritual being’s weapon or body, Emet can bestow any degree of his own reiryoku to them temporarily.

Bankai: Shinjinbukai Sensou no Sharin – Godly Wheel of War
In bankai, Sensou no Sharin alters into the following shape. An overlarge gear, shielded from behind by cast iron, and a pair of valves spurting steam appear on Emet’s back, interlocked with a series of other gears and supports that ultimately lead to a ramshackle box on both of his upper arms. In turn, these connect via a form of segmented piping to Emet’s weaponry, which have now changed significantly. The blades of Emet’s cleavers have expanded to roughly fight feet in length and three feet in breadth. Their cutting edges are hollowed out and filled with a series of razor-edged gears that are powered by the steam carried down the piping, spinning at high velocity as long as their power source remains. However, the blades now merely serve as bayonets. The main weaponry of Shinjinbukai Sensou no Sharin is a pair of double-barrelled cannons. Both these and the chaingear blade bayonets are heavily integrated into Emet’s forearms.

Powers: Aside from the improved cutting power of the enhanced blades, Shinjinbukai Sensou no Sharin possesses the following abilities:

Suijoukihou – Steam Cannons: Shinjinbukai Sensou no Sharin’s cannons fire reiryoku projectiles that pack a considerable punch at a good rate of fire.

Kyuukyokutenrai Suijoukitaihou – Final Divine Great Steam Cannon: Placing both cannons together, they and the chaingear bayonets assimilate into a single massive ramshackle cannon. The cogs on Emet’s back go into overdrive, the valves alongside them letting out a final massive burst of steam before it all collapses and crumbles. The cannon, odd nuts, bolts and pieces flying off as the power courses down its barrel fires one last shot of massive power before falling apart. Using this technique destroys Emet’s bankai, and it requires several weeks to be rebuilt.
7th Division
The 7th Division

The 7th Division contains the architectural experts of Seireitei, whether they be architects, military engineers or siege engineers. In times of war, it is they who reinforce the Seireitei, supply routes and other strategic assets the shinigami need to hold. In peacetime, they maintain the walls and gates of Seireitei, perform repair work on the structures of the city and the nearby Rukongai, the roads and perform any landscaping required for projects.

The 7th maintains close ties with the 4th, 8th and 12th Divisions, as well as the Kido Corp. As the 4th handles logistics, it is often up to the 7th to secure and reinforce the defences of vital points on supply lines. The 4th’s janitorial duties sometime coincide with the 7th’s construction and reconstruction duties as well. The 8th’s direction and prioritisation of points of strategic value can vital for determining the effectiveness of the Division’s fortifications, and the 12th provides new technologies for the 7th to utilise in its duties. The Kido Corp’s research into kido can prove vital in both the Division’s offensive and defensive wartime duties, with new Hado allowing individuals to function as artillery and Bakudo making fortifications that much harder to bypass.

Division Size: 600 total. Of those, only 30 are seated, including Captain Emet and the Vice-Captain. Emet maintains a strict policy of one shinigami per seat, and frequently adjusts the rankings based on power gains and losses to maintain organisational effectiveness.

Flower: Bumblebee orchid – Industry.

Motto: "A strong foundation, lest the tower fall."

Duties
Architectural Planning: It is up to the 7th to plan and design any new construction or reconstruction of bureaucratic Seireitei property. Third parties seeking to construct on their own land must come to the 7th for initial planning permission.

Construction, Reconstruction and Field Construction: In addition to planning buildings, it is up to the 7th to actually construct them, whether it be an extension to a Division’s barracks, a repair of the walls of the Seireitei, or the deployment of prefabricated structures for the front line. Any construction or demolition is handled by the 7th.

Siege Engineers: If the strange oversized weaponry of the 12th Division or the Kido Corp ever needs to be deployed, it is the 7th who entrench them when needed and who act as battery commanders.

Deathstone Quarrying: Given the frequency with which they may require it, it is up to the 7th to mine, quarry or otherwise obtain and cut any seki-seki they need for their work. Any other Division that requires it must go through the 7th.

Necessary Skills
Emet looks for candidates with an interest in architecture and construction or demolition. Skill with Hado and Bakudo is a definite plus, but a useful offensive or defensive shikai is just as valued. Emet prefers individuals with a passion for the work they must accomplish, but not those who put it before orders – those who enjoy massive property damage are not overly welcome in the Division.

Promotion
The 7th maintains two organisational structures – the seating system and separate rank system. Seats are granted purely on basis of strength, whilst the other rank system is based on organisational competence. Seating is used purely as a track of the Division’s power, whilst the second rank system functions as the organisational one. Emet and his Vice-Captain hold first and second rank, respectively, in both systems. The second ranking system uses the following ranks:

Brigadier: The Captain.
Lieutenant Colonel: The Vice Captain.
First to Thirtieth Lieutenants: Commanding officers.
Privates: The rest of the division.

Previous CaptainsAll names in first name, last name format.

Arata Fujimoto: Emet’s immediate predecessor and the Captain whom he joined the Division under, it was Fujimoto who brought the Division into its current shape. He deemed the war with Las Noches, Cold or not, a major problem and was determined to make sure that Seireitei could withstand and recover from attacks as easily as possible, whilst making the opposite true for the Arrancar. He had been Captain for 350 years, and it had taken much of that time to reorganise the Division into its current shape. Fujimoto passed away due to natural causes just over 120 years ago, giving Emet the chance to take his mentor’s place.

Katsuo Himura: Fujimoto’s predecessor, Katsuo only maintained the Captaincy of the Division for 98 years. A powerful individual, but ultimately incompetent in a leadership position, Katsuo had no purpose for the 7th and effectively turned it into a poor imitation of the 11th. His Captaincy ended when he was promoted to the Royal Guard.

Nori Ito: Katuso’s predecessor, Ito managed a longer stint than his successor, but it was not much more successful. Under Ito, the 7th became the self-proclaimed morale officers of the Gotei, though in reality they were little more than hedonists looking for any excuse to throw a party. Ito managed 286 years as Captain before the Central 46 grew tired of the antic of him and his Division and had his reiryoku sealed and exiled him.

Makoto Honda: Ito’s predecessor and the last Captain prior to Fujimoto with a real vision for the 7th, Honda formed the 7th into a Division for Honour and Justice. They became a police Division, though as time went on in Honda’s 436 years as Captain, their judgements became increasingly draconian as they came down on all forms of perceived corruption. Their harshness is alleged to be the reason for Ito’s extreme light-heartedness. Captain Honda’s ultimate fate is not recorded, but it is assumed he passed away, either in combat or naturally.
----------------------------------------

Aléjandro Mendez, Cuarta Espada (First Name, Last Name)

Speech, Reiatsu and Cero Colour: Indigo.
Aspect of Death: Complacency.
Fracción: Vincente Ortiz (http://www.giantitp.com/forums/showpost.php?p=8583141&postcount=46)

Physical Description
Aléjandro is of relatively average build, but is leanly muscled. His most striking feature is his hollow mask, which still covers the entirety of his face (http://i537.photobucket.com/albums/ff334/SoullessEnigma/AlejandroMask2.png). His hair shoots out back from his mask in a shock of indigo, and his reptilian eyes leer out from behind the bone of his mask. He wears his zanpakutou on his right, and keeps his clothing immaculate at all times. His Espada number (assuming we keep this) is located on his right hand, and his hollow hole is located on the left side of his chest.

Personality
First and foremost, Aléjandro is a thinker. He spends much of his time in the library of Las Noches, reading up any subject that piques his interest, particularly philosophy, both that of living humans and that of Soul Society, and even the rare introspective Arrancar that has come before him. He is calm and contemplative for the most part, and remains so even in battle, even when faced with defeat or on the cusp of victory.

Abilities

Combat Abilities: Aléjandro's strength, speed and hierro are average for one of his rank, but his technical swordsmanship is noteworthy.

Discouraging Draw: Aléjandro has perfected a defensive technique whereby he draws his sword by pushing it out of its scabbard with his right thumb at high speed. He then quickly grabs the hilt so that the blade actually has some force behind it. This essentially allows him to parry with his sword still sheathed.

Face of Regret: No one knows what Aléjandro's face looks like under mask, not even he. If anyone breaks some or all of his mask off to see his visage, they see the face of their dearest departed loved one - even Aléjandro, who is plagued by a massive number of faces, all the missing loved ones of the souls that form his composite self, if he looks at his face in the mirror. The visage is accompanied by a reiryoku-empowered compulsion, and anyone seeing what lies under Aléjandro's mask will be hard put motivating themselves to harm him.

Zanpakutou
Mahurkur (lit. "great mountain beast"). Sealed, Mahurkur takes the shape of a Western longsword

Resurrección: Exhale, Mahurkur.
In his release, Aléjandro appearance does not change drastically. His upper torso, stomach and upper legs are covered in the bone armour of an Adjuchas, as are his hands and forearms, forming claws that can function as perfectly serviceable weaponry, accompanied with blades along the outside edge of his forearms that taper off to a point about two inches beyond his elbow. A tail of Adjuchas bone trails extrudes from the base of his spine, and his mask ceases to be purely decorative, becoming a fully functional set of jaws. All the Adjuchas bone sported by his Resurrección is almost craggy in appearance.

Combat Abilities: In Resurrección, Aléjandro's strength and hierro increase notably, and his speed improves to a very small degree. His tail's physical strength is roughly twice that of the rest of his released self.

Cero Exhalado - Exhaled Cero: In Resurrección, Aléjandro gains a cero variation he can use instead of the standard. Cero Exhalado is shorter ranged attack exhaled in a cone from Aléjandro's mouth. The blast can be maintained up to five seconds, and energy is the blast clings to flammable substances it touches, burning for a few seconds before extinguishing.

El Dragón Sé - The Dragon Knows: Upon consuming the flesh of any spiritual creature whilst in Resurrección, Aléjandro immediately knows what sort of creature they self-identify as, as well as how many releases they can currently use. Vizard masks do not count as releases for the purpose of this ability. He can also identify them perfectly solely through scent for 365 days.

Fuerza Antigua - Ancient Force: Aléjandro's Resurrección is like a slumbering dragon - slow to wake, but powerful once it does. In a manner similar to Ikkaku's bankai, it increases in strength the longer it is active. Aléjandro's strength, speed, hierro and cero potency increases by roughly 5% of their initial Resurrección strength every in-game thirty seconds/three posts, the increase maxing out at 150% of his initial strength after 5 minutes/30 posts.
Segunda Etapa: Nabbar Mahurkur (God-Splitting Great Mountain Beast) Not yet achieved.
http://i537.photobucket.com/albums/ff334/SoullessEnigma/AlejandroMendezPre-Arrancar.jpg
In Segunda Etapa, Aléjandro reverts to looking much like his pre-Arrancar self. He remains roughly humanoid, though he adds a couple of feet in height and a few hundred pounds in weight. Now just comfortable on four limbs as two, his Adjuchas armour spreads to cover his entire body, dulling to an earth brown and taking on the consistency of rock. His reiatsu glows from the cracks between his armour, and a pair of jagged, non-functional wings rise from his back.

Combat Abilities: In Segunda Etapa, Aléjandro's speed improves slightly, but his strength and hierro improve greatly, and his tail retains its double standard strength.

Aliento de la Aniquilación - Breath of Annihilation: Ostensibly still a cero, this devastating technique functions as a ranged instrument of death. Whilst charging, the reiatsu showing through the cracks in Aléjandro's armour start fading, starting at the tip of the tail and working along to the head, where it collects in the mouth and charges. The conical blast caused by the technique is roughly 250ft long and equally as wide. The energy of the blast also clings to those it strikes like that of Cero Exhalado.

Furia de la Tierra - Rage of the Earth: Aléjandro gains the ability to create 10ft wide, 50ft long, 100ft deep fissures by touch, and then a moment later fire an equally sized cero-like blast upward from the crack.

Aléjandro's Demesne
A Platonic Realm
Aléjandro's sector has been separated into four quarters: Cuprum, Argentum, Aurum and Mercurius. Any Arrancar is free to dwell in the sector, but must follow the laws outlined here:


Law the First: Denizens and visitors may move freely throughout the sector, but denizens may only dwell in the quarter allocated per these laws.
Law the Second: Those Arrancar who choose to dwell within the realm of the Cuarta whose focus is in arts and industry of great use that require skill and/or forethought, such as woodworking, smithing, weaving or warfare, are required to dwell within the Cuprum Quarter, and must acquiesce to reasonable requests given to them by denizens of the Argentum, Aurum or Mercurius Quarters.
Law the Third: Those Arrancar who choose to dwell within the realm of the Cuarta whose focus is in purely intellectual matters, such as law, the sciences, strategy or mathematics, are required to dwell within the Argentum Quarter, and must acquiesce to reasonable requests given to them by denizens of the Aurum or Mercurius Quarters.
Law the Fourth: Those Arrancar who choose to dwell within the realm of the Cuarta whose focus is in matters both intellectual and spiritual, such as philosophy, theology or the sciences and metaphysics of the afterlife, are required to dwell within the Aurum Quarter, and must acquiesce to reasonable requests given to them by denizens of the Mercurius Quarter.
Law the Fifth: Only the Cuarta, his Fraccion and their personal guests may dwell within the Mercurius Quarter.
Law he Sixth: A 'reasonable request' is determined as a request that does not threaten the well being of the one so requested, with some form of recompense provided for performing the request.
Law the Seventh: The edicts of the Cuarta's Fraccion as pertaining to the sector are overruled only by the Cuarta himself and the Ghost King and his Queen. The edicts of the Cuarta as pertaining to the sector are overruled only by the edicts of the Ghost King and his Queen.
Law the Eighth: All edicts and laws of the Ghost King and his Queen are in effect in the Cuarta's Sector. If any edict by the Cuarta or his Fraccion unknowingly clashes with an edict or law of the Ghost King or his Queen, then the word of the Ghost King and his Queen takes prevalence.
Law the Ninth: Duels may only be conducted within the sector in the Cuprum Quarter's arena. The nature and terms of the duel must be agreed upon by both participants beforehand, and the duel must be observed by a neutral third party. Failure to adhere to the established rules of the duel is punishable by imprisonment, within the Primera's sector if currently feasible. Killing an opponent in a pre-agreed duel to the death without a neutral observer is treated as murder of a fellow Arrancar and punished as such.
Law the Tenth: A denizen of the Cuarta's sector must always be working on a project of some description, with a week's leniency given upon the completion of a project. Denizens must be able to supply evidence of their progress to the Cuarta and/or his Fraccion on a bi-monthly basis.


Geography of the Cuarta's Sector

The Cuprum Quarter
The Cuprum Quarter is situated around the entrance to the sector, and is the largest of the four quarters. The quarter is filled with large numbers of one and two storey buildings, mostly housing, but also contains forges, workshops, loom mills and other industrial buildings, as well as a large varieties of restaurants, bars and public houses. At the centre of the quarter lies the arena, which is more often utilised as an amphitheatre than it is as a battleground. The arena is the only building the quarter than breaks three storeys.

The Argentum Quarter
With a considerably small area than the Cuprum Quarter, the architecture in the Argentum Quarter is more vertical. Buildings are usually at least three or four storeys, and can often reach six or seven storeys. Again, most buildings are devoted to housing, but the quarter also contains a large number of fora, labs, lecture halls and workshops.

The Aurum Quarter
Smaller again than the preceding quarter, the Aurum Quarter takes verticality as a standard of its architecture and runs with it. Buildings in the Aurum Quarter are typically ten storeys at minimum. With a considerably smaller population than the Cuprum or Argentum Quarters, a far less extreme percentage of building space is given to housing in the Aurum Quarter. There are many fora, lecture halls within in the Aurum Quarter, but most of the building space other than the housing is in fact currently undeveloped.

The Mercurius Quarter - the Palacio Cuarta
With a vastly smaller plot of land to work with than any of the preceding Quarters, the Mercurius Quarter consists solely of the Palacio Cuarta. An elegant building with little in the way of ostentatious external decoration, the Palacio Cuarta uses mainly shape, verticality and contrast to make its impression. The interiors are tastefully decorated (http://fc08.deviantart.net/fs17/f/2007/181/e/7/Palace_by_nOfx13.jpg), with ostentation kept to a minimum. The higher levels of the towers of the Palacio are given over to living quarters for the Cuarta, his Fraccion, and guests, including personalised kitchens, each with their own head chef and team of cooks. Lower levels of the towers and the main body of the Palacio are given over to other things: the great hall functions as amphitheatre, lecture hall, debating room and mental workplace. Most of the Palacio, however, is given over to the Grand Library of Las Noches. Taking up an exactly calculated 89.45% of the Palacio's space, the library consists of hundreds of floors, each with a dedicated subject, check-out desks (both manned and automated), a unique computerised catalogue (including a floor-by-floor map of the library with the dedicated subjects thereof listed) and, of course, millions, if not billions of books. Some seem to be impossible acquisitions (papyri and others documents whose catalogue files claim to originate or be copies of documents from the Great Library of Alexandria and similarly ancient centres of knowledge), but they seem to be authentic enough - most of these not having been translated.

The library staff are all technically Aléjandro's Fraccion within the grand scheme of Las Noches, but they are not granted the benefits of that status within the sector, other than being allowed to dwell within the Mercurius Quarter, and all lack the strength one would expect of a true Fraccion.
----------------------------------------

Erik/Riku/Eriku Ginomamori (First Name, Last Name)
Age: 127
Reiatsu/Speech Colour: #330000. Feels like lying in a warm bath… drowning.
Affiliation/Rank: First Apostle of Chaos Made Flesh (self-bestowed); former Ail of the House of Glyndwr

Physical Appearance: Eriku is of mixed White British and British Japanese heritage, the tone of his skin residing halfway between those of his two parents. His hair is short, spiky and black, and the irises of his eyes are a dullish red. He is tall, and built with densely packed muscle that leaves him looking athletically slender. The features of his parents blend into an attractive face, which combined with elegance, poise and almost tangible charisma, make him stunningly handsome.

Almost as stunning is his voice. Almost always tinted with an edge of seduction, Eriku’s words are like silk over pearl, always spoken softly, but rarely inaudible.

Eriku’s typical outfit consists of a black suit with a deep maroon shirt, the top button left undone but nevertheless accompanied with a navy blue tie. He typically wears his zanpakutou at his right hip.

Personality: Eriku bores easily, and loves to be different. It’s why he joined Kujo in the first place. Over time, he came to love the man rather than difference and freedom he provided, idolise him even. Quite when Eriku took the step that made Kujo into his personal deity is up for debate, but the rogue shinigami will now and forever have Eriku’s devotion and service.

Eriku is not reserved about his faith, either. He is more than happy to proselytize to all in his cool, charming manner, even in the midst of combat. However, he has no patience for infidels and heretics (as he sees them) – those who not only refuse Kujo’s perceived divinity, but also actively act against his lord’s wishes.

History: Born and raised in Britain by a White British father and British Japanese mother, Eriku’s mortal life was uneventful up until his death in traffic collision. Brought over to Annwn, Eriku showed promised, and remarkably quickly worked his way to the position of Ail of his House with remarkable speed, mostly due to the time he spent on combat training out of boredom. But he was still bored.

One year, whilst serving as a Fianna, he deserted, leaving Britain behind in search of excitement elsewhere. It was on his travels that he encountered Kujo, and Eriku quickly became one of his most devoted followers and servants.

Combat: Eriku is specialised in Zanjutsu and Hoho, and barely competent with Hakudo.

Ealaín/Kido: Eriku is proficient with Silakus 73 and Girserusu 77, and can use up to Silakus 54 and Girserusu 58 without incantation.

Treoir Anam/Zanpakutou: Kuroyousei (Black Claim)

Sealed Form: Kuroyousei take the shape of a katana whilst sealed, with a deep, dark maroon binding on the grip.

Spirit: The spirit of Kuroyousei takes the shape of a middle-aged man with shoulder-length dark hair, his face obscured with a straw hat. He is clothed in an altered version of shinigami shihakusho, white replaced with blue-black, and black with a deep, dark maroon.

Mindscape: An endless green field around a small hillock with a cherry tree atop it, its flowers in full bloom.

Shikai: Tsukurigoto, Kuroyousei – Lie, Black Claim

Shikai Appearance: In shikai, Kuroyousei shifts into a kaiken ( http://en.wikipedia.org/wiki/Kaiken_(dagger)) with a guard that curls back towards the hilt to form a ring. The hilt retains its dark maroon bindings.

Shikai Abilities:
Zanitsuwari – Cutting Lies: Whenever anyone lies, whether to someone else or to themselves whilst within earshot of Kuroyousei, they are wounded on a random part of their body as though they had been cut by Kuroyousei’s shikai form. The wound is deeper the more serious the lie is.

Kyouko no Moushiyou – Strength of Words: The severity of the wounds caused by Kuroyousei in shikai increase slightly every time a word is spoken within earshot of it during shikai. The effect fades upon reseal, and it can never more than triple the effectiveness of Kuroyousei.

Geasa
Eriku is held by the following geis:
Is physically incapable of harming anyone in love with him.
----------------------------------------

Caerwyn ap Gruffydd, Earl of Powys, British Ambassador to the Court of Pure Souls (First Name, Patronym)
http://i537.photobucket.com/albums/ff334/SoullessEnigma/CaerwynapGruffydd.png
Age: 987
Reiatsu/Speech Colour: Dark Grey. Feels like rubbing against granite.
Rank: Ambassador to Seireitei and Earl of Powys; former Ail of the House of Arawn.

Physical Appearance: Caerwyn appears as an old man, tall and unbent by age. His white hair is worn long and loose, and is accompanied with a matching full beard. His eyes are a steely grey, and as yet undimmed by his advancing years, and his left bears an old scar underneath it that stands out against his oddly pallid skin. He prefers to dress in understated but detailed clothing in muted colours, favouring sable, leather and home-spun wool.

Personality: Caerwyn is gruff, but tactful. A dedicated and focused man all his life, he has gladly dedicated himself to the position his monarch provided him with after his forfeit of the rank of Ail. He does not take frivolity well in serious situations, but does not mind it in small doses outside of such moments.

History: Caerwyn long served as the Ail of House Arawn, remaining faithful and serving competently to both the Pennaeth he served under during his time in service. He was selected to be Fianna a number of times, taking the opportunity to learn as much Ealaín from wandering Aois-dŕna as he could during his years away from the House of Arawn.

He married midway into his military career and had three children, all of whom have gone on to make their parents proud. As age caught up with him, he forfeited his rank and handed the reigns over to the next generation. His monarch offered him the position of ambassador to the Japanese afterlife, and he accepted.

Caerwyn and his wife, Alis verch Cefn, moved to the Seireitei roughly ten years ago for his new position. So far, diplomacy between Annwn and Seireitei a major issue, but he has been glad to offer advice when it has been called for.

Combat: Caerwyn’s once Vice-Captain level skills have diminished with age, his speed and reaction times in particular suffering. He currently stands at around a 5th Seat in combat effectiveness.

Ealaín: Caerwyn is proficient with up to Silakus 73 and Girserusu 73, and can use up to Silakus 54 and Girserusu 58 without incantation.

Treoir Anam/Zanpakutou: Trahaearn – “Very much like Iron.”

Sealed Form: Trahaearn’s sealed form takes the shape of a bastard sword, the grip bound tightly in red leather, and the hilt and pommel done in a gold/silver alloy.

Spirit and Mindscape: The spirit of Trahaearn takes the shape of a rough humanoid made of iron. His mindscape is a reflection of his family’s estate back in Powys, only starker and more harsh in its lighting.

Rhyddhau/Shikai: Stand firm against all onslaught, Trahaearn.

Geasa
Caerwyn is held by the following geasa:
Must not yield in combat until on death’s door (bestowed by Trahaearn, sanction: loss of Rhyddhau).
May not refuse any food offered by a woman (bestowed by Ealaín tutor, sanction: loss of all Ealaín for one month).
May not harm another on 22nd May, 1st April, 30th June or 23rd November (bestowed by Alis, sanction: loss of wits, Alis may divorce and receive all joint property).

Kasanip
2010-04-06, 05:18 AM
Kondo Family and Shrine
It is supposed to be a safe place for human characters to plan, meet, heal, or train, like Urahara's shop.

Houheiden Shrine

Houheiden Shrine (泰幤殿 神社)

the Houheiden Shrine stands at the top of a decent sized hill in the less developed side of Fushichou Phoenix Town. Though the Shrine does have a good view of the surrounding area, the hill itself is still heavily forested, providing seclusion but also perhaps limiting visibility from the shrine as well. There is one entrance to the shrine, a stone path of stairs that leads up to the Shrine Grounds.

Unnecessary information:

The most important building stands directly to the front up another small flight of stairs: The Sanctuary building where the actual deity is enshrined (Honden), which lies behind the Hall of Offerings where people actually stand to offer their prayers (Heiden).
Off to the left, there stands another single story traditional building that serves as an administrative section, as well as the place where fortunes and charms can be purchased (shamusho).

There is the fountain where visitors clean their hands and mouth for ritual purification (temizuya) which stands next to the Gateway (torii) that marks the end of the flight of stone steps. Flanking the entrance way at the end of the stairs are two lion-dog statues (koma-inu) that serve as traditional guardians to the Shrine. The steps extend down for about almost three hundred meters, and though the incline isn't terribly steep, it is still a good distance uphill coming up to it. The stairs are flanked by woods - it's a relatively serene walk. At the base of the stairs the stone pathway flattens out for about ten meters or so, and there is another gate that marks the entrance to the shrine's 'domain.' The trees stop, and there is a sidewalk and road that the pathway ends at rather abruptly...and then one is in the 'city.' The shrine lies on a sleepier edge of the city.

The Shrine is, like all shrines, a gate to the spiritual world. It is a pure place that lies on such a boundary. Seireitei can use the Torii gate of this shrine as an entrance to the world, so long as it obeys 犯幅戒絶対酷評 (please see Sayaka's sheet).



Houheiden Shrine Family

近藤 桜弥香
Kondo Sayaka
Age: 16
Height: 152 cm
Speaking color: #008899
Appearance: Sayaka's eyes are a tinted green, and her hair a dark blue/black color. Her hair is fastened in front and pulled to her right shoulder with a hair tie. Most often to be seen in her shrine robes as she works, yet she may also be seen in her school uniform occasionally.



http://i1015.photobucket.com/albums/af275/umbrellako2/sayakakondo-1.jpg

Personality: Most of her classmates know of her because they have seen her working at the shrine around holidays, and though she is friendly and a little shy, they have never expected her dual-life nature to be this big. She comes across as a slightly shy, if modest girl- friendly to those that would approach her, with a hint of grace to her. She is very earnest and though she has great self discipline, she is still a high school student.

After her age was regressed in a supernatural incident, she seems a little more vulnerable and outspoken, but not as cold and distant as she used to be. She is stressed due to the adjustments to her life that have happened, even if she doesn't understand some. But she is starting to rely on others and try to make more friends. Before incident, Sayaka was conflicted between attempting for 'normal life' and her family position, but had never acted to change her path until now. Beginning to adjust to her new life, she is trying to make the most of her chance for a second life, and also is starting to embrace her own identity and path.

After the recent incidents though, she is becoming opposed to Hollows more surely, which may influence her on the shinigami. Certainly to her classmates, she is willing to help them however she can.

Background:Sayaka is now a first year high school student. Due to her age regression in a supernatural incident, no one seems to remember her as a former second year student. So, while she had been the 2nd year class's Health Officer, that has been changed. Her record and attendance in the Japanese archery club is also gone, though she has been thinking to join again now...But she will have to start from the beginning. She wants to apply to be Health Officer again, and seems much more interested in school and her friends.

Perhaps one other difference is that while she had had a very bad attendance record and few friends, now that past is gone too, giving her a new chance to preform well in school. So far she has had perfect attendance and is doing well in her classes.

Outside of school, she lives at the Houheiden Shrine, her father (Haruaki) being the priest there. What isn't known about her is that Sayaka's family has long been involved in spiritual affairs. Rather, she's the heir in the family line that has lasted since ancient days. Sayaka does have her family job to perform, so she must wake up early and help in the evenings with taking care of the shrine. Now that Ken has moved into the Shrine with her family, she is teaching him to help out while her father is training him.


Abilities:

弓と御札 (Bow and Paper Talismans)
Sayaka's ability to 'attack' is using paper talismans either attached or shot with her bow. It is not a spiritual bow like a quincy, so it's usefulness is only within the human world. The talismans are paper and are made to hold or purify evil. They may be used to protect an area from hollows coming within, like a miniature border, but it's effect wears off after some time.

応急処置訓練 (First Aid Training)
Sayaka has a limited ability to heal, but knows her first aid well, and may be able to stabilize an injured person. They should go to her father, or a hospital later.

御守 (Talismans)
These talismans are for protecting such things as health or traffic safety, or to help school examinations, and are useful to humans. Maybe it is not so useful for spiritual beings, but Sayaka probably would sell them anyway if it was desired.

御神籤 (Paper fortune)
It is tradition to receive these at shrines, and it will hint at your future to come. Be careful of 'Curse' fortunes.

地方の守護 (Protection of Localness)
The Shrine is sacred space, a dedicated land between the earth and sky, and life and death. Because it is such a place, the job of Sayaka and her father is to maintain it's peacefulness and neutrality. This is done with 犯幅戒絶対酷評. There are a small number of people who come quaintly to this shrine pray and ask for services, so it is not unknown.

犯幅戒絶対酷評 (Absolute castigation of transgressors)
The area of the shrine is an area of no conflict. Aggressive weaponry and spiritual powers and abilities come to no effect here, and seem only as illusory images. So a shinigami may appear to have a sword, but it cannot strike. A Quincy may appear to have a bow, but it cannot pierce. Naturally hollows cannot enter the shrine's area anyway, so it is a safe place. Of course so too is Sayaka and Haruaki's aggressive spiritual powers cannot be used in such a place. Noncombat abilities like healing are okay to use in such a place. Of course physical strength is not an illusion, but to threaten risks banishment.

Her Father:

近藤 晴明
Kondo Haruaki
Age: 43
Height: 176 cm
Appearance: Tall with closed eyes and a calm smile, Haruaki wears robes of the shrine when he is there, otherwise wears jeans and casual shirts.
Personality: A little quirky, he loves to play affectionately in a humorous manner, to the exasperation of his daughter. Yet he is also a very perceptive and serious father, with very studied knowledge and experience with the supernatural. With just a simple opening of his eyes, one can see the change from buffoon to teacher and priest. There is something mysterious about him still. Maybe he has connections?

Role: Maintains the Houheiden shrine with his daughter Sayaka, who he dotes on. He preforms many services and likely will become something of a mentor or source of information for the humans who get spiritual powers. In addition, the Shrine may become something of a place to rest, heal, or train, for the humans... though it is not a 'playground' as he would say.
Abilities
Please see Sayaka's sheet.
He is of greater spiritual power, and can use prayers in form of chanting. Something kind of like Kido or Bakudo, but there is no shortened form for these prayers.


My partner character for Purple Rose's mortal human Takara.



襟巻 "Eri" (Erima)

Age: 108 (looks like a 16 year old student)
Type: Tsukumogami (please see 'Nature and Abilities')
Height: 160cm
Appearance:
In human form, Eri appears as a student of the same age as Takara. She wears her hair with a ribbon tied in it, generally patterned or colored, and prone to being changed by day.
Often it actually is patterned in the style of whatever pattern or color she last was appearing as when she was a scarf. Her appearance is unimposing, and though she has good posture, often she is seen lazily in class, though she is quite proficient in PE.

(Human form)http://i1015.photobucket.com/albums/af275/umbrellako2/emono.jpg
Other (see below)
Being a scarf otherwise, she can appear in different shapes and sizes, as well as color or pattern to match an outfit.

Personality
A practical and deliberate being, Eri gives off a little bit of an air of 'coolness' though she is very 'down-to-earth.' She is quiet and serious most of the time, not that she is anti-social (she actually really enjoys learning and talking to people deep within), but she is wary of her own lack of experience in conversation and perhaps the certain oddities of her character. She maybe even is a little shy.
Certainly proud and confident in her own nature and ability, she nonetheless is a 'straight-man' kind of character, who is constantly put off-balance by the energetic and excitable Takara.Of course, part of this is due to her lack of ability to accurately predict human nature, though Takara's often compulsive attitude does not make this easy anyway. She is something of a 'tsukkomi' or 'tsundere' kind of character. Sometimes Eri tries to distance herself from 'humans' but actually greatly enjoys their presence. She is a little ignorant of a lot of things still in human life, but yet is very perceptive on people's feelings, even if the motivations behind them are difficult to understand for her.

Background:
Eri is a tsukumogami- a 'youkai' who became alive, but was originally an object. Her original form is a scarf, made by the great-grandmother of Takara. She was well cared for and worn by both Takara's grandmother and mother. Somehow, she ended up in storage with other things as Takara's family settled became a little better off after the war. Having been used and then neglected for 100 years, she can assume a human form at will, and she has a monstrous form (her 'youkai' form).
She likely would have become an angry and vengeful spirit, except Takara appeared and 'adopted' her, finding the scarf within the attic of her house. Playing with it often when she was younger, one day while playing the scarf became a human somewhat like her, and they became friends. Since then, they have quite been inseparable.
Nature and Abilities
Tsukumogami
Being a supernatural existence, Eri can see ghosts and other spiritual beings. Being a tsukumogami, her original form is a scarf, made by the great-grandmother of Takara. Having been used and then neglected for 100 years, she can assume a human form at will, though because of her bond with Takara's family, if 'wielded' or 'held' by one of their family members, she cannot return to human form until released.
A Good Muffler: As a 'shapeshift object' she can change her form slightly within reason. For example,as a scarf she can become longer or thicker, change color and pattern. This makes her a valuable accessory (sometimes to her chagrin) to Takara.
Under Eri's own power, she can do such things as turn one of her arms into part of a scarf- but such a thing is frightening for humans and she considers it extremely poor taste. An insult to both humans and to youkai.
Wearing: When Eri changes between forms, she returns to her other form in the appearance of what she was like before. For scarf, this means that what pattern/color her last form was (which can be changed then easily). For a human, this means she is wearing whatever she was wearing before she changed.
Injury: When she is wounded, this will affect her between forms. For a scarf, she maybe appears more worn and frayed. For a human, she may be scratched or bleeding. For her monstrous form it may be a combination of the two.
Combat monstrous form: The 'monstrous' form of Eri is the scarf, much elongated, and yet seemingly (for those with spiritual vision) emitting a dangerous, purple aura. The ends of the scarf are razor sharp claws, and the whole form is animate and strongly resistant to slashing weapons. Often though when worn, Takara controls her. Quickly slashing and striking like arms or serpents themselves, it would be difficult to approach Takara easily. Eri's more 'youkai' nature comes out, and she generally is more inclined to violence and enjoys causing fear.
Traits
Warm
Because of her actual nature as a scarf, Eri isn't bothered by cold weather. For example, her hands are always warm to touch, though this slight strangeness has in the past caused people to think that she in fact has a fever when she does not. Likewise, the opposite is true in summer. While she is fine in cold weather, she is not fond of hot weather.
Sleepy
Often Eri seems a little weary or gloomy. It is likely because she has exerted her power too much, or not gotten enough sleep. If forcibly wielded as a weapon in monstrous form by Takara, Eri is generally weary and tired after it (which tends to make her less agreeable). If she's very tired maybe she'll just sleep where she is, or become a scarf for a while.
Youkai nature
Because she is a Tsukumogami, she cannot enter into holy grounds like Shrines or Temples in human form. Even though she can normally communicate with Eri while a scarf, she is completely silent, as if just a normal scarf within such places. Obviously she would prefer not to go to such a place, and if she has the option, she will refuse to accompany Eri (or whoever she is with) into the place. If pulled forcibly into the grounds, she will automatically become a normal scarf (like above) until they leave.
In human form, she very faintly gives off a trace of supernatural energy, though trained priests or other supernatural creatures probably are the only ones who could identify that aura as being a youkai. This trace of energy is from the 'magic' of gaining a human form. It is something like a 'gigai' except a real body. (If you would please, talk to me in a pm before assuming your character can look at her and tell instantly what she is. I am happy to work things out, but this is not the case of her being a ghost or spirit, for those who can see such things.)
When she is in scarf form, she gives off no such energy and is just a scarf. In her combat form, this energy is much more visible (and can likely be noticed even by the other spiritually aware mortals).

Abomination of Life
Eri absolutely hates and is terrified of moths and other cloth-eating insects. She will slay them wherever they are and whenever she finds one if she can. On the last school trip to the zoo, at the Insect-Viewing Place she was forced to leave after 'causing disturbance' inside the building. Though most students probably just think she dislikes insects (it is not untrue).

Abomination of False Life
Like all Tsukumogami, Eri greatly dislikes and distrusts (is also maybe even a little afraid, though she won't ever admit it) of electric devices. Lights are okay, but she hates even such things as crosswalk signs or computers. Even microwaves and most certainly automatic doors. She doesn't trust them at all, but grudgingly accepts them. She will avoid interacting with such things if at all possible, which might lead to occasional awkward or humorous situations.
She has skipped every Computers class, and writes everything by pen or pencil. She struggles in math but is too proud to ask for help (because of calculators). Likewise, it goes without saying she has no cellular phone. If one wants to contact her, it would be good to ask Takara, because Eri won't even answer a telephone.




My partner character for nothingclever's mortal human Ren.


飾 (“Kazari”)
Age: 103 (Human Age: 13)
Type: Tsukumogami (please see 'Nature and Abilities')
Height: 145cm
Appearance:
In human form, Kazari appears as a young junior high school student. She wears her hair most often in 2 pigtails and keeps her appearance very clean. She appears as a good student and unimposing, but this attitude can change to a critical one with a dark side sometimes.
(Human form)http://i1015.photobucket.com/albums/af275/umbrellako2/736bcacb.jpg

Personality
Kazari seems to be most often a polite and quiet girl. She is serious most of the time, not that she is anti-social (she actually really enjoys learning and talking to people deep within), but she is aware of her own little experience, and easily flustered for a long conversation. She likes to be helpful to others and uses those chance to start talking.
Certainly proud and confident in her nature and ability, she is a 'straight-man' kind of character, who is constantly put off-balance by playful and outgoing Ren. Sometimes Kazari tries to distance herself from 'humans' but actually greatly enjoys their presence. She is ignorant of a lot of things still in human life, but yet is very perceptive and responding of people's feelings, even if motivations behind them are difficult to understand for her.

Background:
Kazari is a tsukumogami- a 'youkai' who became alive, but was originally an object. Her original form is a necklace and pendant, made long ago within Ren's family. She was treasured and used as an heirloom for a long time. One day 3 years ago, when she was being polished by Ren, she became a person like a little sister to him. He accepted her and supported her, and his parents agreed to 'adopt' her, and so for 3 years she has lived with the family now.
Nature and Abilities
Tsukumogami
Being a supernatural existence, Kazari can clearly see and sense ghosts and other spiritual beings. Being a tsukumogami, her original form is a necklace and pendant. Having been used and then neglected for 100 years, she can assume a human form at will, though because of her bond with Ren's family, if 'worn' or 'held' by one of their family members, she cannot return to human form until released.
A Beautiful Necklace: As a 'shapeshift object' she can change her form slightly within it's category of object. For example,as a necklace she can become longer chain or change the jewel color. This can be a way she can show emotion. Of course, Ren can alter her to suit his appearance too.

Under Kazari's own power, she can do such things as turn one of her arms into part of a necklace chain- but such a thing is frightening for humans and she considers it extremely embarrassing. An insult to both humans and to youkai.
Wearing: When Kazari changes between forms, she returns to her other form in the appearance of what she was like before. For object form, this means that what pattern/color her last form was (which can be changed then easily). For a human, this change would affect her clothes, and the opposite.
Injury: When she is wounded, this will affect her between forms. For a necklace, she maybe appears more 'tarnished' or scratched. For a human, she may be scratched or bleeding.
Monstrous form: A tsukumogami is not a harmless youkai, and in this form it may in humans be unsettling, like a nightmare or bad uncomfortable feeling. Kazari is not a combat focused tsukumogami however, so the increase to her strength, speed, and endurance are not so great. In this form her spiritual energy appears in an eerie dark purple and red aura, and her eyes glow in darkness as well. Any spiritually aware entity can see and identify her as a youkai spirit with this. Humans who cannot see ghosts or spirits likely will be the most unsettled by this.
Traits
Princess
Often Kazari seems polite and well mannered. It is because of being a beauty object. If she becomes annoyed or is very tired she often makes complaint and seems immature.
Youkai nature
Because she is a Tsukumogami, she cannot enter into holy grounds like Shrines or Temples in human form. Even though she can normally communicate with Ren while a necklace, she is completely silent, as if just a normal necklace within such places. Obviously she would prefer not to go to such a place, and if she has the option, she will politely refuse to accompany Ren (or whoever she is with) into the place. If pulled forcibly into the grounds, she will automatically become a normal necklace (like above) until they leave.
In human form, she very faintly gives off a trace of supernatural energy, though trained priests or other supernatural creatures probably are the only ones who could identify that aura as being a youkai. This trace of energy is from the 'magic' of gaining a human form. It is something like a 'gigai' except a real body. (If you would please, talk to me in a pm before assuming your character can look at her and tell instantly what she is. I am happy to discuss a plan, but this is not the case of her being a ghost or spirit, for those who can see such things.)
When she is in necklace form, she gives off no such energy and is just a necklace. In her monstrous form, this energy is much more visible (and can likely be noticed even by the other spiritually aware mortals) Please see 'Monstrous Form' description above.

Abomination of False Life
Like all Tsukumogami, Kazari greatly dislikes and distrusts (is also maybe even a little afraid, though she won't ever admit it) of electric devices. Lights are okay, but she hates even such things as crosswalk signs or computers. Even microwaves and most certainly automatic doors. She doesn't trust them at all, but grudgingly accepts them. She will avoid interacting with such things if at all possible, which might lead to occasional awkward or humorous situations. Being quite shy about these kinds of things, still she may be embarrassed and try to hide it.

Special Ability: Healing
Kazari is capable of using her spiritual energy to heal herself or others. To heal herself, it is almost an unconscious trait. A trait of a youkai. It would seem she does not stay injured for very long, though healing makes her tired quickly. To heal others takes longer and she must be touching them for that time. It also uses more energy, so she may quickly become tired to do this. Becoming too tired, and she will fall asleep or return to being a necklace.





岡地 佳紀 ("Okaji Kaki")

http://i1015.photobucket.com/albums/af275/umbrellako2/be2a018f.jpg
Age: 44 (17 appear)
Hair: Green
Eyes: Gold
Reiatsu: Dust, it seems thin and weak, but it is spread very widely around her. Subtle.
Rank: 4th seat, 9th Division (maybe soon to be vice captain?)

Appearance: A short young woman, Kaki seems more like she is still an academy student. Her defining features are green hair and unusual gold eyes.

Personality: A calm and collected girl, she doesn't seem easily upset by things. Maybe she seems a little aloof. But it is the personality of a young person who wants to be seen with dignity and grace. She is very diligent of taking notes and observations, to do paperwork and essay, and seems to often offer an opinion that is older than she looks. She has a strong spirit and determination that is more than she seems. A very straight-laced junior.

Background:
Born in Soul Society, her father is a researcher in the 12th division, who gave her the hanafuda cards that she uses now. She had an uneventful early life, but entered the Academy at an extremely young age. It was expected with her intelligence she would preform well in science and join her father in 12th division, but she was more interested in Kido.

During her time in the Academy, she was a very gifted student in Kido, because of her excellent memory. A recent Academy graduate, Kaki was promoted quickly in the last year due to her strong performance on 12 different assignments, and the recent loss of members in the 9th division. She is considered by some to be a prodigy of Kido, but is overshadowed because of some of some other more famous characters, like the former Kido Corps Commander. Maybe with time, she will earn recognition.

Something Extra:
The powerful and delicious coffee of 9th Division is somewhat famous. It is known to be useful for 13th division members on long patrols, and maybe even in 12th division for the researchers. It is the famous Okaji style coffee, Kaki learned of it from her father, who rarely sleeps with his research job at 12th division. Kaki has learned to make this coffee quite strongly, and though Vice Captain Goto never drinks it, Kaki makes certain that the 9th division building always has coffee ready for drinking.
Sometimes she can be seen to make deliveries to other divisions if there is request.
Where is coffee grown in Soul Society? It is a secret I think.

Something Extra 2:
The hairpin worn by Kaki is changed every month. It is rumored if it is asked about, Kaki will be happy.

Something Extra 3:
The ghost phone used by Kaki is said to be a fashionable style for young people in soul society, but does not suit her personality and job.

General Skills:
Zanjutsu: This is not the speciality of Kaki, though she is training hard to meet the expectations of her superiors. Her zanpakutou's nature makes this hard however. She uses her speed to quickly enter and leave close range.

Hakuda: No she cannot very well.

Hoho: All of 9th division members must be skilled at this, and Kaki is very precise in footwork. She is very accurate, and one of the fastest of seated members, though she doesn't seem like it. For 9th division scouts, it is a necessary skill, and she has good stamina of shunpo technique.

Kido: This is Kaki's other skill specialty from Shunpo. She is very strong in Scout techniques and also Geomancing. Of elements, her choice is normally Earth or Lightning. She is very skilled in recording, analysis and creation of area wards and hiding her presence.

Reiryoku: Her spiritual presence feels very weak, and is not very centered. It is dispersed in the area, which lets her feel around her in a 10 meter radius. If she focuses, she can extend this much further. It does make her difficult to locate, though one simply must guess within the area where she may be.

Sensor: She is, like some scouts of 9th, a reiryoku sensor, capable of detecting, identifying, and tracking spiritual energy over many kilometers. With kido and tools, to be a 4th seat of 9th Division, it is to mean she is perhaps 4th best scout in Soul Society, and of course one of the best sensors.

Hanafuda:
The tool that allows Kaki her skill, it is a set of Hanafuda cards, which she uses with Kido for many things: scouting, creating maps, distractions, divinations, and some others.

Seasons: Of course there are 4 seasons, and are to connect to a direction.
Suits: There are 12 suits of flowers, and they have a month, which is so divided also to season. So it is a 12/12/4 system, and to have 3 suits to 1 season.
Cards: Each flower suit has 4 cards.
In total, there are 48 cards, which also relate to the 48 kido she is very familiar with. Because of such a trait, she was sometimes called nickname "Twelve", but maybe it was a joke for her young appearance at academy too.




-Kaki knows at least 48 Kido
-For each of these Kido, she has identified at least one Hanafuda card that can be associated with it
-Using such a Hanafuda card, she can create a modified form of the Kido
-One Hanafuda card can be used with multiple basic Kido techniques
-One basic Kido technique can be modified by multiple Hanafuda cards, so long as the association still makes sense.


Zanpakutou: 燕子花 (Kakitsubata )
In it's sealed form, Kakitsubata is a normal wakizashi. When on assignment, Kaki keeps it on her back. In soul society, it is on her side.

Shikai:
Kakitsubata transforms into the smaller form of a tanto Kaki keeps in her robes.
Abilities:

覚えれ,燕子花! Oboere, Kakitsubata!
The first ability of Kaki's shikai is a memorization power. To point the zanpakutou at a target, it's unique spiritual energy is memorized by Kaki, allowing her to track it across great distances using her sensor abilities and kido. It can also be used to memorize a book, or a location in a very quick period of time. Of course, the information will be eventually forgotten.


掏り替えれ,燕子花! Surikaere, Kakitsubata!
The second ability of Kaki's sword lets her to switch places with a target within 70 meters when she swings her sword. The target appears where she was standing, and she appears where the target was. She can choose freely to use or not use this in a sword strke. The target object or person must weigh at least half of her weight (so she cannot switch with a notebook or something like this). It is an instant effect. Motion and speed remains, so it does not stop someone moving when switched, just where they are and maybe their direction.

Bankai: Not achieved

horngeek
2010-04-06, 05:35 AM
Hayashi Izumi
http://i222.photobucket.com/albums/dd54/Prime32_temp/OotS/BleachITP/oots_hayashi_izumi.png
Image by Prime32

Age: 16
Speaking Color: Dark Slate Blue
Appearance: Izumi is a girl of about 16 years old, with long, black hair, light skin, and blue eyes, and who has been commented by many as quite stunning in appearance. She generally wears a typical Japanese school uniform, although outside of school, she generally wears jeans and a t-shirt. There is a hint of Caucasian in her features, but it is difficult to pick out, and she doesn't actually know which of her ancestors came from the West.

Personality: Izumi has a kind personality to her friends, and will work in any way she can to defend them if they’re getting hurt, although she prefers to act as support and let them solve a problem themselves unless they’re unable to. She’s also quite hard-working, doing consistently well in school as well as a number of extracurricular activities, particularly the kendo club and singing.

Abilities: Izumi is quite skilled at swordsmanship, from her long-standing interest in the kendo club at school. She is quite agile, and is also extremely smart, able to figure out a way to defeat most opponents.

Zanpakuto: Kaminari (雷)

Sealed state: Kaminari appears as a simple daisho pair (katana and wakizashi), with a pattern of stormclouds carved along both blades

Inner World: Izumi's inner world takes the form of a bamboo forest, in the middle of which is a Shinto-style shrine. Her Zanpaktou spirit takes the form of a japanese samurai, with lightning patterns engraved in his armor. He generally is harsh to her, but will acknowledge when she's done well.

Shikai: "The lightning god brings his wrath upon the earth,
The thunder god laughs as the battle rages on,
Kaminari!"

As Izumi speaks the command, she slides the blades along each other. As she does this, they become a pair of huge, heavily-curved, black Chinese scimitars with silver edges. (http://images3.wikia.nocookie.net/__cb20100319234427/bleach/en/images/9/93/Katen_Ky%C5%8Dkotsu,_Shikai_Image.jpg)

Abilities granted by shikai: Izumi is capable of charging either blade with electricity, anything from a light shock to the intensity of a lightning bolt.
‘Inazuma’: This attack summons a bolt of lightning, either from directly above, or using one of the blades of the Zanpaktou itself as a source.

Bankai: not achieved.

----

Hayashi Natsuko, 13th Squad Captain
http://i876.photobucket.com/albums/ab324/Terry576/OoTS/natsuko2.png
Image by Terry576

Speaking Color: Dark Red
Reiatsu: Dark Orange, with hints of fire.
Height: 5'5"
Weight: "Not very heavy. I haven't weighed myself in a while though. Isn't it impolite to ask a woman her weight, anyway?"
Age: 200 (Appears about 20)

Appearance: Natsuko is a beautiful young woman, with brown hair, sparkling blue eyes, and fair skin. She wears the standard Shinigami shihakushō, with a white haori over it. The symbol on the Captain's haori she wears is that of the 13th division, and the color on the inside is a deep red. The haori has no sleeves, allowing a slightly greater ease of movement. She wears her Zanpaktou slung over her back, although in length it's just a standard katana.

Personality: Natsuko has a firey personality, living life to the fullest extent- although she completes all of her work, she also sets time aside for her own personal life, and often mingles with the rest of the division, creating a great sense of comradeship in the division. She also has a quick sense of humor, which can often irritate the more serious Captains- but on the other hand, she does take her job seriously. She can be quickly angered when someone under her command is threatened, or when someone who she likes or owes her loyalty to is insulted- and insults to herself aren't taken that well, either. Although she won't draw steel over the issue, the offending party is highly likely to know exactly what she thinks of them, very quickly.

Backstory:
Natsuko was born to Hayashi Akemi and Hayashi Kichirou of the Hayashi Noble House about 200 years ago. She was trained by the House, and then joined the Shinigami Academy at age 50. After the six year course, she joined 13th Division, in the same squad as future Commander-General Ryouichi, under whom she served for 26 years, before he transferred to 1st Division. His dedication to making sure his subordinates all survived the situations they found themselves in was a major influence for her.

Shortly after he left, she was promoted into the now-vacant 5th seat position, and awakened her Shikai at about the same time. She tried to lead her squad with the same fatality rate as Ryouichi- that is to say, none- and she almost succeeded, having had only one death in her squad over her 80 years of leading a squad, before being promoted to Vice-Captain by Captain Ito, as he saw her leadership abilities, and how different her style of leadership was from his own.

Ito aided her in achieving Bankai, as he saw her potential (and, quite frankly, wanted an excuse to retire by then, having been in the Gotei for over 800 years). She achieved it after 20 years as Vice-Captain, and he took the opportunity to retire. She was a natural choice, as not only did she fufill all the prerequisites, she passed the Captaincy Exam with distinction, and the Division trusted and liked her.

When she walked into her first Captains’ Meeting, she met Taiki. The two didn’t fall in love at first sight, but they did strike up a friendship, growing to trust each other over time. Eventually, they started going out together, and after five years of this- ten years since their first meeting as fellow Captains- they were married at the Hayashi estate. That was ten years ago, and they have been very, very happy together, which has only been increased by Natsuko’s pregnancy, one that has been going on for seven and a half months…

Abilities:
Natsuko is a great all-round fighter, being about equal in Zanjutsu, Hakuda, Hoho and Kido (she is able to use up to number 80 with incantation, and 60 without), and often mixes them up in battle, making it tricky for the opponent to read what exactly she's going to do next- although she does have a slight preference for using her Shikai over using Hado spells.

Zanpakuto: Karinmaru (火輪丸)

Sealed state
Karinmaru takes the form of a standard katana, with a light red hilt, dark red sheath, and a dark bronze, round crossguard with a flame engraving on it. The sheath completely dissolves when she draws Karinmaru, leaving only the strap it's attached to.

Inner World
Natsuko's inner world, interestingly, is almost identical to Izumi's- a bamboo forest, with a traditional Shinto shrine in the middle. However, the shrine has some differences- there are ceremonial flames in prevalence.

Shikai: "Bring down the fires of heaven, Karinmaru!"

In Shikai, Natsuko gains control over fire- in particular, her spiritual pressure overflows from the blade, and becomes fire in the form of a large Chinese dragon. The dragon flies towards and can burn opponents, as well as actually exerting physical force on whatever it hits, almost as if the fire was a physical substance. Multiple dragons can be created by this power, and Natsuko can also expel a wave of fire from the blade that rushes along the ground, overwhelming opponents.

Bankai: 'Daiguren Karinmaru' (大紅蓮 火輪丸)

When Bankai is activated, fire flows up from Karinmaru onto Natsuko, starting at her right arm, where it forms into a dragon's head, enveloping the sword up to the hilt. The fire continues to form over her shoulders, forming two large wings and a tail, all three of which can be used to attack opponents along with the sword. It also envelops her left arm in the form of a claw, along with both her legs. None of this fire is capable of burning her- or any of her clothing, for that matter- and indeed, she is highly resistant to fire in this form.

13th Division

Division Size: 500. 50 Seated Officers, 450 Unseated.
Division Training Levels: Generally high. The 13th division spends the most time in the Mortal World, and they need to be able to take care of themselves for at least long enough for backup to arrive- the division emphasises that if you don't think you can beat it, you delay it long enough for someone else to arrive and kick its ass.

Duties

Patrol

The fundamental function of 13th Division is the fact that it is the patrol division, meant to perform most of the work of Seretei in the Mortal world. As such, either individual Shinigami or patrols are assigned to certain areas of the Mortal World, based on a variety of factors which determine whether a single Shingami or a group patrol is sent, and also the general skill level of any Shinigami stationed in an area. Each group patrol consists of 10 to 20 members, and is lead by a Seated Officer.

Analysis

The fact is that the forces of Seretei can't be everywhere in the world at once, especially since they have other jobs as well- therefore, about 20 members of 13th division form the Analysis section. This section has one job- assign areas of the Mortal World, and 'rank' each area. This rank is based on a number of factors- history of the area (both spiritual history and mortal history), the level and number of spiritual beings that are known to reside there, the current level of political stability, and even the road safety statistics (although the last is considered the least important factor). The ultimate objective of this analysis, of course, is to determine the likely number of Hollows that could arise from a certain area (as well as be drawn to it). The ranking of an area is the most important factor when determining what forces are sent to patrol an area. This section has been pioneered by Natsuko, and is already quite effective.

Strike Teams

The fact is, a patrol sometimes runs into unexpected difficulties. When this happens, the standing orders are to call it into 13th Division HQ, which does two things. Firstly, they contact Captain Hayashi, no matter where she is (which can lead to minor embarrassment). Secondly, they send the on-duty 'strike team', consisting of 5 Seated Officers who have attained Shikai from 13th division. Their job is twofold- firstly, they are to get the patrol out of the immediate danger, and they are to assess and report the situation. If the threat is deemed more serious than they can put down, either, Captain Hayashi has to make a judgement call whether to take the time to contact the other divisions and gather a multi-division team, or to send a third set of 13th Division reinforcements while the other divisions are contacted. If the latter option is taken, Captain Hayashi or her Vice-Captain always accompanies this third force.

Promotion
The 13th division generally promotes based on skill in making decisions, rather than sheer combat ability, with officers being expected to be able to make good snap decisions if they're attacked. Officers leading squads (from 20th to 10th seat) may or may not have Shikai- indeed, at this level, it is not unknown for the officer in a squad to not be the strongest member, as the entrance test is mainly based on decision-making skills.

At higher levels, Shikai is expected, as these officers are the members of the three 'strike teams', which operate on a rotational basis. They are also expected to make quick decisions, and indeed, are expected to be better at this than the leaders of patrols.

Previous Captains
Ito Haruki
Natsuko's predecessor, Haruki was a serious man who lead the 13th division for over 400 years, pioneering the concept of the 'Strike Teams'. He chose Natsuko as his Vice-Captain specifically because she was so different to him, and aided her in achieving Bankai. After 450 years of leading the divsion, he retired, and now teaches at the Shinigami Academy in the leadership classes. His style was fairly strict, but despite this, he was well-respected among the division and in Seretei as a whole, and Natsuko has felt some pressure to live up to his legacy.

Hayashi Household

Hayashi Household

Status: One of the four Greater Noble Houses

Main Estate: The Hayashi estate is located in the Seretei proper, and like many other noble estates, is big- several hectares of land are covered by the estates, at the center of which is a massive, sprawling mansion in the traditional Japanese style, with sliding doors, and built in traditional architecture, with enough rooms for the majority of the House as well as servants. At times, this can become jarring, however, as the mansion also include such modern affections as TVs (over 200 mortal channels available, and the new Seretei TV channel!), some telephones hooked into the reshi telephone network, and even a full swimming facility.

The other part of the estate is dominated by a large garden, tended by both the servants and by the more botanically inclined among the Hayashi family. It also includes a training area that can be set up into a variety of configurations for different types of training if necessary.

Unusual Features: The main unusual feature of the Hayashi Noble House is that they have a remarkable tendency, at the end of their spiritual lives (whatever the cause of that ending was) to be reincarnated into a particular family in Japan- even more remarkably, this family shares the same family name as the Noble House. The reaction of the Noble House to this is that members never truly leave- when a Hayashi family member dies and is sent on to Soul Society, the Noble House adopts them right back into the House. This has formed a number of their beliefs, given that a not insignificant (although a minority- many Hayashi family members refuse the adoption, and in this case, they are not bothered again, unless they then come to the House of their own free will) of members lived lives that they remember and have carried over beliefs from these lives. The only restriction is that the head of the Noble House is always someone who was born in Soul Society.

Beliefs: The Hayashi house holds to the belief that the noble houses aren't inherently superior- just lucky in the circumstances of their birth. This is borne out by a large number of their actions- while they keep to a large amount of the behavior 'expected' of the Noble Houses, they also divert a large amount of income to bettering the lot of the commoners, and more importantly, listening to their complaints. This has only increased in recent years, due to the increased influence of Hayashi family members being adopted in. On the other hand, a degree of the noble affectations is required if the Hayashi Noble House is to interact with the other Great Houses (or even the minor Houses), and so lessons in etiquette and in Bushido are given to all members, and are expected to be absorbed, at the very least (although not necessarily followed). The other belief of the House is that if someone has a gift, they should be prepared to use it- delinquency is considered an utter waste, and therefore, a large number of the Hayashis enter the Shinigami Academy (and the family makes a point of advancing in the Gotei 13, Kido Corps, or Ommnisukido by merit and not because of noble birth). Their view on the law is that the spirit of the law is far more important than the letter of it- the law’s purpose must be followed, or the justification for having those laws is lost.
The Hayashi house, at the moment, is pushing for a certain amount of discreet interference in the politics of the Mortal World to reduce the amount of work that the Shinigami have to do in purifying Hollows.

----

Cheng Mei, Octava Espada candidate (http://bleachitp-reborn.wikidot.com/characters:cheng-mei)

T3h Otaku
2010-04-09, 03:53 PM
Nakatashi Tamiyo, Ninth Seat of the 12th Division (last name, first name)
Riatsu + Speech Color: Sienna
Age: 297, though her physical appearance is a 40-year-old woman
Height: 5'4"
Weight: 148lbs


Appearance: Alongside her many ostentatious and unusual counterparts among the Shinigami, Tamiyo appears incredibly normal, to the point that she is often overlooked, forgotten or simply ignored. Tamiyo is slightly below average in terms of height, and is a bit overweight, though she insists that she is simply stockily built. She has lightly tanned skin that has a rather sallow tint to it. Her figure is somewhat attractive, as she is reasonably endowed, but her hips are too wide to be considered attractive and there is little definition to her form. Her face is unremarkable and not altogether attractive, with a long nose that seems to have been broken once, dark brown eyes set deeply beneath eyebrows that have been plucked to the extent that they are practically nonexistent. Her lips are colorless and perpetually chapped, and she has some age lines begining to appear around her mouth and eyes. Her shoulder-length black hair is liberally interspersed with streaks of grey, and is always neatly tied back in a low ponytail using an inoffensive black elastic, though a strand or two always manages to escape. She wears the standard black Shinigami robes neatly, with no personal decoration save for a short length of faded red silk braid tied around her left wrist. Her sandals are also standard issue, though they are a tad worn and perhaps a bit too large.

Personality: Tamiyo has always tried to be as proper and respectful as possible, especially around those of a higher rank than herself. Still, for all her efforts, this is not her true nature. Though she is naturally dedicated and hardworking, which is how she has managed to attain her current status, she is naturally a childish individual who is prone to sulking and fits of irrational giggles. She wonders if this may be in part responsable for the decidedly untraditional and somewhat irrational nature of her Zanpakto. Her efforts to be a proper and mature woman have led her to despise her Zanpakto, but this is one of her deepest secrets. It should be noted - When Tamiyo keeps a secret, no-one ever finds out. She is not at all prone to gossip, and talking about her private life or the lives of others (regardless of how well she may know them) makes her extremely flustered. She is disinclined to be romantic, and though she still secretly enjoys the flirtations of men, those sort of events have become so rare now that she has been able to dissasociate herself with romance. Suffice to say that, in keeping with her proper personality, she does not entertain thoughts of a romantic relationship. Overall, she is a strange hybrid of girlish immaturity and formal propriety.

Abilities: Tamiyo has chosen to focus her combat abilities on the Binding Arts (Kido) and on hand to hand Combat. She is proficient in both to a greater extent than the average 9th seat, but this is not to say that she is in any way exceptional in either field. She is capable of using Bakudo spells up to level 61, and they decrease to half power if she does not utilise the incantation. She cannot use Hado or any healing kido proficiently. Her swordfighting ability could politely be described as abyssimal, and she goes for months at a time without so much as drawing her blade. Simply put, she loathes the concept of fighting with it. Her shunpo is average, and she can use perhaps two dozen consecutive flash steps before becoming exhausted. In combat, she tends to hang back until she can gauge the strength of her opponent before entering into close combat. She prefers to use Bakudo only after she has already weakened her opponent, and resorts to her Zanpakto only in dire straits.

Rank and Division: Tamiyo joined the 12th (Science) division because she was told upon graduating from the Academy that this was the area in which she could excel given her unique Zanpakto release. She spends a great deal of time working diligently in the lab, but more often as a co-colaborator on large projects than as an inventor and scientist in her own right. Though she does have a genuine passion for science, she would still rather spend time completing paperwork rather than performing experiments. As a result, she has become the 12th division's unofficial secretary. She attained the rank of ninth seat nearly a half-century ago, after a great deal of hard work and a concentrated effort. She barely made the cut, and oddly enough, after attaining the rank, she has never applied for promotion nor shown any signs of further ambition. Her increase in maturity also coincieded directly with her achievement of said rank. Her loss of interest in experimentation and newfound dedication to the more 'mature' persuit of secretarial paperwork duties has also coincided with her ascension to ninth seat. She rarely elaborates on the matter, but due to her competence and respectful behavior, none have really thought to question it.

Zanpakto: Moebot

Tamiyo's Zanpakto takes the form of a sturdy Nodachi that seems abnormally heavy even to Tamiyo herself, as the weight is notably disproportionate to the blade size. A series of five evenly-spaced diagonal grooves run parallel along the flat of the otherwise ordinary blade, making it seem as though it might be segmented (though it is not). The crossguard is square and made of the same silvery metal as the blade, and it is decorated with an inch-wide strip of white lace trim that runs along the outer edges of the square. The hilt is made of the same metal as the rest of the sword, and is wrapped with lengths of pink and white satin ribbon that dangle as twin streamers from the end of the hilt. The overall appearance is quite feminine and childish, and seems intended more as some bizzare showpiece than as a functional weapon, though the appearance has little impact on it's effectiveness.

Shikai: "Flirt, Moebot."

When Tamiyo says her release command, her Zanpakto dissintegrates in a burst of pale pink particles of light. Then, in a somewhat stereotypical Shojou transformation, Tamiyo is transformed into the Moebot. First, her clothing dissolves, and then, beginning from her toes, a thin band of pink light travels up her legs, then moves up her abdomen, head and upraised arms. In it's wake, the light leaves her skin silvered and metalic, with segmented bands every few inches. When the light reaches the tips of her fingers, there is a flash of blinding white, and the transformation is complete.

Moebot is roughly four feet tall, with the figure of a thin girl perhaps twelve years old. Her flesh is no longer flesh but metal, segmented every few inches to allow her a human range of movement. There is also additional segmentation at the joints for much the same reason. Her feet are the only part of her body that deviates significantly from human form, becoming rounded, flat-bottomed stumps that taper outwards slightly. Her eyes become impossibly large and innocent, with her left iris a vibrant pink, and the right a bright caramel color. Though it is not immediatly apparent, they are also made of electronic components. Her hair, also metal, is now a shade of flourecent blue, with bangs that fall almost to her eyes and huge curved pigtails that fall to her waist, secured to her head with large, spherical pink clips. Delicate, frilly clothing also materializes from somwhere, though the origin is not immediatly evident. This clothing consists of a knee-length, sleeveless white dress with a three-flouenced skirt. The entire dress is richly decorated with cream-colored lace and pink ribbons, and there are matching 'detatched sleeves'. A hairband with similar embelishments appears tied between her pigtails, a lace collar encircles her throat, and significantly altered white patent-leather shoes encase her modified feet.

Though it is not certain whether this is directly related to Tamiyo's transformation, it has been noted that she acts far more childish and playful in this form, teasing her opponents, playfully mocking others and abandoning the mature persona that she has tried to cultivate. All of her inhibitions dissapear, and she tends towards flirtation, which can be rather disturbing considering her usual age and appearance outside of Shikai.

In her Moebot form, Tamiyo no longer has her sword, and her riatsu dinimishes to the point that it is nearly nonexistent. The strength of all Kido spells that she casts is halved, therefore any Kido that she casts without incantation will only have one-quarter of it's full potential strength. She also loses the ability to use Shunpo, though her overall land speed doubles, along with a proportionate increase in her reaction time. Her strength increases vastly, to the point that she can easily lift and fling in excess of 300lbs for a distance of more than 50 meters. This makes her unarmed attacks all the more lethal, and gives her the convenient ability to crush a Hollow's skull between her hands. She is also capable of leaping several meters into the air. Her metal skin gives her the resistance of a mid-level Arrancar's Hierro, and her resistance to physical attacks (and the number of 'lethal' attacks she can endure before death) also increases. She becomes extremely succeptible to water, however, and significant exposure to liquid can cause her circuitry to short out, knocking her unconcious and forcing her out of Shikai.

It should be noted that the reason that her body reacts as though it were a machine is because, in actuallity, that is what it becomes. All of her organs, bones, ligaments, muscles and other internal workings transform into mechanical parts. For this reason, she does not breathe, nor have any other human needs, while in this form, though she can technically 'eat'. As a result of these changes, she can be repaired as though she was a machine while in Shikai, which would be equivilent to healing her injuries if she were still fully human. The main pitfall to this, however, is that when she transforms back, she could die instantly if the extent of damage to Moebot is more than what her shinigami form would be able to endure, or if an wound would be fatal. This means that she must carefully judge the damage that she takes, and is careful to avoid being too badly injured.

Shikai Special Abilities:

Cute Aura - In her Moebot form, Tamiyo exudes an aura of incredible, 'aww'-inspiring cuteness that affects anyone who looks directly at her for three seconds or more, enough time to take in the details of her appearance. This aura makes her foes or opponents less inclined to harm her, and reluctant to attack such an adorable little robot-girl by placing them into an almost trancelike state. Strong-willed individuals who are determined to cause Moebot harm are effected to a far lesser extent than the average foe, who will almost certainly become disoriented, lose all inclination to battle and stand stunned and awestruck by her cuteness. This aura is a permanent and constant effect that functions for as long as Tamiyo remains in Shikai. Those under its influence can break free through a concentrated effort, a shock (such as cold water, a slap or other direct attack), or by not seeing Moebot for a period of more than one hour. A blindfold or any other eye covering that prevents the attacker from clearly seeing Moebot, particularily her facial features, will negate the effects of this aura. This aura is used in combat for her to gain a temporary advantage over her opponent, entrancing them and wounding them before they even realize what has happened. The aura is not a visible spatial effect but rather an innate property of Moebot, though those under it's influence can be identified by a glassy-eyed stare, aimless confusion or other entranced characteristics.

Lazer Eye - Moebot has the ability to fire a lazerbeam from her left eye. This lazer does not need to be charged, and can be fired instentaniously and at will, but her iris will glow brightly for a second prior to its use. The beam is a bright pink, the same color as the iris of the eye from which it is fired. It is quite thin, with a diameter of less than a centimeter no matter how far it travels. It can either be fired as a continuous beam that has a range of two meters and a duration of ten seconds (that can be moved while firing), or as individual bursts that fire at a rate of five shots per second for ten seconds (though they can be spread over a longer duration). There is a one-minute waiting time between uses of the lazer so that it can cool sufficiently. In terms of strength, the beam is equivilent in strength to the bala of a low-level numeros. They move quite rapidly, but can be eveded through the use of Shunpo or Sonido. If concentrated as a continous beam for it's full duration on a metal surface with a thickness of less than half a centimeter, it can cut through fairly easily at close range. The lazer has only one 'setting' in terms of strength and duration. It can be blocked by hierro of sufficient strength, higher level barrier kido, skillful sword deflection, or the compression of riatsu to form the Shinigami equivilent of hierro. Moebot prefers to use the lazer for surprise attacks and to dispatch incapacitated foes without resorting to physical contact. Gouging out that eye, or at least the circuitry that comprises it, will prevent Moebot from being able to use the lazer.

Mini-Bombs - The two spherical, pale pink clips that are secured to the base of Moebot's pigtails are in actuality miniature bombs. Roughly two inches in diameter, they have a blast radius of thirty feet, though the shock wave that they generate may travel for a greater distance. The bombs activate upon detatchment, and have a five-second countdown time before detonation. They detonate without any obvious warning, and the countdown/detonation cannot be prevented. Though they can be easily caught and thrown back without any ill effect prior to detonation, most do not know the function of these spheres until it is too late, or cannot return them swiftly enough. Even with the clips removed, Moebot's pigtails remain eirily hovering in place on either side of her head, and do not seem affected. Even if both bombs are used during one particular activation of Tamiyo's Shikai, they will reappear the next time that she choses to use Shikai, regardless of the length of the duration between these activations. The spheres have a hard surface that appears to be enamel of some sort, and can be shattered with a sufficiently powerful blow, though this only serves to trigger the explosion immediatly. They contain some potent form of plastic explosive and a timed trigger device, though it is unlikely that anyone would have sufficient time to examine one before it exploded. The explosion cannot be triggered while they are still attatched to Moebot's pigtails, as the mechanism that holds them in place also keeps the detonator from activating by breaking the circuit.

CMOTDibbler
2010-04-15, 07:26 PM
Name: Isamaru Myojin (Family name, Given name)
Position: 10th Division Vice Captain
Reiatsu: Jade (#3B604C)
Age: 729 (40's)
Height: 5' 10"
Weight: 160


Avatar Version:
http://3.bp.blogspot.com/_4IwLop8bBhg/StIisJ2ulpI/AAAAAAAAAJk/x-ogBF0TodM/S1600-R/rect3344.pngCredit to grubblybubblyWARNING! Big Picture:
http://lh4.ggpht.com/_59cmAupDLPM/S8D-WEvLbxI/AAAAAAAAACE/SjwKE5V9O0g/myojin3.jpgCredit to my Aunt Kim
Appearance: Myojin is 5ft 10in, 160lbs, bald, mid-forties looking, and decently buff. His eyes were once blue, but are now shrouded, melding with his pupil to create a white eye with a sky blue dot where the iris and pupil should be. As far as anybody can tell, he never blinks. He wears the standard shinigami uniform. However, he has personalized his, replacing all the white with sage green and adding steel-toed black leather combat boots. He also wears a hat like this one here, (http://213.131.232.114/medias/sys_master/708894_01_P_WE_8.jpg) pulled down over his eyes.

Personality: Myojin is very calm and collected, and is polite to a fault. He can also be very formal, calling even those closest to him by their title or last name until asked to stop, sometimes multiple times. That being said, he is a generally a nice person, and can be pleasant to be around.

Backstory: In life, Myojin was on the shogunate of Prince Hisaaki, and served as his second-in-command. After dying defending his commander, he found is way into the ranks of the Shinigami, almost immediately becoming the Vice Captain of the Tenth Division. He has held that position for as long as most can remember. He has spent many years speaking with other military leaders from different time periods and places, learning Sanskrit, English, Russian, and Mongolian.

Zanpakuto: Myojin's Zanpakuto has two names, Tatsumasa and Umezawa. The sealed form is an ōdachi (http://www.samurai-swords-for-sale.com/store/images/P/japanese-swords-rittersteel-great-katana-odachi.jpg), about 4 ft long, 1 ft being handle. The handle and about a third of the blade is black and inscribed with 'Tatsumasa' the rest is silver and is inscribed with 'Umezawa'. When fighting, Myojin's movements are deceptively slow. His years of fighting have allowed him to move and exert himself as little as possible to dodge attacks and time his swings perfectly. As spirits, Umezawa appears as a young woman with short black hair wearing fencing clothing, holding the helmet. She always stands next to Tatsumasa, and old man with long silver hair, wearing a shogun's uniform. He has a scar across his face, running from his left cheekbone to his right temple.

Shikai: Gaitou to Tanken(Cloak and Dagger) Break!: Tatsumasa and Umezawa glow bright white and split in two, bending and forming a pair of 4ft hook swords, like these (http://www.wle.com/media/W056-C.jpg). Umezawa is silver, Tatsumasa is black. These two swords can be attached at the hooks, and spun around Myojin to produce blades of energy 3ft long. When fighting in this style, Myojins attacks speed up considerably, and become more fluid.

Bankai: Saishuu Bushido (Ultimate Bushido): Myojin throws Tatsumasa and Umezawa into the air, and crosses his arms on his chest. Tatsumasa and Umezawa whirl about ten feet above him as pieces of jade green samurai armor fly out of nowhere and attach to Myojin. When he is completely covered in jade armor, Tatsumasa and Umezawa fall, Umezawa on his back in the form of an 8ft long Yari (http://en.wikipedia.org/wiki/Yari), Tatsumasa he catches in the form of a 6ft Kanabō (http://en.wikipedia.org/wiki/Kanab%C5%8D). Umezawa can be spun or swung to produce blades 4 ft long. When Tatsumasa strikes anything, he produces massive shock waves, throwing back or knocking over enemies in the immediate vicinity. In his Bankai, Myojins movements such as walking are slowed considerably, although his attacks are still fast. However, his armor is nigh impenetrable, making Myojin very hard to damage.

Abilities: Myojin is, as noted above, blind. He 'sees' by a sonar-like ability, which reveals walls and other objects to him. He sees people by their reiatsu, which to him forms the shape of their body and clothing. The more reiatsu a person has, the farther away he can see them. (Essentially, people with high levels of power Myojin can see vividly from far away. Very low-powered people, such as mortals that aren't spiritually aware, he has trouble seeing when they're too far away.) Myojin is also proficient in the followng Bakudos: 1, 9, 61, 62, 63, and 75.

Other: In Myojin's quarters, there is a tapestry and a book bought from the mortal world. The tapestry is of a battle between samurai, with Prince Hisaaki sitting on his horse on a hilltop in the center. If the tapestry is examined, however, a man in jade armor can be seen fighting, wearing a farmer's hat instead of the normal type of samurai helm. He looks very much like a younger Myojin. The book, bought at an auction, is a very old copy of Go Rin No Sho, or The Book of Five Rings.
His theme song is this. (http://www.youtube.com/watch?v=YbwJaLTZ4QE)

CMOTDibbler
2010-04-21, 09:02 AM
Name: Iwamori Higure (Family name, Given name)
Position: Spiritually Aware Human
Reiatsu: Slate Blue (#7B68EE)
Age: 26
Height: 6'2"
Weight: 145lbs.

Appearance:http://i1035.photobucket.com/albums/a431/CMOTDibbler9001/scan0009.jpg This is an artist's rendition of Higure, with his zanpakuto's spirit, Untaidake, behind him. Drawn by my friend Sarah.
Higure is a tall, thin man with almost gaunt features. His square, silver-rimmed glasses obscure his dark blue eyes, causing his pupil and iris to almost blend in with each other. His dark hair is almost shoulder length, and pulled away from his face. At a glance, he appears to be frowning, but almost never is.

In the way of clothing, Higure always wears his aforementioned glasses, dark pants or slacks, nice shoes, a short sleeved dress shirt of some pleasing pattern using purple, and a dark colored vest. Over this he has a long, off-white coat, not quite a trenchcoat. Untaidake sits under his left arm, upside down. The sword hangs loosely, easy to draw with his right hand.

Personality: Higure is a calm man, easy to imagine in a lab coat finding a cure for cancer or inventing the newest chemical weapon. A chemistry major with a taste for DnD, he's not one to doubt any sort of outlandish explanation or request from those he trusts. He's joking around his friends, and always good for a conversation. Currently a consultant working for Daiichi Pharmaceutical, he gets a lot of free time, and will wander the streets looking for interesting things. He likes swords and knifes, and owns several of each. Of course he's always carrying one. Higure also likes computers and reading.

Zanpakuto: Untaidake
Untaidake was inherited from his grandfather, along with a note. The note said that the sword was called Untaidake, and was passed down from his grandfather before him. The beautifully crafted wakizashi is very sharp for looking so ceremonial.
Picture 1 (http://i239.photobucket.com/albums/ff251/Cmotdibbler/DSCN1616.jpg) Picture 2 (http://i239.photobucket.com/albums/ff251/Cmotdibbler/DSCN1615.jpg) Picture 3 (http://i239.photobucket.com/albums/ff251/Cmotdibbler/DSCN1614.jpg) Picture 4 (http://i239.photobucket.com/albums/ff251/Cmotdibbler/DSCN1613.jpg)
20" all together, 14" blade
Untaidake takes the spiritual form of a green Coatl* with yellow eyes.

Abilities: Higure has found that Untaidake can cut through almost anything, and that he seems to move faster while holding Untaidake. While Untaidake is short, Higure is fast, and doesn't need Untaidake to kill someone. He's not strong, but is a master of hand to hand combat. In addition to English and Japanese, he speaks some Russian.

*:a coatl is a type of winged, feathered serpent in DnD. The best picture I can find is this (http://towardsmecca.com/wp-content/uploads/2009/04/0105_mtgarb_en_lr.jpg).

AmberVael
2010-04-23, 07:08 AM
Emi, Spiritually Empowered Human
Name: Emily Martin ('Emi')
Age: 16
Gender: Female
Height: 5'9"
Weight: Trim (asking exact weight would be impolite! :smalltongue:)
Affiliation/Type: None / Spiritual Empowered Human
Speech Color: #DD0088

Appearance: Emi's appearance is an odd contrast between her personality and her natural aesthetics. On one hand, she generally stands out among her peers. She's tall and slender, standing a significant height above most of those around her, though her overall frame lends itself well to such a height. What is more, her long, loosely gathered auburn hair and doll-like face make clear that her ancestry is quite certainly not all Japanese.

However, Emi is certainly not the type of person to try and stand out. She typically wears standard and unassuming clothing, and has a rather meek and unobtrusive presence that makes her somewhat more forgettable. It is typically on initial meetings that she most makes an impression; after that initial meeting, she tends to drop out of people's minds.

Personality: While not painfully shy, Emi is certainly less outgoing than most. She tends not to take initiative, but rather builds towards things slowly and with careful planning. Also, she pays heavy attention to her misgivings and might come across as overly worrisome at points.

However, those that do get talking to Emi will find that she's really quite a kind and intelligent girl, though unfortunately her school performance is affected by her more ponderous methods (and thus she only earns average grades where she could theoretically do quite well). While not especially humorous herself, she loves to laugh and very much appreciates the company of others, even if she doesn't always seek it out.

Sometimes, Emi expresses frustration with her tediously careful nature, all too aware how it holds her back. She's not entirely comfortable with how she expresses herself and acts in every day life.

History: For the most part, Emi's life has been fairly normal. She's never had encounters with the supernatural, and she's had an average school experience and a decent family life. Her mother and father are divorced, but the two don't have any hard feelings between them, and the smooth separation allowed Emi to deal with it much less painfully than it might have been otherwise.

The only large event in Emi's life was moving to Japan, which occurred relatively recently. For most of her life, she lived in America. However, she moved with her father to Japan, and has since felt a little more out of touch and uncertain about things, which contributes to her frustration with her personality. Ostensibly, her father moved to Japan to take a very lucrative job offer and be with his family, and Emi came with him for a change of pace and to also get in touch with her father's side of the family. Her mother still lives in America, and keeps in touch with Emi despite the distance between them. So far she hasn't come to visit, but Emi hasn't been in Japan all that long.

Emi is still starting into school, having only been able to attend a few weeks at the end of the last school year, and is a bit nervous about it all.

It is important to note that Emi has had no contact with anything remotely supernatural in her entire life- at least, nothing that she did not quickly dismiss as nonsense.

Capabilities:

Non-Spiritual Abilities:
Beyond her normal knowledge and skills as a student, Emi is a fair musician, skilled primarily in the French Horn (which she stubbornly, and correctly, refers to as the Horn in F), though she is also capable of playing piano. Other than that, Emi is a fairly normal person, with no remarkable skills.

Spiritual Awareness:
Currently, Emi only possesses a limited form of spiritual awareness. While she can only barely perceive the presence (not even general whereabouts) of most spiritual entities, Emi's senses are unusually adept at noticing Hollows, though even those are some what indistinct.

Releasing Fury
Though currently incapable of this, Emi's main power is symbolically casting aside her uncertainty and acting far more brashly and boldly. When using this ability, a writhing, winged and clawed ghostly presence emerges from Emi, half mirroring her movements and half taking its own actions. It takes a bit of desperation or real need for Emi to tap into this ability, at least initially, but when she does, she changes quite significantly. Those familiar with hollows, or Vizards, might mistake her for something similar, though in truth she only has many parallels to them, not true connections.

The three capabilities she gains from Releasing Fury are as follows:

-Unceasing Wings
While using her Releasing Fury power, Emi is capable of using the wings of her ghostly presence to fly. She is fairly graceful, but not especially fast (though certainly not slow). Further, she can also use her wings to shield herself from harm. They are not all encompassing, and it takes decent reflexes to pull them in the way in time, but they can sustain (or even outright ignore) a fair amount of damage, and even if a powerful attack destroys a wing, she can regrow it almost instantly, though this will tire her and eventually drain her completely if forced to do it repeatedly. She can't fly and use her wings as shields at the same time.

-Zealous Rapidity
The weakest of her three powers, Zealous Rapidity increases Emi's speed far beyond the levels she should normally have... but as she's an untrained young girl, this says very little. In short, she's fairly fast, but not remarkably so.

-Tisiphone's Vengeance
Emi's claws in her Releasing Fury form are relatively hard hitting, and though there may be those who hit harder or faster, Emi's adeptness at both still allow her to be a threatening force, hitting a middle line where some specialize in one or another. The true power of her claws is more subtle and horrifying though- any wound she causes is stubborn, taking twice as long to naturally heal, and doubling the effort it would take to heal it with other methods.

While for the most part Releasing Fury does not cause a significant strain on her, especially long fights may wear Emi out and prevent her from using it further until she rests.





Arcelia Cruz, Tercera Candidate
Name: Arcelia Cruz
Age:
Gender: Female
Height: 5'8"
Affiliation/Type: Las Noches, Espada
Aspect of Death: Betrayal
Speech Color: #EE8800

Appearance: Arcelia is slender and supple, her precisely curving body augmented by the flow of her golden hair and effortless grace. The curving bone of her fragmented mask sweeps through her hair and over her brow in a silver circlet, each end stopping above on of her dark blue eyes. Arcelia takes great pains to keep herself pristine and immaculate, and her alabaster skin and perpetually white clothing are a testament to her constant success. Her clothing is tailored to avoid covering her back and arms, to allow her release to be performed without harming her clothing.

Notably, Arcelia also wears long white gloves, which cover the sign of her nature- the hollow hole, which manifests on her left hand. Even underneath her gloves, she has the hole (and her other hand, for symmetry and misdirection) covered in thin, tightly wound bandages.

Personality: As befits her unusual appearance for an Arrancar, Arcelia also has an unusual personality. Though marked as one of the strongest Arrancar, Arcelia's initial impulse is never to fight, and she takes great interest in the world of others. Those who meet her may swiftly get the impression of someone more fun loving, cheerful, and friendly.

The other Arrancar, of course, know this is an absolute lie. Arcelia is just as egotistical and ruthless as the rest of them, and she can be exceedingly cruel. The difference is that Arcelia pretends to play nice, twisting words and manipulating subtly rather than crushing her foes openly. To some extent, she drops this habit among her fellows- though she is still more likely to use biting and spiteful words to strike at them rather than her powers.

Arcelia finds her greatest joy in tempting and corrupting others, either by twisting a Plus into a Hollow, or convincing a wayward Shinigami that he has been betrayed... but she can help him. She makes promises and collects those whose minds and thoughts she manipulates, gathering an array of lesser servants for her own selfish whims. Because of this, Arcelia spends a great deal of time in the mortal world.

Backstory: Arcelia was always a bit of an oddity. It was not primarily through great strength that she got to her position, but her unceasing power of manipulation. From the beginning, she twisted others to do her bidding, simultaneously using and feasting on her underlings until she finally reached the station where she could advance to her current status. She always would make things seem so inevitable and reasonable, getting her way every time.

She does not prefer to remember her days of cannibalism and savagery however, focusing instead on her acceptance into the Espada, whereupon she took the title of Herald and Steward to their King. She acts as his messenger, proclaiming his edicts and carrying them out so that he can keep a kingly distance, yet still have his orders executed by a powerful presence.

Capabilities

Standard Arrancar Powers:
[i]-Bala: Unusually, while Arcelia utilizes Bala, she chiefly uses it in conjunction with slashes from her Zanpakutō rather than condensing her power around her fist.
-Cero: Arcelia's Cero is white, and she launches it from her left hand only. Her Cero is otherwise unremarkable.
-Hierro: Arcelia's hierro leaves much to be desired. She is not even necessarily capable of blocking an average strength Zanpakutō strike.
-Sonido: As to be expected of a messenger, Arcelia's speed is very notable, and as such, she is certainly of Master level.
-Garganta: Using her swift speed and practiced mastery of Garganta, Arcelia is capable of opening, entering, and closing a Garganta almost instantly, denying all but the most perceptive the opportunity to even see what she has done. The only sign of her departure is a soft crackling sound- that and her disappearance.
-Pesquisa: In the short range, Arcelia's Pesquisa is fairly detailed, allowing her to detect the nature and power level of close to her quite accurately (the range is comfortable speaking distance). This takes a little time for her, however, so she primarily uses it outside of combat.
Zanpakutō: Mensajera
While her Zanpakutō is a sword, as is standard, it takes the form of European longsword. The sword follows Arcelia's color scheme, crafting with glistening golden in its guard and blade, while the pommel is wrapped in white. Arcelia's swordsmanship is average, and though her strength is sub-par, her speed and ability to combine attacks with Bala make up for it.

Most notable, however, is that Arcelia has two levels of release:

Resurrección: Ascenda
The first level of release is Arcelia's Ascensión, which bathes her in silver light, shifts her mask fragments to form a halo behind her head rather than a circlet, and most notably, grants her beautiful white wings. In addition, her spiritual energy becomes awe inspiring. Not necessarily due to its power, however, but simply due to its nature.

Arcelia also still possesses her sword, though it is made out of brilliant light and spiritual power.

While in this form, Arcelia gains the following abilities:

Holy Aura: Arcelia's spiritual energy gains a quality that moves those who feel it, inspiring awe and making them question any ill intentions they may have towards Arcelia. Those who are more amoral or who don't care about the consequences of their actions are less likely to be affected by this.

Enhanced Speed: Arcelia moves noticably quicker while in this first level of release.
Resurrección: Condene
While this level of release is known to her fellow Espada, Arcelia uses it only when she is desperate and intends to actually kill an enemy. Condenar is Arcelia's true Resurrección- it is not that she has two releases, so much as Ascensión is a false release, a mask suiting her nature and abilities (which is why it does not increase her power much).

When using her true form, Arcelia appears as a terrible demon- humanoid, but massive in size (over ten feet), and no longer appearing beautiful or human. Her mask remnants form pointed horns that sweep backwards from her brow, and her blue eyes turn red, her golden hair blackening and turning wild. Her hollow hole and tattoo also become visible, with the latter settling between her horns, and the former taking its place at her sternum. Further, she sprouts wings of flame and shadow, which allow her to soar through the sky with ease.

Her sword also undergoes a drastic change, becoming engulfed in fire. Its crossguard is burnt away, and it is now large enough for Arcelia to use two-handed, even as her size has increased.

Arcelia gains the following abilities in this form:

Enhanced Hierro: Arcelia's Hierro strengthens dramatically, allowing her to turn away lesser strikes without effort, and disallow a Zanpakutō to harm her without supreme effort.

Enhanced Speed: Arcelia remains as fast as she is in Ascensión.

Enhanced Strength: Arcelia's strength increases in her Condenar form, allowing her to deal much more devastating blows, comparable to other more potent Espada.

Searing Bala: As normal, Arcelia can channel her Bala through her sword. However, her Bala are now charged with fiery power, scorching anyone they touch. She can use this to set fire to landscape or incinerate flammable objects.

Demonic Hate: While this form increases Arcelia's power in many ways, it has its drawbacks. In Condenar, she may not use Garganta, Pesquisa, or any of her unique abilities, as she has revealed the monster of her true form, and dedicated herself to the destruction of her enemy.

Unique Abilities:
Spiritual Disguise: Arcelia is very adept at manipulating her spiritual presence, and uses this to either decrease it to quite hidden state, or shift it to seem more natural, nearly undetectable as what it really is (that of an Arrancar). She cannot impersonate any particular type of spiritual energy, however.

Sense Weakness: With practice, comes ability. Arcelia has tirelessly practiced the art of twisting and manipulating others, and she finds that true power comes through understanding precisely what weak points her opponents have and exploiting them. When sensing others with her Pesquisa, Arcelia can also try to learn of one of their weaknesses- whether this be a flaw in their character, a particular emotion or emotional attachment that can be exploited, or a vice. She cannot choose what she learns, nor can she manipulate these weaknesses with her power. With more time, she can learn more weaknesses, but every weakness after the first requires substantially more time than the first.





Lia, Fraccion to Arcelia
Lia
Age:
Gender: Female
Height: 5'5"
Affiliation/Type: Fraccion to Arcelia
Speech Color: Royal Blue

Appearance: Lia looks quite similar to Arcelia, with the exception that she is a little shorter, has black hair, and dresses in light grey instead of white. Further, she has soft blue highlights along her clothing that match the strange blue stone of Arcelia's palace, and also wears a small choker of the same color. Otherwise, she is the same- slender and curved, matching the appearance of Arcelia close enough to where they might be sisters.

Personality: Soft spoken and quietly polite, while also being quite intelligent and capable, Lia is the perfect servant. She tends to more of an extrovert than one would think from her rather passive and quiet demeanor.

History: Unknown. If her history is anything worth noting, the only one who knows it is Arcelia. Maybe.


Capabilities

General Capabilities:
-Physical Strength: Lia is not particular strong at all, generally not accomplishing more with her strength than the lowest of the Numeros.

-Offense: It seems that Lia isn't very capable at most combat skills, and thus is never seen with any weaponry at all.

-Defense: For someone as indisposed to combat as she appears to be, Lia is startlingly good at defending herself. She has remarkable skills at blocking and dodging attacks.

-Mobility: Decently mobile, though no more so than any unseated Shinigami.
Standard Arrancar Powers:
-Bala and Cero: Lia never uses Bala, but she is quite proficient with Cero, and uses it as her primary attack. She can manipulate its area of effect, and use it repeatedly. However, it is fairly weak in power. She tends to focus it into a thin beam to make the most of its strength, rather than spreading it out in a wide blast.

-Hierro: Strong. While focusing on this ability alone, Lia can turn aside heavy blows and remain unharmed, usually by combining it and her prowess at blocking attacks. However, should she attack in return, it drops much closer to average strength.

-Sonido: Lia is slightly below average at Sonido.

-Garganta: Lia cannot use Garganta.

-Pesquisa: Lia is only average at Pesquisa, though she uses it regularly to check up on guests in Arcelia's home.
Resurrección
Currently, Lia does not appear to possess a Zanpakutō, and thus cannot use Resurrección.





Akemi Aoki, Exiled Shinigami
Name: Akemi Aoki
Age: ???
Gender: Female
Height: 5'4"
Affiliation/Type: Exiled Shinigami
Speech Color: #882288

Appearance: No longer part of Soul Society, Akemi is devoid of all the typical trappings of a Shinigami, even down to her Zanpakutō. Instead, Akemi appears as a young woman- definitely old enough to be out of school, but youthful. In terms of clothing, she favors black and purple, with a rather goth or punkish theme. She doesn't wear the style heavily, however, and manages to pull it off with a flair that makes her seem more zany than anything else. Typically, she wears t-shirts, and favors bracelets, arm bands, and arm warmers. She might have on one or more belts, and black pants. Due to her love of spontaneous activities and parkour, Akemi tends not to wear dresses or skirts, as they tend to get in the way and hamper her movement.

If it weren't for her clothing choice and style, Akemi would be distinctly average. Her plain, straight black hair has a vivid dyed purple streak through it to add interest, while she keeps a variety of sunglasses to hide her eyes. To deal with her lack of curves, Akemi relies on tighter fitting clothing, or just style and color to draw attention away from it.

Personality: Akemi deeply appreciates life and what it has to offer her, enjoying every chance she gets to live just a little more. She cares less about societal expectations and more about what she- and others- desire. Akemi is also very kind and caring, though at first glance, she might seem like a roguish mischief maker, which can earn her the ire of authority figures... but it isn't so much that she disrespects rules as it is that she cares about other things- people, that is- far more. If she really causes harm by her disrespect somehow, she will be sure to try and make amends for it.

While she often goes out to enjoy herself, she can be introspective and philosophical as well, spending time to fully understand new ideas and different view points. It may not be outwardly obvious though, as she often thinks at the same time as she performs other activities (such as parkour or exercise).

One of Akemi's most pervasive beliefs and ideas is her faith in the goodness of others. This is not to say she is wholly naive and innocent- she is well aware of all the terrible things that people can do. However, she is certain that it is possible for even the most hardened hearts to find remorse and repentance, even if her powers cannot help them accomplish it. She is willing to risk herself to help others atone, though she will not be foolhardy or careless with others to try and accomplish such, as she puts the well being of others first. Usually, when her cleansing powers fail, she will accept that sending a Hollow on to Hell is the best option available to her, but that doesn't mean she likes the conclusion, no matter the truth of it.

All in all, Akemi is a fairly complex and experienced person. Each time someone thinks they know her, she unfolds a little further.

History: Akemi was once one of the most skilled Shinigami in Soul Society. Though her spiritual energy was not the most potent, Akemi's focus and training allowed her to compete where all sense said she should fail. Her precision and long practice allowed her to act as if her power were far greater than it was, and eventually she even achieved the position of Vice Commander in the Kidō Corps.

Yet, Akemi was not loved among the Shinigami, or even in the mortal world. Her philosophies and abilities earned her many enemies. With the power of her Shikai, she purified even the Hollows who would be condemned to Hell, and she openly criticized many aspects of Soul Society law and government.

Eventually, this led to her downfall. A number of her foes joined forces against her, notably among them a Quincy, who used his techniques in an attempt to seal her spiritual energy away. As Akemi relied more on skill than anything else, such an assault hampered her less than expected, and she managed to escape before her energy was fully sealed, and before she was killed.

Knowing she could not go back to Soul Society, Akemi hid herself in the mortal world, concealing her history and what powers she had left. There, she seeks to live as best as she can in her current state.


Capabilities

Non-Spiritual Abilities:
Akemi is superbly skilled at melee combat, both with and without use of a sword. Further, she is an accomplished traceuse and free runner.
Lastly, she has a great love of board games, though she has not dedicated quite the same time to them as she has other, more vital skills.

Sealed Spiritual Power:
While Akemi's spiritual power would normally be at average level, the sealing technique used against her cuts this down to at least 20% of what it once was.
Though Akemi has developed a technique where she can break the seal and achieve higher power, but the seal is her own body. The implications of this is that even breaking the seal partially gives her terrible wounds (at minimum)- and if she were ever to try a powerful technique (such as Bankai or advanced Kidō), she would certainly die shortly after its completion.
Due to the danger, even looming defeat will not necessarily be enough to inspire Akemi to unleash her former power.

Kidō:
Former Vice Commander, Akemi's Kidō technique is her only skill that surpasses her ability at swordplay. However, due to her loss of spiritual energy, using Kido has become frustratingly difficult for her ever since her self imposed exile.
While she knows all the precision required to pull off Kidō without chants and in double incantation, her low spiritual power means that if she utilizes them, she can only get the most basic and lowest power of effects (and they are certainly not effective in a direct, combative effort).
Most of Akemi's remaining power rests in her use of Bakudō, which she always most skilled at. When using the incantations, she can manage them at a slightly below average level. Particularly, she utilizes Kyokko to hide her Zanpakutō so she can carry it around on a day to day basis without it being spotted.

Hohō:
Akemi was never particularly skilled at Hohō, and with her spiritual power sealed, she relies on her natural skill and speed almost exclusively, using Hohō only when she has no other resort. Due to low spiritual power, using it for too long can exhaust her, and she cannot maintain any other powers while using it.

Zanpakutō: Sin Eater
Sin Eater is a slender kodachi, unremarkable until it is released.Shikai: Catharsis
When released, Sin Eater becomes jet black, giving off a terrible Reiatsu that feels like a hundred claws scraping at one's very soul and haunting voices whispering in their ears.


Special Ability: Weight of Sin
When Sin Eater is released, the Reiatsu and aura of it surrounds Akemi and her opponents. Vague phantoms, materialize from within the tainted area, hounding Akemi's enemies, striking at them, hindering their movements, or attempting to distract or scare them.
Attacking the phantoms accomplishes nothing, as they are mostly insubstantial.
These phantoms typically are not powerful enough to leave more than moderate blows, or hold down an opponent for significant periods of time.

Special Ability: Cleanse
The second ability of Sin Eater's Shikai is Cleansing. When utilizing this ability, Akemi has the power to cause subconscious conflict within a Hollow or Plus that would otherwise be bound to Hell when she strikes it with her Zanpakutō. This conflict does not affect their outward power or strength of will as it relates to combat, but it is the catalyst for them to begin questioning the crimes and sins they have committed (even though they may not realize it). This ability can awaken the conscience of even the most insane and evil beings, but it cannot create remorse and repentance from nothing: it only grants a fair chance for the target to understand and desire to atone for their crimes. The nature of this internal conflict differs from entity to entity.

Once the conflict is resolved, Sin Eater can absorb their sins, allowing the target to go to Soul Society instead of Heaven. However, to absorb their sins, Sin Eater must contact the target with its edge, usually for an extended period. If a subject recognizes their sin, repents, and accepts the cleansing of Sin Eater, they may have their sins completely absorbed in a method that looks like (and probably hurts as much as) ritual execution.

In many entities, particularly with Hollows, even the successful use of this ability does not instantly manifest itself in their behavior. Hollows and like entities, due to their nature, will likely not even recognize the repentance and nature within them, continuing to act on their maddened urges. When the internal conflict is resolved, Akemi senses it through either a resonance (if it was successful) or dissonance (if it was unsuccessful) in their Reiatsu with her Sin Eater. If the conflict was resolved successfully, she may absorb their sins by striking them with Sin Eater in combat. Once she has scored enough hits (the amount of which is dependent on the level of evil of the being), she may send them to Soul Society with her Zanpakutō (either Konso, if they stop fighting for some reason, or by executing them with her Zanpakutō, as is done with most Hollows).

Absorbing the sin of other entities is an intense and draining experience, both mentally and physically. Not only will it likely prove necessary for Akemi to partially break her seal to accomplish Cleansing, but even if she were to restore her power, it would still prove tiring and traumatic to use.



Bankai: Absolution
With her power sealed, Akemi is incapable of using Bankai, even if she partially breaks the seal. If she fully breaks her seal (which will incur the consequences noted in the Sealed Spiritual Power section), she will be able to use Bankai again.

When she uses her Bankai, the black taint along Sin Eater sloughs away, leaving behind a brilliant white blade.


Special Ability: Storm of Sin
The Reiatsu and aura of Weight of Sin are increased dramatically as the taint of her sword dissolves into them. Opponents near her will have to struggle against countless grasping hands and slashing claws or weapons from the phantoms.
Each phantom also becomes much more distinct, showing the features of one of those successfully affected by either Cleanse or Mercy. They may even retain the smallest fragment of their power and personality, though the former is rare.

Special Ability: Mercy
Any struck by Akemi's sword while she is using Bankai instantly experiences an increased form of Cleanse, which absolves the sins of all but the most corrupted and unrepentant in a single blow.
Further, each strike will cause the subject to recall one or more memories of significance related to any sins they may have committed (whether Mercy absolves them of sins or not). This may disorient the target for a very short duration (long enough for Akemi to set up, but not complete, a second attack), though after experiencing the sensation one or more times, they may derive a way to ignore or lessen the effect.

On each strike that absolves sins, Akemi experiences the same disorientation as her enemy. However, once their sins have been absorbed, she no longer feels this disorientation. This replaces the negative effects of Cleansing.






Akena, Arrancar
Name: Akena
Age: Old, very
Gender: Female?
Size: Big (26ft long, 8ft tall, 1.75 tons)
Affiliation/Type: Tentatively Loyal Arrancar
Aspect of Death: Savagery
Speech Color: #445599

Appearance:
While most arrancar take on human form, or at least have some vague semblance of humanity to them, Akena is persistently monstrous. If Akena even has a human form, none remember it, or have lived past seeing it.

Describing Akena's form is difficult, however, as it is remarkably protean and bizarre, adding new limbs and subtracting old ones, shifting length and height and coloration. However, Akena generally has to keep the same size, and usually is quadrupedal (or more), and has a long and slender body rather like an over-sized salamander. Quite often, exposed bones weave in and out of Akena's skin and flesh at random places, sometimes in sharp barbs, or in curved, protective plates or rings.

One constant, however, are Akena's eyes; She possesses eight, each one a rounded triangle. Each eye is a dull, steely blue, and tends to be placed with one other eye so they form a strange diamond shape.
The other constant is Akena's breath, which bears the same coloration as her eyes. Involuntarily, Akena releases a strange smoke or fog from her mouth and other places across her body, which tends to clump and gather, or spread out subtly so that it is difficult to notice. Where it is dense, shapes can be seen in the fog- phantom limbs and faces that mimic the forms Akena has taken.

Generally, also Akena has razor sharp teeth and claws of a dull gray material that acts like metal- however, she sometimes substitutes it with bone, and uses the "metal' more protectively in patches across her body.

Personality:
Monstrous is the best word to describe Akena. Following after that is bestial, savage, and inhuman. She does not care for society or social norms, but instead acts like the terrible creature she appears to be. As often as she would speak, she would eat or maul, or simply ignore. The idea of civilization is simply bizarre to her.

This is not to say she lacks intelligence or the capability to speak or socialize, however. Akena is quite canny and cunning, and has been known to talk to people she isn't interested in devouring, and those that catch her attention. People who manage to do this will often note that Akena's personality seems... disjointed. She will say things that are contradictory one after another, or shift emotions and goals rapidly. Even if she isn't coherent or consistent, however, she remains purposeful, and rarely ever does something that isn't self-serving (whether for entertainment or out of greed or need).

When she does speak for longer periods of time, it becomes apparent that she enjoys trying to rile people- to make them angry or hateful, and it doesn't matter what their anger is at (though most often it is directed at her). If she's pursuing a specific goal, she tends to try and get her way through intimidation, brutality and forcefulness, which serve her quite well.

However, there are a few who manage to get the better of Akena, and around them, she manages a resentful servility. She often tests these people, either with direct confrontation or through contrived challenges, always watching and waiting for weakness, biding her time until she can strike them down. Until that time, however, she can be considered loyal... though not reliable. Currently, the Ghost King exerts this form of loyalty over her to ensure her obedience, and she may defer to Espada if pressed (though they will likely have to demonstrate their superiority).

History:

The history of Akena is incredibly long, extending back over two thousand years. It is difficult to piece together everything she has done, but the best way to track her activity is through plagues. The Antonine Plague, or the Plague of Galen, is one of the first known plagues attributed to her, and later the Black Death and Third Pandemic. While it's clear she could in no way cause all of the deaths in these plagues, it is known that she delighted in them, and quite possibly did engage in her own rampages as they took place. Whether she actually caused, started, or actually aided the progression of the actual disease is unknown.

The Antonine Plague is of particular note, however, for it was in this time period that Elder and Akena encountered one another. Having moved west from her usual locations, Akena drove into the Roman Empire, laying havoc on the people within as the plague spread... and inadvertently interfering with Elder's current territory. Since then, the two have remained fierce enemies and rivals, clashing violently.

Though she is considered a useful weapon against Elder, Von Geister has taken steps to curb and remove some of Akena's tendencies and abilities, to ensure that she is not overly detrimental to his cause. As such, Akena is somewhat weaker currently than she was in the past, a fact which she deeply resents... not that it changes her situation.

Capabilities

General Capabilities:
-Physical Strength: Akena is immensely strong, as is befitting a creature as large as she is.

-Offense: Akena is only of average combat skill, as she relies more on her strength.

-Defense: Her skin is quite tough, and especially due to the bone and metal that shifts across her body.

-Mobility: Akena is not especially mobile due to her size, though attempting to flank her is much more difficult than it seems. She is quick at running, though her attacks don't benefit the same way.
Standard Arrancar Powers:
-Bala and Cero: Akena is not capable of using Bala or Cero.

-Hierro: Incredibly potent. Attacking her may result in damage to the offending object.

-Sonido: While she can use Sonido with slight below average ability, generally she has to use it in short dashes as she has difficulty turning while using it.

-Garganta: Akena can use Garganta, but it is limited to herself, and it can only take her to one place (her lair) in Hueco Mundo (though she is not limited to where she can arrive in the mortal world)

-Pesquisa: Akena's Pesquisa has a good range, but is incredibly dull- she cannot distinguish between auras in any manner other than very general size, and particularly weak auras may escape her entirely.
Unique Abilities:
-Breath of Decay: Akena constantly releases a steely blue breath that spreads out around her like rolling fog. When angered or riled, this smoke becomes more dense around her, forming shapes that mimic her or her limbs (or sometimes just eyes). Any caught within this aura will subtly began to decay or dissolve, skin and fingernails peeling away the first sign of its effects, with flesh being next. It takes time to work, but it tends to cling even after moving away from Akena, though it fades fairly quickly when removed from the source. Protective abilities (such as hierro) and strong auras can diminish her breath's effects.
If she wills it, Akena can release as little of her breath as possible, but she cannot do so over extended periods of time, and cannot fully negate it.

-Chimeric Body: Akena's body is highly mutable, and can be reshaped in a variety of ways. However, she cannot add or subtract anything from her body- thus, she always has the same mass, and same materials with which to construct it. Some things seem to be a necessity to her body (such as the form of her eyes, openings from which to release her breath, and outer patches of bone and metal), so Akena is hard pressed to use this as a disguise or drastically reform herself- however, she can use it to protect certain parts of her body over others, move wounds, grow and retract limbs, and more.

-Plague Bearer: Unusually, Akena is capable of catching and purposefully retaining diseases, though she does not suffer from their effects. It is tiring for her to sustain them for too long, however, so generally she does not carry diseases for long periods of time. She can purposefully release these diseases in manners that allow others to catch them (though this doesn't allow her to infect those who would normally be immune to it, such as other spiritual creatures).






Akita Akiko, Living Arrancar
Name: Akita Akiko
Age: 17
Gender: Female
Height: 5'5"
Affiliation/Type: None
Speech Color: Olive

Appearance:
Though in some ways Akiko's appearance is typical, it proves that one does not need to be exotic to look good. Her features streamline the average into an simple set of features that need no augmentation. She is not unusually slender or long limbed, but has a natural curve and and sleekness to her that makes anything more or less look like it is trying too hard. Neither tall or especially short, she is defined instead by a relaxed but vivacious poise and posture.

Her hair is black, straight, and of moderate length, but neatly kept and brushed, and her eyes a simple dark brown that go well with it. She tends to wear casual clothing of a lighter coloration, and avoids more formal attire unless it is unavoidably the most appropriate for the situation.

Personality:
Akiko is somewhat of an idealist and dreamer, always thinking and reaching towards the best and the fantastic, even if she can't reach them. She tends to be kind, almost to a fault, and rather impatient, always ready for what is next rather than what is now.
As well, Akiko is a fairly serious person. While she can enjoy humor, she tends to be quite particular about the when and where of it, and can sometimes discard fun as frivolous (though it isn't too hard to bring her back down to earth). Occasionally this will manifest as bouts of solemn and subdued nature on her part, but those moments are rather rare.

History:
Currently unknown (to be revealed in gameplay)

Capabilities

General Capabilities:
Physical Strength: Above human capabilities while in her release, but not particularly high by the spirit world average.

Offense: Akiko is unskilled in combat, and only has few methods of attack anyway.

Defense: While in release, her armor is fairly hefty, and the abilities it grants give her some versatility and bonuses that would go unexpected by attackers. Akiko is capable of putting up good resistance against even strong enemies.

Mobility: Eventually, Akiko may be capable of Sonido, but currently is fairly slow in her movements, only managing to move as quickly as an athletic human (since that's all she really is).

Reiatsu: For someone who demonstrates few spiritual powers, Akiko has a surprisingly coherent and dense Reiatsu. Offensively, it seems to be released only in her Eyes of Menace ability, as it does not really extend far from herself under normal conditions- but defensively, it manages to protect her from most ill effects of the Reiatsu of others.
Zanpakutō: White Hound
Akiko's sealed power takes the form of a single white gauntlet meant to be worn on left hand, formed of numerous overlocking plates. Small protrusions dot its surface, designed to catch blades and push them aside.
Resurrección:
Guard!

When released, Akiko is covered in white armor of the same style as her gauntlet, which takes the form of a bipedal, anthropomorphic hound. Just after releasing it, one might easily draw similarities between this form and Akiko- its posture and body shape are the same. However, with a few more seconds, one might also notice some strange disparities. Her eye color has shifted to a much lighter blue shade, her height has increased by a number of inches, her shoulders are somewhat broader and overall she seems a little more muscular. None of these actually seem to relate to the powers of her release, which make the changes rather inexplicable.

The armor, at first, seems like a tool rather than a form she has taken on, but it is impossible to remove this armor from her, as it has integrated with her very body. Closer examination will reveal that it is made not of metal, but a material closer to composition of nail or bone. Her hands and the gauntlets of the armor now possess hard, cruel claws, and the helm- or head- has strong, moving jaws and teeth which can easily pierce flesh and armor.

In this form, she gains the following abilities:

-Loyal Shield
More than just mundane protection, Akiko's armor enhances her defenses supernaturally. Her reflexes improve in an uncanny manner, causing her to block or avoid even attacks that she is unaware of. Further, the armor generates a small field around itself that extends the range of its protection, preventing attacks from targeting joints as easily, and allowing her to use limbs to guard larger areas than they would cover, as if they were covered by invisible shields.
Very strong, quick, or precise attacks can still pierce this protection, but it ensures that an enemy has to put much more effort into harming her than they otherwise would.

-Eyes of Menace
Akiko's blue eyes in this form are particularly unnerving, though why is hard to explain. Something about them is focused, intense, and distinctly more inhuman than she ever seems to be.
Those familiar with Hollows may identify this feeling as a sort of terror and monstrous influence that flows from that nature. However, Hollows and Arrancar themselves will see a certain level of humanity in those eyes, unmasked and piercing.
Either way, if she stares at an enemy, their power will be diminished. It is as if something binds them from reaching their full potential- they are not incapable, but simply faltering. However, this generally will not deny them any of their normal capabilities, unless they could just barely perform it before.
This effect fades as one avoids Akiko's focused stare, which can be done by remaining hidden, or moving swiftly enough to where it is difficult enough to follow. Those with Reiatsu stronger than Akiko's (or who are capable of adjusting in some way) may also diminish or even completely ignore its effects.

Krazddndfreek
2010-04-23, 10:21 PM
Kuroda Ryo, 8th seat of the 13th squad
Name: Kuroda Ryo
Gender: Male
Height: 5' 9"
Weight: 148 lbs.
Age: 154
Division: 13th
Rank: 8th
Reiatsu/Speech color: Red/brown #B8713D

Appearance:
Ryo has a deceivingly slight build for a shinigami. Underneath, his muscles are lean, hardened and scarred from years training and fighting against hollows. One of his most prodigious scars crosses the side of his face from his temple to his jawline. He has spiky black hair that would be shoulder length, were it not styled, and a black lip ring.

While in his gigai, Ryo wears either his school clothing or any popular fashion including skinny jeans.
School clothes:
http://i170.photobucket.com/albums/u248/BloodKakashi/img024-1.jpg


Personality:
At one hundred and fifty, Ryo doesn't seem to be much more than a teenager. For the most part, he is. He's wild and takes risks and feels invincible. He's also somewhat lazy and doesn't focus very well, unless its a pretty girl or fighting. Not to say he likes getting into them, but obviously he can manage.

He is however at heart, very committed to his job and hates to see people getting hurt, though he does know when its time to give up for the most part.


Abilities:

Kidō:
Ryo knows some healing kido by necessity, and can cast both Bakudō and Hadō up to the thirties, as he's not very fond of releasing his zanpakuto. He can only use Eishohaki (casting Kidō without incantation) with certain Kidō below ten. Some of his favorite are:
Geki: Keeps hollows in check during a fight.
Kyokko: Useful for sneaking up on hollows and anything else in general. Like the women's bath house.
Shō: For a while, he was simply amused at it's potential for innuendo, now its become a valuable part of his arsenal and keeps pesky opponents at bay.
Byakurai: Ryo fires a blast of lightning. A useful ranged attack mode.
Sōkatsui: Possibly his most devastating single attack, it fires a large blast of blue fire.

Hakuda:
Ryo is good in hand-to-hand combat, though won't rely on it as his main mode of combat most times. However, while his shikai is active, he sometimes gauntlets his hands in stone and gives his stance extra support by changing the earth below him.
Hohō: Ryo's weakest suit. Ryo might look thin, but he's not extremely fast. He prefers instead to stand and meet his opponent head on.
Zanjutsu:
Ryo's most prodigious skills lie in his swordsmanship. Ryo is particularly adept at striking vulnerable areas with speed and skill. Though his hammer is not precisely a sword, he has honed techniques with it using some of the basics of swordsmanship. However, as mentioned, he rarely uses his zanpakuto's released form and thus is the reason why he relies on his swordsmanship so much.

Zanpakuto: Kiba no Tsuchi

Sealed Form: A normal katana with a green hilt and a square guard.

Shikai:

Release Command: ""
In addition to speaking the release command, Ryo spills his own blood on the ground. He usually just slits his palm, but in dire situations, he might spill a bit more. After doing so, Ryo's zanpakuto becomes a sledgehammer and he can manipulate the earth around him,(like an earthbender) based on the amount of blood he gave. This is not directly proportional to the amount of blood spent. For example, simply slitting his palm generally produces enough blood for him to manipulate his body mass of earth.



Shirakawa Kiku, Captain of 9th Division

Name Shirakawa, Kiku

Position/Allegiance: High-Level Member, Gotei 13

Vital Stats:
Age: 224
Height: 5' 7''
Weight: 150 lb.
Reiatsu/Spiritual Color: Dark Orchid

Appearance
The most apparent trait of Kiku's is that her face (creepily) resembles Gin'sa fox. Her lips are always pursed into a smile, and she her eyes are squinted. After that, her shoulder-length hair is thin and dyed a very pale tint of violet. Except for her face, her body is entirely covered with Kido incantations, tattooed into her flesh. Her nails are painted most of the time and often with parts to incantations of kido to empower them.
(That's not a shihakusho or haori. Just a pretty dress.)http://i170.photobucket.com/albums/u248/BloodKakashi/img001-1.jpg


Personality:
Kiku is, in a word, curious. And everything that comes with it. Knowledgeable, but not necessarily wise. Like the curious cat itself, she has a certain grace and beauty. Like the fox she is compared to, she has a love for mischief and tricks, though the duties of being a captain somewhat limit her. Even so, she still often snoops around and stalks people for no other reason than pure compulsive curiosity.

Years of studying and experimentation among the Kido Corps. have led to a higher understanding of kido and great knowledge of its history and myths. It has also led to the development of very convenience-based kido, in addition to combat implementations. Things of simple use as doing your dishes for you, cataloging books, or light telekinesis. Her friends might sometimes tease her and call her "witch" because of this.


Backstory:
TBA

Abilities:

Kido: Among the most competent users of kido in all of seireitei. Some even try to argue that she's better than the Kido Commander, having once been a part of the Kido Corps herself. Whether or not this is true, even without her zanpakuto, she is a force to be reckoned with. Her tattoos allow her to use many kido at full strength, without even speaking the incantation.

Zanjutsu: There is no great mention of her physical strength or skill with a sword. She'd likely resort to dirty tricks if it ever came down to a toe-to-toe fight with someone of her own caliber.

Hoho: Kiku's agility is another of her strong points. She's not nearly as fast as she is strong with kido, however. Despite this, her shunpo isn't particularly potent, in terms of distance, but she can use it rapidly without tiring. This allows her to avoid getting hit, though not all of the time. She is also trying to improve her speed in order to use shunko, but its taking time.

Hakuda: Again, dirty tricks and subpar-ness. A slightly better known trick is that she combines her attacks with specific kido which she has developed. Her most common and actually confirmed kido is one that extends her fingernails and makes them sharp as steel. Another of her tactics is using Seki to repel attacks without her zanpakuto. Her captain-level speed also helps.

Kidō Tattoos: Even though the tattoos improve the power of eishohaki, Kiku doesn't necessarily use the kido tattooed to her body regularly. High level kido like Hadō 88 or Bakudō 99 will be used sparingly and generally in dire straits, as they are quite potent.

Hadō 63: Sōren Sōkatsui (双蓮蒼火墜, [I]Twin Lotus Blue Fire, Crash Down) Essentially a doubled version of Sōkatsui, this spell fires two shots of blue fire with greater potency than the single-shot variety. With this, It's incantation wraps around Kiku's right shoulder and upper arm. Incantation: "Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! On the wall of blue flame, inscribe a twin lotus. In the abyss of conflagration, wait at the far heavens." ("君臨者よ!血肉の仮面・万象・羽ばたき・ヒトの名を冠す者よ!蒼火の壁に双蓮を刻む 大火の淵を遠天にて待つ")

Hadō 63: Raikōhō (雷吼炮, Thunder Roar Cannon) Fires a massive wave of yellow energy at a target. Kiku's belly is tattooed with the incantation for this hado. In addition, Kiku often spouts the energy from this kido from her mouth for dramatic effect. Incantation: Unknown

Hadō 88: Hiryugekizokushintenraiho (飛竜撃賊震天雷砲, Flying Dragon-Striking Heaven-Shaking Thunder Cannon) Fires a gigantic electricity blast of spiritual energy resulting in a truly enormous explosion. Needless to say, Kiku tattooed this one onto her body, in order to use it more effectively. The incantation completely covers her right arm, however, so there isn't any room for any other kido on it. Incantation: Unknown.

Bakudō 9: Seki (斥, Repulse) Creates a round shield that seems to temporarily paralyze and repel whatever strikes it. The only spell tattooed to her that she regularly uses. The incantation covers her lower (lower) back. Incantation: Unknown

Bakudō 74: Rei Tsubasa? (霊羽, Spirit Wings) The user sprouts wings made of white energy which hover behind their shoulder blades. The wings can be used to fly at high speeds, even at shunpo level, but shunpo cannot be used to make it move faster than that. The wings can also be marginally used as shields, but will generally break after a single strike against equal level opponents. Kiku also has the incantation for this one tatooed across her upper back. Incantation: TBD

Bakudō 99 - Part 1: Kin (禁, Seal) Ties the target's arms on the back in addition to wrapping the spiritual fabric around the entire body, and continues to pin the target with spiritual fabric stacked to the ground around the target with several iron shafts in an "X" shape. This technique can be used to a lesser degree, to not pin the target down on the ground, but simply bind his arms to his back with the spiritual fabric and iron shafts.

The incantation to this kido has been tattooed onto her left leg, covering it, while its second part, Bankin, has been tattooed to her right leg. Incantation: Unknown

Bakudo 99 - Part 2: Bankin (卍禁, Great seal) This spell covers the target from head to toe with spiritual fabric (First Song), stabs them with numerous metal bolts (Second Song), and then smashes them with an immense metal cube (Final Song). The incantation to this kido covers Kiku's right leg, while the first part is tattooed to her left leg.
Incantation: First Song: Halting Fabric (初曲・止繃, Shokyoku: Shiryū). Second Song: Hundred Linked Bolts (弐曲・百連閂, Nikyoku: Hyakurensan). Final Song: Great Seal of 10,000 Forbiddings (終曲・卍禁太封, Shūkyoku: Bankin Taihō)


Custom KidōHadō 9: (猫爪, Cat Claws) Extends the user's fingernails and hardens them, making them a viable attack method. Kiku often paints the beginning of the incantation on her fingernails. Incantation: TBD

Bakudō 74: (Spirit Wings) The user sprouts wings made of white energy which hover behind their shoulder blades. The wings can be used to fly at high speeds, even at shunpo level, but shunpo cannot be used to make it move faster than that. The wings can also be marginally used as shields, but will generally break after a single strike against equal level opponents. Kiku also has the incantation for this one tatooed across her upper back. Incantation: TBD


Zanpakutō: 秋姫 Akihime (Autumn Princess) A standard katana with a round hilt-guard. Its name is engraved near the guard at the base of the blade.

Shikai: (Rip the wings off of butterflies, Autumn Princess)

Shikai Appearance: Akihime's hilt begin's to bloom over with what seems to be flower petals. Ranging in color from autumnal orange hues to the color of an indigo sunset, they also recolor the entire sword in a splotchy and muddled fashion. Like splashes of watercolors They then fly from the sword, proving to actually be butterflies. The butterflies begin to die and wither when Akihime becomes unhappy.

Shikai Special Ability: Akihime has the power to reach into the inner consciousness of those she touches, and force them to see images based on their own fantasies. Anyone who touches Akihime after her release will begin to hallucinate, however, they can fight against the distracting thoughts. More strikes will make the hallucinations more potent and difficult to resist, as well as longer exposure to its effects. The hallucinations bring back childhood memories and aspirations, and depending on Akihime's mood, they can be perfect and nearly euphoric, or twisted and depressing parodies of them. This is however a double-edged sword in that, Kiku must be touching Akihime while releasing her. She has grown to be somewhat tolerant to its effects, but after several minutes of release, Akihime's mood always becomes sour, and the dark hallucinations become unbearable to maintain or even fight sometimes. Thus, she is often reluctant to use it, preferring to rely on kidō for combat.


Bankai (

Bankai Appearance:

Bankai Special Abilities:

Rebonack
2010-04-26, 11:32 PM
Name: Raykawm, Futility of Emptiness, 'Ray', 'The Coat Man'
Gender: Controlling soul is male
Affiliation: Unaligned Hollow
Rank: Wut?

Appearance:
http://i4.photobucket.com/albums/y102/Ironack/Raykawm3.png
The Coat Man received his nick-name for good reason. This fairly normal looking fellow is almost always clad in a worn, well traveled brown duster accompanied by faded denim pants that look to be held together by a few straps and sheer determination. The gray shirt has an almost tunicish look to it and is in slightly better repair than the rest of his attire. Atop his head sits a rather abused looking brown wide-brimmed hat and equally worn brown boots are tied snug about his feet. A mouth-mask of sorts is tied around his mouth whilst his eyes are obscured by a pair of sizable sunglasses.

Under all this form obscuring attire is a hollow wooden puppet with a Hollow spirit pulling the proverbial strings.

As for the proverbial ghost in the machine, things become more interesting as the Hollow shakes off its material shell. Raykawm is a thing of flux and fluidity. A true protean nightmare of flowing mist and seeping darkness, bits of ivory white and ebony black material constantly dissolving and coalescing into his form. The Hollow's body is humanoid, tall and clad in overlapping obsidian plates within which dances a swirling array of star-like white, a muscular blade bedecked tail twitching behind. His mask curved and featureless, a pair of wing-like projections reaching up on either side. One of the few constants in this strange being.

The other constant is the Hollow hole dead center in his sternum. Though a hole that has been filled. Within pulses a scintillating mass of Plus souls, the prey of his prey, those not yet corrupted. There they beat for him, the heart that he has long since lost. There they wait, dreaming.

Personality: Ray has a rather dry and stuffy personality, almost more of what one would expect from a scholar reminiscing by the fireside with some good company and tobacco than some horrible undead monster. He isn't quick to fight nor to anger, more concerned with keeping his profile low and making sure there aren't any mortals in the crossfire. Certainly a peculiar trait for a Hollow.

Background: It's clear enough that something has allowed Ray to hang onto at least some part of his identity. Though he isn't quick to explain precisely what it is. It's also quite clear that this Hollow is old, often referring to historical happenings as though a first-hand witness.

Abilities: Standard Hollow abilities in addition to...
Spirit Particle Diffusion: Ray is able to control the density and configuration of his constituent spirit particles to a near unlimited degree. Normally this manifests by Ray diffusing himself over a vast area to the point that his presence is near undetectable apart from a minute increase in the ambient spirit energy. This in turn lends itself to a number of useful techniques.

-Discoporeation: Ray can dissolve himself and re-manifest at any point within his spirit particle cloud. Useful for getting around quickly and getting out of the way of an attack he sees coming. Not so useful for sneak attacks or sudden assaults since modifying himself requires a few moments.

-Diffuse Anatomy: Given that most of Ray will, at any time, be elsewhere dealing lasting damage to him can prove difficult. Mask destruction will still do him in as per normal, though wounds elsewhere are more of an inconvenience. Ray can replace injured mass with fresh material, but that requires time and concentration. An attack that deals damage over a very wide area can disrupt and harm the diffuse portion of him, however.

-Weapon Manifestation: In combat Ray will create weapons for his own direct use as well as obstacles and traps composed of his own substance. Beware caltrops and back-stabbing! He has only crude control (initial position and velocity) over portions of himself that his consciousness isn't directly inhabiting. Because Ray is using parts of himself for this ability destroying them is just like destroying any other part of Ray.

-Resonant Spirit Energy: When exposed to spiritual pressure Ray can consolidate further, increasing his power to proportionally match his foe. There's a limit to how powerful Ray can become as, eventually, he won't be diffused at all. Ray's default state is diffuse and consolidating too much in the Mortal World means that Ray risks losing himself. Good excuse to scale his power level.

Abe, Minoru
http://i4.photobucket.com/albums/y102/Ironack/NotChad.png

Name: Abe, Minoru (found a nice place for first names, not so sure about family names. Open to any suggestions.)
Gender: Male
Height: 193 cm (6'4")
Weight: 105 kg (231 pounds)
Hair: Black bleached blond (someone had to do it)
Age: 16
Speech/Reiatsu: Bold Gold in the form of ethereal petals that drift lazily around him.

Appearance: Imposing. That's the first thing that usually comes to mind when one lays eyes on Minoru. The guy is big. Really big. Could probably flatten people in American football if anyone actually played American football in Phoenix Town. Powerfully built, a wall of muscle.

Minoru is usually clad in a pair of faded blue jeans and a sleeveless green and black jacket, the look rounded off by a pair of loud orange and purple sneakers. Apparently no one has ever spoken to him about clashing colors. His bleached blond hair bares a rather stubborn curl in the front that refuses to lay down in spite of liberal application of hair cement. Apart from that Minoru usually wears a rather cheerful demeanor which leads to...

Personality: Fun. That's the second word that one thinks of when trying to describe this giant. Fun loving, jovial, and intensely competitive. Minoru can turn just about anything into a game or a competition. And given his physical conditioning he can give most a run for their money. While he isn't stupid by any stretch of the imagination Minoru would much favor running in the hills surrounding Phoenix Town than being bottled up in a room doing school-work. Especially in those little desks that are always too small. Oddly enough the only subject that Minoru has ever shown keen interest in is history, mythology in particular. He's always explained that he likes to learn about how other people have defeated the challenges that have faced them.

History: Minoru was born and raised in Phoenix Town, his parents owning a small sports shop on the outskirts of the city. As a child he always favored the outdoors whether it involved swimming, running, biking, or just climbing over whatever obstacle presented itself to him. No real tragedies. No lost loved ones apart from the death of his grand parents some years ago. Only a life full of life and potential. Mountains to conquer and dulls home-work assignments to complete.

Powers: Presently Minoru is able to hear spiritual beings. While he can't see them he does get a sense of a presence in the case of the benign and a feeling of wrongness around those spirits that are more malevolent.

Later he'll gain the use of several Hollow-like aspects. At first he'll only be able to use one aspect at a time, requiring some practice and luck to figure out how to manifest each aspect. As he grows in strength he'll be able to employ more of them at a time. All the aspects offer an all around boost to Minoru's physical abilities, though each has a specialty.

Aegis of the Immortal
Using this aspect causes a shield-like armor to grow over Minoru's right arm. The shield is impressive in its durability and generally increases Minoru's ability to shrug off damage and injury. This aspect represents his will to press on in the face of adversity.

Arm of the Titan
Using this aspect causes a gauntlet-like armor to grow over Minoru's left arm, sporting a curved blade that folds back against his forearm. Not only is the weapon dangerously keen, but it also boosts his strength to stunning levels. This aspect represents his will to conquer every challenge that stands in his way.

Tail of Ouroborus
Calling on this aspect results in Minoru gaining a powerful, lithe tail tipped with a wicked scythe. The tail is a potent weapon in and of itself, but it also increases his speed to break-neck levels. This aspect represents his reckless competitive spirit.

Helm of the Olympian
Summoning the power of the helm covers Minoru's head and face with silvery armor, bathing all but his eyes in a deep obsidian shadow. The helm increases all of his physical attributes in a well rounded fashion, though it doesn't come close to matching the zenith of power offered by the other aspects. This aspect represents his desire to be the best that he can be for his loved ones.

Other Useful Information: Even without his aspects active Minoru is impressive physically. Not talking Chad level here, though. That was just nuts. He has a soft spot for small animals, cats especially. One of the few things that can draw Minoru's ire is people using their physical abilities to harass those weaker than themselves. Bullies beware.

Kuroimaken
2010-04-27, 07:34 PM
Amagatsu Kazuma, 11th Squad Resident Broody Hardworking Blood Knight


Name: Amagatsu Kazuma (pre-mortem: Seizan Kouichi)
Age: What does it mean when you don't celebrate birthdays?
Gender: Clearly male.
Height: 1,89m
Weight: 70 KG
Reiatsu: Blood red
Rank: Somewhere about 8th position, likely. Stronger than average, not so much to have an actual named post.

Appearance: Kazuma is a tallish guy who looks to be in his early twenties at best. He has dark purple eyes and dark red hair with a twin streak of green flowing down each side of his forehead and framing his face. His face seems to be perpetually turned into a frown, or at least, a neutral expression. His attire is regular for a Shinigami, with the notable lack of anything reminding a mark of rank and a pair of round, black sunglasses on his face, a small pipe occasionally dangling from his lips. He is often seen popping pills, believed by many to be painkillers. Or candy.

In battle, Kazuma tends to shed the upper part of his Shinigami robes, displaying a body for the most part free of noticeable scars. The more he gets into it, the more his mask of uncaring fades, to the point he seems to genuinely enjoy himself. Weak opponents tend to not get that far. Strong enough opponents get to see him take his shades off.

History: In life, Kazuma had been an extremely successful heart surgeon by the name of Seizan Kouichi. He had everything - the talent, the money, the loving family. His ability was unprecedented, beginning with his very first patient - his teacher, who entrusted no one with his life but Kouichi, fresh out from residency. In all 25 years of his career, he never lost a single patient on the operating table.

When he did, he couldn't stand the shock. Going into depression, he took up drinking. The poor doctor never recovered, losing family, friends and co-workers, then his house, until he finally died alone and in pain. His spirit, being full of regrets, took up to haunting the hospital he used to work in. This eventually led a Shinigami to him, and he was sent to Soul Society before he became a Hollow.

The catch is, he was a completely different individual when he got there. He had no memories of his previous life, and not even his appearance. He was just a young boy, whom everybody called Amagatsu Kazuma. He had no one to care for him, unfortunately. It wasn't long before the boy took to stealing. It was even less time before he had contact with the seedy side of Rukongai, initially as a victim that no one cared about. He was strong enough to survive, first by hiding. But he couldn't hide forever. He started actually defending himself. As violence begat more violence, and with no notion of right and wrong to begin with, "might makes right" started making each and every bit more sense, and he was sent further and further away from the center of Rukongai. That hunger, so uncharacteristic of the others around him, was no longer unheeded. He could very well remain in Rukongai until the time came that everyone feared respected him, but he knew that the second someone actually got him good, that respect would wane. So he did the one thing he could - he got into the Academy in an attempt to make Shinigami.
He didn't fail any of his classes, being actually far more hardworking than his outward demeanor would suggest, but his violent upbringing forever scarred his view of life. Even further, he was seen as little more than a peasant who muscled his way in, not belonging to any major houses and not outshining his other class members.

Nonetheless, he was strong. Much stronger than when he left. Rukongai meant nothing by now. He didn't care about what others thought, only what he knew. He knew he had the makings to go anywhere he wanted, whenever he wanted, if he tried hard enough.

But now that he didn't have to fight just to survive, where would he go from here?

Personality: Kazuma is an extreme realist. Hopes and dreams mean nothing. Would, shoulda, coulda. What matters is the moment. Do what you want to do, live with no regrets, answer to no one but yourself. If anyone has a problem with that he or she can go to hell. If that doesn't work, that someone can BEAT obedience out of you. If he or she can't? Tough break. His actions are very much dictated by his whims, and his interest in helping someone is quite dependent on whether he happens to like that someone for whatever reason. He reacts strangely to genuine, unfettered kindness, always initially considering them an attempt to get a favor out of him, and when proven wrong, unable to respond to it with anything but irritation. Nice people annoy him, truly, mostly because he doesn't understand their motivations. Strangely enough for him, he seems to get along just fine with doctors, though he figures they're just doing their jobs.
Aside from smoking and eating more candy than is good for you (yes, that's candy) he has no other really bad habits. He likes to keep himself clean and preferrably smelling well (he tends to smoke only sweet herbs for that effect), but he's not a neat freak. He's not fond of authority he has no direct respect for. He tolerates (or rather ignores) criticism rather well. He's particularly hard-working when he does things and doesn't really tolerate half-assedness; his hobbies are training, Go and Shogi. Not that he's very good at the latter two, he enjoys the concept and mental workout most of all.

Zanpakutou:

Release command: Chissokuse yo, Sazan'ou! (Asphyxiate, Chain of the Cruel King!)
Unreleased Zanpakutou: White saya, black tsuba, red tsuka
Inner World: Huge flower garden, bustling with life, with butterflies frolicking about.

It's only missing unicorns.

Zanpakutou Spirit: Doctor Seizan Kouichi, before the mistake that cost him everything - a man in his mid-fifties, dressed like a doctor, with a moustache not unlike that of Santa Claus, dressed like a doctor. He will occasionally receive what looks like a patient file, handed by an assistant who then promptly disappears. The assistant is different each time - each is, in fact, a part of the reiatsu of his saved patients, the gratitude that stood behind with him.

Shikai: The weapon turns into a kusari-gama with an exceptionally long chain. It has 108 links in total - each link turns into a different weapon, some of which come in pairs. At present, Kazuma can use about a tenth of those efficiently, ten links out of the 108. The striking end of each weapon is attracted by the opponent's reiatsu, which often causes them to cut deeper or strike harder than usual. The upside is that the more reiatsu the opponent pours out, the harder they'll strike; the downside is that the stronger the swing, the more difficult it is to control. Further, those who can hide their reiatsu find that the weapon only hits as hard as Kazuma himself can (which, while considerable, isn't as hard an impact as the weapon adds).

Bankai: Not yet considered, or even attained for that matter.

General Abilities: Proficient with a somewhat wide range of weapons, and thus accustomed to the tactics employed with many of them. As a result of living in distrust of everything and everyone, has sharpened his senses to catch details that many would initially dismiss, though often gets dismissed himself. Large reiatsu output, with a moderate amount of control (still poor by many manipulator's standards, however). Fairly strong for his frame despite the lack of obvious muscle. Quick on his feet, but by no means a speed demon - prefers to use evasion as a method of closing in rather than of getting away, and his natural hot-bloodedness in battle makes him likely to harm himself in the process.

Shunpo: Kazuma has trouble with Shunpo in that he's never quite gotten the hang of how to steer. He either has to stop in his tracks to change direction, or use the nearby scenery as a means to turn. For this reason, his use of Shunpo is limited to evasion and head-on charges. He also can't use more than a couple of them in rapid succession.

Kidou: Feeling that imprisoning his opponents and limiting their combat capabilities isn't fair, Kazuma never really got more knowledge of Bakudou than absolutely required to pass his classes. Hadou, however, is Kazuma's favorite (and only) means of attack that doesn't involve his fists and Zanpakutou. Due to his relatively poor ability to control his Reiatsu, his Hadou tends to focus on explosive blasts rather than pinpoint attacks. His inability to employ them without recitation makes them predictable, however, and his relatively low attack power compared to specialists and the impact of his own Zanpakutou makes it mostly his long-range attack option.

Zanjutsu: Kazuma's specialty. He tends to adjust his weapon to fit his enemy's tactics whenever he does draw his Zanpakutou, but prefers to go at it with a mix of straight-up martial arts and Hadou instead. Doesn't adhere to rules of engagement of most kinds unless he figures it'll add to the challenge. His favorite style when aiming for elegance is battoujutsu, a technique reliant on the sliding of the back of the blade against the sheath in order to produce additional momentum. Despite his familiarity with a variety of weapons (ten links out of 108, for now), Kazuma wouldn't be much of a match against a foe with the same weapon type; for the most part he tries to match his own as appropriate to combat (using weapons with long reach against short reach weapons, chains against long blades, short weapons against disarming/pronged weapons and so on).

Hakuda: Kazuma is fairly efficient, hand-to-hand fighting-wise, though his style tends to make far more use of direct assault than throws or immobilizations and the occasional nerve pinch (the majority of his opponents being Hollows though, this last part hardly, if ever gets used). He isn't an expert in that he lacks variety (refer to the aforementioned lack of throws and immobilizations), and some might call him a one-trick pony. He has been known to occasionally wear down Hollows with nothing but bare fists, however.
Stats: (for evaluation purposes only. Humans in this case are assumed to be around the 30's in scale, with 35 being well above average, 45 being superhuman, etc.. Sado, for example, would be 45 Strength-wise as of Parakeet Kid's arc - HE RIPPED A FREAKING LAMPPOST OFF THE GROUND THEN BROKE IT OVER SHRIEKER'S HEAD IN ONE BLOW.
I used 250 points as a base for a starting Shinigami.)
Offense: 70
Defense: 25
Kidou: 33
Intellect: 37
Strength: 40
Speed: 45

Sucrose
2010-04-28, 11:29 AM
Allighiero di Antonio
Faction: Enclave
Position: Hunter
Speech color: Sienna
Height: 5'9
Weight: 150 lb.

Appearance:Allighiero tends to wear the most expensive clothing that he can afford, getting a bit upset if anything happens to it. As such, he doesn't tend to take it well when he's assaulted off-duty. On-duty, he generally wears more practical clothing.

His hair is well-oiled and black, and his skin a bit swarthy. He has surprisingly good teeth, and brown eyes that generally burn with conviction.


Backstory: Allighiero is another of the Enclave members that managed to escape all those centuries ago. Due to personality issues, he was not even considered for the rank of Knight.

Personality:Allighiero is absurdly arrogant. He never takes his missions seriously, and is firmly of the conviction that he can accomplish his aims with a metaphorical hand behind his back. He is a braggart, and prone to overinflated speeches.

Despite all this, however, he has a good heart, and, when he realizes that he needs to buckle down, always gives his all for the cause. He is always the last to retreat, unless explicitly commanded otherwise by a superior officer. Further, his claims are overinflated, but they are not all hot air: he is, in fact, a highly skilled, fairly powerful combatant.

Weapon: Unlike many members of the Enclave, Allighiero specializes in only one weapon; the immense maneuverability conferred by his Decursus and Tabernus runes generally make secondary weapons unnecessary. His favored weapon is a leaf-bladed spear.

Runes:Levitas: This glyph, stored on the soles of his shoes, allows Allighiero to dramatically improve his jumping ability via a powerful updraft. Further, it also allows him to hover in place, essentially replicating basic airwalking functionality.
Decursus: These glyphs, extremely minor ones inscribed on several points of his hunting jacket (essentially at every joint, as well as several points along the torso), allow him to maneuver much more quickly than he could otherwise via quick bursts of air. Using these runes in conjunction with Tabernus essentially allows Allighiero to fly with nigh-perfect maneuverability.
Reconcilio: The standard Enclave hollow-hunting rune is affixed to his spear.
Efflectum Turbo: His most powerful rune, Efflectum Turbo generates a powerful blast of wind at the tip of his spear. This can only be used in conjunction with Tabernus; using Decursus at the same time requires too much concentration. The cyclone can be used as a ranged attack, though its power quickly drops outside of fifty yards, or it can be used to add punctuation to a physical blow. It can also be used, if there's no concern for collateral damage, as a propulsion technique. Allighiero can only use this technique once every ten seconds or so.


Battle Stats:
Physical Strength: 40. While considerably stronger than the average human, Allighiero is small fry compared to any shinigami of Vice Captain level or above.
Offense: 60. Allighiero is actually very skilled in close-quarters combat, and his spear is a force to be reckoned with, but his human limitations do ultimately prevent him from reaching the power of high-level shinigami or other such forces of nature.
Defense: 20. While Allighiero's spear provides considerable offensive power, no such augmentation exists for his ability to take hits, forcing him to rely on his own raw toughness and ability to roll with blows.
Mobility: 70. Allighiero's greatest strength, against even foes considerably stronger than he is, he remains very hard to pin down.
Intelligence: 50. Allighiero isn't stupid, and has a fair number of tactics, but he is routinely overconfident.
Runic Skill: 50. Allighiero is able to use multiple runes simultaneously, and his single powerful rune multiple times in relatively short succession.

Boo
2010-05-02, 05:16 AM
Himura Michiko: Captain of the 11th Division
Gender: Female
Age: 723 729
Height: 5'8"
Weight: 142
Reiatsu: Memorable
Rank: Captain of the 11th squad

Appearance: Himura is militaristic in her stance. She holds herself up firmly, and only shows weakness in her terribly dark eyes. In her many stressful years of unlife she has defended both the mortal and spirit world, but her face is not as worried with wrinkles as one may assume. She has kept herself smooth and youthful looking to help the morale of her squad (apparently men don't like an excess of wrinkles--most don't). She has managed to avoid grey hairs (very rarely having to pluck one from her head), and pins her hair back with needles.

Himura's uniform keeps to long sleeves, which includes her Captain's robes. Sun-kissed red Domaru gauntlets and matching leggings are also worn, protecting her and aiding her in any possible combat.

Personality: There is never an apology uttered from her lips, nor a "please", nor a "thank you". She does not always get what she wants, but she doesn't care either. Her tone is often stern and calls attention to her position. However, she cares deeply for her squad. When she feels they've put effort into their practice sessions, she tells them such. When they've defeated a powerful enemy, she tells them they've done well. She is always encouraging, no matter how harsh her voice may seem. She is almost... a mother to the 11th squad. In comparison, not public opinion. She even has the eyes and ears of a mother when it comes to her squad.

In battle, and as a general rule, she follows the ideal that the only thing cowardly or dishonourable you can do is show your back to your opponent. Biting, sacking, spitting, etc: all are acceptable methods of warfare. She openly encourages such tactics, saying such things are "honourable" while stating that people who go easy on their opponents are horrifically insulting them. Keep that in mind for when she goes easy on one of you.

Himura's most admirable quality is her honouring of the departed. When a squad member does not return home, she places their zanpakuto (if retrieved) on a wall with the wielder's name underneath it. This wall is within an enclosed building constructed by the eleventh squad during her first year as captain. She spends much of her spare time here, meditating with the many whom she failed to protect. In fact, every day that she is given the news, she detaches herself from the world for that one day. She is given their zanpakuto so that she may place it upon a cenotaphic wall.

History: Himura was once part of a noble house many hundreds of years ago, but was forcibly removed for reasons never revealed to the public. She was left in a ditch on the outskirts of Rukongai with only the clothes on her back, and a sword as a parting mercy.

She stayed there, as a combatant, for scores of years to follow, making a name for herself in the process. She was not ravinous, but she was violent. A young, passionate fighter, previously trained in basic kendo, she learned how useless those lessons were. Rules and "honour" was for only the weakest of men, and she... she was the strongest.

Eventually she was approached by two shinigami. They were under orders to bring her to Seireitei, but not as a prisoner: as a guest. She did not oblige them, instead threatening their necks with spit and fire. Considering their rank, the two could have taken on Himura with little problem. No, that's a lie. They would have had quite a bit of trouble. They left without a word, red with rage upon return.

The following week, a man in white arrived. There were no introductions, nor ceremonious welcomes. He came and curled his hands around a hilt. A blade was drawn, and then another. Himura's was cut in half without a pause to blink. The man in white exited, followed by the two from previous days.

Perhaps is was his charisma, or maybe it was his power, but she had to make him bleed. It was obvious that she had to become stronger, and so her sole option was an obvious one, yet a disturbing one. She joined the Shinigami academy. She arrived expectantly.


***********************

It took her some years to enter a division, but she graduated well. Her weakness in kido studies left her with little choice other than the Eleventh, and almost like fate, she saw a familiar white cloak.

"Kenpachi Hiroki..."

The name "Kenpachi" is given to the greatest swordsman of all Soul Society, and this man--this Kenpachi truly deserved his name. However, in all his greatness, he was without compassion, without decency, and without cleverness. Many men died under his command, and he ruled only by fear. Himura was so very disappointed in him.

For many years, she trained. She grew stronger, always, and never stopped a day. in fact, by the time she grew to Vice Captain, she had attained not only a permanent state of Shikai, but also Bankai. She was only promoted to VC because she proved herself the strongest of the pack.

It was strange, in the time since Hannibal arrived (this was before her achieving Vice-Captaincy and Bankai) that she never once interacted with him until the one day she saw his blade cut down a Captain. He was drunk, both of them, but Kenpachi never could hold himself up after the number he had. It was by technicality, an official challenge of position, however it felt more like an execution. Hannibal's blade formed an axe after slicing at Kenpachi's knees, forcing their fall. The head of a division lost their top that day, and it dropped like a rock to the floor.

Hannibal was both a saint and a devil. He did what Kenpachi didn't as a Captain, organizing the men and giving orders, but he seemed to care less about his underlings than any captain before him. Himura was given the position under him, making her in charge of everything he didn't want to do. Every time she saw a squad leave, or the Captain go out with men, she knew that many would not return.

Don't read... yet. :smallwink:For the next two centuries, the Eleventh had seen almost a record in losses under a single Captain. However, in this time, Himura had gathered the support of her men for a challenge. They would protect her if something were to happen, and she would do her best to protect them. Strangely, she didn't have to do anything. She was readying herself for a challenge--to take leadership from Hannibal by force, but when he was sent to the Twelfth for experimental healing... he didn't come back the same. He was different in such an odd way that his Vice-Captain could not place her finger on it. She kept telling herself to face him, to kill him, but there was something to be feared inside him.

The day finally came when he snapped. For the first time in her life, Himura was genuinely struck down by fear. She could not do anything to stop him--he was too strong. He attacked the Twelfth immediately, much due to a madness, and he swung with such ferocity that it took a number of Captains to restrain him. No one understood what had happened to him at the time.

When it was decided that he would be sent to the Maggots nest, Himura swallowed the terror and took his weapon from him personally. "I shall use him." She told Hannibal. "You will reunite with him, but not for as long as you are that which endangers us all." They, both her and the zanpakuto, left him. She did not wish to see him become locked away, and neither did his Espírito de Ferro.

She was summoned the following week of the 200-year Captain's rampage and internment under her own merit, having requested Captaincy of the Eleventh. She was given such after showing ability in bankai, and leadership skills. Her proposal was seen as quite different from what they had expected, but it was most certainly not bad.

For the first few years, her division was having trouble getting use to it all. They had to help rebuild theirs and the Twelfth's division building, and construct basic training grounds for themselves. In addition, for the first ten years, a catacomb was created by the Eleventh under the new ideal that all who die would be remembered well, not thrown away to the wind.

It took her a half-century to come up with the dance classes. They were only thought up by her when she saw how clumsy some of her own movements were, and how very robotic her men were. It took another fifty years to finally get every divisioner to participate (often by pain of stare).

Over the course of her Captaincy, training techniques and tools have improved, leading to better warriors. She never did learn much kido, though. Espírito de Ferro had found some respect for her as well, but once Hannibal is out (if ever), so is he.

Zanpakuto: Subtle as it is, Himura's own zampakuto is permanently in a state of Shikai.
Inner World:There is only the pagoda, layered with as many levels as there are spirits living in them. Outside is visible only as the sky. It's weather reflects the mood of it's spirit.
Zanpakuto Spirit: Although there are many that visit, only one holds the keys. Chiyo, a warrior who could lead a hundred-thousand men, decides who may enter her domain.

The spirit of the sword is not unlike a small handful of godly figures in that she bears many arms. Their number is undefinable by any perspective. She wears an almost complete set of domaru armour, only missing a pair of gauntlets and her grieves. These, she has given to Himura. She does not use pauldrons, however, so that she may have some... elbow room.
Shikai: As described before, she wears domaru gauntlets and grieves, each with a pattern of black and brick. These were given to her by Chiyo a long time ago.

In addition to providing defence from attacks, her shikai grants the ability to connect with other zanpakuto. In this way, Himura has managed to control a number of zampakuto throughout her lifetime, however she is only able to partially connect with their spirits; and she must learn their powers as a wielder does.

To connect to a zanpakuto's spirit, she must first visit them in their world, then develop a relationship with them. If their minds to not hold well for one another, Himura cannot learn their strength. As well, if the zanpakuto is based on concentrating kido abilities, then she has no use for it (she can't use it). Though they may be powerful at times, she has never, and can never achieve bankai with them under normal circumstances due to the lack of a full connection. Of course, the original wielder has to be alive for all of this to work; you can't talk to a dead sword and expect an actual response.

She can only unleash one shikai from a foreign sword at a single time. She can switch between shikai's almost instantly, and naturally for the most part, but they must be sealed before she can switch to a different weapon.
Bankai There is no call for Chiyo, They both understand when such a time comes. Upon release, Chiyo lends Himura a hand or ten, though not quite physically. They are rooted from the same joint, but are spiritual copies of Himura's arms that simply phase through one another. Himura is also granted the full armour of Chiyo.

Each spirit arm can extend itself greatly, and bend as if snakes. These allow her to carry many more than just two zanpakuto, however she still can only use one shikai at a time, but with increase in numbers, this certainly makes the ability much more terrifying.
Zanpakuto On-Hand:

Espírito de Ferro

General Abilities:

Kido: Were she to take an exam on the subject, she would fail. Were she to take a test on the subject, she would fail. Were she to take a QUIZ on the subject, she would fail. She has never had good memory for such things. Words have always failed her in this way, and thus she has little to no skill in Bakudo. However, after a long (long) time, she had studied, and managed to become greatly skilled... with one incantation. After that, she decided that any and all kido was simply too troublesome, and detracted from her zanjutsu/hakuda training.

Hakuda: Although zanjutsu is her main focus for combat, Himura started out with Hakuda (back when she thought her zanpakuto was hakuda based. She is very much a master in this form.

Zanjutsu: Himura has trained every day for at least one hour each time. She takes her ability seriously, and makes herself notable among other masters. Because of her shikai ability, she is skilled with many different other weapons, and can adapt naturally from one type to another. Her actual style of fighting is less "honourable", and more pragmatic.

Chiyo has acted as a sparring partner in both hakuda and zanjutsu training, and continues to do so with the ambition of becoming an even greater zanpakuto.

Battle Stats:http://i575.photobucket.com/albums/ss196/sinnyman/HIMURAMICHIKObattlestats.png

Offence (100): Himura is a master at melee combat, and takes pride in her ability. She practices every day in both zenjutsu and hakudo. In addition, her knowledge of weapons and versatility in battle make her a terrifying opponent.

Defense (90): She has very fast hands, and is very skilled at blocking most any attack. This is a result of her training. However, she lacks substantial kido training, and is more susceptible to strong offensive kido techniques.

Mobility (70): The captain is not the fastest shinigami, but she is quick to react. She is proficient with hoho, but is slowed by her armour and weapons (when she has a lot of them).

Reiatsu Control (20): She's somewhat awful at this because she spent more of her time concentrating on physical combat and connecting with her zanpakuto. She and Chiyo both agreed that kido mastery is not needed to be a great leader, and so they dismissed it after brief training. However weak she is with kido techniques, Himura has a great amount of spiritual energy, even compared to other captains.

Intelligence (60): Contrary to how bad she is with memorization, she is rather smart. She can read and understand any battle tactic fluently. In fact, most of her mind is based on war concepts. She can create tactics that work most often, and adapt to situations better than most. Her vast knowledge of combat and weaponry is also something to keep in mind. She is also observant of people and her surroundings.

Strength (100): There are few in soul society with the stamina and raw power that Himura has. Through her own hard work and battle experience, she has become strong enough to last almost any battle without exhaustion (discounting injury) and can stop almost any attack (many with just her hands). As well, she is extremely resilient towards wounds--and cutting her is hard for people with weak reiatsu or power due to her own reiatsu (mostly applying to lower seated shinigami and like-powered characters).

Possible connections:
-Other members of her squad.
-Other zanpakuto.
-Other captains.
-The more ancient shinigami, perhaps.
- Hannibal Magalhăes

11th Division:

The 11th Division

Formerly the "kill it with your sword, or I'll punch you in the face" division, it has transformed into a new kind of environment: a somewhat friendly one. Everyone within the division is expected to respect one another (in public) and to not harm each other unless sparring.

The division, under the leadership of Himura Michiko, has taken a drastic turn since Hannibal's "disappearance" 200 years ago. Some say it's for the better, and maybe one person implies it's for the worse. She has installed new activities and has insisted hardcore training on every member, new or old, of each squad.

Where other divisions may be proud of upholding honour or chivalry, the Eleventh only cares about results, and is more pragmatic about achieving victory. They may get a feel for you in battle, but don't expect "fair play".

Numbers: 1298
Seated: 26

Flower: The iris represents the ideals of the Eleventh Division most accurately, and is displayed across it's garden. The flower carries a meaning of valour and loyalty, which every member of the division is expected to show. To be clear, the strongest of the division are the ones who don't hesitate when entering battle, while the hesitant are typically first to perish. The flower also holds wisdom to it's name, and although not everyone is expected to have the wisdom of a general, each shinigami must learn wisdom through any means in order to achieve a greater strength within. Through that wisdom, they will also attain a stronger body. Finally, the iris represents unity--all are one. This is not shown in a single flower, but the iris' in the garden do make example of this.

Motto:

“Dance amoung the purple flowers,
Blades of fear that run deep.
When broken the sword that cowers,
Only shall our enemies weep.”

Duties

Their primary duty is to act as a vanguard in times of war. To clarify, they are the first wave in war situations (such as an assault on Seireitei, or when invading of Hueco Mundo). They weaken the frontline, and however many more lines they can handle. Once the enemy's front is down however, their duty has been completed and other divisions likely enter the battlefield.

A secondary duty, insisted by Captain Himura, is to cultivate medical herbs and other plants for the Fourth Division.

Training:

The first and last training classes on this list are much harder than they seem. The last is also more relevant to combat than it appears.


Zanjutsu and Hakuda: These two classes are combined into a single, five hour class. Each shinigami has a choice as to how they wish to balance their training out. They cannot forget hakuda (nor zanjutsu) entirely--it may save their life. They must practice for exactly five hours, and at least one hour of that time must be distributed to either. Every member of the Eleventh Division MUST be present at least twice a week for this training. It takes place directly after speed training, and lasts until lunch.
Speed: This class begins at six in the morning, every day, and is only as long as an hour. This training is spread out between laps around the Eleventh Division for fifteen minutes. If a divisioner cannot run around the division ten times, they are forced to run around it one hundred times the following day, at five in the morning, and are refused any breakfast.

At fifteen past six, each squad member is to practice using hoho (specifically "shunpo"). They have fourty-five minutes to circle Seireitei. New members are to go along the diametre and back, but they only have six months of this before having to move up to the big stuff. Failure for this is not punished externally. Instead, you get... the eye.
Kido: While not taught in the Eleventh Division, members are allowed to study it independently. The Captain only knows a spell or... one. One spell.
Gardening: Under daily rotation, whole squads are to tend to the garden for an hour, starting at 1pm. This isn't necessarily training, but it keeps them busy, and allows for the cultivation of herbs and other plantlife with medical purposes. There is a great variety of plantae within the garden, most being grown to supply the Fourth Division with medicine. Some of the refined materials are given out to patrolling shinigami of any division so that they have something to count on if no one with healing kido is available. "Support the support" as I maybe said once.

In addition, there is a mass of iris' in the centre of the garden, grown and trimmed in such a way that they paint the emblem of the Eleventh Division.
Dancing: At the very end of every week, on the mark of the seventh hour in the evening, every single member of every single squad must pair up with another (no matter the gender). Then they must do what only truly great warriors can do: dance with grace and precision, and flow well with their partner.

Because there is not a building that can support every member, and because Captain Himura finds this more suitable, the dancing takes place along the many halls of Seireitei. Had she a proper field, she would place them all there.


Skills required

Shinigami who wish to join the Eleventh Division are expected to go through a "Potential Test" with Captain Himura. If she finds them strong or with "potential", she allows them membership. Kido-focused shinigami are allowed as well, but the Captain often recommends them to another division because they will not receive proper kido training with her.

Under her, shinigami are expected to be skilled with zanjutsu and hakudo. They do not have to master both, but they must practice both. In addition, every single member must learn how to dance gracefully (ballroom is the main style taught, but additional dances may be learned if sought).

Captaincy and Promotion

The 11th Division focuses on combat prowess, but promotions are often given to those with great leadership ability (however, they still have to be good in combat). Squad leaders who prove themselves as able soldiers and tactical commanders are promoted further, and can continue to rise in rank again and again. Demotions are not generally given out, but better seated members replace better numbers, while the lesser member is knocked down by one number only. Himura makes sure that squad leaders understand that their number is not always reflective of their power or position.

Previous Captains

Kenpachi Hiroki: The last "Kenpachi" of the Eleventh Division. He was an uncaring man that did little to organize his men, but claimed his spot as Captain in the same way that others have in the past. He was regarded with little dignity, a fast temper, and was an alcoholic that often claimed to have quit. Once, when the division was eating together, he was offered a drink. Since he was in his "I have quit drinking" state of mind, his rage emerged and led him to cutting down that shinigami.

Kenpachi was killed the following week by Hannibal Magalhăes in front of the entire division. Whether this was an intentional coup or simply a show of power is not known.

The traditional name "Kenpachi" ended with this Captain, not the ability one may possess.

Hannibal Magalhăes: (http://www.giantitp.com/forums/showpost.php?p=8157248&postcount=2) During "old good days", when 11th was just a bunch of bloodthirsty of madmen, Hannibal was noted for being maddest of them all. Despite his insolent and violent nature, he was generally tolerated because he did more damage to enemies than friends, and he was strong enough to keep the other madmen in line. On one dangerous mission, he fought a powerful Adjuchas one-on-one, suffering grievous injuries as a result. He was victorious (for a certain value of victory), but instead of being carted off to the 4th division, the 12th wanted to try some "experimental" healing techniques on him. And healed he was (for a certain value of healing), but the drawbacks were so bad he went on a rampage and destroyed a whole wing of the research building before being restrained.

Central 46 considered executing him, but 12th divisioners persuaded to let him live a while longer so they'd see what after-effects their method had. Seeing that Hannibal was safely locked up at that point, they went "Sure, why not", and the former captain was sent to Maggot's Nest, where he has remains to this day.

~"Hannibal Magalhăes" history supplied by Frozen_Feet

Special Areas/Buildings: Within the Eleventh Division are three areas. The first, and most used, is the training grounds. To describe the complexity it holds would be to describe a galaxy in full. Not too far away, just in front of the Captain's office, is the garden that supplies the Fourth Division with medical plants. A special place encircles the whole division grounds. It's the catacombs of the Eleventh Division. Although it is not full, nor does it have any shinigami corpses within, it holds swords of the perished on it's walls. Each one has their master's name written underneath. This was built with the intention of remembrance and honour.

Steilos
2010-05-07, 06:11 PM
Detective Henry Rheims Coleby, Sharp-Eyed Investigator


Name: Henry Rheims Coleby (just Henry, for short)
Age: 41
Gender: Male
Height: 5'9"
Type: Spiritually Aware Mortal/Spiritually Active (if he's unlucky enough)
Speech Colour: Dark Grey


Appearance:

A fit, healthy man of 41 years of age, Henry has a slightly softer tone in his straight short brown hair nowadays, and the beginning of frown lines in his face. He can be found wearing his work clothes (dark blue suit, with appropriate markings) most hours of the day, truncheon (Smuggled from England) concealed and his shoes somehow kept immaculately polished at all times. A believer in doing things by the book, Henry keeps a a set of cuffs on him at all times, and his weapon is not much used. He's not trying to be fancy, or fashionable, and is therefore not a particularly interesting sight out of work, wearing a grey coat with blue shirt with plain blue jeans.


Personality:

Detective Coleby is the ultimate in unfazeable, at least in front of others. When duty is to be done, there's no time for slack-jawed amazement, although he often finds himself questioning his sanity in private. Deeply apathetic about life, he does what he can every day till the day he can do no more, not really truly in need of a reason to live. Not that he really has one. He is trained in self-defense skills, and in fact runs a club for those who wish to learn the same on weekends. He himself is tutored in kickboxing, as well as taking regular trips to the shooting range, as a way of relieving the monotony of life.

History:

A young man emigrated from England and took up police cadet training in Japan. He was an excellent shot, disciplined, controlled, alert and obedient. His name was Henry Rheims Coleby, and he was one of the most promising cadets the academy had seen in a long while. Two years later, he proposed to a young girl by the name of Margaret Thompson, also an immigrant. With a copious salary, excellent prospects, and respect from his colleagues, life was beginning to look good.

Ten years later, it was all gone.

The slide started one pupil-black night, doesn't know or care when, or where, when Henry was trudging home from work. He'd had an average day, all things considering, and was looking forward to going home to his doting wife, when he spied something glimmering in a field, nearby. Drawing his torch, the young investigator crept over to the disturbance... Next thing he knew, he woke up in hospital, mind completely blanked of anything that had happened since he saw that light. But something had happened, and it had changed Henry. From that day forward, he could see spiritual beings, out of the corner of his eye. He heard voices, or more appropriately noises, and half-saw things that made his blood run cold.

Bit by bit, this spiritual world obsessed Henry, and his life began to unravel as this spiritual awareness became stronger. His bosses noticed his strange behaviour, and the smiles around the workplace became more and more forced. The marriage with Margaret became more and more stressed as Henry became more and more distracted with the ... things that were clarifying in his vision. He locked himself in his room for a week. This was the final straw, and soon afterward Margaret left him, taking a taxi to the airport. She never got on that plane, as the taxi was involved in a crash, killing the only woman in the world Henry had ever gotten truly close to.

Henry's life and career imploded shortly after that, with his drinking and bouts of rage stemming from his utter inability to cope with his wife's death. His mental health deteriorated, and he was soon in a mental health ward locked away from society. His behaviour varied wildly, screaming nigh-incoherently at people no one else saw, sometimes spiralling off into utterly nonsensical rants about ghosts and spirits destroying his life. Most worryingly of all was his tendency of just blanking out and staring at the wall, not talking or even
acknowledging the existence of anybody else.

Eventually he was discharged. He was able to get a position on the force, but his career was shot. The rest of his life would just happen, as the collapsed tower of cards that was Henry just didn't care anymore.

Capabilities

Mundane abilities:
Henry is fairly strong and skilled, as mortals go, and is an accomplised kickboxer. His roots lie in the streets, however, and his fighting style can be best described as "barroom brawl martial arts".
One of the best marksmen in the force, Coleby, on the rare occasions he has a firearm, is a force to be reckoned with. Well, if you're a mortal, anyway. Henry has the traditional patrolling and investigative duties down to a fine art, and usually gets the job done and the case solved.
It's nigh-on impossible to openly terrify or astonish Henry, as he generally doesn't go in for emotion.

Spiriual abilities:
Spiritually Aware
Henry has a level of spiritual awareness few mortals match. If he concentrates hard enough, he can view the various spiritual beings as though they were perfectly visible and tangible. He can even interact with them as such. He is utterly loath to do this, due to the memories it brings.

Latent Spiritual Potential
20 years ago, Henry wandered into something that he really shouldn'tve. All he can remember was a flash then waking up in hospital. But there was more to the incident than a simple flash of light, and Henry gained more than just spiritual sensitivity from it.

The Full Story

For Henry was not actually knocked unconscious by the flash. He was momentarily stunned, and when he came to he could... see something in front of him? Something big, and something person-sized... doing something. Fighting, maybe. It was rather hard to tell, considering he had had about 5 seconds to adjust to his new spiritual senitivity. So, with this limited information, Henry makes quite possibly the worst decision in his life ever.

He approches the pair, cautiously trying to get their attention. He caught their attention alright, and an arm across the face from the large figure. After picking hismelf up sans a few ribs from a nearby tree, Henry against all advice tried to limp back up to the pair, this time shouting. He manages to distract the smaller figure enough to get it punched through a tree, and is rounded on by the other figure. A rather unlikely way to die all told, but Henry looked to be going that way anyway.

Until he realises that the smaller figure dropped something - a sword. As the monstrosity in front of him prepared to turn him to mush, he scrabbles over and hacks desperately at the creature with all his strength. This proved to be surprisingly effective, inflicting deep gashes in the Hollow's leg...

...Distracting it just enough for the other figure to reenter next to Henry. He didn't know this at the time, but the form above him was a Fae, more precisely a Fian. And according to the rules of his kingdom, he really shouldn't involve mortals in his business. But this particular Fae is not under the rules of his kingdom, having left it as a Fian, and he figures he needs the help. He didn't even like the rules anyway.

Henry is no longer sure what the hell is going on, and his confusion is further compounded by the figure he had just helped out wrenching his sword from him and plunging it into his chest. Next thing he knows, he's standing next to the Fae that stabbed him with a flanged mace in his hand. With thousands of questions surging through his mind, he attacks the beast in front of him with his inexplicable new weapon. With a satisfying crunch, he lays the beast low with his 'friend's' help.

But the Fae is having second thoughts about giving power to a mortal. As Henry turns to ask him what is going on he is stabbed again, there is another flash of light, and he is back on the floor. With a gaping hole in his lung. He soon loses consciousness.

This may all seem irrelevant to Henry today. But if the impetuous young Fae had actually listened to his elders about the subject, he'd have known that you can't really do what he tried to do. So his attempt to stab Henry in a spiritual focus point resulted in Henry's powers being sealed away, and him losing all memory of his about a minute of being a spiritual warrior. It was a pretty strong seal, all told, but it wasn't maintained at all. As it wore away over the 20 years, Henry grew more and more spiritually aware, eventually reaching the level he is now. In fact, the seal is just about ready to break... All it would take at this point would be to regain that two minutes or so of memory that he lost all those years ago.


Treoir Anam - Túr Cruach
Appearance
A flanged mace with a long handle. Seems to be made from steel with a vine pattern inlaid with oak on the handle.

Spirit and Inner World
Túr Cruach takes the form of a sarcastic brown-haired woman of about the same age as Henry. She wears flowing robes of green and carries with her a huge tower shield of granite. By all rights she really should not be able to even lift that thing but she seems to have absolutely no trouble with it at all.

Shockingly enough, the tower she resides in is indeed plated with steel although the interior is stone. When Henry is not there, she spends her time in the uppermost throne room which is fashioned entirely out of copper. This may not seem a big deal, but outside the tower is storm shattered wetland that sees constant lightning strikes. When Henry is ready to recieve Rhyddhau, he must cross the throne room to reach Túr Cruach, a sort of test of courage.

Rhyddhau (not achieved yet)
"Quash them, Túr Cruach."
Túr Cruach's handle lengthens and its head changes until eventually it becomes a 5 ft. steel maul. The heavier maul hits with greater force, allowing Henry to land some seriously heavy hits. This does however impair his swing speed and mobility because seriously, the thing's freaking huge.

In addition, the maul crackles with electricity, delivering an electric shock along with the blows it lands. Attacks that Henry manages to block have a similar effect on the attacker, although the effect is resistable and if they know what they're doing the shock can be avoided entirely. The electricity also does absolutely nothing against energy attacks.

The head of the maul can deflect energy attacks (he literally bats them away) up to a point. A Hado 10 could be knocked aside without much effort, a Hado 40 would be (just) doable but a Gran Ray Cero? Hahahahaha no.

Thunderclap
There is another use for this electricity- Henry can bring the maul down on the ground with an almighty thud echoed by a rumble of thunder in the sky. That's all the warning the target gets before it is smashed by a bolt of lightning from the sky that is between Henry's current unchanted and chanted Silakus ability ( so if he could cast Silakus 40 unchanted and 50 chanted the bolt would be around Silakus 45.) This ability tires him out after a few uses, however.

Abilities
Scileanna Laochra: Henry mainly uses his mace's hefty weight to block strikes and deliver devastating swings. In theory. In practice, since he's never taken a class in Medieval Weaponry, he can only really be called a novice at best.

Ystwythder: You would think zipping around like a maniac would be bad when you were using a lump of metal on a stick as a weapon. You would be right. Henry is frankly lucky that he doesn't leave his liver behind when he uses this technique. Most definitely on the low(...est) end of the spectrum - it's apparent that this will never be his strong suit even from day one.

Gan a Arm: Henry retains his kickboxing skills. With training, he will be able to improve this technique and maybe work some of his other spiritual skills into the mix.

Ealaín: Henry, when he actually figures out that there is such a thing as Ealaín, will have the potential to become decent in Giresusu. Despite all of his efforts, though, he will probably never become that good in Silakus.

Potential Abilities
Scileanna Laochra: Henry mainly uses his mace's hefty weight to block strikes and deliver devastating swings. He'll become quite effective, although his style will by necessity never become quite as fluid as someone with a sword.

Ystwythder: Henry isn't bad by any stretch of the imagination, but this is far, far from his strongest suit. He will become quite fast but afterimages will never feature in his battle tactics. Mostly because he'll never figure them out. A prodigy, Henry ain't.

Gan a Arm: Henry retains his kickboxing skills and laces them with speed, strength and dexterity far beyond any mortals. This is definitely one of his better skills, but don't expect anything too fancy.

Ealaín: Henry, when he actually figures out that there is such a thing as Ealaín, will be able to use Giresusu up to 82 with a chant and 60 without, and Silakus up to 65 with a chant and 45 without.




Decima Sector


The Decima Sector sits right next to the Primera Sector, although the Palacio is much smaller. At least, it's a much smaller part of the Sector. It's a tower composing of 10 floors with 10 rooms to each floor, and the Decima Espada's office is in the 10th room of the 10th floor. Apart from this adhesion to the number 10, there is very little actual styling. The rooms are sparse and functional, including meeting rooms and individual barracks for the Fraccion, as well as training areas and a War Room on the floor below the Espada's floor. From the outside, the building looks grey and soulless, like a large keep with almost no decoration apart from a balcony at the top and a large X chiseled into the side and coloured black. However, the building manages to stand menacingly above the Sector despite its blandness. The first two floors of the Palacio are open to soldiers for administrative work and other duties.

This sector of Las Noches is devoted entirely to war. There are no civilian buildings here, no general residence. The decor is the same is the keep, monotone and dead. Several military offices not related to actual army work, such as the imposing prefecture, built in jet black and with the Decima Prefecture emblem, an emotionless iron mask, adorned over the imposing gate, and the forges where zanpakuto are repaired and war machines built, the Sector is comprised mostly of barracks. Each soldier gets basic accomodation, but no more, as the barracks were built for quantity, huge 5-storied affairs capable of holding 100 soldiers each, with a grand total of 6 buildings. The remaining space is taken up by practice grounds, roads and The Square.

The attitude of this sector is different to most. Apolinar regularly checks for plotting against anybody, as it is considered the highest crime to be disloyal. However, ambition is not discouraged, as it is perfectly possible to advance via challenging your superior to a duel. All in all the structure of the place is militaristic, with the Commander in Chief being Von Geister, and the General being Apolinar. The Lieutenants are Fraccion, and all other ranks are assigned to Numeros who are believed to be deserving. Fraccion should watch out, as those below them often seek to surpass them.

Law and Order

The Ten Laws of the Decima Sector are as follows:

1. Do not kill a comrade in arms unless a duel to the death has been approved at the Scribe's office, situated on the first floor of the Palacio.

2. Theft in any form will be punished harshly. Any who cannot live on their own means are clearly unfit for a soldier's life, and on the same token he who cannot be trusted to do something as simple as keep his hands to himself cannot reasonably be expected to be trusted to stand alongside his comrades in battle.

3. Retreating is forbidden, unless the odds became so stacked that further fighting becomes a waste of manpower.

4. Conspiring to overthrow others is a crime. All attempts to ascend the ranks must either come from merit or from killing the man above you in an appointed duel.

5. Prisoners must be taken only on orders of the Decima, the Primera or the King of Hollows. Mercy is an unforgivable sin. If Mei asks you to divert some prisoners to her for 'private purposes', DON'T. You'll never see them again.

6. All Numeros residing in the Sector must train for at least 5 hours a day. Laziness will not be tolerated.

7. The Prefects are the Decima's eyes, ears, and blades. Assault on a Prefect, no matter the circumstances, is a crime.

8. Do not form any kind of relationship other than comradeship or friendship. To submit to lust is to submit to your enemy.

9. Purposeful damage to any structure or anything inside it is a crime, as taking your emotions out on your surroundings shows a clear lack of restraint.

10. A false accusation of breach of any of the above nine Laws is illegal and dishonest, and earns the highest penalty.

A breach of any of the Above Laws, once proven, half of the time results in execution by the Prefecture in The Square, a featureless slab of onyx in the middle of the Sector, decorated by nothing more than a executioner's block. Torture is not a punishment, due to it's inefficiency. The other half, the (doubtfully) fortunate, are handed over to Primera Genoveva for 'processing'.

The Prefecture is comprised of 10 Prefects. Enveloped in a black cloak with substantial armour underneath, they carry a staff topped with a skull and wear a unique mask. In descending order of rank, the Prefects are Blank, whose mask is the emotionless one featured on the Prefecture's emblem, Rage, whose mask is a rusted red and twisted into an expression of rage, Comedy, who wears the mask of ancient Greek comedy, Tragedy, who wears the ancient Greek tragedy mask, Death, who, as can be imagined, has a skull mask, Pain, whose mask has been contorted into one of suffering and agony, Fear, who wears a terrified face, Distrust, who wears a mask on the front and back of his head, one smiling, one grimacing, Silent, who wears a mouthless mask in the grip of some horrible frustration, and Slumber, who wears a glass mask with closed eyes. These 10 are trained from the volunteers among the strongest of the Numeros and are only slightly weaker than the Fraccion, although noticeably so. These men and women have forsaken career advancement to uphold the law for whatever reason, and although their main duty is to keep the peace, they can be called up to fight if necessary, or sent on missions, as the Fraccion can assist with keeping the law. The masks are provided by the Decima Espada, so the masks correspond to set ranks rather than individual agents. If they seem overly dramatic, remember that Apolinar's dad was an artist and actor, so they probably are.


General Apolinar Rodriguez, Privaron #110, Commander of the Ciudad Baja Army


Age: 452 years old, counting mortal life (422 afterwards)
Height: 6'1"
Aspect of Death: Pride/Honour
Allegiance: Privaron Espada, Las Noches
Weight: 189
Reiatsu: A dark blue, tinged with dark red and smelling faintly of the ocean
Speech colour: Navy
Appearance:
Tall and somewhat imposing, Apolinar is never found without his armour and helmet, or without his 16th century Spanish soldier's uniform. A fairly lean man who looks to be in his thirties, he sports black hair, a beard and moustache of middling length and his Hollow Mask, which is a steel plate adorned with a depiction of crashing waves strapped over his left eye. His 400 years without an eye seem to have given him plenty of time to accomodate for this lack of depth perception, and he shows no signs of being hindered by the missing eye. Incidentally, the Hollow Hole is his left eye, in case anyone was wondering why he has to wear an eyepatch. The main standout feature is most definitely how haggard he looks. His skin is ghostly pale, and there is a definite... dampness about him. He looks slightly pruned, almost as if he had spent some time at the bottom of the sea...

Personality:
The general's temperament has always been reserved, polite and gentlemanly. Discipline is all with this man; he feels nothing but disgust for those who step out of line, regardless of punishment. When riled, however, he becomes a regular old dog of war, abandoning tact, social graces, but never obedience, in favour of uncompromising brutality. He owes everything to Las Noches, as his fealty to them gives him that all important reason to live, and would obey any orders except the ridiculous without question.


History:
Apolinar was born in 1558. His father, Roderigo, was an artist with a great love for Greek mythology. Despite his father's protests, Apolinar joined the Spanish Army, and became renowned for his strict sense of honour and discipline. However, on that fateful day in 1588, when the fire ships burned into the harbour at Gravelines, Apolinar found himself and the ship he was on in the heat of battle as the Armada was pushed into the Channel. There, his ship was shot to pieces and the men dived off like rats. Surrounded and basically alone on a sinking wreck, Apolinar cursed the evacuating sailors, and spat in the face of the captain as he climbed aboard one of the boats. He started to load the cannons himself, but a chain shot hit the mast and it toppled down on top of him. The ship soon folded up and sank to the bottom, and that was the last anyone saw of Sargeant Apolinar Rodriguez.

Unfortunately, no one thought to check that last statement with Rodriguez himself. After several days wandering on the seabed, he came up, expecting to see the glorious Armada back on course. Instead what he saw was devastation. The glorious, invincible Armada... a spot on which Rodriguez had been preparing for his whole life... was in full rout. Helpless, he watched and raged helplessly as the ships dashed against the rocks, and thousands of his comrades died, not fighting gloriously, but begging for mercy. It hit him, starkly, in that moment, the sheer weakness of humanity, how easily it hid itself, no matter the punishment. It did not take long for him to Hollowify after that.

Maybe the Fae were on holiday. Maybe he just didn't do that much. But after slaughtering his parents in a blind rage, Apolinar toured Britain, terrorising children as a malevolent Hollow spirit, even killing some, in a state of total anger. How dare they mock Spain!? How DARE they mock ME!? Eventually this slowly passed, and a new, yet at the same time old, feeling came back to haunt him: Guilt. He was a child murderer. Fratricidal. Matricidal. What had happened to the honour and chivalry that had guided him so far? Being a soldier, and not one to give in at that, Apolinar came to realise just how little these meant on their own. It is about this time that Apolinar became an Arrancar, somewhere around 50 years after his death. The souls he had consumed up to this point made him strong enough to survive, but only just. Making his way to Hueco Mundo, Rodriguez became a Numeros after pledging fealty to the King of Hollows. The next 400 years involved him getting strong enough to work up to Espada status, thanks to almost-obsessive training. His rise is made all the more remarkable considering the narrow timespan.

Abilities:
Physical Abilities
Apolinar is moderately strong, and very skilled at extreme close quarter grappling. He does not use punches and kicks much, and when he does it's really nothing spectacular, about the same as you would see in a street brawl except quite a bit faster.
Standard Arrancar Powers:

Bala- Apolinar does not really go in for Bala, and when he does, he usually uses it as a decoy before an actual strike. It isn't really that harmful, due to his lack of practice, but it is quite flashy, and may be of some offenisve use against unseated shinigami.
Cero- Comes out of his mouth, and is essentially blood-tainted seawater, which may have once been coughed up from his lungs, in an energy form. Hard hitting and almost bullet-fast it's exceptionally hard to dodge, but it's by no means a killer blow and requires a couple of seconds charging beforehand, and he has to drop some hierro away from his facial area while he performs it.
Hierro- Nigh-invulnerable. Easily one of the best, if not the best, among Espada. Anything short of a Vice Captain will simply not hurt him when he is at full capacity. At all.
Garganta- Portal to other dimensions. Nothing more to say really, as Apolinar has an average skill in this.
Sonido-His sonido is respectable, but still nothing compared to his fellow Espada. About as fast as lower-end seated Shinigami in a straight line, corners like a toboggan on ice. Certainly of little use in battle.
Pesquisa- Fast (about 1 second), and far reaching, but quite indistinct, not giving anything other than direction. It's basically a sonar ping, in that respect. If he wants more detail, Apolinar can focus upon one person above all others, but only within about 50m.


Zanpakutō: Precio del Deber

Appearance: A battle-worn halberd, with an elongated tip which makes the weapon look more like a pike.

Resureccion

"Rompan, olas, contra el acero del honor"
("Break, ye waves, against Honour's steel...")

A fairly accurate description of what this entails. Scales form over Apolinar's skin, although this is hard to notice against the sudden thickening of his armour: suddenly a full suit of plate, as worn by feudal knights. It's heavy, but it feels significantly lighter to Apolinar; about the weight of his regular uniform in fact. Although this helps somewhat against attacks, the main defense increase comes from the fusing of his hierro with this armour, allowing him to treat it like his own flesh and blood for channeling his hierro, which is now strengthened significantly, making him basically impossible to hurt to anyone except the strongest of opponents until he lowers his defenses. He's still slow as all heck though.
Glorious Fusilade: His strikes, although no faster, can, at the price of some fatigue, gain the force of a ship cannon's broadside. When this happens, the blade of his weapon glows white-hot, and the crashing of waves can be heard. He can alternately, provided he stands stock still and lowers his defenses, channel this energy into a heavy cannon bombardment. Think his cero, on fire, shot 20 times at once, wide to narrowish spread, depending on Apolinar's wish.
Sea Control: Apolinar can do such things as raise up a wave to shield against incoming attacks, and cause eddies and currents to catch those in the water off balance, but really this is not anything more than the occasional fancy trick.

Segunda Etapa (Can perform, but has never used it before)

"Para su deber, todos los hombres deben estar dispuestos a morir..."
("For their duty, all men should be willing to die...")
The armour from Resureccion explodes from Apolinar's body to the accompaniment of a large burst of seawater, revealing what is left of the man underneath. His height increases to 10ft and his skin becomes totally covered with scales. His face is now practically falling off his skull now, sagging down like a corpse lost in the sea for years. Hooked chains he has hidden under his armour since the day he became an Arrancar fly forth, ready to use. His voice is very clearly no longer human, although his general shape remains so. This is reasonably close to the form he had as a hollow, marauding England as a lost sailor's spirit consumed with rage.
Chains of Servitude
Apolinar's chains go where he wills and have a 30 ft. range. They are deadly weapons in their own right, as is his Zanpakuto, which stays in his hands, the one defining feature that tells between Hollow and Arrancar. They hit about as hard as he does, and he can use them to shoot cero.
Insulted Rage
Surprisingly, Apolinar's Hierro actually weakens to somewhere between normal and Resureccion, and his control of it deteriorates somewhat. This is offset by the fact that he hits a lot harder.
Typhoon
This maneuver is preceded by Apolinar sprouting six extra chains beforehand. This takes a few seconds, and like Glorious Fusilade requires him to drop defenses somewhat, but once he gets started he creates a malestrom of spiritual energy, that drags his opponents in to within chain range, where Apolinar is spinning like a top with his chains spinning like a buzzsaw. The chains hit like they usually do, but many times in a short space of time, meaning that anyone in that area is going to recieve a colossal amount of punishment.




Noboru Hideyaki, 3rd Seat, 7th Division


Name: Noboru Hideyaki (Family, Given)
Age: 250
Height: 6'5"
Weight: 110
Allegiance: Sereitei, 7th Division Soul Reaper
Reiatsu: Dark, metallic and tasting faintly of oil
Appearance
Noboru Hideyaki is a tall, slender man who appears to be about 20, whose build could best be described as 'efficient'. There is literally not a single spare inch of fat between the muscles and the skin, no room for wastage allowed, only the bare minimum permitted. He wears his uniform almost canstantly, and has immaculately-kept short black hair. His face is gaunt thanks to his diet, although apart from that he seems to be in perfect health. His Zanpakuto, a naginata, is kept beneath his uniform at about hip height, with the end of the handle coming to his shoulder and the tip of the blade to his thigh. His uniform has been very slightly modified for ease of access.

Personality
The one man in the entire Soul Society who makes Emet look downright bleeding-hearted, Hideyaki has exhibited very little emotion, and even then it's doubtful if he actually expressed it or it just sounded like he was. When addressed, he look his addresser straight in the eye, without any tells or even hints of untoward thought. Widely held to be nigh-invincible at poker as a result, that is if he'll actually play. The only thing that seems to be an annoyance to him is wastefulness, which in his eyes is anything except work.

As might be expected, Hideyaki is an incredibly efficient worker with an amazing skill at mathematics. Ask him to calculate the exact angle of a ladder to a wall to minimize climb time, and Hideyaki will calculate the angle to three decimal places, and point out that this was a silly waste of a ladder, in the time it took your average Shinigami to stop scratching their heads in confusion. He finishes all paperwork assigned to him in record time, and oversees maintenance with mechanical precision. Has been called "Vice-Captain Calculator", although he hasn't noticed, or just ignored it if he had. He may in fact take some pride in it, though good luck trying to tell.


You may be asking yourself, "how can a person behave this way realistically?" Well, they can't. This is not the true personality of Noboru Hideyaki. The name of the entity controlling his body is none other than his Zanpakuto spirit, Shinkeisuijaku. His personality is already well-described.

Shinkeisuijaku took over from Hideyaki mostly because it was charged with his protection, and as Hideyaki was in great danger of destroying himself and everything around him, the Zanpakuto spirit took the reins, turning Hideyaki into the man he is today.

Hideyaki himself is utterly insane. It is doubtful he is even sentient anymore. His mind was so broken by the events of the past it has shattered beyond recovery, consigning Shinkeisuijaku to a life of stewardship. It's wielder's shattered mind did not even seem to notice the takeover, stumbling into the void as soon as Shinkeisuijaku took control. Everyone is an enemy to Hideyaki, all must die, all must suffer, all must be driven into the same state he is. He's become a nigh-mindless force of destruction, which is a shame because he used to be a pretty decent guy all told.

History

Hideyaki came into the Soul Society as a purified Menos 250 years ago. He quickly rose through the ranks of the 7th, soon becoming well known as a hard worker, dependable, kind and above all honest. However, 150 years ago that changed. It is unknown what happened to him, perhaps he walked in at exactly the wrong moment and had his mind deconstructed forcefully by one of the 13th's stranger devices, perhaps he was attacked by a Hollow on field work.

About the same time, a female unseated Shinigami disappeared. Whatever happened to Hideyaki is vague, but the next bit of the story is clear. He had been seeing her for a while, and was actually about to marry her in secret. Unfortunately, whatever madness has taken root in his mind was flourishing, and rotting the rest of him. As a result, he lost control as he walked into her abode, drew his naginata and struck down the horrified and heartbroken girl in a single strike. When he came to, he realised what he had done, and well, it was a downward spiral from there.

Of course, the only one who knows the truth is Hideyaki himself, because otherwise he would be in the Maggot's Nest or dead right about now. But in the end, this knowledge destroyed him more throrughly than an executioner's blade ever could. His Zanpakuto Spirit, a metal man with a singleminded focus on protecting his master, saw nothing wrong with intervening and removing control from the obviously unfit Hideyaki. After all, he was supposed to protect his master's life at all costs, and his master's mind was just one such cost...

To the outside world, Hideyaki seemed to just... lose all feeling. His emotions died and his stare became blank, but he was now frighteningly efficent. Such men, such master beaureaucrats and mathematicians, could make a living in the 7th, and indeed he did.

Abilities

Kido: Has some minor talent here. Can perform every type of kido up to 6.
Zanjutsu: Very skilled in naginata use, not proficient in other weapons. Can wield a naginata at the speed most wield a katana.
Hakuda:Has some minor skill here, but really not his forte.
Hoho: Very fast shunpo. Not the fastest, but he doesn't exactly tire of it either, and it doesn't really disrupt him. Quite maneuverable, too.


Zanpakuto: Shinkeisuijaku

Appearance
A long, straight naginata, with a serrated blade and entwining grey and black ribbons. The shaft is reinforced by steel and partially collapsible.

Zanpakuto Spirit
Shinkeisuijaku takes the form of a mechanical man about fifteen foot in height, with cogs visible in his torso.

Inner World
There is nothing here but a void with a circle of candles and Shinkeisuijaku standing in the middle, arms crossed over his chest and body unmoving. The candles form a ward against the invaders from Hideyaki's warped psyche. There used to be more here, until Shinkeisuijaku took over from Hideyaki. Now, having taken the madness gripping Hideyaki as his own burden, this is all that remains of his world, the rest having been corroded. When Shinkeisuijaku opens it's arms, then Shikai is activiated and the candles gutter. Space seems to twist around outside the candles. If Bankai is ever achieved and used, Shinkeisuijaku will blow out the candles, allowing the madness to claim him as he releases his full power.


Shikai
"I will smash your mind."
Hideyaki mutters these words almost-inaudibly, mostly because he doesn't feel the need to talk loudly. Sometimes, he even does away with the words.
First, a change of mentality seems to come over Hideyaki. He gets just a tad more emotive, and a lot nastier in his speech. His words begin to make less sense, and finally he gets a sadistic streak a mile wide. This is because when the Zanpakuto releases itself, it has to divert power from the seal keeping the real Hideyaki at bay. Y'know, the omnicidal maniac.

As for actual power, the Zanpakuto begins to... flicker. The immediate area around the blade begins to twist and warp, and the blade only barely seems to remain in reality at times. Half-glimpsed figures of things that should not be dance across the blade, and a faint, offputting screeching, the kind that gets into your teeth, can be heard. When in this state, the blade does not cause physical injuries. Rather, it slices at the mind of its target, poisoning dear memories, defiling personalites, and eating like corrosive acid through conscious thought. The mental wounds are seeded with madness, which quickly turns them septic. This can be resisted, quite capably so in fact if the target has strong willpower. Alternately, if killing is the order of the day, the power can be channeled into Hideyaki's body, making him appear to be in several different places at once. The multitude of different Hideyoshis in the resultant blurred eyesore makes him quite difficult to hit, and he can even, when he shunpos, send off some images of himself in different directions. Right now, though, he can only do this once, and of course the blade just functions as in his unrealeased state if he takes this option, although he can switch.

Bankai
Unachieved. Probably never will. Expect things to get really nasty, though, if it happens. It'll be the end for Hideyaki as we know him, for sure.

Roger Beaton, S.W.O.R.D Agent 02

Gender: Male
Age: 56
Height: 5' 9"
Weight: 150
Reiatsu: Green
Faction: S.W.O.R.D
Codename: "Steel Resolve"

Appearance
A shock of blond graying hair almost hides two bright blue eyes. His skin, although weathered, seems to bear mostly laughter lines, although closer inspecation may reveal that it wasn't exactly a pleasant kind of laughter. Nonetheless, he usually wears a grey suit with matching trousers and a white shirt, no tie, and posesses the kind of smile that says "Don't worry yourself now, Uncle Beaton's gonna make sure it's all right."

At 'work', he looks much the same, except he now wears sunglasses, and seems to carry some kind of wallet around with him in his pocket at all times. He is often seen with a suitcase and although it cannot be seen by all but the most perceptive, he has a long slender revolver holstered on the left inside of his jacket, along with some small round objects that resemble metal snooker balls with buttons. On the right inside there is something that looks like a laptop kept in a specially-made pocket.

Personality
Beaton is a friendly and outgoing man who likes nothing better than to help the citizens of the town he lives in. Steel Resolve is a cold, distant individual who sees only 'threat' and 'not threat'. Roger likes to regale the local children with stories of his hiking across America and Britain, while doing favours for the locals. Steel Resolve doesn't do stories, and views the locals as misguided sheep.

Such is the nature of this man, two personalities that are so utterly in conflict with each other that it beggars belief how he stays sane. Perhaps he doesn't. Any who know him would be astonished by the man who actually helped a mother deliver in his own garage before the ambulance arrived, and then, when on duty, simply walked across the other side of the street when a speeding vehicle mowed her down before speeding off. He even grieved at the funeral later, as Roger Beaton, without even the slightest remorse or guilt.

Steel Resolve's loyalty to S.W.O.R.D is unquestionable, and his comittment to its goals unshakeable. His role as combat engineer, inventor and repairman is a role he takes up with relish, or at least with determination. He doesn't give much of a clue which. His only concern during action is the wellbeing of his comrades and of the faction. Having said that, his allegiance to S.W.O.R.D outweighs his allegiance to his allies, and if Agent 0 commands it, he would turn all his devices on his comrades and friends.

History
Roger Beaton worked as a medium in Britain, taking advantage of his spiritual sensitivity to make a decent living. Of course, most spirits didn't hang around, but that didn't stop Roger. Upon immigrating to Japan, he opened his garage in Pheonix Town, taking advantage of his education at home. It was soon afterwards that he came to the attention of S.W.O.R.D., who promptly took him in. As he rose through the ranks, he gradually developed the personality that became Steel Resolve, slowly becoming more desenitised to his work. Meanwhile, he developed his identitiy of Roger Beaton to be one of the most morallly upstanding people in the town. No, ol' Roger would never do anything like that, would he...?

Tools

As he frequently has to travel thanks to the nature of his work, and thanks to his duty as an engineer and inventor, Steel Resolve has both the widest selection of tools and one of the most subtle. He is geared more towards combat support, although he does have a pistol and a knife, and very special ones at that. The knife and dial are kept on his person even when off duty.

Spiritual Shock Knife
A perfectly ordinary steel blade, this knife has a curious device on the hilt that acts very much like a mini-dial. When used on ordinary mortal targets, it's just a knife. When used on spiritual targets or mortals with any spiritual powers to speak of, it absorbs a decent amount of energy very quickly. The small device can't hold this energy for more than a millisecond, so it is fed through to energy converters in the base of the blade that turns the energy into a nasty electrical shock. An average Hollow would be hit with about 200 to 300 volts. However tbis function can only be used twice at most, before the device shuts off to prevent burnout.

Tag Revolver
This revolver fires reishi bullets or normal ones, depending on target. It also has a tag function which works with whatever devices Agent 2 has built. It paints a target on the victim, which amplifies their Reiatsu's visibility. As the turrets. suppressors and such work on Reiatsu recognition, this meants it will be extremely difficult to hide from their gaze, or that of Agent 2 himself. It also works on his teammates. Steel Resolve carries ten of these tag rounds with him at all times.

Dial
Kept in his wallet. No different in function to others.

Sunglasses
The shades that this agent wears aren't just for style. They in effect amplify his spiritual awareness and allow him to scan and record individual data logs for each spiritual entity met, cross referenced with the weapon database for tactics and weaponry that are effective to use. All in all, a excellent tactical resource.

Personal Augmentation System Mark 5
This is the laptop-like device, and it is this which sees the most use in general. Upon application to an arm, the device spreads out, providing lightweight flexible armour up to the shoulder that can take a few hits. Its main use lies in strength amplification and other utilities, however. The arm which the device is applied to has its strength augmented to inhuman levels, and the Augmentation System also builds tools into the gauntlet part of it. These are mostly things for engineering, like a welder, screwdriver, stuff like that. This device is used on the field for emergency repairs and battlefield assistance.

Car
Apart from the spiritual radar built in, the sleek black car is mostly used to storing things in. Like the emplacements. It's mostly an ordinary car, which some may find surprising.

Emplacements
"Combat Engineer" isn't just a meaningless title. He can deploy, after maneuvering the kit into position, a defensive structure within 15 seconds flat. His car can only hold 2 at once, but he has a wide variety to choose from.
Landmines - Reiatsu sensing, come in packs of 5. It's pretty much the same as a mortal landmine.
Reiatsu Turret - Reiatsu sensing. Same principle as the Shock Knife, in fact it was the knife's predecessor. It drains spiritual energy from the target, then transfers it back along the spiritual link as a heat ray. Keeps some stored, so as to weaken the target's spiritual ability. Huge capacity, although upon destruction all energy is transferred back to the original owner.
Spiritual Suppressor - An indiscriminate suppressor of spiritual energy. It's basically S.W.O.R.D's answer to seki-seki, and works much the same way, creating a spiritual dead-zone in a medium-sized area around itself. This does include Agents, however.
Gatling Turret - Visual sensing, it works on infrared. It's self explantory, really. See target, tear it to shreds. Does not benefit from tagging.

This is the basic array, but as an inventor nothing's stopping Steel Resolve from making up more.

General Abilities

Close Quarters- Roger is a decent fighter, although he has to rely mostly on his knife.
Ranged - A good shot with his weapon, but nothing spectacular.
Mechanic - Roger is an expert at all kinds of machinery, and is the go-to man for gadgets.
Strength - Good, for a mortal. Relies once again on his tools, though.

Free Hand
2010-05-08, 11:12 PM
Ren Zenimoto, Student and Living Shinigami


Gender: Female
Age: 17 (why rock the boat?)
Height: 5'3"
Weight: 133 lbs.
Reiatsu/Speaking Color: Dark Orange

Appearance:
Ren wears an unmodified uniform to school. She has short black hair usually held up at the back with a hairclip. While not full out beautiful or even possessing much of a bust she's solidly above the pretty bar. Outside of school Ren's fashion varies but is still limited by her allowance.
Personality:
Ren has a friendly and polite disposition and is always quick to smile. Despite appearances, Ren has sadistic edge to her personality. She's careful in how she lets it show but inside of school, her classmates and clubmates have picked up on it. Ren is prone to boredom and had found cruel games and tormenting others to be a swell way to relieve it. While not really a nice person, she's not without kindness but it’s not a particularly prominent a part of her either. She knows the meaning of hard work and not one to quit a task unless she resents it in the first place. Few as they are, she's loyal and trustworthy to those she counts as friends.
Backstory:
Ren lives in Phoenix Town with her Great Uncle. She lives with her Uncle as part of an ongoing arrangement with her parents that began when she was very little. Her uncle agreed to relieve the financial burden on her family under the condition that he has the opportunity to prepare her as a suitable heir to his keno school and more besides. Ren begrudgingly came to live with him in Phoenix Town partway through junior high on his insistence.

Ren tried to make the most of life in this town, in the best way she knew how. She inadvertently got the attention of Michiko Inagawa-kai and, after several misunderstandings, became fast friends. At the same time, she continued her training under her Uncle. Her great uncle had yet to tell her that he was a living shinigami. Without any children of his own, she was the only one he could turn the Zenimoto family legacy over too. When her uncle was satisfied with her determination and spiritual potential he introduced her to his world and other things little by little. By the time she graduated to senior high she had been made aware of many things beyond the mundane world and had moved on to her training proper, this time with much less reluctance.
Zanpakuto:
Dageki-oo

Zanpakuto Release Command: Challenge

Unreleased Zanpakuto:
Ren's Zanpakuto is not quite a material thing. The spiritually-sighted can see it for what it is but others only see the wooden bokken it's bound in. The Zanpakuto itself is slightly longer then Ren would like but then it wasn't quite designed to be wielded by a short teenage girl. The hilt features an off yellow colour.

Shikai: Unachieved (demonstrated by great uncle)
Dageki-oo takes on pronged shape, it would loosely resemble a golden tuning fork. The hilt ends in a red-yellow tassel of reasonable length. The new blade is blunted along the edges but the prongs end in tapered points easily capable of puncturing.

In Shikai, Dageki-oo gathers kinetic energy from striking one prong. The sword multiplies the force behind the strikes and releases them through it's other prong. The prongs are interchangeable in this so force can be gathered through any and released from the other. The kinetic force can be taken from deflecting blows or even simply striking the ground or walls.

Bankai: Unachieved, unwitnessed
Other Abilities: As the previous would indicate, Ren is very skilled at Kendo, having trained at a young age. Her vocal talents are also notable, having excellent control over her pitch and volume, she still practices vocal exercises and makes interesting use of it in kendo matches. Ren is a competent athlete and outpaces many in speed and stamina as well as strength among female students at least. Her other school studies above the average but this is largely due to her uncle's encouragement.
Connections:
Friend of Michiko Inagawa-kai: Both in and out of school she calls Michiko friend. She's also a member of Michiko's circle of special afterschool friends.
School: Ren happens to go to school, there she has classmates, and classmates who may or may not have powers connected with the unseen spirit world.
Kendo Club: Ren is a member of the popular kendo club. Her reputation there is not the finest as she's known to act unsportmanlike.
Great Uncle: A living shinigami past his prime. He hopes for Ren to claim the power of his Zanpakuto and succeed him. He is not connected with the soul society.
Pan, Arrancar and Novena Espada

Age: Indeterminable
Height: 3’8”
Weight: 58 lb.
Speech/Reiatsu/Cero color: Copper/White/White
Aspect of Death: Abandonment
Mask Fragment: Crest coving his forehead with a large horn protruding from it's centre.
Hollow Hole: Rather large, encompassing his entire abdomen.

Physical Description:
Pan is physically the least of the Espada perhaps even of the Arrancar. He is short, by all appearances quite weak and more closely resembles a small child then one of the Las Noches elite. Pan has a rather dark complexion and his hair is a deep violet, nearly brown. He has a White scarf bound around his head and carefully knotted around his single horn. Pan wears the standard Arrancar jacket, sash and trousers (cut to his size of course) as well as a white poncho or chamanto over top. He wears wooden sandals but at times he wedges them in his sash and opts to go barefoot.
Personality:
Through both appearance and actions Pan is rather childish. He is quite cheerful and and energetic, smiling and laughter come easily to him. He shows himself as naive and takes a keen fascination with nearly everything around him. But for all his childishness, he still happens to be one of the powerful Espada. Living hundreds of years and being composed of thousands of souls, Pan is more mature then his character lets on. Much of his character though is still quite genuine, as the wayward hollows that merged to become Pan were almost uniformly the souls of children. Pan is careful to restrain himself when attending the king and queen.
Being largely composed of dead orphans and other discarded, unloved children, one might be surprised to learn that Pan has a pretty fragile frame of mind. The desperate scared and lonely parts of Pan are buried far from the surface. He finds comfort and security in the great mindless presence of the Gillian hollows. His attachment to them was formed long before joining the ranks of arrancar, When the obedience of these drones were the closest thing to affection for Pan in Hueco Mundo. Like others upon becoming arrancar, Pan became more sharply defined and felt needs and desires he was numb to as a full hollow before. While still very reliant on the presence of Gillians, Pan is also supported by his Fraccion composed of arrancar similar to Pan in their desire for a family.
Pan truly dislikes killing but is certainly not above it. When ordered to the act or seeing little alternative, he’s quick to get it over with although he usually stays gloomy for days afterward until either he or one of his Fraccion manages to distract him from it. Despite this odd aversion, Pan still manages to be enthusiastic about fighting and keeps his bright attitude so long as the game doesn’t take a bloody turn. Should his fraccion, his companion gillians be harmed, the buried parts of pan are likely to start bubbling up. Should someone that Pan truly cares about be killed he could break down entirely.
Powers:
As he is, Pan is weaker then even the standard Gillian, his particular abilities are as such though that he is numbered among the Espada.

Bala: Pan has no bala to speak of, or at least he has never been seen using one (he doesn't have one)

Cero: He gathers and fires it from the very tip of his horn. By itself, Pan's Cero is pathetic. he could likely obliterate a low ranked Shinigami at point blank range but it would hardly make a captain flinch. It does however have the interesting effect of combining and multiplying the power of other Cero beams. It can also serve as a catalyst for combining several Ceros together.

Hierro: Much like the above, Pan's Hierro is weak, he depends on a means of regeneration for the most part.

Garganta: One his few true areas of mastery for Pan is the Garganta. He is capable of tearing holes both great and small as well as one of the few that can use a form of Garganta broadcast.

Sonido: Pan's Sonido is passable for an Arrancar.
Zanpakutou: Calaverita (Little Skull)
Sealed Form:
Pan's Zanpakutou is near appropriate for his size. The sword bares a cruciform shape and resembles a European Arming sword. Pan hangs the sword unconventionally from his neck on a chain.

Embalsamar: Much of Pan's spiritual power is in fact bound in his Zanpakutou, his true collective Reiryoku is phenomenal. Pan cannot access his sealed Reiryoku directly, instead he channels it through his Zanpakutou. In short he may stab the sword into a creature and fill it with his spirit power. For a hollow or Arrancar it grants them an incredible power boost in addition to taking their own spiritual pressure to extremes. Pan has to take care about moderating how much he releases as too much really can be too much, lesser hollows would likely burn out regardless. When the sword is removed, remaining residue is quick to seal up the wound it leaves. For the living and possibly Shinigami, Pan's Reiatsu has a more adverse effect. Similar to the acidic touch of some hollows, the Reiatsu imposes itself on the victim, diminishing their own spirit to the point of death. The time this takes is dependent on the victim's spirit level but the shear violence in the invasion should render all but the strongest quite helpless.

Pan can use the Zanpakutou on himself to an extent. By cutting himself, he may gain small boosts of power for certain activities although doing this is far more taxing on him then with others. Pan may enhance his Cero through this means where it's power is indistinguishable from the Espada's Gran Rey Cero (although it's achieved exactly the same way). He may also enhance his Sonido, making him ludicrously fast but he moves blind and can't measure distance. Presumably, he can do the same with the Hierro ability but he'd sooner escape danger then test his skin against an unfriendly cut.
Resurrección:
"Impart, Calaverita."
Pan impales himself with his Zanpakutou to activate the ability. In this form pan loses nearly all of his recognizable form. The most tangible remnant of Pan is a large white hollow mask baring the horn of his mask fragment. The Sclera of his eyes turn the black of a hollow and theres no indication of a mouth at all. The mask trails a organic looking shroud of varying length. Pan floats or flies freely through air without the use of air-walking. The shroud aspect of Pan's body may be pierced and damaged with little resistance, he would show no sign of pain for it and it regenerates quickly.

Physical contact with the shroud is similar to the effects of his Zanpakutou, but certainly milder. Needless to say, Shinigami should do their best to avoid entangling themselves inadvertently while attacking.

Mortaja De Entierro: The transformed Pan may possess other hollows and more completely give them access to his spirit power. For weaker hollows and Arrancar he may gain control over them. With the more powerful hollows and the Espada a struggle would ensue, Pan may even be forcefully expelled so mutual cooperation is key. When in possession, the host under goes a transformation. The changes differ between hosts but generally Pan's mask merges with the body and bony growths similar to Pan's horn may appear. With a truly formidable host, such as the strongest of the Espada or the king of hollows himself, it's arguable that the combination would make them the most powerful being in the spirit world.

..Of course the potential for power is not without consequences. Pan's full Reiryoku would suppliment the hosts, but there's only so much spirit power that can be handled. Pan's spirit power merges gradually but still quickly with the hosts, he has no way to prevent it. Eventually, the hosts body may overload if it's spirit power too far exceeds it's capabilities. The result is short boom and two less hollows plaguing the world. Due to the already impressive spirit levels of the Espada, it's unlikely that Pan nor the others would risk themselves in this, unless under truly dire duress.
Segunda Etapa: UnachievedSouten Ai, Shinigami and 3rd seat to 12th DivisionAge: 465
Height: 5'4"
Weight:Varies
Speech/Reiatsu:Violet, Violet(rather sparky)

Appearance:
Ai is easily recognizable as a member of 12th Division. It would be difficult to place Ai's age by appearance beyond being vaguely youngish looking. Her face is unlined due to her infrequency in smiling, furring her brow, or indulging in facial expressions in general. She has wide, staring eyes, it's to be noted that she hasn't blinked with them in over a hundred years. While the previous is interesting and noticeable after close examination, most would be more immediately drawn to her light mauve complexion. Less immediately, Ai has matching circular markings on her cheek that are a much deeper shade of the colour. Her hair is an off pink that may have been a pale yellow at some point and is cut short to exactly one inch all around. Over her Shinigami uniform she almost always wears the standard lab coat of the 12th. Ai wears a skull cap on her head that appears to be made of coiled copper. Her hands are bare save for copper bits covering where her finger tips would be, there is also something resembling a large marble imbeded in her left wrist on the palm side. Should someone be drawn to Ai's feet they would see that they are slightly narrower and seem abnormally long. Ai has an extremely stiff bearing, her movements are forced and awkward. When looking at Ai, Zanpakuto not be noticed immediately. From the back or side, one my see the sword hilt behind her head, from the hilt's angle the blade itself appears to be stuck in her spine..
Personality:
Ai's life revolves around her work in the 12th division. In her hundreds of years of life she refrained from involving herself in anything unrelated her division duties or her own individual contributions in it. In matters concerning the 12th Ai speaks and acts in a brisk and steely manner, she keeps herself aloof. As the above states this means she almost always speaks and acts in a brisk and steely manner, and keeps herself aloof. In recent times Ai has become aware that she is completely socially inept. Her inability to cope with casual interactions or in making connections with her fellow shinigami has started to trouble her. Ai had begun taking steps to remedy this with careful research into social stratagems, So far it's not going well. She's also attempting to secretly smuggle self help books from the mortal world.

Contrary to what her appearance and what the above suggests, Ai is more then a block of wood. While outwardly this is the case, deep deep inside that grainy layer is a personality. Ai is proud, she thinks highly of herself and of her achievements within the division. Criticism frustrates her as as does anything that restricts her creative process. As Ai's own research was almost always high risk and experimental, she's none to fond of the existing safety measures that greatly inhibit her. It is Ai's belief that there is nothing that can't be improved upon. While understanding the nature of things is fine, it's only the foundation to higher things in Ai's mind. Ai has gone so far as to literally apply this outlook to herself. She has very little in the way of reservations about forcing it on others, if she could only have the chance!
Backstory:
Ai's history is shrouded in mystery and hearsay... among the interns at least, talking about the strange purple person is always a popular topic.

Ai is likely the last scion of her clan, a clan she has little intention of continuing. Her clan is hardly a prominent one in the Soul Society, but since the founding of the 12th Division, the clan had always held a firm place in the division's registry. Ai was raised with all expectation of joining the 12th and obviously she had. Initially admitted as an intern, under the tutorage and direction of her fellow Soutens within the division, Ai proved to be a promising young prodigy. upon gaining full membership within the 12th, Ai became a rising star in it's ranks, she would often be trusted with critical tasks in various projects.

The first black mark on Ai's career came on a day like any other day. A prominent scientist within the 12th and head of the meagre Souten clan had in mind a project that he assured would redefine the soul society for all time. The exact nature of the project has been struck from the records but Ai herself was granted a vital role in monitoring stability in the experiment. Some short days after the initial success The Souten elder was struck dead and she herself was severely injured. In the aftermath, the Captain cracked down on the the involved parties. Her comrades attemped to slot blame onto her (one of the scapegoaters was actually family if you could imagine..) she stated in her defence that she was completely successful in her duty as the experiment technically remained stable and that, if anywhere, the flaw would be in the theory itself. In the end, Ai managed to evade blame for the incident but at the cost of estranging her colleagues.

Ai came to a degree of notoriety some years later when she finally earned the opportunity carry out her own experiments. Ai's specialty was Reiatsu manipulation, and it became the base of nearly all her future experiments. Ai had long regarded Reiatsu as "waisted energy," constantly leaking out of ones body, very little of it was being put into practical use in her eyes. Her most ambitious endeavour ever was the creation of devices that would redirect Reiatsu internally, using it to power countless other devices inside a subjects body. many within her division were skeptical of her theory but after several attempts she achieved success and felt most assured that it would redefine the soul society for all time! Much to her Chagrin, the Captain seemed to dwell on her first two attempts. The first subject was unfortunately drained of all spiritual power and was forced into retirement, the second had exploded, but his sacrifice had given Ai the idea to include something like a surge protector. The third was perfectly successful, however his Reiatsu had been too weak for it to be of much use regardless. Ai was ultimately banned from continuing with this work to her extreme surprise. Despite the ban, she was stubbornly set on proving the practical application of her work; Ai was forced to use herself as she had little other choice in test subjects. She succeeded of course and spent the years since tinkering with and improving her augmentations. Whatever she made discoveries that interested others in the 12th, she was insistent that original experiment was a necessary component in it, and it usually was. The above only consisted of her personal pursuits, she still adamantly carried out her division duties and played her roles in what work was assigned to her. Despite past transactions, she continued to rise within the division through her consistency in excellence and her obsession with update and progress reports. She still nurses her injured pride and often falls into bitterness but she's not about that get in the way her duty just yet.
Abilities:Ai's augmentations:
As stated in her backstory, Ai has spent almost 200 years tinkering with her own body, she's been very productive with her time. Ai's modifications aren't nessesarily limited to those listed beflow, these are her standard fare and it's hardly beyond her to devise new ones at a later date.

Reiatsu channelling device:
Just as the name implies, Ai has implanted devices that redirect her Reiatsu internally. Her Reiatsu is for practical reasons infused in her blood and is carried along all through her body (thus explaining her queer complexion). Her very special blood passes through a varied selection of inventions also by Ai, these items draw the spirit power from her blood and are thus powered. over time Ai discovered additional effects caused by the implants. Ai's nerves sense of touch have long been deadened by the flow of Reiatsu, aside from occasional twitching she's almost entirely incapable of involuntary movement. Much of her actions are carried out on a conscious level, any form of bodily expression is forced and done only out of courtesy for others. On that not she's mostly immune to pain and would only notice being cut when she feels her Reiatsu leaking out. on the subject of wounding, Ai has had quite a long time to examine the complex flow of her spiritual energy through her veins. Ai can now manipulate her super infused Reiatsu blood, similar to how other Shinigami make use of theirs. Ai may stop and harden her blood similar to an extremely powerful Hierro, only under the skin ...of course Ai has to stop her blood to actually do this. Ai may also force her blood to continue to flow where it would normally go even with a sizable gash, this is almost entirely unconscious, it would stop wounds from bleeding although it would be a bit much to expect the blood to through through where an entire arm used to be.

Strength enhancers: A number of Shinigami enhance their strength with their spiritual power. Ai also does this, although she's among the extreme end of this collection. She mostly uses this for lifting heavy apparatuses.

Multi-jointed:
Ai, with patience and care, has made herself absurdly flexible. It's quite disturbing to look at when she displays it, one would also expect it to be damn hard to trap her in a hold. This is not reliant on her spiritual energy.

Eye Enhancement:
She hasn't truly enhanced her eyes rather encased them in special protective lens'. Over time she played with them to enhance her sight but refrained from tinkering to much as a matter of pride (She makes a point of avoiding the Captain's inventions whenever she can due to past injuries). She also doesn't need to blink anymore, very efficient.

Spirit scouter:
Ai's tongue has been modified to detect spiritual anomalies. By simply tasting the air, Ai can detect the presence of others and their spiritual nature, assuming she's familiar with whatever they are. She may also calculate their reiatsu level when they're in her line of sight. An additional function of her tongue is the ability to taste other things besides spirit partials.

Finger Tools:
The metal tips of her fingers are there to ensure she has essential equipment always on hand haha. The left hand bits slide open to reveal several generic tools, she routinely changes them. The right hand has a more permanent selection of Reiatsu powered lasers (To the enthusiastic approval of her Captain). They serve all manner of functions where lasers are appropriate and some where they aren't! For combat application, Ai must straighten her arm out to link up additional charged implants along her arm.

Soul phone/holo projector:
Rather complicated sounding, but essentially the phone is part of her hand and works much like this (http://img142.imageshack.us/img142/4636/gadgetphonevv4.jpg). The projector takes the form of the large marble in her wrist, it can display a similar if more advanced version of the Soul phone's hollow radar. The projector may also display other information for practical usage in the labs.

Wheeled feet:
Yes, as the title states, Ai has wheeled feet. One of the strangest and a personal favourite invention of Ai herself. it starts off with her oddly narrow feet, she actually has only three enlarged toes to each, something she regards as important in this. Her "big toe" has copper plate for a nail, the plate isn't so much a plate as an extending band. The band would extend in a snap to form a wide ring that goes into her heel. Once the rings are complete, she rolls around with dexterous ease upon them. With them she moves with obscene speed and can switch directions with minimal loss of momentum. She may also airwalk, or rather roll with them, when doing so they gather violet sparks. For some reason Ai can't fathom, they have yet to catch on in Seireitei.
Abilities:Hoho:
Ai is fairly proficient with this technique.

Hakuda:
Yes, Ai the scientist is no stranger to the mysteries of connecting the fist the ever vulnerable face. Her interest in it began some hundreds of years ago where she took serious injuries, she's since resolved never to be caught flat footed again. She's very well versed in the techniques and, combined with her Reiatsu enhanced resilience and strength (not to mention her flexibility), she is very formidable.

Zanjutsu:
It is assumed that she is not the most proficient of sword users as she has opted to keep the thing embedded in her spine. She can actually unsheath the thing but, unsurprisingly, her technique is not a fine example of the Soul Society's noble art.

Kido:
With a clear voice, an unmatched memory, and excellent control of both Reiatsu and Reiryoku, Ai is a poor practitioner of Kido. Of course for one so talented and having all the right qualities it was a physical effort to be so bad at it. Ai really dislikes Kido and has nothing but contempt for those incense huffing mystics. That isn't to say Ai didn't study enough to grasp the useful bits regarding Reiryoku manipulation and other useful tidbits that can be gleaned in that arcane dribble for her research. Ai can actually use some Kido spells, although only ones she managed to convert to proper scientific calculations over those absurd mantras. She hasn't given much time to it so she only as access to the least of Bakudo and Hado. She can't use any without the words.
Zanpakuto:Sealed state:
Ai's Zanpakuto is more likely the length of a Kodachi or wakizashi over a katana given that Ai doesn't have a small metal blade sticking out much like a tail. the hilt looks fairly standard with the bindings a dark violet colour to match the rest of her.

Inner World:
..Is hardly important, it's not like you'll be seeing it. it's probably lightningy or something..

Shikai: "Connect, Saki"
In Shikai, Ai's zanpakuto transforms into a plain metal pike with a copper sheen, her appearance is amusing reminiscent of a bumper car given it's still stuck in her spine. The pike serves much like a spiritual conductor, drawing spiritual energy from that is expelled from others, and collects enough to send it back in the form of bolts of energy at her unfortunate foes.

Ai doesn't use it for this though, instead she jerry-rigged the sword (much to it's indignity) to provide herself with additional spiritual power. Ai becomes rather giddy with the power boost, she quite literally trembles with power. special spiritual surge guards would begin to kick in at this point to keep her from overloading which would be followed with dying. The guards can be manipulated manually from an area somewhere on her body.

Bankai:
Ai has not achieved Bankai, she doesn't seem to think much about it..

riccaru
2010-05-10, 10:42 AM
Sereg Arturo, Espada Septima

Tears in the Rain (http://www.youtube.com/watch?v=pWu57BqMG4Q) <- theme song?


Gender: Male
Age: 297 (looks 19)
Height: 5'2"
Weight: 117 lbs
Reiatsu: Black, looks permeable but makes him harder to see clearly. Feels like droplets of water
Speech: Black Bold
Aspect of Death: The Unknown
Appearance: Sereg is a short and thin arrancar draped in a white hooded jacket that goes down to his knees. In an outside pocket at his waist dangles the bright silver chain of a pocket watch stolen from the mortal world. Under the open jacket is a form fitting white tunic with black trim. On his legs are baggy pants that are tightly held to his waist by a small black belt, which also has his zanpakuto run through, though not attached. Around his face he wears a black scarf, covering his mouth and nose with the ends hanging down his back under the jacket. Under the scarf is his hollow mask fragment, covering much the same area with a fanged mouth that is always closed, even when talking. His short black hair is messy and sticks up all over, and under are cold grey eyes with smaller than normal pupils. His hollow hole is located on his left palm, and is slightly larger than a quarter.

Personality: Sereg is an enigma, on one hand he seems to be cold and undesiring of company, but on the other he would give his life for a select few, mostly he avoids that side of himself. He enjoys showing his superiority over those weaker than himself, and will rarely ever give up an opportunity to oppress them if he can get away with it. Towards his "superiors" he is rebellious at best and down right heretic at worst. His views on the society of Las Noches are that the city is slowly falling to its' own rulers. He dislikes many of the lower numbered Espada, and enjoys the company of the higher numbers, at times. He In battle he focuses on close range high speed attacks and confusing his enemy. His hierro is also lacking, making him focus on his own defense rather than relying on that. He made the choice to keep his rejuvenation, despite many others deciding to be rid of it. He has the odd habit of staring at his pocket watch for hours on end, when not otherwise occupied.

Zanpakuto: Niebla de la Oscuridad <Mist of Despair>
Sereg's weapon is a longer than average katana with a unique style, as in it has no curve. It looks much like a rapier though with japanese influence. The guard is a rectangle with the symbol for light on the top and the symbol for darkness on the bottom side, towards the hilt. The hilt itself is straight as well, and just large enough to be held with both hands. The tip curves in an abnormal way, curving inward from the blade to make a very sharp tip, instead of outward from the blade like a normal katana.


Resurrecion: Drown them, Niebla de la Oscuridad <Mist of Darkness>

Sereg's hollow mouth opens, emitting a black mist much like his reiatsu though this is an actual effect. This mist is hard to see through, allowing those inside to see only a few feet in any direction. The mist covers an area with a 30' radius from Sereg and stays in the area until he seals his state. Sereg also changes form, the mouth staying open and a pair of yellow eyes looking out, while his normal eyes are closed. The eyes in his mouth have the ability to see through the mist and darkness. Sereg also gains four limbs coming from his back, much like spider legs. These limbs allow him extra movement and are sharp on the tips, allowing him to attack with all four. Sereg has the ability to 'form' into this mist, which hides his reiatsu slightly, making him harder to detect. It takes him barely two seconds to change forms, and as the mist he can appear anywhere within the area at will, though this also takes two seconds to complete. While he is changing forms he becomes incorpreal, unable to be hurt by any physical means, though abilities such as kido may still effect him. The mist is spread enough that ice attacks will not create a solid block of ice, instead turning the large droplets into hail. The mist is also only semi-conductive. Sereg has the ability to leave this mist even while he is in that form, allowing him to escape attacks relatively easily.

Abilities:
Sonido:Sereg's use of sonido varies. Most often it is used to disorient or gain an edge over an opponent, though he will sometimes use it for general movement throughout Las Noches. His sonido is a fair bit louder than others, and takes slightly less energy to use.

Hierro: Slightly above average While concentrated, but weak when not concentrated. Sereg has the unique passive ability that his hierro concentrates itself, blocking incoming attacks that he is aware of and are not too fast or powerful.

Cero/Bala: Sereg often uses cero, though rarely uses bala unless there is an opening. Sereg's cero is a deep red color, akin to coagulating blood. His cero is most often fired from two fingertips in the shape of a fake gun, though he can fire it from anywhere on his body.

Cero Latigo: Sereg has the unique ability to form his cero into a whip of raw power. This technique is completely solid, and acts much like a zanpakuto. The whip can be formed to many different lengths on the fly, but is most often around 15 feet long.

Regeneration: Sereg ultimately chose to keep his regeneration for his own defense. It is slightly below average, though nothing special.

Garganta: Sereg cannot use garganta more than once a day, and then only for himself. He usually makes his fraccion take him.

Swordsmanship: Sereg is only slightly above average with sword fighting, isntead opting to use his hands or cero whip most of the time. He uses tactics to keep his opponent close at all times

Unarmed Fighting: Sereg is quite proficient at unarmed fighting, choosing to use it more than his sword. He uses a mix of fast kicks and punches along with powerful two handed strikes when an opponent is open.

Physical Strength: Sereg is stronger than average, though his fighting style usually relies of fast and brutal techniques, never letting the enemy react.


Séptimo de dominio


Sereg's domain is one of the least populated, though is a widely popular 'hang-out' spot due to the prime entertainment available. This entertainment is rivaled by none, as it is brutal and bloody. Within the domain of the septima few reside, as the only building other than the palacio inside the area is a massive gothic style cathedral. What housing there is is either within the palacio itself, or under the 'chapel' area.

Inside the massive chapel is an arena, hundreds of seats line the walls above a pit area, where hollows who cant sit in the stands are allowed to stand. Below the pits is where the show is held, hollows that meet with Sereg's personal displeasure are forced into a deathmatch, sometimes with multiple fighters. A rare occurence is a Shinigami deathmatch, with either two shinigami fighting eachother or one fighting multiple hollows. These fights are held only once a decade, generating more revenue than the other nine years worth of fights in a single match. The shinigami are personally collected by Sereg, allowing him to pick the strongest that are in the mortal world at any time.

The laws of this area are nearly nonexistant, with only one exception. Sereg demands that no one ever draw their blades or use any special abilities. Fighting is allowed however, with unarmed slaughters a regular occurance. Anyone caught using a hollow ability to attack another will be personally dealt with by the Septima.

Sereg's palacio is widely regarded as a very odd design. Instead of the usual spire held by the others, Sereg has a sixty foot square tower with ten floors, ten feet high each. Inside the outer square the middle is cut out, revealing a lush garden that is meticulously cared for by hollow slaves. In abundance are creeping vines, reachin the top of the tower in places.



Aell Rennoc, Samsara


Gender: Male
Height: 6'7"
Weight: 289
Hair: Shockingly white with small streaks of gray
Eyes: Deep brown with an inner circle of dark green
Age: 93
Reiatsu/speech:Dim Gray

Appearance:

Aell sports an ankle length gray cloak that he usually wears tightly around his body, with the hood up. Without the cloak, he is clad in shining silver lorica segmenta, with the leather ties dyed a deep black. A long scar, barely visible, runs across his forehead, with more prominent scars along his forearms. On his back he has a massive two handed sword, the hilt standing well above his shoulder. He wears a kilt of leather with silver plates riveted in, and black Roman sandals that lace partway up his calf. He wears stylized black bracers on his arms, they seem to absorb light around them.


Personality:

Aell is an extremely serious individual, "His" memories start when he was born in the times of ancient rome he died in battle, Seeming to be reincarnated multiple times until the modern age, though these were just his string of chopped together memories, where he was a young historian specializing in ancient rome. No one knows why all of his memories tie together, not even The Boss. Now he commands Blanks in battle, no more are the days of his past where he fought valiantly alongside his brethren. He dresses as he does to relive his "glory days" and awaits a chance to fight a skilled swordsman. Aell is absolutely loyal to his leader, and will do anything to appease him, even take his own life. This stems from his perceived time in the Roman military. He is not one to judge the machinations of his superiors, though he has untold doubts of the plan to destroy the valley.


Abilities:

Aell is primarily a swordsman, though he often uses blanks to create other Roman era weapons, fond of gladius and a large shield. He also can use blanks to create siege weapons of the roman empire, though rarely does so. He also uses the power of the blanks in order to move rapidly across the field of battle, and even fly above his unsuspecting enemies. His physical strength is well above what it would be for a mortal, almost nearing that of a shinigami. He also has the ability to create faceless soldiers from the blanks, and has full control of up to eleven of them. He often uses these to hassle an enemy before attacking. Aell's sword of choice has three distinct abilities as well, first it is able to fire black energy much like a cero. Second and least used, he is able to let go of the sword, which then fights of it's own volition. Third and most used, the sword has the ability to change its' weight during a swing, allowing very powerful attacks to be used.



Yoko Rose, Bount

Age: 79 (Looks 16)
Gender: Female
Height: 5'2"
Weight: 107
Hair: Black pigtails, with the tips dyed orange
Eyes: Electric blue with an inner ring of dull yellow
Speech Color: Sandy Brown

Appearance: Yoko Wears a short orange dress, barely covering half of her thigh. Her eyes dart constantly, seemingly watching everything and nothing at the same time. During school hours she wears the average uniform. On her wrists are silver vine-like bracelets, with a matching pair on her ankles. She wears short socks under a pair of white tennis shoes during school, but outside of school she is nearly always barefoot. She often carries a violin with her, even in school.

Personality: Yoko is energetic and yet introverted. Everywhere she goes she seems extremely happy, though rarely speaks to anyone who is not in touch with the spiritual world. She is fond of playing her violin at any point in time she deems needing music, and will often play "theme songs" when spiritually aware beings pass. She is fond of feeding on the living as well, but rarely does so because of the danger.

Doll: Yoko's sealed doll takes the form of her violin case, which is why she often carries it.

Release Command: Destroy, große Eidechse

Released, it looks as a massive wyvern of red and black, the tail ending in a scorpion stinger. From snout to tail it is fifteen feet in length, half of it being tail. The wingspan is twenty four feet from wingtip to wingtip. Her doll does absolutely all of the fighting while released, as Yoko is extremely incapable of fighting compared to other spiritually inclined beings. She often uses her wyvern to transport her, and appears alone when fighting and has it dramatically enter through a building or other object. The dragon has the ability to breathe a line of heated ash from its mouth, burning anything it touches. This line reaches everything within 30'. http://s405.photobucket.com/albums/pp133/XwinterxbornX/OoTS/?action=view&current=creaturecomp_abyssal.jpg



Suzume "Ama" Kimi, Follower of Kujo

Suzume Kimi, Follower of Kujo
Rank: Former 4th seat of 2nd division.
Height: 5'3"
Weight: 102 lbs
Reitsu: Sickeningly moist and blood red, leaves a copper tinge in your mouth
Speech color: Purple
Age: 309(looks 17)
Gender: Female


Appearance: Ama is a short girl with a very sculpted body. Her form is feminine and yet not as curvaceous as some. Her left arm is missing at the shoulder and she has a large red scar spanning her outer right thigh. Suzume's hair is short and a solid blonde. She usually wears a short top that bares her midriff and has a slight v-neck.(Pics to follow) The top is sleeveless and she wraps her right arm in blood red cloth strips. She wears the traditional shinigami pants in the same red as her other pieces. Over this all she wears a sleeveless Haori pierced through the chest over her heart by her own sword, the Haori of the former captain of second.

http://i405.photobucket.com/albums/pp133/XwinterxbornX/th_Female_Ninja_by_Scarlet512.jpg

Personality: Ama is absolutely devoted to "her" Kujo, doing anything he says without hesitation or doubt. After she murdered the former 2nd division captain shortly after his retirement she took his haori as a symbol of her conquer. The only reason she was able to kill him was because she snuck up on him, a skill she perfected in the Omnitsukido. She brags of this to whomever will listen, and awaits her chance at the new captain.

Zanpakuto: <Immortal Ribbon> 不滅のリボン (Need help with this)
Her unsealed zanpakuto is one of the few that truly look unique. Her blade is actually two edges set parallel to each other on the same hilt. This adds no power to her strikes and may very well make it harder to fight with, but she has learned to cope. The pommel has a long red ribbon attached to it. (Kadaj's sword from FF7: AV)

Release command: Slide through the sky, surround thy enemy, Immortal Ribbon!

Shikai: The ribbon attached to the sword elongates, hiding the entire blade from view momentarily before Ama pulls the end sharply, revealing a much smaller blade attached to the other end of the ribbon. The end she holds wraps around her arm and part of her new weapon. Ama has the ability to control the movement of her blade after throwing it, and the ribbon stays in space until it is pulled back. If the ribbon surrounds something or someone the blade can fuse with the ribbon, allowing Ama to pull the cord, ripping anything caught inside into pieces.

Bankai: Not yet Achieved. Ama is however very close to learning her bankai.

Inner world: Ama's inner world is a vast plane atop of solidified clouds. She does not know if there is an end to the "ground" and she is wary of finding it, for she believes falling from her mind's realm will push her into pure insanity.

Zanpakuto spirit: Ama's spirit is a massive flock of sparrows that fly together, forming into a single massive bird. It speaks in multitudes, seeming to echo slightly at all times.

Abilities:
Hakuda master: As a member of the Omnitsukido, Ama often had to resort to unarmed tactics, thus leading her to learn them quickly. She is still quite capable with only one arm.

Zanjutsu adept: Ama is skilled with zanjutsu, though fights in a rather sporadic and untrained way, striking quickly and powerfully. She has never formally learned zanjutsu.

Kido adept: Ama is capable of using up to 50th level kido spells with the chants, but rarely chooses to. She can only use hado 4 without incantation, as she uses this extensively. She uses it at full power without incantation and at double power with.

Shunpo expert: Ama focused more on the stamina side of shunpo than speed. While she is not as fast as many, she can use her shunpo many times rapidly. She has been known to use it for menial distances of only a few dozen yards, even shen she is in no rush.

History:Suzume started her shinigami training when she was only 10 years of age, quickly finishing her time at the academy she started as an unseated in second division, joining the fourth unit of the omnitsukido. She rose through the ranks of the omnitsukido and second division within the next eighty four years to the fourth seat of the second division, and the commander of unit four. The next twelve years were largely uneventful, though when Hannibal fell prey to hollowfication, Suzume was one of the many who fought him. During the fray she overextended herself, allowing Hannibal to cleave through her left arm. She later left the Seretei, hoping to find the power that Captain Hannibal had attained, unknowing that it would be impossible. She found Kujo one day and deciding he could bring her to more power, she became one of his followers.



Nao, Unit four commander of the Omnitsukido.



Rank: Unit four commander of the Omnitsukido, 2nd division fourth seat.
Age: Unknown to all but the commander general himself (406)
Height: 5'9"
Weight: 175
Reiatsu: Slightly dark green, smells of moss
Speech: Green
Gender: Male

Appearance: Nao wears the standard uniform with one difference, a hood is constantly kept covering his face and his sleeves come below his hands.

Personality: Nao very seldom talks about himself, instead diverting the conversation to things he may have noticed. he is extremely formal in his speech, calling every superior by their rank and family name. Nao has no family name, as he wishes to stay nearly anonymous, and Nao is not even truly his name. He himself has forgotten his former name.

Zanpakuto: Silent Forest "Seishuku Shinrin" (Thank you Hadrian!)
Nao's unreleased Zanpakuto looks much like a standard weapon, though with a straight edge. In truth he wields a ninjato, having a standard sized sheathe in order to have a location to hide various objects. The weapon is very ordinary.

Shikai Release: Surround and destroy, Seishuku Shinrin.

When his Zanpakuto is released, Nao throws his sword in the air, which then transforms into a dozen of leaf shaped blades. Nao can control these blades with his hands or eyes, though he must have his face unhidden to do so with his vision. These blades are quite sturdy, able to block as a normal sword would, though they must all be used to do so.

Bankai: Not yet achieved.

Inner world: Nao's inner world is a lush rain forest, a gray fog covering all but within a few feet of himself.

Zanpakuto spirit: Silent Forest takes the shape of an innocuous sloth. His spirit is very calm and collected.

Abilities:
Reiatsu manipulation: Nao is very much a master of hiding his spiritual pressure, becoming nearly untraceable. It is this skill that ultimately allowed him to become the Unit Commander of the assassination squad.

Hakudo: Nao rarely if ever uses Hakudo, instead allowing subordinates to perform non lethal take downs.

Zanjutsu: Also rarely used, when Nao does fight however he uses a quick style, trying to end a fight quickly.

Kido: As a specialist in his own type of kido attacks, Nao is very knowledgeable. Nao has developed a unique process in which he infuses kido into thrown weapons, allowing them to move very rapidly, to the speed of a mid level captain shunpo. These blades fly straight through the air. Nao is a bakudo specialist, able to use up to level 73 with incantation and 41 without. Hado is his weak point, only able to use level 37, though all without incantation.

Shunpo: Mid-level. Nao only uses hoho if he is in a hurry, though he is fond of the air stepping technique.

Alexander Yori, Quincy



Quincy
Gender:Male
Age: 23
Height:5'11"
Weight:187
Rietsu/speech: Navy blue
Eyes: Light blue, nearly grey
Hair: Short and brown, sticks up slightly

Appearance: A rather thin build for an archer belies powerful arms and a willingness to do anything to win. Alexander changes his clothing and style regularly but always wears a pair of converse high tops which compliment his outfit. His quincy cross is surprisingly nondescript and worn on his left wrist at all times.

While hollowfied his left arm gains a solid white vambrace and his face is covered by a blank white mask. The mask is flat, with no nose or mouth at all.

Personality: Alexander has a very straightforward view on good and evil. Everything that stops him from killing as many hollows as possible is evil. He is terse with mediums but likes to keep in contact with them. He has mixed feelings about "living" arrancar/visards and dislikes working with Hollowings. He usually views himself as better than other spiritually empowered mortals. He never states he is better unless directly challenged. He often will be more easily talked to with a group, however.

While hollowfied Alexander's worst personality trait, his ego, is heightened tremendously. He will resist all claims of inadequacy and will reply harshly to any offered help.

Family history:The Yori family have been quincy for many years, though only ever passed through the male gene. They inhabited the area of Phoenix town until recently, when his great grandfather migrated to America in order to escape the Yakuza. There the Quincy lifestyle fell to the wayside, with Alexander's father not even knowing of his powers. Alexander had learned of his own powers a few years ago when the American shinigami were fighting a hollow incursion. He shortly learned of his ancestry from his grandfather and moved back to Phoenix town. Last year, his parents passed in a tragic car accident, leaving Alexander with a sizable amount of money. He has since been living in a studio apartment standing over a storage building alone.

Abilities: Alexander is quite masterful of the basic quincy arts.

While hollowfied his powers are magnified by quite a bit as well as gaining a minor amount of heirro and the ability to use garganta. He will also slowly regenerate wounds, keeping himself from bleeding out.

Archery: (Raven's Qualm) A specialty of his, he is able to fire up to five arrows at once. His shots are quite strong as well as fast.

While hollowfied his spirit bow becomes a bright crimson and becomes much more powerful. The speed stays the same, but he can now fire up to thirteen arrows simultaneously. His normal quincy bow will take on a violet color after his first transformation.

Seele Schneider: He is capable of using this Quincy technique but is fairly unpracticed. He doesn't usually use these weapons.

Ginto: Alexander rarely uses these in battle, using them instead to fortify his apartment or rarely to open a garganta.

Hirenkyaku: Alexander can use this ability but rarely if ever does so outside of combat.

While hollowfied, Alexander's speed increases greatly, while being supplemented by sonido.

Free Hand
2010-05-13, 12:30 AM
Pan, Arrancar and Novena Canditate

Age: Indeterminable
Height: 3’8”
Weight: 58 lb.
Speech/Reiatsu/Cero color: Copper/White/White
Aspect of Death: Abandonment
Mask Fragment: Crest coving his forehead with a large horn protruding from it's centre.
Hollow Hole: Rather large, encompassing his entire abdomen.

Physical Description:
Pan is physically the least of the Espada perhaps even of the Arrancar. He his short, by all appearances quite weak and more closely resembles a small child then one of the Las Noches elite. Pan has a rather dark complexion and copper toned hair. His Espada number, that is a nine, rings his left eye. He has a black scarf bound around his head and carefully knotted around his single horn. Pan wears the standard Arrancar jacket, sash and trousers (cut to his size of course) as well as a white poncho or chamanto over top. He wears wooden sandals but at times he wedges them in his sash and opts to go barefoot.
Personality:
Through both appearance and actions Pan is rather childish. He is quite cheerful and and energetic, smiling and laughter come easily to him. He shows himself as naive and takes a keen fascination with nearly everything around him. But for all his childishness, he still happens to be one of the powerful Espada. Pan is far more mature then his character lets on, but his body being what it is, at least part of it is genuine. Pan acts more restrained and sensible when attending the king and queen also usually when discussing serious matters with other Arrancar.

Pan dislikes killing but is certainly not above it, although he may get gloomy during and after the act. He is enthusiastic about fighting and keeps his bright attitude till the game turns down that bloody road. Pan has an odd affection for Gillians, when outside of Las Noches, its not unusual to find a number of them accompanying him. Pan's personal views on Shinigami are neutral, he regards them with a sensible amount of wariness but is removed form fear or hate. On mortals, Pan takes avid interest, as there seems to be so much more in their short fluttering lives then that of the eon-spanning spirit lives.
Powers:
As he is, Pan is weaker then even the standard Gillian, his particular abilities are as such though that he is numbered among the Espada.

Bala: Pan has no bala to speak of, or at least he has never been seen using one (he doesn't have one)

Cero: He gathers and fires it from the very tip of his horn. By itself, Pan's Cero is pathetic. he could likely obliterate a low ranked Shinigami at point blank range but it would hardly make a captain flinch. It does however have the interesting effect of combining and multiplying the power of other Cero beams. It can also serve as a catalyst for combining several Ceros together.

Hierro: Much like the above, Pan's Hierro is weak, he depends on a means of regeneration for the most part.

Garganta: One his few true areas of mastery for Pan is the Garganta. He is capable of tearing holes both great and small as well as one of the few that can use a form of Garganta broadcast.

Sonido: Pan's Sonido is passable for an Arrancar.
Zanpakutou: Calaverita (Little Skull)
Sealed Form:
Pan's Zanpakutou is near appropriate for his size. The sword bares a cruciform shape and resembles a European Arming sword. Pan hangs the sword unconventionally from his neck on a chain.

Embalsamar: Much of Pan's spiritual power is in fact bound in his Zanpakutou, his true collective Reiryoku is phenomenal. Pan cannot access his sealed Reiryoku directly, instead he channels it through his Zanpakutou. In short he may stab the sword into a creature and fill it with his spirit power. For a hollow or Arrancar it grants them an incredible power boost in addition to taking their own spiritual pressure to extremes. Pan has to take care about moderating how much he releases as too much really can be too much, lesser hollows would likely burn out regardless. When the sword is removed, remaining residue is quick to seal up the wound it leaves. For the living and possibly Shinigami, Pan's Reiatsu has a more adverse effect. Similar to the acidic touch of some hollows, the Reiatsu imposes itself on the victim, diminishing their own spirit to the point of death. The time this takes is dependent on the victim's spirit level but the shear violence in the invasion should render all but the strongest quite helpless.

Pan can use the Zanpakutou on himself to an extent. By cutting himself, he may gain small boosts of power for certain activities although doing this is far more taxing on him then with others. Pan may enhance his Cero through this means where it's power is indistinguishable from the Espada's Gran Rey Cero (although it's achieved exactly the same way). He may also enhance his Sonido, making him ludicrously fast but he moves blind and can't measure distance. Presumably, he can do the same with the Hierro ability but he'd sooner escape danger then test his skin against an unfriendly cut.
Resurrección:
"Impart, Calaverita."
Pan impales himself with his Zanpakutou to activate the ability. In this form pan loses nearly all of his recognizable form. The most tangible remnant of Pan is a large white hollow mask baring the horn of his mask fragment. His eyes are the black of a hollow with glossy white irises and theres no indication of a mouth at all. The mask trails a organic looking shroud of varying length. Pan floats or flies freely through air without the use of air-walking. The shroud aspect of Pan's body may be pierced and damaged with little resistance, he would show no sign of pain for it and it regenerates quickly.

Physical contact with the shroud is similar to the effects of his Zanpakutou, but certainly milder. Needless to say, Shinigami should do their best to avoid entangling themselves inadvertently while attacking.

Mortaja De Entierro: The transformed Pan may possess other hollows and more completely give them access to his spirit power. For weaker hollows and Arrancar he may gain control over them. With the more powerful hollows and the Espada a struggle would ensue, Pan may even be forcefully expelled so mutual cooperation is key. When in possession, the host under goes a transformation. The changes differ between hosts but generally Pan's mask merges with the body and bony growths similar to Pan's horn may appear. With a truly formidable host, such as the strongest of the Espada or the king of hollows himself, it's arguable that the combination would make them the most powerful being in the spirit world.

..Of course the potential for power is not without consequences. Pan's full Reiryoku would suppliment the hosts, but there's only so much spirit power that can be handled. Pan's spirit power merges gradually but still quickly with the hosts, he has no way to prevent it. Eventually, the hosts body may overload if it's spirit power too far exceeds it's capabilities. The result is short boom and two less hollows plaguing the world. Due to the already impressive spirit levels of the Espada, it's unlikely that Pan nor the others would risk themselves in this, unless under truly dire duress.
Segunda Etapa: Unachieved

Character added to first post here. (http://www.giantitp.com/forums/showpost.php?p=8457980&postcount=42)

CMOTDibbler
2010-05-17, 07:01 PM
Name: Azmus "das Stachelschwein" von Greyssen
Position: TBA
Aspect of Death: Assassination
Reiatsu: Maroon (#800000)
Age: 420, looks about 20
Height: 6’ 1”
Weight: 150


Appearance: Azmus is a thin man, with a mane of black hair pulled back in a ponytail. His aquamarine eyes are always darting around, as if he is watching everything at once. He could be considered attractive, his face unblemished and slightly nordic in structure. In the way of clothing, Azmus wears a grey dress shirt, black slacks, black dress shoes, and a dark grey trenchcoat so long it touches the floor. The inside of this coat holds his zanpakuto, Die Attentäter. His hollow hole is in his right shoulder. His mask fragment is a monocle with a targeting reticule over his right eye.

Personality: Azmus is cold and calculating. He says little, preferring to let his actions speak for him. His words are slow, and his voice is low and gravelly. While ultimately loyal to his superiors, Azmus has a bit of chivalry left in him from his past. While his loyalties frequently override this feeling, he still finds it hard to fight women or see them unnecessarily beaten.

Zanpakuto: Die Attentäter is a six inch stiletto (http://preview.turbosquid.com/Preview/Content_2009_07_15__11_04_51/stiletto01.pngadd13f97-b6fb-4442-9acb-c35f8763e11aLarger.jpg) with a black handle and a bone white blade. Instead of trying to fight with the dagger hand to hand, Azmus prefers to throw it at his opponents. This works well, as after it is thrown, Die Attentäter returns to Azmus. Seconds after hitting(or missing) its target, Die Attentäter appears in Azmus’s hand. Azmus is very skilled in the use of Die Attentäter, both in throwing and melee. When it’s not being used, it is strapped just inside is coat, for quick attacks.

Resurreccion: Füllen Sie sie voller Löcher, Die Attentäter!: Azmus spins Die Attentäter around his fingers, leaning his head back. He then swallows it, causing twelve foot-long bone-white blades to sprout from his back. These blades, when used, sink into his back and appear in his hands, with grey cloth handles. They can then be thrown, or used to stab his opponents. These blades, like the original, return to his back two seconds after hitting or missing their target. Azmus's already impressive speed increases, making him a very hard target to hit. In addition, the speed at which Azmus throws his knives increases to the point of them being bullet-like.

Abilities: Azmus is very skilled in throwing knives, in both accuracy and speed. In addition, he is very skilled at dodging, for the times when he is without a weapon. To couple with the dodging, he is also a master of Sonido.

KnightDisciple
2010-05-28, 03:11 PM
Hueco Mundo Character Post
(Soul Society Characters (http://www.giantitp.com/forums/showpost.php?p=8157596&postcount=3), Mortal World Characters 1 (http://www.giantitp.com/forums/showpost.php?p=9895324&postcount=91), Mortal World Characters 2 (http://www.giantitp.com/forums/showpost.php?p=11042990&postcount=106), and Organizations & Miscellaneous Things (http://www.giantitp.com/forums/showpost.php?p=11946820&postcount=111))


Vicente, Fraccion to the Cuarta Espada
Name: Vicente Ortiz
Gender: Male
Age: ~600, counting his short mortal life, and his days as a non-Arrancar Hollow. ~475 years as an Arrancar.
Height: 6'2"
Weight: 165 lbs.
Reiatsu: Dark Slate Grey (OOC: Speech also bolded)
Eyes: Black
Hair: Black
Aspect of Death: Darkness

Appearance:Hollow Hole: 1 inch in diameter, in the place most people have a belly button.

Mask Fragment: A 1/2inch strip of bone going over both eyebrows (and the space in between). At the outer edges of the eyebrows, it angles up at 45 degrees for 3/4inch (here it sticks out on its own, rather than being attached to his face/scalp/brow). Branching off from the middle and down his nose is another strip, 1/4inch wide. It runs just past the tip of his nose, curving a bit, somewhat like the beak of a bird of prey.

Some might almost call Vicente "handsome". At the very least, he might be considered "striking". Tall, fairly lean, and always serious, he tends to cut his way through a crow with little effort. His black hair is kept on the shorter end, parted from the left. He wears a pair of yellow-tinted glasses (http://i474.photobucket.com/albums/rr102/KnightDisciple/01GENDO1.jpg), citing a light case of farsightedness. These glasses occasionally seem to reflect available light (http://i474.photobucket.com/albums/rr102/KnightDisciple/gendo4-1.jpg), generating a somewhat intimidating effect for observers.

Vicente tends to wear fairly simple clothing. Loose pants, a loose long sleeved shirt. Simple, rugged military-style black boots. He does have an ankle-length black hooded cloak with a white interior that he's rarely seen without. Whenever people see him, he does not have the hood up, and the cloak is worn such that some mistake it for a cape. He also wears a pair of pure white gloves. If someone were to remove his shirt, they'd see he also wears bandages around his lower abdomen, covering his hollow hole.

Finally, Vicente has taken to wearing a sturdy belt with a large number of pockets and pouches on it. These seem to be made to carry his various inventions he's developed for the purpose of combat. (OOC:Devices detailed further down.)

Personality:Complex. On the surface, Vicente seems to be all-business, interacting with other residents will cold professional courtesy. Most people have never seen him smile; some swear he can't.

He can. Very occasionally, it's a smile produced by debating things with Alejandro, or some other stimulating intellectual conversation.

Otherwise, he's smiling due to some cruel plan of his coming to fruition. While not the "experimenter" some of his fellows might be, Vicente is know to occasionally take captured enemies, or those who break more minor laws in Las Noches, and experiment on them. Most often testing various poisons, acids, gases, and even weapons on them. Not for the sake of cruelty, but to test the results.

Of course, even that isn't the full picture. Science is not an end in itself, but a means to a further end. That of sharpening his abilities in the fight against Soul Society. And the occasional hunt for souls, of course.

In truth, Vicente is a rigid man. He believes in following the rules of Las Noches, at least by and large. Those he doesn't agree with, he will obey in letter but not spirit, often seeking loopholes. He freely uses cruelty, intimidation, torture, murder, and a whole host of other horrid deeds to accomplish his end goals. Outside of a very tiny group of individuals, he is completely willing to backstab, betray, and belittle his comrades. And even "superiors" in the form of other Espada. Vicente crafts multiple plans and contingencies to deal with everyone from the lowest Numeros, to the Primera. He dares not plan against the Ghost King, but he doesn't wish to at any rate; Von Geister is one of the few he genuinely respects, alongside Renee and Alejandro. (OOC:Perhaps others as I get a better feel for characters).

General Abilities:Bala: Vicente's Bala are notably stronger than average, approaching the strength of his (admittedly somewhat weaker than normal) Cero, with no loss in his firing speed.

Cero: Vicente fires cero by pointing his pointer and index finger straight, with all other fingers curled back. His Cero are rather weak for a Fraccion (55/100 out of 65/100 would be one way to picture it); however, he is able to continuously fire one for 10 seconds. Combined with the comparatively thin size (perhaps 6 inches across), this makes his cero into a sort of "cutting beam", fitting his precision-based fighting style.

Hierro: Decently strong, though certainly not his strongest asset. Vicente might not be able to continuously block sword blows (except of someone notably weaker than himself, such as a low Numeros or fresh Unseated Shinigami), but neither will he be sliced in half upon the first or second blow.

Sonido: Fairly quick. Each jump carries Vicente a good distance (up to a couple hundred yards) at fairly high speeds. More than that, his endurance allows him to string together a few dozen jumps, and if given time to recover for a few minutes, he can repeat such a string a few times.
Oddly, despite the technique name, his sonido are completely silent.

Garganta: Basic capability.

Pesquisa: Excellent. Not only does he get a decent picture of enemy positions, and a hint at their strength, he's able to navigate in completely normally via a modified version of this skill. It only works within about 50 feet, and is mostly effective in enclosed spaces (open areas allow the pulse to dissipate more easily, and things like sand tend to just absorb the pulse), but it's a unique ace up his sleeve.

Zanpakuto:Sealed form: A katana with a plain steel blad. The guard is a solid oval, placed so that the longer dimension is parallel with the blade's orientation. The handle is wrapped in leather, with a simple metal pommel cap. The guard, grip, and pommel are all a dark brown, with flecks of lighter brown and white mixed in.

Resurrección: Soar, Ave del Atardecer (Dusk Bird).
Upon release, Vicente's sword disappears, and his whole body glows for a moment. After the glow dies, it reveals a radically changed man.

At a glance, Vicente may remind some people of a humanoid Great Horned Owl (http://en.wikipedia.org/wiki/Great_Horned_Owl). Almost all of his body is covered in feathers, most of them a deep black, with some (such as his front abdomen) colored a lighter gray. He retains his pants and belt, however.

Vicente's feet now resemble 5-toed bird's talons, with everything past his ankle being covered in an odd scale-like iteration of his armor. His toes each have a 5-inch long talon that's as strong and sharp as steel. Just as capable as any sword. He also has such a talon at his heel, albeit only 3 inches long. All are fully retractable. His hands gain the scaled appearance, but do not change in overall structure. He sprouts 5-inch talons from his fingers, as well.

Attached to his back are two large wings, midnight black, shaped similarly to those of his "totem creature".

His head has changed rather drastically. It not generally resembles the head of a Great Horned Owl, with a squatter neck, rounded skull, and a Hollow Mask that covers the entire front of his face, forming a beak at the front, as well as extending over the sides and up and out into the distinctive "horn" shape of an owl. His eyes are about 4 times larger than before, protected by a transparent membrane that acts as a weaker version of Hierro (mainly to protect his eyes from debris, both from fights and from flying at high speeds; it cannot protect his eyes from dedicated attack). He can turn his head nearly 180 degrees both left and right, giving him approximately 330 degrees of vision.

Specific Abilities:Generic Boosts:Vicente's strength, speed/sonido, Bala, and Cero all recieve a boost of about 50%.
Flight: Most obvious. Vicente's wings allow him to fly, even if conditions are such that he normally couldn't air-walk. He can't go as fast as when he's applying Sonido specifically, but it's actually less tiring for him. As well, he can dive from great heights to achieve at least some measure of the same speed as his Sonido, albeit with less accuracy and a longer "set-up" time.
Silent Movements: More even than with his sealed form, Vicente is utterly silent as he moves about. His Cero and Bala make only slight sounds. His voice is, of course, normal, so he has no trouble speaking if he wishes to. But otherwise, he's unnervingly silent. As a nocturnal predator should be.
Enhanced Vision: Vicente's vision is incredibly augmented in this form. He's able to see incredible detail from over a mile away, with his overall vision (picking up at least general shapes) is often limited only by obstructions or the curve of the world. As well, he's able to perceive subtle motions with a great degree of clarity, as well has having the ability to visually process incredibly fast motion (meaning he can see someone who's moving faster with much more clarity than the average observer). He can now see in even pitch black conditions. He is not, however, especially sensitive to at least normal light levels, though sudden bright light can cause some issues.
Enhanced Hearing: The "horns" on Vicente's mask, as well as the large rounded areas beside his eyes, serve a purpose: they enhance his hearing in a similar manner to a mortal owl. He is now able to pick up much softer sound than before.
Softener Hierro: Vicente's base Hierro stays the same. However, it is augmented by the feathers all over his body. They serve to vastly soften any blow coming at his person, leeching an attack of movement-related energies. They also dissipate a small portion of the energies of attacks such as Cero and Kido. This is not an absolute defense, but it is definitely one of Vicente's more useful abilities. It does not actually enhance his Hierro more than is typical for a being of his strength; altogether, his Hierro in Resurreccion provides 150% of the protection he has in his base, unreleased form.
Blackout Feather: Vicente has the ability to fling a somewhat limited (maximum of 20) feathers from his wings, out to a distance of 50 feet. These feathers emit a sphere of darkness 20 feet in diameter. Sufficiently powerful light sources can cancel this effect (special zanpakutou abilities, other such abilities, particularly bright kido, and the like). The feathers cannot cause physical harm being too soft for direct attacks. Instead, they can stick to any target. The darkness and "stickiness" last for a total of 1.5 minutes.
Vicente can produce these feathers as long as he is released, with no cost to himself. He has no problems seeing in the darkness generated, though almost any other being's sight will be incredibly limited. If it functions at all in such darkness.
The feathers can be "un-stuck" completely via a sufficient application of one's own energies. The feathers are also vulnerable to being physically destroyed, either via large-area attacks that hit them, or physical damage, typically via someone picking one off of themselves and tearing it in two. Damage to the feather itself negates the darkness effect. If you pull one off of you shirt with your hands, it will stick to your hands; it requires application of spirit energy to non-destructive remove.

Segunda Etapa: Acecho Ave del Atardecer (Stalking Dusk Bird; working title)Appearance: While Vicente's Resurreccion looks like a Humanoid Avian, his Segunda Etapa is an Avian Humanoid. The slightly odd proportions and such of his initial release is smoothed over, giving him an appearance more in line with his unreleased state.

Of course, the fact that he seems to be coated in "living" shadow might cloud this fact a bit. He seems to be an androgynous figure with little discernible anatomy beyond basic features. His face is more detailed, but still rendered indistinct by his coloring. As well, there seem to be vague patterns on his skin, faintly resembling feathers, tribal tattoos, or even random lines. These patterns can be observed to slowly shift as time goes on.

The only real break in this outline is his Hollow Hole, still about where a human's navel would be located; it's size has not increased from 1" diameter.

Vicente's overall body shape is a normal human outline, barring his head and cape.
His feet seem to be encased in "boots", with no distinctive toes.
His hands are human as well, though they can change their tips into razor-sharp points as desired.
At his shoulders seems to rest a cape with a distinct feather patter on it. However, at will, the cape flows and forms into a pair of dark wings, giving him an appearance not dissimilar to a fallen angel.
Finally, his head is the part most obviously not human. Most noticeable are his eyes, which now seem to be simple oversized lenses, almost as if a mask. As well, the large "horn" protrusions from before have been greatly shortened, and now lay almost flat against his head. (OOC: Reference pic for general look (http://upload.wikimedia.org/wikipedia/en/a/ac/Owlman.jpg).)
His ability to turn his head remains, as does his overall field of vision.

Specific Abilities:Generic Boosts:Vicente's strength, speed/sonido, Bala, and Cero all stay the same as in his initial Resurreccion, leaving them at 150% of their initial powers.
Enhanced Vision: All previous abilities, plus an increased ability to see despite obstructions, such as mist, smoke, darkness, or the like. One has to present fully opaque visual obstacles (they can be visual illusions, so long as they present what looks like a solid object) to actually block his vision now.
Softener Hierro: Vicente's Hierro changes dramatically in Segunda Etapa. Whereas before it used a combination of the normal "hard skin" and a sort of "cushioning" effect, it is now entirely a "blow softening". This is acheived by making the upper layers of Vicente's "skin" in this form rather malleable. Rather than stiffly resisting blows, it instead molds around it, spreading the force out dramatically until there's no effective damage. As it's made up of a sort of "living shadow", it can easily repair itself if it does take damage, at least to a point.
Energy attacks seem to roll over his form, thus dissipating much of the damage.
All told, his Hierro in Segunda Etapa provides 200% of the protection he has in his base, unreleased form.
Vicente's only major weakness...is light. Specifically, light approaching the intensity of direct, unblocked sunlight will weaken his Hierro, leaving him with protection equivalent to his unreleased state. Such light does not negate his Body of Shadows ability, or the derived attacks.
Blackout Feather: Unchanged overall. He can now put out 25 feathers, which still cover 20-foot-diameter areas. He can throw them 60 feet, and they will remain active until he is 100 feet away. They will stay active for 2 minutes. Otherwise the same.
Body of Shadow: The most distinctive power that Vicente posses is that of his body's makeup. The upper 1/8th of his body seems to be made of living shadow. Not only does it provide an excellent variant on his hierro, it actually allows him to mold his body to a degree.
Specifically, he is able to shape the shadow into spikes, blades, and other such simple shapes. Most often, this is used to plade blades and/or spikes on his hands and feet to enhance his melee attacks. He can extend blades up to 1 foot out from the end of his hand or foot, and his wings can be morphed into large, sharp blades as well.
Even more, Vicente is able to fire shaped bits of shadow from his hands or feet, though they can only be roughly the size of his clenched fist. Typically he fires small, sharp blades or needles at a foe with impressive speed, though such projectiles can never impart huge amounts of force to their targets. They can, at maximum, deal approximately 20% of the damage of one of his bala; he can only fire on full-sized shadow projectile every 2 seconds.
Shadow Blade Bala: This is a unique mixing of Vicente's Bala and his Body of Shadows. He forms a sharp, hollow blade over his flattened hand, leaving some space between it and his skin. He then charges a Bala inside of this blade, firing it out at higher speed. This achieves the result of the projectile actually penetrating the target before the Bala releases its energy (dissipating the blade in the process). He experiences a 25% reduction in firing speed, but the projectiles have 50% more penetration capacity, with roughly the same amount of damage.
Shadow Drill Bala: This technique functions similarly to his Shadow Blade Bala, except it forms a small point the size of 2 of his fingers over the tip of the Cero, and then firing it forward. Vicente experiences a 10% increase in charge time, a 10% decrease in how long he can maintain the blast, but a 25% increase in penetration capacity, maintaining the same damage.

Other Equipment:Pellets:
Acid Pellets: Small balls containing a comparatively potent acid. Roughly equal to half the strength of one of Vicente's Bala. 10 stored in belt.
Blackout Bomb Pellets: Produces a momentary effect similar to the feathers he uses in Resurreccion out to 10 feet. The effect only lasts 5 seconds; just enough for a quick escape. 20 stored in belt.
Tear Gas Pellets: Produces about 15 seconds of moderate coughing, tears, and nasal irritation. Effect is lessened if subject does not breath in for the 3 seconds gas cloud is effective. Can be avoided by immediate departure from area of forming cloud. Cloud covers 10 feet. Less effective on those of sufficient strength. (OOC: Not a license for every single PC out there to completely ignore them.:smallannoyed:) 5 stored in belt.
Tanglefoot Bomb Pellets: Produce ~6 feet of tanglefoot substance on any surface it strikes. This substance notably hampers the movements of anyone touching a fair sized portion of it. Substance dries in 15 seconds, making it very easy to break away. Can be broken by someone exerting enough force. 5 stored in belt.
Chaff Pellets: Inspired by some of Serazel's tactics, the frustration of Serazel's Bala, and a bit of research on mortal technology, these pellets are a decidedly defensive measure. When tossed outwards, they have a 2-second delay before a small explosion throws a Vicente-sized cloud of anti-spirit-energy chaff into the air. This chaff is excellent for disrupting lower-energy attacks by bala, as well as for misdirecting any attacks that home in on spirit energy. Cero are typically barely affected, unless they have a homing component, or are already comparatively diffuse. Vicente typically carries 5 of these pellets in his belt at all times.

Razor Discs: 4 inch wide discs. Between their razor-sharp edges, and the momentum Vicente imparts, they are capable of doing approximately 50% of the damage of one of his bala. 15 stored on belt.

Grapple Gun: Seemingly anachronistic for a being that can fly and walk on air, Vicente nonetheless seems expert in its use. Not only can he scale fairly large buildings with it, he seems expert at using it to nab unsuspecting victims. 1 stored in belt.

Omni-Gauntlets: While his body as an Arrancar allows Vicente to throw his pellets with great accuracy and power, he has found that it can be difficult to deliver them rapidly, as he hast to manually retrieve each pellet. Thus, the Omni-Gauntlet. (Rough image here (http://www.fparmor.com/images/rtgal0b.jpg). Colored all black, and lacks the obvious screws, the 2 hose connectors, and the 4 very small holes near the front. Slightly smoother lines.)
First and foremost, the Omni-Gauntlets incorporate a system for launching the various pellets that Vicente has invented. Through serious work, they can achieve roughly 80% of the velocity his own muscle-powered throws can, and have essentially the same accuracy. The rate of fire is notably increased, as the gauntlets can cycle the next pellet to fire within 1.5 seconds. Through some serious work with specialized compression and "micro-dimensional pockets", Vicente has a store of 5 of each pellet in each of his gauntlets, giving him 50 pellets overall, not counting his additional stores in his belt. He cannot reload in the field, due to the time-consuming nature of the storage mechanism. The launchers are triggered by precise muscle movements and miniscule pulses of spiritual energy.
Second, the Omni-Gauntlets have slightly smaller versions of his Grapnel Gun. Whereas the independent gun has about 300 feet of rope, these only have 50. However, as with the pellet guns, they are more easily triggered, as well as being much more difficult to remove from his possession.
Finally, the gauntlets possess a small variety of tools that Vicente can use in the field. Simple lockpicks, wire cutters, a small acid projector on each gauntlet (useless for combat, but precise enough for melting locks, glass, etc), and sundry other simple tools.
All in all, the Omni-Gauntlets stand as his finest invention, right alongside his Reiatsu Cloak.

Reiatsu Cloak, Model 4: Vicente's trump card, and his most prized possession. This cloak, the one he seems to wear at all times, helps "muffle" his energy signature, making him much harder to detect. Shinigami instruments might well perceive him as a glitch, so long as he isn't using too much power. It cannot cloak the signature of things like his Cero and Bala, and if he raises his reiatsu too high, the effect is partialy nullified, giving away his position. It disguises 100% of his full power to average detection; those with extraordinary Pesquisa, such as the Quinta Espada, can detect him when he is using 50% or more of his full power. This model of the cloak is fairly resistant to damage, and has some redundancies that mean it still has at least partial functionality when damaged.
It is "absorbed" during his release (along with much of his clothing), rendering it non-functional.
It is keyed to his unique energy, so no other being can use his cloak.
He has a couple of "general use" cloaks, but they have only 60% of the effectiveness of his cloak; their primary use would be disguising the reduced signature of a defeated opponent, to prevent tracking.
Future Cloak Models:Reiatsu Cloak Model 5: Works up to 100% power, or up to 75% for extremely sensitive detectors (such as Quinta Espada). Cloak now shrinks into special storage unit around shoulders (becoming inactive while doing so), allowing Vicente to more easily dispense with its effects, if and when he desires.

Battle Stats:Offense: 75; Vicente is rather skills in both armed and unarmed combat, rendering him an opponent others must take seriously. His ability to grow and throw blades and spikes in Segunda Etapa makes him even more dangerous.

Defense: 70: Between his Hierro's strength (especially in Resurreccion, and even more so in Segunda Etapa) and his own learned skill, Vicente isn't an opponent someone can easily harm.

Mobility: 60: Vicente's sonido is on the high end of average; it is more his endurance than his speed or distance that stands out. As well, he has exceptional reflexes, allowing him to do startling last-moment dodges of various attacks (especially with his augmented vision in Resurreccion). Flight becomes even easier and more fluid in Segunda Etapa, due to the malleability of his form.

Intelligence: 90: Vicente is, frankly, a genius. Not only does he have a knack for combat, he has great invention skills, a strong sense of scholarship in many fields, an inquisitive intellect, excellent observation interpretation skills, and the ability to quickly process new ideas and circumstances. He is definitely something of an intellectual giant. Fitting for the Fraccion of the Cuarta.

Cero/Reiatsu: 65: Vicente's energy attacks are on the high end of average. His over-strength Bala are compensated for by his under-strength Cero. The continuous fire ability doesn't fully compensate. However, his Shadow Blade Bala and Shadow Drill Cero are notably potent attacks.

Total:360

Possible connections:-Ghost King Von Geister
-Cuarta Espada
-Victims

Tropes:Lawful Evil (http://tvtropes.org/pmwiki/pmwiki.php/Main/LawfulEvil): He's a bad guy. But he's orderly about it.
What is Evil (http://tvtropes.org/pmwiki/pmwiki.php/Main/WhatIsEvil): Doesn't care about such labels. Just power. And hunting.
Cool Chair (http://tvtropes.org/pmwiki/pmwiki.php/Main/CoolChair): Has one in his lab.
Utility Belt (http://tvtropes.org/pmwiki/pmwiki.php/Main/UtilityBelt): Of Course! (http://www.youtube.com/watch?v=X8u7px_GzWQ)
Grappling Hook Pistol (http://tvtropes.org/pmwiki/pmwiki.php/Main/GrapplingHookPistol): Helps sneak around.
Smoke Bombs (http://tvtropes.org/pmwiki/pmwiki.php/Main/SmokeOut): In a couple of different ways.
Crazy Prepared (http://tvtropes.org/pmwiki/pmwiki.php/Main/CrazyPrepared): Or at least he hopes so.
Properly Paranoid (http://tvtropes.org/pmwiki/pmwiki.php/Main/ProperlyParanoid): Las Noches is kind of a scary place...
Stealth Hi Bye (http://tvtropes.org/pmwiki/pmwiki.php/Main/StealthHiBye): Between his cloak, and his unusually silent movements, Vicente can pull these pretty easily.
Evil Twin (http://tvtropes.org/pmwiki/pmwiki.php/Main/EvilTwin): Maybe he's an alternate universe one of Satoshi? :smallamused:
The Combat Pragmatist (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheCombatPragmatist): Always.
Pragmatic Villainy (http://tvtropes.org/pmwiki/pmwiki.php/Main/PragmaticVillainy): He pretty much does all the horrible things he has and will do for a reason. Mainly to advance the power and safety of himself and his people.
Scary Shiny Glasses (http://tvtropes.org/pmwiki/pmwiki.php/Main/ScaryShinyGlasses): Of Course! (http://www.youtube.com/watch?v=X8u7px_GzWQ)
(OOC:More to possibly be added later.)

Neknoh
2010-05-30, 06:00 PM
I'll try to stick to only a single character this time, and see if it can give enough focus for me to partake for longer, I remember the days of only-Senna in the mortal world, and those were good and active. I'll do my best, and hopefully, I'll come back properly once and for all.

Second squad, Onmitskidou, Unranked from own and nobility requests.

Akemi Jomei


Name (first name) Akemi (Beautiful Dawn) (family name) Jomei (He/she/they who spread light)

Age: 194 years old

Gender: Male

Reiatsu: A cool spring breeze with orchid undertones, both in scent and colour

Alegiance and position: Gotei 13, Second Squad onmitskidou, unranked on own and Nobility request. First and foremost loyal to the house of Akimoto and Miyako Akimoto Sama.

Apearance:
The face of Akemi Jomei is more that of a woman than that of a young man, his features are soft and his skin is pale, his chin and jaw are thin, and his nose is gentle. Indeed, his bodyframe is, as a whole, more gentle than many fighting boys his age, delicate and pale with thin fingers and seemingly fragile wrists. His hair is long and soft, pure black, cut to the standards of a noble woman, often worn in a ponytail to prevent it from blocking his view too much, the view gained from deep hazel eyes.

Indeed, many a person would call him feminine, overtly so even, but it is something he prides himself in. When not on stealthoperations for the onmitskidou, his outfit changes, moss greens, reddish browns reminiscent of rust or dried blood, soothing purples and gentle blues, but always with a straw hat. Whether on a mission or not, the straw hat will be with him, either on top of his head, or slung behind his shoulders.

In adition, he always carries a Kokyu, a traditional japanese stringed instrument, similar to the chinese Erhu.


Background:
Burn a handful of years after his beloved princess, he has, since birth, been chosen as an actor and a servant of the Noble Daughter Miyako Akimoto. Raised a Kabuki actor, his gentler features caused the roles of women to often fall upon him when his family put on plays for the House. Joined with the acting and his place as a servant came a deep education in the arts, of which music came more naturally for him than painting and caligraphy.

Following the great tragedy, the death of the oldest son of the Akimoto Household, Miyako joined the academy. Desperate not to lose the person whom his life had been dedicated to, meant for, almost created for, Akemi went before the master on his knees, begging him to allow entrance into the academy.

As Miyako was recruited into the Onmitskidou, Akemi had his choise clear, it was no longer a matter of following the friends he had made throughout his years in the academy, but rather to focus, wholeheartedly, on gaining entryship into the onmitskidou.

Personality:
Calm and humbled before his princess, however, he is not always a pushover, at least not unless someone speaks ill of the house in some way. He will serve, he will protect, and he will follow Miyako into death, and this by his own choosing. Some could call him brainwashed, however, he did chose the academy over continuing his career as a Kabuki actor within the protected walls of the family manor.


Zanpakuto
Kazehana (Flowerwind)

The sealed form of Kazehana takes the shape of a humble, unmarked katana with an all black hilt and the saya laquered in a matte black finish, it is unnoticable and does not draw attention to it. The tskuba is the only noticable part, a flower with petals falling off of it, delicately modeled. It would apear that, as he slowly grows in power, Akemi's zanpakuto changes to grow more personal, since it started out as the standard katana handed to academy students.

Shikai
"Utate, Kazehana" (Sing, flowerwind)
The zanpakuto as well as its saya unravel into petals that are spreads around him on the soft wind brought on by releasing reiatsu. However, the petals are not his weapon.

Invisible bar for the glinting reflections of sunlight or moonlight, long wires float about him, attatched to his fingers and wrists by means of bracelets and rings. A sound, close to that of wind through leaves is heard, the wires cutting air as the swirl about. They can be used to snare, or even hurt or kill enemies. However, they are not so sharp as to cut through anything, it would almost seem as if though they are directly related to his own strength as a shinigami. Not to say that they are not dangerous, they are, after all, the song of the flowerwind.

Zerkai
2010-05-30, 08:14 PM
Kenichi Kurohoshi, 3rd Seat of 9th Squad

Gender: Male
Age: 276
Hair: Red
Eyes: ???
Height: 6'6"
Weight: 215 lbs.
Reiatsu: Olive
Rank: 3rd Seated officer of Squad 9


Appearance:
Kenichi stands six and a half-feet tall and a well-muscled build, wearing an altered Shinigami uniform. His sh(i)tage and kosode look like they were ripped off at the sleeves, and wears hakama with tight bands on the legs like the Stealth Force do, along with long black jika-tabi, tabi-boots. His Zanpakuto is carried behind his back horizontally.

Personality:
Kenichi usually isn't one to start conversations with others, keeping silent and to himself unless spoken to first. Recently Seireitei Communication Weekly started to print a love-advice column apparently written by him. With his normally quiet and reserved personality, there are several who think it might be a hoax, but noone has bothered to just go up to him and ask.

General Abilities:
Hoho Practitioner: Kenichi can maintain fast movements for a short period of time, but will become winding maintaining high speeds for a long period of time.

Kido: The only Kido Kenichi has been seen using is Bakudo #21, 26, 30, 39, and Hado #33.

Hakuda Mastery: His Zanpakuto's nature being defensive, Kenichi has spent most of his time training his unarmed combat skills and increasing his physical strength.

Zanjutsu: He is skilled in using his Zanpakuto, though mostly to parry or block strikes and attacks.

Zanpakuto:
Name: Gusoku- Kenichi's Zanpakuto takes the form of a kodachi, strapped behind his back horizontally. It has a purple hilt and wrap around the handle and a black sheath. The cross-guard of the zanpakuto is shaped like an octagon.

Release Command: 'Protect'

Shikai:
Upon releasing his Zapakuto, it takes the form of a Kite shield about three feet wide and four feet in length.

Shikai ability: At will, Gusoku can create a strong barrier of hardened reishi that can spread out in length and width of ten feet. It can spread out further to a maximum of twenty feet, but the defensive power weakens drastically. On the other side of the coin, condensing the barrier to just cover his shield increases the power of the barrier.

Bankai(Unattained):
Tatami-do Gusoku- His Zanpakuto converts into reishi, covering his entire before solidifying into a suit of black armor made of many small plated armor covering his entire body, with a helmet and face-mask attached, replacing the one he wears. A sashimono, a small banner, is fitted to the back of the armor, on white banner is Squad 9's insignia over the Gotei 13 emblem.

And now for something completely different:
http://i145.photobucket.com/albums/r233/Zerkai/CherryBlossomColunm04.png

InyutheBeatIs
2010-06-06, 06:46 PM
Here be where my characters are. :smallsmile:

Pico Kurazume, EspadaName: Pico Kurazume
Gender: Male
Age: Unknown (around 500-600, looks about 18)
Height: 6'0"
Hair: Black, a few inches in length.
Eyes: Yellow
Aspect of Death: Rejection
Reiatsu/Speech: Green

Appearance: Pale, quite thin, but not bare bones thin due to a fairly athletic build. Somewhat sharp and hawk-like in appearance. Quite handsome looking. Generally an uncaring look in his eyes most of the time, but sometimes can look more than a bit smug. A little bit bent in posture, adding to the whole "don't give a crap" feeling. His hair is wild, but not in a deranged sense, more wind-tossed, and it seems to keep out of his face. Has straight but otherwise untrimmed sideburns reaching down to his earlobes.

Where the sideburns stop, his Hollow mask fragments begin, leading down across his jawbone, stopping just before they reach the corners of his mouth. They start off about the same width as his sideburns, remaining the same width until they reach the bottom of the jaw, then they widen just slightly, tapering off suddenly at the end. The top of the fragments have an upside-down "U" shape in black painted on them, the rest being white and smooth until the part along the bottom jaw, after which it becomes somewhat bumpy on the side and jagged along the bottom.

He wears a mostly form-fitting long white coat reaching down to his ankles. The coat looks like a cross between a typical Arrancar uniform and a biker jacket. It is outlined in black trim and has squared shoulders. It has a black fur trim in a similar fashion to this (http://hphotos-snc3.fbcdn.net/hs302.snc3/28713_1332359232987_1351217376_30940091_1882978_n. jpg). The sleeves are wrist length and plain white. Both along the wrists of the sleeve and the bottom of the coat, the coat has black and dark green circuitry-esque designs.

The coat is open enough to show his mostly bare chest. His Hollow hole is on the left side of his chest, right next to his shoulder. If he ends up being an Espada, his number would be next to the Hollow hole. He wears a black scarf wrapped around his waist almost like bandages, and a fairly wide piece of black cloth wrapped across the middle of his throat. Wears white biker pants with a simple straight design on the sides in black that forks into two lines at the knee. Wears white biker boots with black trim.

Personality: He does what he wants, when he wants, where he wants, how he wants, and up yours if you don’t like it sums him up pretty well. Generally a loner unless he feels like it, which is very rarely. Very informal, borderline rude towards those he considers his equals or inferiors. Much more polite towards his superiors or strangers who haven’t ticked him off very badly, but still quite informal in mannerisms. Somewhat of a sadist in combat, particularly if he is fighting someone who his is angry towards or hates for whatever reason. Generally, his attitude towards people and events vary with how he is feeling. If he is happy, he generally is more tolerant and accepting of people and events and whatever stuff might otherwise annoy or tick him off. If he is mad though, he has a much, much shorter tolerance for things, and tends to get very cross. What he wants and likes also seems to vary, and sometimes even seems contradictory. Reacts stiffly to things and traits he dislikes, as well as most all attempts at any kind of affection directed towards him. Generally, he dislikes being forced to do something he doesn’t want to do. Often does a thing because he feels justified in doing that thing for whatever reason. However, that doesn’t mean that he is stupid. He can restrain himself if a particular thing that he would do would cause unnecessary problems or create a situation he doesn’t want to be in.

Sealed Abilities: Bala and Cero: Both are below average strength-wise. He tends to fire multiple Bala in a scatter effect, but both are neglected due to focus on close combat.

Hierro: Average. Nothing to sneeze at, but it it isn't the stuff of legends.

Sonído: Above average. Again, nothing to sneeze at, and in fact quite good, but not spectacular.

Garganta: Competent enough to use it by himself.

Pesquisa: Fairly powerful. Can faintly detect particularly powerful Spirit signatures at about a half a mile. Mostly focused on close range.

Imitate Metal: Has a limited ability in sealed form to change the density of his body and any part of his Zanpakuto to that of metal. He can also sharpen any of these things to that of a sword.

Separate from the Herd: Singles out a target and generates a field that prevents his/her/its allies from helping him out in any way. It doesn’t matter what kind of help it would be, whether it be verbal, healing, or assistance in attacking Pico. Any attempts to help the target would cause the ally attempting to help to be forcefully pushed away from the target (or away from Pico, if the attempt to help was attacking him). The target appears to anyone other than Pico and the target itself as black and white monotone with cracks all over it, the cracks getting larger as the target gets weaker. The target cannot communicate with any of his/her/its allies, and vice-versa.

Zanpakuto: Sealed Form: Two khopeshes made of an obsidian-like material. Both khopeshes are unusual in that both sides are sharp. The guards look like fossilized feathers. At the bottom of the handles are attached long white bandages that wrap around the swords when not in use. The bandages wrap around the sleeves when they are active. Pico uses these swords in a Kratos-esque fashion. Any time the bandages are cut, they immediately return to their original length.

Ressureción: Ranbuoni furai, Garra Errática! (Fly wildly, Erratic Talon)
Just before release, Pico folds his arms in front of him, with the khopeshes flat against his arms. The bandages turn into two wings that wrap around Pico and form into a cocoon. After a second, the wings shatter into a flock of feathers, revealing the newly unsealed Pico. The feathers themselves are black, with dark green tips and golden-yellow eye-like markings.

Appearance:His hair is now down to his shoulder blades, even more wild looking than before. It almost looks feather-like. The hair also has dark green highlights now. It is all kept behind him.

Hollow mask fragments now cover the sideburns. The parts of said mask fragments that are above the jaw hinge are slightly wider than they were before. Afterwards though, they are much thicker and more jagged along the bottom. They also have several bony bud-like protrusions similar to budding horns coming out along the sides, with one very small horn coming out near the middle on both sides that curves forward. Along the top of the bottom part of the fragments are small rows of sharp looking teeth. The upside down “U” shape is now a rectangular double helix reaching down to the jaw hinge, one branch black, and the other dark green.

The coat is gone, replaced by a vest of bony white armor that stops at the waist. The vest has a propped up collar that almost surrounds his neck, and has a strip of armor around the collarbone. There is a strip down the middle that exposes some of his chest. Now his Hollow hole is where his heart would be, with spidery lines radiating from it, giving the appearance of cracks. Also, scaly black skin seems to be curving inwards from the sides of his chest towards the center, leaving a fair amount of original skin left. The same scaly skin is also on Pico’s neck, reaching down across his collarbone and extending all the way down his arms.

On the upper arms are pauldrons that are squared at the shoulders and cover only the sides of the upper arm. Also, the pauldrons reach to about halfway down the upper arm. A little to the sides of the back of his forearms are several bony feather-like protrusions curving upwards. His forearms are covered in feathers, the feathers also forming a fringe along the bottom of the forearms in a similar fashion to this (http://upload.wikimedia.org/wikipedia/commons/thumb/1/1f/Deinonychus_BW.jpg/761px-Deinonychus_BW.jpg). The feathers are black with dark green tips and golden-yellow markings. His hands are covered in a bony gauntlet-like armor, his fingers now thick, sharp bony claws.

He has long feathers for a tail and along his waist, giving the impression, along with the armor vest, of a long coat similar to the one Pico wore in his sealed state. The feathers are white along the waist, fading into black, and finally into dark green by the time it reaches his ankles, also possessing golden-yellow markings and eye like markings near the end.

His legs are now digitigrade, with the same scaly skin that is on his chest, but also is partially armored with sleek, white, skeletal armor. His feet are now reptilian and slightly covered in bony armor, with 4 toes that end in retractable claws that are about 3 feet long, and a spur where his heel would be that is also retractable and about 2 1/2 feet long. The claws that are where the big toes would be on a human foot are larger and more sickle-shaped than the others when retracted, but are surprisingly straight when fully extended.

Ressureción abilities: The same as the sealed abilities, except for what is mentioned below.
Improvement: During Ressureción, his Hierro is improved about 20%, his Sonído is improved about 40%, his Bala and Cero are improved about 30%, and his strength is improved about 50%.

Imitate Metal: The ability can now also extend to his feathers (see below) instead of his Zanpakuto, as well as anything Pico is touching. Also, the feathers can take on the shielding properties of metal as well as sharpness and density.

Separate from the Herd: The field now also attacks any allies who attempt to help or get near the target as well as push them away from the target. The attack is a blast that is similar in form to a lightning bolt and similar in power to Pico’s Cero blast.

Feather Control: The feathers that are generated from his release count to about 55, 55 also being the limit as to how many feathers Pico can have at any given time. All of these feathers can be about 40 feet away from Pico maximum at any given time. These feathers can be formed into weapons and objects up to the size of about an 8-foot high 4-foot wide block, but the feathers themselves can be used as weapons. Pico can fire Bala and Cero from 8 of these feathers (the feathers that can fire Bala are slightly larger and look like they are covered in amber) as well as his usual places. Any of these feathers can be destroyed, and Pico can reform them using his Reiatsu.

Battle Stats: Offense: Very powerful. He is proficient in most forms of unarmed combat as well as armed. His strength is something to be feared, able to split a boulder with his bare hands.

Defense: Pretty good. With his speed and hierro, it can be formidable.

Mobility: Without out a doubt his strongest aspect. In addition to his proficiency with Sonído, he is very agile and dexterous, allowing him to dodge attacks easily and make attacks quickly.

Intelligence: Not genius level, but he isn’t as dumb as a sack of hammers either. Mostly though, what would be mistaken for intelligence is probably more cunning and common sense than actual intelligence.

Cero/Reiatsu: His Cero and Bala are below average in strength. But, he is proficient in Reiatsu control as shown by his other capabilities.

Pico's territory:Pico’s territory is one of the more lawless areas in Las Noches, even by Las Noches standards. All sorts of depravities and crimes are present in the area, most of it being far from the garrison and the palacio, but that doesn’t mean that they aren’t tainted either. But, Pico doesn’t mind; after all, it does give him an excuse to wreck up some crap occasionally, or even join in the depravity should he be so inclined. That isn’t to say that there is a lack of laws, the laws are pretty much standard issue, it’s just that Pico doesn’t give a crap most of the time. The areas away from the garrison and palacio are often dirty, decrepit, and slum-like, a veritable breeding ground for all sorts of unsavory activities. As you go further towards either the garrison or palacio however, the scenery changes. Nearer the garrison, the scenery looks more ruined, war-torn, and chaotic. Nearer the palacio, the scenery gets more festive and eccentric, eventually becoming almost blindingly surreal in a chaotic mass of shapes and colors.

The garrison is a large bunker, seemingly made of some sort of gray cement, and just as beaten and charred as the rest of the scenery. Outside flies a flag bearing the symbols of the Decima and Von Geister, as well as a statue of a warrior holding up a broadsword in victory made of obsidian with the words “STRENGTH IS LAW” carved in the base. The garrison is run relatively loosely, much more like a mercenary outfit than a respectable army outpost. The garrison contains all the rooms and equipment you could possibly want for training of any sort. It also contains an armory and around 2,000 rooms that can house around 5 human-sized beings each, most of the rooms are underground and outfitted in bare necessities, except for what the individual occupant brings in. A training session is mandatory at least 4 times a week, and lasts about 5 hours a day barring any additional time required by disciplinary action. To make sure that the militia is indeed doing their duty, Pico often sends them on “crusades”, sending them out to act as enforcers for a short period of time, giving them free reign to enforce the laws as they see fit. Sometimes, Pico might even bring in a couple of Genoveva’s prisoners to act as targets just to make sure that the militia can survive. This in general is the reason for the war-torn look of the surrounding area. As to how often these crusades occur, well, let’s just say that there is a betting pool as to when the next crusade will happen, and that the record for longest time and shortest time since the last crusade is 14 years and 2 hours, 47 minutes respectively.

The palacio is a large tower, made up of several substances ranging from wood to crystal, all of which is intricately woven all the way to the top, crowned by an amber falcon’s eye looking out to the horizon. The tower is about 18 stories high. There are about 75 rooms in the tower. The décor is very odd, some places being almost non-euclidean, others being perfectly normal (almost dull even) except for one completely surreal and exotic focal point, and still others spanning the ranges in between. Some are bedrooms for the more powerful Fraccion (and others who Pico sees fit to sleep in the tower), some are training room areas, others are entertainment rooms, with one large room near the top floor being a grand suite for the Decima himself. The suite is a combination living space and office, with a balcony overlooking the territory. The suite is one of the rooms that seem to be in between completely insane and almost dull. The suite also has access to a cache of strong liquor and excellent smokes.

The Fraccion are often the enforcers of the territory, often heading the charge during the crusades. Pico does assign spies to make sure that he knows when the Fraccion are overstepping their boundaries however.


Rosa Blanca Wilson-Albarez, HollowingName: Rosa Blanca Wilson-Albarez
Height: 5’ 9”
Weight: You do not ask a woman her weight, EVER
Hair: Almost white blonde
Eyes: Brown
Age: 19
Reiatsu: Deep sky blue, with a tint of fiery orange, feeling like the movement of gears over a faint primal emotion.
Speech: Deep Sky Blue

Appearance: Body-wise, she is slightly more curvaceous than average for a young woman her age. She is also quite athletic and fit. She has lighter tanned skin indicative of her Hispanic heritage. She has a fair, gentle face when she is acting happy, and a cold and emotionless face when she is serious. Her hair is cut evenly at her chin, framing her face along with her bangs.

She wears fairly simple, flattering clothing that is comfortable and flexible for personal outfits. She always has a proper posture, although most of the time it comes across as graceful rather than stuffy. When she becomes serious, she looks stiff, almost robotic, in her stature. She always tends to move with a form of grace, it’s just that when she is serious, she is much more direct in her movements than usual. She wears a rosary on her left wrist, sometimes praying with it briefly.

Personality: If you were to talk to her, you wouldn’t think that she was anything but a sweet, gentle, polite young lady. In fact, most people don’t think she is anything else. On the outside, she always seems calm, cool, and collected; sometimes almost too calm, cool, and collected. For instance, if her opinion was asked on an argument, she always seems to talk about it as though she were a complete outsider, rationally discussing the advantages and disadvantages of both sides.

However, this is all an act. In reality, there is hardly any emotion in her at all, replaced by the cold hard logic and efficiency of a machine. The reason why she is nice all the time is she realizes that being nice to people is often more helpful overall than other approaches. That isn’t to say there isn’t any emotion at all, it’s just that it is extremely hard to get anything out of her, and whatever you do get is often gone just as fast as it came.

She is quite intelligent, and very dedicated to doing the best that she can do. Oftentimes, when you catch her working on something particularly important you can see her true personality. She is always willing to help and protect those she considers her friends and allies, and often by extension, any allies of those friends.

But…: In actuality, deep, deep down inside of her is a roiling mass of emotions just waiting to burst out. An idea I had for her would be that someone manages to push just the right buttons for her to go berserk. Afterwards, she might have gained a new ability, and probably show a little more emotion than before.

History: Rosa was the second daughter born to a Hispanic mother and an American father, born as Teresa Wilson-Albarez. The whole family were upper middle class Americans, pledging allegiance to the flag, paying their taxes to Uncle Sam and everything. About one year after Rosa was born, however, while the family was out on a field trip of sorts, a powerful Hollow decided to drop by. Of course, the Hollow decided that killing them all would be fun. Luckily for Rosa, the Hollow decided that she was somehow too pathetic to be worth killing and took off. She was picked up by a nun and taken to an orphanage, where about four years later, a Japanese-American family adopted her. For about seven years, things seemed to look up for her. She finally had a family that loved her and could take care of her.

However, history would end up repeating itself. When Rosa was 12, her adopted father got the news that his father died and left him the very lucrative company that he was running at the time. Said company was in Japan, so the family decided to move to the Land of the Rising Sun, looking forward to a better life. However, any such hopes were dashed when tragedy struck again in the form of Hollows. Right in front of her, the Hollows seemed to rip her family to pieces. The whole she was in emotional turmoil, horror, rage, sorrow, and more all surged through her simultaneously until everything in her just couldn’t take it anymore. She blacked out, leaving herself at the mercy of the menace that had taken everything that she loved twice. Just before she became unconscious, however, she actually could see just what had done the deeds, essentially gaining Spirit Vision. Thankfully for her, these Hollows seemed to think the same thing of her as the previous one, leaving her alone and shattered.

Since then, she has been a shell. After she regained consciousness, she changed her name to Rosa Blanca, meaning White Rose. Almost empty of emotion, she put a smile on her face and muscled through life. She was once again taken to an orphanage, where she remained until she was 18 years old. Ever since she hit High School, she seemed to have the otherwise perfect life. She got good grades, she was physically and socially active, she even was Class President (some would say the best). Now she has a good job and lives in an apartment building.

About 4 months ago from the present day, she discovered her powers. She was walking down the street one night, when a comparatively pathetic Hollow attacked her. After a bit of struggle and her getting tossed about like a rag doll, she managed to manifest her Hollow Arm and punch the Hollow right in the mask. Said Hollow was killed in the process (it really was pathetic). Just as her Hollow Arm began to recede, she noticed a glow around the rosary on her wrist. She came to the conclusion that her rosary is the source of her powers. Since then, Rosa has been training as best as she could in secret, improving her abilities should she ever need them for something more serious.

Hollowing abilities: So far, her Hollowing nature only manifests in her left arm.

Brazo del Puńo de Acero (Arm of the Steel Fist): Rosa’s Hollowing left arm. Formed by a crystal growing from her wrist all the way up her arm and down to her fingertips. The arm has improved resilience, strength, and speed like a normal Hollowing limb. It also has thrusters, which can increase the momentum of any attacks made with the limb to the point that it can even lift Rosa off of the ground, albeit only a short distance (a foot, max).

Appearance: When manifested, the arm turns dark blue. On her shoulder is a white templar cross shape outlined in blue. Around her elbows are two white circles also outlined in blue.

Her forearm is covered in a blue, bony gauntlet with two evenly placed indentations near the knuckles, the whole gauntlet looking like a piece of powered armor from a First Person Shooter game space marine. On the top of the gauntlet are two fins that slant down towards the fingers, both of the fins placed in a “V” shape. The fins contain thrusters. The hand is also covered in the gauntlet, the hand being black, with the fingers being somewhat blocky and slightly pointed at the end. The gauntlet is outlined in black, with the hand portion being outlined in blue.

On the upper arm is a piece of blue armor that looks organic yet still gives off a robotic feel. The piece of armor wraps about halfway around the upper arm, forming a perfect half-circle. The armor is close to the body about halfway up the upper arm, then curves outward until it is about an inch and a half away from the body, then continues straight up until just about the middle of the shoulder. The top and bottom of the armor are thick black bands, with diamond shaped pieces jutting downward on the side of the upper arm. A black line going straight down the middle connects the diamond shapes. In the middle of the line is another black line connecting two black circles surrounding white half-spheres near the sides of the armor. There are short lines that go directly up and directly down from both of the half-spheres, connecting with smaller black circles with black dots inside.

Spiritual Armor: Armor made out of Rosa’s Reiryoku and float just above Rosa’s body. For now the armor pieces cover her chest and left arm. The armor is a transparent deep sky blue, and is shaped like a futuristic, computerized interpretation of medieval plate armor, with a red futuristic looking templar cross. The armor pieces themselves are tough, but by no means indestructible. The armor can be formed in to a shield, but at this point it isn’t optimal.
Other abilities: She is quite intelligent. She is very athletic, being at peak fitness. She is very proficient with both martial maneuvers, both armed and unarmed, and firearms, although that particular proficiency may not be in use much, as she doesn’t carry a gun often. Due to her previous encounters with Hollows, she has gained the ability to clearly see spirits.

Sigint Kageen, 3rd Corp Commander of the Onmitsukido
Name: Sigint Kageen, 3rd Corp Commander of the Onmitsukido
Height: 6’ 2”
Hair: Bald
Eyes: Red
Age: 437
Reiatsu: Dark red and black, feeling like the tails of candle flames just above your skin, and smelling of brimstone.
Speech: Dark Red Book Antiqua

Appearance: Physically, he is an impressive man, even though it might not be obvious due to his common appearance. Build-wise, he is about average. However, for his build he is very muscular.

He mostly is seen completely covered from head to toe in black clothing. His outfit seems to have the look of a stereotypical ninja.

His head is completely covered in a form-fitting thick fabric mask, with the exception of a hole exposing the eyes. This mask hugs to the outlines of his head, yet covers up any imperfections, giving a smooth silhouette. Over the eyes, he wears a gray mask with white accents, the mask resembling a bony demon’s eyes. Said mask looks completely opaque, but there are transparent parts around the eyes so that Sigint can see.

He wears a stereotypical ninja’s shirt. Over the shirt is a vest that reaches down to just above his knees, with the Kanji for “Hell” in dark red on the back. The vest is tied closed by a black sash. He keeps his Zanpakuto on the left side of his waist. Oftentimes, he wears a black sleeveless haori with Kanji for “Shade” on the back in dark red. He wears light forearm guards that extend just up to his knuckles, as well as black gloves. His right arm is wrapped in leather straps held together with gunmetal colored buckles.

He wears somewhat baggy pants. His shins are wrapped in gray wrappings, outside of the pants legs. He wears tabi socks and geta sandals.

Underneath the clothes, however, he is a wreck. His muscled body is marred by a haphazard collection of burn marks, scars, and tattoo ink. What could be seen of skin is now pale from lack of exposure. The tattoos that once nearly covered his body seemed to have become visages of lonesomeness, agony, and sorrow. His right arm is made out of stone and metal, with a vein of red energy running through it, from his shoulder to his pointed fingertips. His now bald head seems to have gotten the worst of it. His face is twisted by scars and burn marks into something beastly devilish, a scar coming from the corner of his mouth giving him the appearance of a permanent Glasgow smirk. On his forehead is a tattoo of a jade colored phoenix, with wings spread out, beak open, and tail extending down the bridge of his nose. However, it is now warped by burns and scars to where it looks like it is screaming in agony. His neck has a scar across his throat, giving a hint to the source of his voice.

Often, the most noticeable characteristic is his voice. It sounds gravely and raspy, as though he had been smoking every day for 50 years straight.

Personality: Sigint is somewhat playful, one of his favorite things to do being talking to people about something trivial that they thought was secret. He is fairly relaxed, calm, and easy to get along with, as well as a bit of a jokester. However, that doesn’t mean he doesn’t take things seriously. He is very serious about his position as 3rd Corps Commander. He feels that it’s his job to be, as he says it, “the know-it-all”, meaning that he should know everything that is going on, mostly within reason. He was more than a bit cocky and arrogant when he was younger, but nowadays those personality traits are dead.

However, he is concerned about how other people would react to him thanks to his physical scarring. So, he keeps himself covered so as to not scare off everyone he comes across.

History: He was a fairly normal kid in life. Unfortunately for him, he died in an accident when he was about 13. The next thing he knew, he was in some of the worse parts of the Rukon, stealing food to survive. Eventually, he found he had a knack for this stealth, and started moving up from stealing food to stealing wallets, and from stealing wallets to stealing small, valuable objects that he would eventually sell elsewhere. One day, however, he got caught by a high-ranking member of the Gotei 13. However, instead of being smacked around like he expected, he was instead suggested to the Shinigami Academy. After a short while in the Academy, he was directed to the 2nd Division, and eventually Onmitsukido. While in the Onmitsukido, he worked for both the 3rd and 4th Units, completing his missions with ease.

However, one day, it all went wrong. He was sent with a team to take out a rouge Shinigami, a fairly powerful one at that. One of the members pushed the attack too much, and ended up starting a fight with the advantage going to the target. Almost all of the team was slaughtered, with Sigint getting possibly the worst of it, being tortured and burned almost to death. The last thing he saw before becoming unconscious was the rescue party attacking the target.

When he woke up, he was laying on a medical bed, with his right arm changed into the artificial arm he has now. For some reason, the 4th Division couldn’t heal him completely, leaving him permanently scarred. The doctors said that he was lucky he wasn’t corrupted beyond his scarred appearance. When asked about the arm, they said that his arm was gone, but they didn’t put that arm on him. His Zanpakuto Spirit claimed responsibility for the arm, repeating a cryptic comment that it said before the mission, “You must be burned down before you can rise from the ashes.” The spirit explained that the arm was now a part of his Zanpakuto, the true form of his Shikai now capable of being released.

Afterwards, he returned to the service of the Onmitsukido, eventually climbing through the ranks up to 3rd Corp Commander.

Abilities: Shunpo Expert: He is pretty proficient with Shunpo, allowing him to go a fair distance before tiring. He even has some proficiency with Senka.

Zanjutsu Expert: Both due to his own training and his stints with the 4th Unit, he is very proficient in using the sword portion of his Zanpakuto.

Hakuda Expert: He is quite proficient in hand-to-hand combat.

Kido Expert: He is more proficient in Bakudo than Hado, but he is still proficient with both nonetheless. He is able to cast Bakudo up to about 60, casting 40 without incantation and 25 without diminishing power. He can cast Hado up to about 50, casting 30 without incantation and 15 without diminishing power.

Lip Reader: As the title says, he can read lips.

Nigh-Photographic Memory: Again, like the title says, he has an excellent memory.

Zanpakuto: Taganjuu
The Zanpakuto is unusual in that it is split into two parts, a sword and Sigint’s right arm. The sword appears to be carved out of one gray, smooth stone when sheathed, with no gaps or decoration whatsoever. The whole thing is very rectangular, not a rounded line to be seen. When the sword is drawn, it reveals a straight blade that is sharpened on one side, said side coming to a point near the top. Basically, the whole thing looks kind of like a straight katana.

Inner World: It is an area that seems to be floating, by no visible means, in a black abyss over an inferno seemingly made of candle flames. In the middle is a cathedral of sorts, with several eyes that dot the cathedral looking in all directions. When you walk in, you are in a hallway all in a bluish-black stone with several pillars with crystal eyes following any one in the hall. The hall leads to a door leading into a throne room of sorts. The throne room has four windows on the sides all covered by black curtains. The room is lit by hundreds of candles, showing off a magnificent décor all in blacks and grays. Near the center is sometimes a circle large enough to sit down in outlined by candles. Other times, there is a nice chair to sit in, also with candles surrounding it. Across from either the circle or chair, against the wall that you see when you first walk in, is a thick throne in black and crimson, covering a door with no foreseen purpose. On that throne sits Taganjuu.
Zanpakuto Spirit: Taganjuu is a tall, lithe being. His skin is leathery and red. He is dressed in black clothes that seem to be the kind that alien nobility would wear, with red eyes throughout. His right arm is completely exposed, glowing red hot with heat, with pointed fingers like claws. In his left hand he wields a black nodachi, seemingly made of shadow. His head is completely bald, smooth, and featureless. A flat circlet consisting of eyes of flame hovers around his head where his eyes would be.

He is often very calm, very philosophical in temperament, and very proper. He has a tendency to be cryptic when he speaks. It is often a good idea to pay attention to what he says when he is being cryptic, as it is often very important.
Shikai: Anata no Mewohiraki, Taganjuu (Open your eyes, Many-Eyed Beast)
Appearance: He wields a sword that has a hilt similar to that of a katana’s, although slightly longer. The blade itself is black, and as long as a nodachi’s, although much thicker, and the sharpened portion extends a bit past the tsuba. The blade also seems to shift slightly, like a flickering shadow. The tsuba looks like an eye.

The arm is more organic looking now. The fingers are now pointed, similar to claws. The arm glows red-orange with heat, the Kanji for, “See all things within the sea, the sky, the earth, the heavens, and hell itself. No spot shall be blind from mine eyes.” spiraling around the arm in a solid red. Also, faint images of eyes seem to flicker in and out of the arm. The wrappings that covered the arm seemingly disappear.

Powers: Strangely enough, the powers seem to be split between the sword and the claw, although they do sometimes overlap.

The claw: It has the ability to create rifts that act as a sort of camera for Sigint. These rifts appear as nothing more than ripples of air caused by heat. Sigint can see through these rifts, the rifts acting as extra eyes. He also can teleport to where these rifts are at any time. He can create these rifts to be whatever size or shape he wants, creating it by “drawing” it with his claw. When he draws on air, it remains stationary, whereas if he draws it on an object it moves with the object. He can also create “permanent” rifts that last until Sigint either dies or dismisses them, regardless of what state his Zanpakuto is in. He can create 66 temporary rifts, and 6 permanent rifts.

Mark of the beast: This is an extension of the rift ability. It creates a mark that looks like three magatama in a triangle formation with an eye in the middle. This mark is invisible to all detection, even active searching through Reiatsu detection techniques, and is only visible to the bearer of the mark and Sigint himself. This mark is keyed to a permanent rift (often the Onmitsukido HQ) so that whenever the bearer of the mark is about to be killed, he or she is instead teleported to the location of the rift. The bearer can also teleport to the rift at any time. However, doing so uses up the mark, meaning in order to use it again, Sigint has to reapply it.

The sword: The sword has the ability to cause fear. When the sword harms a target, the ability is activated. The person affected by this ability becomes unsettled and inflicted with fear. Said fear isn't crippling by any stretch of the imagination, but it is noticeable. The effects of this ability do not stack with successive slashes.

Bankai: Not known if he has one.

Carmelia, Yuki-Onna Hollow: Name: Carmelia
Gender: Visibly female
Age: Around 80
Height: Around 5'9"
Apect of Death: Cold
Reiatsu: A freezing wind, accompanied by a buzzing of fireflies.
Speech: Cyan

Appearance: Carmelia appears to be a tall woman in a billowing dress. She doesn't have any hair, instead appearing bald. Her mask looks like a woman sleeping, and covers her face entirely, as well as some of her head. Interestingly, Carmelia doesn't appear to have any eyes, as where the eyes would be on her mask instead look like closed eyelids. However, she can still see.

Personality: A bit of an Ice Queen (pun intended). Cold and holier-than-thou, especially when it comes to humans. She thinks of them as lowly insects, and often calls them such.

However, she is rational. She has a tendency to examine things that pique her interest as well.

Abilities: Cero: Average.

Garganta: Capable.

Reiatsu: Extremely plentiful.

Regeneration: Average for a hollow. She can regenerate a completely amputated limb in about an hour, whereas small injuries can recover in about 30 seconds.

Levitation: Carmelia has the ability to levitate, essentially gaining the ability to fly. She can reach impressive speeds with this, but often chooses to float around the battlefield. This ability costs negligable reiatsu.

Arctic Weaverflies: During battle, Carmelia can surround herself with odd balls of light that look like fireflies. Upon close inspection, they emit cold mist.

These are essentially balls of reiatsu that act as extensions of Carmelia. These weaverflies can create ice that Carmelia can control in a similar manner to the weaverflies. How much it can form depends on how large the formation is and how fast she wants it made. The faster she wants it and the larger she wants its, the more taxing it is. The reverse is also true.

Replenish: When her reiatsu gets low, Carmelia can enter into a meditative trance that replenishes reiatsu. However, when she is in this trance, she cannot react to any outside stimulus, regardless of nature. She is essentially helpless in this phase.

Background: Carmelia was the wife of a huntsman in life. One day, a thief came in the middle of the night and stole their food. Thus, her husband went out to hunt for more food. However, it was in the middle of the winter, and she had caught a fever. Several days passed, and her husband never returned. She went out in an attempt to find him. But, her fever overtook her, and she ended up dying of hypothermia.

When she became a hollow, she hunted down the thief and her husband and killed them both, as well as large swaths of animals and several hunters in the area. Eventually, she lost interest in the mortal realm and passed into Hueco Mundo. She eventually led a small group of hollows, wandering around trying to advance their position. Her last assignment was from an Adjuchas to find an object in the Mortal World. She was the only survivor.

Theme Song: Courtesy of Frozen Feet (http://www.youtube.com/watch?v=DQNMjacgeu8)

Lyrics: Day ends in bloody red, In the most charming purple Still stands nailed down Form of a sad princess Rarely speaks, Even more rarely smiles, Wedding waltzes won't guide her step As her friends, a retinue, a church yard and a sandy road Like a mayfly she glides Above the silent waters When the violins of clouds For a moment take her to a dance And when music stops, she lowers From her head a silent crown From which sunflowers and moon llilies fall away... On the window, a drop of blood Crown of Emperor as her company In her heart the roar of the sea Rocks of the shore as her face On her fragile shoulders she bears Her dress like the world As her inheritance a heavy mind And a desert of thoughts Like a mayfly she glides Above the silent waters When the violins of clouds For a moment take her to a dance And when music stops, she lowers From her head a silent crown From which sunflowers and moon lilies fall away... Fall away...

Callos_DeTerran
2010-06-08, 04:52 PM
Just so I can easily find this stuff...

Genoveva's Realm

Genoveva's 'territory' in Las Noches is rather odd in the fact that it is the smallest of the areas controlled by an Espada (she cares little for physical territory) but also contains one of the largest palaces considering it occupies the entirety of her grounds. Despite the fact that her Palicio (Draken, did I spell that right?) takes up all of her territory, there is a lot of space given to housing for regular hollows, numerous, and non-numerous arrancar within it's walls.

Most of it goes un-used.

This is because Genoveva fosters an environment where there are no rules or laws, aside from loyalty to the King of Las Noches, and only requires that an individual deals with the consequences of their own actions. (Example: She wouldn't particularly care if a hollow/arrancar plotted against an Espada within her realm ((even herself)) but if said plotting is discovered by the 'victim' of the schemes then she doesn't stop vengeance or punishment from being taken either) 'Kill or be killed, survive or perish' is her general motto. This wouldn't seem like such a problem, most hollows seem to gravitate towards that, until one realizes the Primera stalks the same halls lives by the same philosophy. Those brave or daring enough to live in those halls are usually the cruelest and toughest of the hollows and arrancars or talented enough they can wheedle protection from one of the above. It is actually fairly common for 'criminals' from the territory of other Espada to flee to Genoveva's Palicio on the gamble they won't be discovered and can eek out a living.

They are usually killed by the other inhabitants or sold out to try and curry favor from the Primera. These are often the people she preys on the most, those ratted out by their fellows since no one cares about them or will particularly notice if they go missing. It also encourages 'honest' hollows/arrancar to try their hand at surviving in her Palicio which increases the size of her 'herd'. The ground floor and majority of the upper tiers of her palace is like a hugely exaggerated mansion with numerous places to gather and discuss in relative comfort (those with talents in the arts are encouraged to display them, mostly cause Genoveva finds the trappings of wealth amusing), with the top most rooms given to the Primera herself though they are rarely used.

Underneath the ground floor is an extensive system of tunnels, warrens, and borrows that house the enemies of Las Noches within their twisted catacombs. Veins of seki-seki throughout the tunnel system dampen the threat of those forced to live in these 'dungeons' drastically and the only thing keeping them there is a massive gate at the top of a tall shaft that...leads right into Genoveva's chambers. It's the only way in or out that most people ever find out about and, barring the much appreciated jail break attempts (Genoveva also enjoys that excitement) it has never been breached. In those dark warrens, there are no laws or rules because every creature down there is neither hollow or arrancar. These are Genoveva's none 'related' prisoners and they are often forgotten once deposited in this pit. Except for a few 'special' cases that gain themselves unique 'cells' in these tunnels, the prisoners are allowed to run free and govern themselves as they will. Most turn to barbarism to survive. Some don't. Either way, the 'Pits' are all they generally know for the remainder of their days. Even in the relatively peaceful sections of the Pits there are still disappearances and murders, which most of the shinigami, bount, quincy, etc are at a lose to explain and only goad paranoia among these lost souls.


The simple truth is that the Pits connect to the 'hive' of the King of Hollows and his queen.

Mostly on a whim, Genoveva connected her prison system to the Hive as a way of providing entertainment to Geister, Renee, and herself as well as providing a 'training under fire' environment for the 'children' close enough to the entrances to the Pits. In theory, one of Genoveva's prisoners could discover one of these hive-exits and try to fight their way through the hive itself to find one of it's exits to the greater area of Las Noches, but few have the stomach for such a venture and fewer still have the power to make such an escape viable.

If such a shinigami, bount, quincy, etc did manage an escape by that route, they would gain the undivided interest of the Primera in finding them again, extracting answers on how they managed such a feat, and (if lucky) get put back in the Pits.

It bears mention that only wild hollows or hollows/arrancar who choose to live in the Pits are down there. Criminals or enemies of Las Noches who are of the hollow or arrancar persuasion who come into Palicio of Genoveva are rarely heard from again, but they do not go to the Pits.

In short, the only laws, rules, or even customs followed in Genoveva's territory are the ones that an individual is able to enforce on their own. This has lead to a very cut-throat environment but Genoveva prefers it that way since the cream of the crop in multiple fields tends to rise to the top in such a situation.

5th Division

The 5th Division

Division Size: Three hundred shinigami currently belong to the 5th Division, with only twenty of it's members actually holding a seated position (including the Captain and Vice-Captain). Despite the choice of promoting more officers, Osamu believes firmly that with limited slots of promotion, 5th Division officers will have to continuously strive to do better to attain one of those valued seats or risk losing their own to a talented underling. A true 'elite' among his Division, the orders of a higher ranked officer are expected to be obeyed explicitly unless there is unshakable proof of the order's foolishness or possible treacherous nature.

Flower: The insignia for the 5th Division of the Gotei 13 is the 'Lily of the Valley'. The meaning behind the symbol is Sacrifice, Danger, and Pure Love.

Motto: "Without us, the Seireitei would falter and fall before the onslaught of the enemy. Remember this with humble pride when others besmirch your noble duties!"

Duties Care For the Hell Butterflies: The most time consuming and important of the 5th Division's duties is the breeding, care for, and training of the Hell Butterflies that every shinigami has used and will continue to do so throughout their career. Though this has lead to the derogatory nickname (as most 5th Divisioners consider it anyway) of 'bug keepers', fewer still could claim the Seireitei would function as well without the black butterflies. Hell butterflies are kept in several massive domed atriums when not in use, the inside of which are lavishly filled with everything the spiritual insects need to survive and thrive under the careful hands of their keepers. These gardens are also places of immense natural beauty by consequence, which some other shinigami have taken to exploiting for meeting places of a certain grandeur or romantic qualities. This is not only frowned upon but strictly forbidden without permission from a 5th Division seated officer since such meetings could disturb the hell butterflies.

Maintain Reishi-Phone Network: While 5th Division can make no claims to having developed the reishi-phone network, that honor belongs entirely to the 12th Division, they have taken up the mantle of maintaining it so those same 12th Division scientists have time to continue their own research. To that end, 5th Division has (over the years) made some minor improvements to the efficiency and dependability of the reishi-phone network (RPNet) but no true 'upgrades' to the system aside from assigning operators to keep an ear out for distress calls. The RPNet is upheld by numerous pillars of various size scattered about the Seireitei and the Rukon which undergo weekly inspection and maintenance to keep the service in the best shape it can be. For shinigami in the mortal realm, the signal is just as strong since the RPNet boosts it's strength by using the towers and signals of mortals to keep it's own strong. This has lead to incidents where a shinigami was cut off from the RPNet in extremely rural areas, but these are isolated problems.

Messengers: Sometimes communications are too vital to entrust to a Hell Butterfly, a small insect that is incapable of defending itself from attack and capable of being 'interrogated' to reveal it's information if someone knows what they are doing. To this end, the most important communiques of the Seireitei are handled by actual messengers from the 5th Division, unseated or seated who are light on their feet, know escape maneuvers, and are taught to withstand interrogation until reinforcements arrive to rescue them. The retrieval of a captured 5th Division messenger is one of the few emergencies that fall upon the Captain of the Division to handle himself, even if not directly aiding in the task. This is at odds with the normal mortal world equivalent where messengers or spies are ordered to kill themselves if possible to avoid being forced to give up sensitive information. A stable of messengers is assigned to each division for easy access should an emergency crop up, rarely more then fifteen individuals assigned to a Division with twenty assigned to the Kido Corp. and Stealth Corp., though those messengers typically are a show of good faith rather then meant for actual use.

Necessary Skills
The 5th Division doesn't seem particularly strong in combat when compared to the other Divisions of the Seireitei, but that is because they are in the middle of a long change towards becoming a specialized division, a change in which the fruits of this labor can only recently be noticed despite going on for several hundred years. The 5th Division lacks the brute physical ability of other divisions or the technological marvels of the 12th and so falls back on kido when they are forced to fight. Above average in physical combat ability when compared to other Divisions, 5th Division shinigami are taught to rely purely on tactics and kido when forced into direct conflict.

The greatest skill emphasized in the 5th Division is an uncanny attention to detail and a quick intelligence in order to make snap decisions. After this, it is important to be able to travel long distances quickly and to be above average in kido. Osamu is a living testament that eventually a shinigami's physical body will weaken, so kido is always part of training for the 5th Division and it would not be an exaggeration to say that they are likely second only to the Kido Corp. when it comes to average kido ability.

Of physical ability and combat techniques, hakuda is emphasized more then zanjutsu since the unpredictable ways in which a zanpakuto may manifest means that a shinigami may end up with a particularly heavy zanpakuto or one that restricts movement overly much. Considering that 5th Division shinigami are instructed to abandon a fight as quickly as possible, especially when on task, this means it actually becomes inconvenient for zanjutsu to be promoted overly much. So, while they do not focus on this aspect of shinigami combat, 5th Division shinigami are expected to be adept at defending themselves against an enemy with nothing but their bare hands.

Promotion
The main criteria for promotion in the 5th Division is excellence, a fine pedigree, and a canny mind above that of those who would otherwise be a seated officer's equal. Many of those recruited into the 5th Division are those with a measure of raw potential that could become significant talent if nurtured properly, making 5th Divisioners requesting a transfer to another Division a prime subject for whatever task they might be put towards. However, with only twenty seated positions, this very same nurturing environment ensures that only the cream of the crop rises to the top of the 5th's chain of command and they are rarely demoted from such a position unless they fail at a task catastrophically or end up dying. With that said, the current captain has been noted to show favor towards members of his House when it comes to promoting talent, meaning there is quite of Osamu's family occupying the seated positions but not purely on their social pedigree though. He hopes to forge his descendants into superb shinigami and perhaps even find a successor among them as well.

Along with this, a minor note must be given to the fact that Osamu shows even more favor towards female shinigami of a certain aesthetic quality when it comes to promotion, though he is far from sexist in this regard. It quite simply comes down to the fact that the seated officers are the one's most often seen by Osamu and in his twilight years the elderly captain prefers to surround himself with beautiful girls to brighten up his term as a captain after seeing some particularly heinous deeds.

Previous CaptainsAs the single oldest captain and shinigami currently serving in the Seireitei, there is some wonder if there even was another captain before Osamu. He is noted for having attained his captaincy at the 'young' age of 113 by way of getting the majority of captains at the time to approve of his candidacy and has maintained the position ever since. Most shinigami alive today have never known any other captain of the 5th aside from Osamu, but the fact is that he was not the first in the position...he just doesn't talk about those who came before and records are sketchy on the matter.

Ryuunosuke Household

Ryuunosuke Household

Status: One of the four Greater Noble Houses

Main Estate: The Ryuunosuke main estate is extravagant, refined, and big. It is also located out in the sixty-third district of the Rukon, far from the walls of the Seireitei and dangerously close to what some refer to as the 'lawless districts' where the law of shinigami does not extend. Some postulate that the castle, and it is a castle, is actually intended as a bastion against later districts should the Rukon citizens try to rebel for their poor conditions. And it could only be described as a castle, styled in the same fashion as ancient Japanese castles, but with close to fifteen floors it was larger then a fair number of mortal castles. It sits on a narrow bluff that overlooks a large lake, almost scenic if it wasn't for the five tall walls of seki-seki rock that spread outward from the castle proper. No matter the location or attempts at aesthetics, it's all too obvious that Ryuunosuke Castle is meant as a defensive bastion. Between the walls are numerous flower gardens where hell butterflies can swarm and feed but also restore some of the lost beauty of the building even as one gets past the final wall.

The castle proper is surrounded by a large well-lighted courtyard broken up into various training areas that reach up to the gates of the castle itself. The upper floors are reserved for accommodations for important or noble visitors, offering most amenities as well as a quiet place to reflect and thing. The floors closer to the bottom are meant for more common guests and the quarters can more accurately be described as barracks instead of rooms. Mostly because that's what they are. The unseen basement floors, only numbering eight and are quite stuffy, hold dusty lab equipment, data storage, supplies in case of siege. Ryuunosuke Castle was a fortress in and of itself, something that seems oddly fitting.

There is, in fact, only one area in the entire castle that no one is allowed to go to, and that is the bottommost floor of Ryuunosuke Castle where only Osamu is allowed to go or even capable of entering.

OOC: If you can't tell from reading the above. Ryuunosuke Castle IS a castle in every sense of the word. It occurred to me that Osamu might have planned for the worse, that the Seireitei might be taken or destroyed by Las Noches' forces and thus turned his family's home into a last redoubt and bunker for the shinigami to regroup and prepare to strike back. It has elementary science facalities, training grounds, and other such stuff on the grounds and it's five walls of seki-seki offer up a similar barrier that the Seireitei's wall does..but not as strong, obviously.

Beliefs: The Ryuunosuke belief, carefully guided by it's patron, is that the four Great Noble Families are inherently superior to the rank and file of the Rukon but that they shouldn't be arrogant over such a fact. Instead they are encouraged to be leaders, confidants, and examples to others of how one should behave and of what they should strive to be. Manners and etiquette are required teaching to Ryuunosuke family members, no matter what field they choose to go into or even if they choose to ignore such lessons, meaning they can get along politely with most people. Of more physical beliefs, the Ryuunosuke supports the letter of the law rather then the intent behind it. Rules exist in society for a reason, and if the higher echelons of society don't obey those rules then how can they expect anyone else to honor them? Someone breaking a law, especially serious ones, is one of the worse things they could do in most Ryuunosuke's eyes. Committing an offense like the murder of mortals or shinigami, treason, or trying to subvert the Seireitei's authority are grounds to be cut off from the family.

The public stance of the Ryuunosuke household on several topics is well known (though the private beliefs are of course varied), such as the belief that mortals with spiritual powers need to be carefully watched as a potential ally or even enemy. In some cases, such as the Quincy, they have supported motions for more militant action against that tribe of humans though nothing major ever came of it. Actions taken to alter how Quincies handle hollows are seen as a band-aid solution at best since all it takes are a couple of bad apples willing to use the full extent of their power. Hollowings and Vizards are an entirely different matter, viewed as time bombs just waiting to go off. Unstable, dangerous, and not worth the trouble of trying to make productive members of the Soul Society.

Philosophy: Grace. Poise. Dignity. These are what separate us from the rank-and-file. And it is why you must aspire to be the perfect shinigami, to inspire others to greatness. Be perfect and others will follow suit.

Amada Castro, Fraccion to Pico
Gender: Female
Age: 108
Height: 5'1"
Weight: 109 (see below)
Reiatsu: Sea Blue
Aspect of Death: ???

Appearance: Amada Castro is a bit on the short side for an arrancar, something that's earned her the nickname 'Shrimp' from those of her fellows looking to insult her. Her mask fragment looks as if it had come from a full-head helmet but has been broken to the point that it's some bizarre sort of crown. It wraps around her head over=top of her light blue hair that's usually pulled back into a pony-tail. A japanese character is tattooed on her right cheek, matching the dark blue facial markings that are painted around her one exposed eye.

The only other alteration she has to the normal arrancar uniform is a bright red scarf that is wrapped about her throat and dangles down to her waist. Amada has a deceptively slim form, she almost appears to be a teenager to the untrained eye (or those who don't know what an arrancar is) and has a sort of grim air about her that is entirely opposed by her personality.
http://fc01.deviantart.net/fs41/i/2009/007/c/1/Arrancar_by_ducksgorawr.jpg

Personality: Amada is a deceptively friendly individual to get to know, but is constantly looking for ways to advance her position. However she is also acutely aware of her own capabilities and knows when to retreat from a dangerous situation. This has lead her to be quite comfortable within the upper tiers of Las Noches ruling classes, or rather as a servant to the ruling class of Las Noches.

Normally she can be found going from district to district on the pretense of looking for distractions while the simple reality is...she doesn't know why. She's driven to wander and look about, a free-spirited individual but the source of her wanderlust is utterly unknown to her.

Zanpakuto: Camarón Grande (Big Shrimp)
Camarón Grande takes the form of a large (for her size) war pick that she usually keeps stuck in her belt. One side of the hammer actually tapers down to sharp point. Usually she alternates between using the hammer head or the pick head in actual combat.


Resurrección: "Quebré a pedazos! Camarón Grande! (Shatter to pieces! Big shrimp!

Upon release, Amada's transformation is quite poignant. Her crown turns into a helmet that leaves just her face open to the sight, even as it goes all the way down to her feet in the back and is curved like a shrimp's carapace. This rigid shroud also leads down to cover her arms and hands, turning each one into a large armored claw. The right is a bulky and cumbersome thing with an opening where the claw prongs meet. The left actually looks more like the pincer of a mantis with a warped sphere at the very bottom with serrated 'teeth' all along the inside. In Resurreccion her carapace is even more difficult to pierce then her normal hierro, meaning she usually tries to turn take a blow on the shell. As most can guess, each claw has a different purpose...

Pistola de aluvión: In resurreccion, Amada is capable of using her right claw to fire a special kind of cero. When she uses pistola de aluvión Amada charges her cero in front of her right claw, but instead of firing it the energy is sucked into the opening at the juncture of the claw. There the energy is magnified and stored until Amada fires it off. When she does, an extremely powerful fiery blast erupts from her claw, but only hits a sphere about three feet in diameter in front of her right claw. It's difficult for her to hit an enemy with this blast, but that's not it's real purpose. This blast releases a loud shockwave that can stun opponents who are too close to it, even as it batters them with the shockwave.

Mantis Barra: The purpose of her left claw, it actually functions much like a bear-trap. When she attacks with her left claw, the front-most part snaps out at incredible speed to crash against an opponent. It actually creates a brief void in it's wake which, when it collapses, makes for a second blow against her opponent. A rapid-fire one-two punch. The same happens when the claw snaps shut around an opponent, the claw will hit first before the void hits as well.

General Abilities:

Bala: Amada isn't capable of using the bala technique.

Cero: Amada's cero is fired from the space above her covered eye. Aside from the unique coloration, there is nothing particularly notable about her cero.

Hierro: Of her natural arrancar abilities, Amada's hierro is the most potent of those abilities. She much prefers to try and take a blow then try to avoid it, trusting to her superior hierro to stave off blows. It comes close to Espada level in it's capacity to absorb punishment.

Sonido: Just below average for a fraccion. Amada is not capable of traveling particularly fast over distances but the movement of her arms are particularly swift.

Garganta: Can create gargantas but cannot do any fancy tricks with them.

Pesquisa: Above average in it's detection abilities.

Possible connections:
Espada
Other arrancar
Other Fraccion


Nobu Aki
Gender: Female
Age: 343
Height: 5'10"
Weight: 131 pounds
Reiatsu: Teal
Division: 4th Division, Vice-Captain candidate

Appearance: http://oi51.tinypic.com/1zxbgww.jpg

Aki is notable only in the fact that she doesn't look how many expect a shinigami of the 4th Division to appear. Her shinigami robes are cut tighter then normal, so there's less loose cloth to get in the way of her movements while the sleeves have been done away with entirely. A red scarf is wrapped about her throat to hang down over her back. She could be called pretty, after a fashion, but she seems much more like a tom-boy then anything else and it shows in how she carries herself.

Aki always seems to be bubbling over with anxious energy, bouncing from one foot to the other if left in one place for too long, usually holding her zanpakuto rather then hanging it on her belt. Honestly, she looks more like one of the 'ninja' from the 2nd Division rather then a medic, and Aki wouldn't have it any other way!

Personality: Aki is a rough-n-tumble shinigami that seems like she'd be far more at ease in the middle of a fight then she would in any kind of operating room, though this couldn't be further from the truth. At heart, Aki cares a great deal for the people around her and just isn't suited for a life or death struggle, even against hollows. Because of this, she was assigned to the 4th Division, despite her protests, and the rest is history! There Aki learned to quiet herself through the monotonous yet necessary work of the division's day to day duties and has a vibrant bed-side manner that does wonders for encouraging her patients to never give up. Aki is also well known for having a very strong superstitious streak, knowing very many quaint customs that run the gamut from keeping away evil water spirits, to using sticks to try and divine the future. Most don't take this personality quirk, or Aki herself, that seriously since she's never shown any kind of intiative and was only promoted because to not do so would be to ignore her obvious skills. However, it's only recently that she showed any kind of ambition to make herself into an officer, having pushed to get herself promoted in the wake of a new captain taking charge of 4th Division.

Some say she has an infatuation with Captain Akira with snide glances, though the truth is more complicated. That truth being that Aki has a hard case of hero worship for the older shinigami and sees Akira as her own personal hero. The scarf she wears was only recently adopted as a concession to Akira's own tendency to disdain the shinigami uniform when in the 4th Division. Why she looks up to Captain Akira is a mystery, but the fun-loving and curious Aki never ceases to turn fawning when in the presence of her hero. To the shinigami of 4th, she's made great pains to invest a sense of pride in them for what they do, to varying degrees of success, and generally acts like a big sister to those she is put in charge of.

Zanpakuto:
Aki's zanpakuto is an oddity among others, having a weird aestic to it that puts many off. It's unreleased form is that of a tanto that Aki typically carries or stuffs down a pant leg that's sheathed in cherry wood. It's only once it releases that it gets...odd.

Shikai: Stitch them back together, Kuraingu Figyuarin! When released, Kuraingu Figyarin becomes one of the more powerful healing zanpakuto, capable of healing life-threatening injuries at little risk to Aki or her patient. Even though she only knows the shikai, it's been of invaluable help whenever Aki has needed to treat a patient on the verge of death. When released, the tanto transforms itself into a large no-dachi that is longer then Aki is tall and more then sharp enough to split a hair up the middle. What's unusual is that a number of featureless stuffed toys are attached to the blade by red string.

To activate Kuraingu Figyarin's ability, Aki must first spread some of her own blood along the blade, usually by opening a cut in her palm though if she's wounded any blood could do. After she does, the blade turns crimson for a single strike of the blade. Anyone struck by the red blade in it's first swipe after it's turned crimson finds themselves unharmed by the attack, even as their features are super-imposed unto one of the dolls that Aki carries, including any injuries they might have. From then on, until Aki goes over her limit of potential patients (5?), reseals, or loses her grip on her sword, Aki has established a resonance with the person she struck. Whatever repairs she makes to the doll, from cuts and broken bones to loss of blood/stuffing and damaged organs are fixed within the doll's mirror image as well. If Aki's quick enough, she could even sew back on a limb though that's far more difficult. It's for this reason that she carries a small army's worth of sewing supplies with her, to maximize the amount of healing she can do.

Offensively, her shikai is practically useless. When not in it's 'bloodied' state, the blade is as dangerous as any other zanpakuto but that's not all it can do. An enemy struck by the crimson blade find Aki in possession of their doll as well, though she's rarely inclined to repair them. By painting a variety of colors upon the doll, she can make it's counter-part feel ill or sick depending on the paint used or even put it by a fire to make the victim feel hot and uneasy. Unfortunately this sympathetic feed doesn't allow for Aki to inflict actual harm on the doll without taking serious measures. This means she couldn't stab a doll and expect the enemy to die, they'd merely feel the pain of the stab and likely look for the one responsible while Aki would lose the connection to the enemy which means she'd have to rely on her zanjutsu for defense. That said, if a doll is destroyed then it's counterpart will cease to feel the sensations the doll feels, without any more harm being inflicted on the target. Typically Aki likes to take a weird doll and crush it, to demoralize the enemy, but it's not too dangerous for the victim. Mostly Aki uses her shikai to treat patients and hamper the enemy while staying well clear of danger.

Inner World: Kuraingu Figyuarin's inner world resembles an antiques and oddities store, that hasn't been used in years, with a thick layer of dust cast over everything.

Zanpakuto Spirit:

General Abilities:

Kido: Aki is adept at bakudo and healing kido, second only to the captain herself. While she is capable of some powerful hado, Aki is reluctant to use it since she insists upon using the chants. If she's going to attack, she's of the opinion it should be the best she can do.

Hoho: Above-average. Aki is capable of quick bursts of impressive speed (to get to allies in need or away from an enemy) but tires out quickly. If she's going somewhere, it's by normal running, which she is good at.

Zanjutsu:Against all odds, Aki is a proficient swordswoman and knows all the ins and outs of her zanpakuto's abilities. Most are surprised that she hasn't been able to manifest her sword's spirit yet, when the truth is that she has no desire to. That said, either with the tanto or the no-dachi her zanpakuto turns into, she's more then adept at wielding the blade in self-defense.

Hakuda: Basic.

Offense: Average, for a vice captain. While she has laudable swordmanship and an impressive grasp of powerful hado, she has a deep-seated reluctance to cause harm that keeps her from doing her best outside of kido.

Defense: Average, for a vice-captain. She's adept at using bakudo spells to protect herself and to give herself time to run away, but her physical defenses are almost non-existent and she'd prefer to simply not get in a fight in the first place. Aki's strength is her exceedingly good healing abilities, not anything combat related.


Possible connections:

Other shinigami
Other 4th Division members
Mortals


Tropes:

KerfuffleMach2
2010-06-10, 12:02 PM
Name: Silva Rai
Age: 183 (Looks about 21)
Gender: Female
Race: Bount

Appearance:
Silva stands at 5'8". She has long red hair tied back into a ponytail, and bright green eyes. She wears a white T-shirt, black cargo pants, black leather belt, and black hiking boots. She also usually has a dagger hanging from her belt. The dagger has a symbol carved into the blade, which looks similar to a "Y".

Personality:
Silva can very a temperamental person. At times, she's easy to get along with. And, at other times, she'll stab you if you look at her the wrong way. Most of the time, however, she has an independent attitude. She hates having to ask for help, and rarely does so. Even if she needs it.

When she is angry, she gets violent. Depending on the situation, this can be just punching somebody, or it can be releasing her doll on the person.

She enjoys challenges. And fighting. Sometimes, she'll try to find a reason to fight somebody.

Natural Abilities:
Silva doesn't have much in the way of natural talent. She can hold her own in a fist fight, and she can use her dagger fairly well. But, that's about it.

Doll:

Medric is the name of her doll. While sealed, it is her dagger.

Release: Slash and burn, Medric!

When released, the blade of the dagger bursts into flames. A stream of fire starts to spout from the tip. It leaps out in front of her, becoming a tower of flames about four feet in diameter, and ten feet tall. Then the flames disappear, and her doll stands there.

Medric is humanoid in shape, standing almost seven feet tall. He is cloaked in a black duster, the bottom of which looks singed. The duster is usually closed up, so his body is covered. His feet can be seen underneath, and they look like talons made of burnt steel. His hands look similar to his feet, but a lot more like human hands in shape and size. His head is wrapped in white gauze, with just his glowing red eyes showing.

When he does talk, which isn't often, his voice is deep and coarse.

When fighting, Medric produces two blades from his sleeves. They are actually embedded in his arms. They are similar to katanas, and are three feet long from his wrist. And, they are usually lit on fire. He uses a combination of the blades and his talons to fight, seemingly trying to rip his opponent to shreds. When he strikes something, he leaves burn marks behind.

Silva does assist Medric a little during fights, since she likes fighting. But, most of it is done by Medric.

Medric can shoot jets of flame from his sleeves. They have a range of twenty feet.

As a major attack, Medric tears open his duster, revealing a large, swirling ball of fire underneath. Multiple jets of flame quickly fire out in all directions, seeking any person within a fifty foot range. They hit with enough force to knock over a bus. Medric doesn't use this often, as it takes a lot out of him.


History:
Silva was born to a small community almost two hundred years ago. For most of her early years, she lived a normal life there, not having any idea what she was.

Then came the time when the Shinigami sought to destroy the Bounts. This is how she found out what she was. She ran from her home town, fearing how they would react to this.

She ended up traveling with a few other Bounts for a short time. They helped her get used to her new life. And it was during this time that she obtained Medric.

She set off her own when she was 50. At this point, she felt that she must live alone. From then on, she frequently moved, not staying in any place for much more than a couple of years.

Viera Champion
2010-06-11, 08:17 PM
Kyasarin Shihan
(first then last)

Gender: Female
Height: 5' 7"
Weight: 95 pounds
Hair: Black
Eyes: Green
Age (actual): 78
Age (appearance): 17
Reiatsu color: Magenta
Division: 2nd
Rank: Vice-Captain

She is also the commander of Unit 2 of the Onmitsukidō

Appearance:
http://public5.tektek.org/img/av/1006/d11/1438/0d46529.png

Personality:
Kyasarin is friendly and has a good sense of humor, but when it comes to her duty, she is very serious. She respects those ranked above her with the utmost... um... respect.

History: Not much is known about Kyasarin's time alive, except that she died at the age of 17 after being hit by a car. Upon entering the Rukon district, she immediately made a reputation for herself of being an excellent thief, using this skill to survive often. After spending 22 years there, she enrolled in the Academy. Her teachers complimeted her speed, and her Kido teachers gave her high marks on Bakudo, but refused to commet when asked about her Hado skill. She graduated from the academy after 6 years, and immediately joined Division 2. She quickly climbed the ranks because of her captain, Yuuki Mitagawa, who not only was impressed with her skill for someone so young, but also because he saw her as a daughter or younger sister to him. The latter was only a very minor reason, and she of course had no knowledge of this reason. She was promoted to Vice-Captain at the age of 69. A year later, she took the advice of her father-figure captain and became the Commander of Unit 2 of the Onmitsukidō.

Zanpaktou: Senbara no Chitoge(Thousand Roses' Thousand Thorns)

Zanpaktou release command: Bloom, Senbara no Chitoge!

Zanpaktou Spirit:
Senbara no Chitoge appears as a beautiful maiden garbed in a flowing dark green dress. Her long hair is blood red. In her hand she carries a single rose.

Inner World:
A vast meadow of, you guessed it, roses. In the center is a single rose, humongous, extending hundreds of feet in the air. It's stem is larger than any tree trunk and it's thorns appeared to be aligned in such a way that they form a spiral staircase leading to the top. Senbara no Chitoge can usually be found at the top, amidst it's petals. When Kyasarin is sad, the sun disappears and the roses wilt.

Zanpaktou Unreleased Form:
A pair of sai (http://www.okinawankarateclub.com/images/weapons/sai_l.gif) with red ribbons coming out of the butt of each. Perfect for quick blows, deflecting attacks, and disarming people of their weapons.

Shikai:
When the Shikai form is released, Senbara no Chitoge becomes a long 12' metal chain covered in small flesh tearing spikes. At the end of the chain is a metal spike. There is a red ribbon attached at the base of the metal spike. She needs to wear specialty gloves so she doesn't hurt herself on the spikes.

Special power: At her will, razor sharp, armor piercing needles will shoot out of the chain when she spins it at high speeds. Also, as long as her oponent isn't too powerful or too skilled at Kido, they can pierce through Kido barriers.

Bankai (not yet achieved)
Senbara no Chitoge's true name is Senbara no Chitoge no Chidaruma (Blood of a Thousand Rose's Thousand Thorns). When activated, a mass of rose petals engulfs Kyasarin. As they disappear, Kyasarin is garbed in a kimono (probably spelled that wrong) woven out of vines. In her hand is the end of a vine, that is extending into the ground. At her will, she can control it, so thorn covered vines shoot out of the ground attempting to damage and grab the enemy. Since she can control them, there is no pattern of where they will come out of the ground, making them very difficult to track.

Skills:
Flash expert: Kyasarin is an expert at the flash step technique, while not necessarily being good enough for the title of flash master, there are a fair amount of Shinigami who can't track her movements and few who are as good as she is. Speed and agility are her trade marks you know.

Wimp: She is a master at quick killing blows. But in most other cases her regular attacks aren't all that powerful. Her attacks are very rarely killing blows, and someone with enough bruteforce might be able to overpower her despite her speed.

Bakudo not Hado: While fairly good at the defensive techniques known as Bakudo, she sucks at Hado. In fact, she is so bad that she never uses Hado, she doesn't even use Bakado all that much, except when she is in dire need to.

DoomITP
2010-06-12, 11:19 AM
Jack Teach:

Rank: unseated Shinigami of the 8th division, has the skill to become a seated officer, he is unwilling to attempt it at the moment though because he views seated positions as the BLAME ME FOR ALL THE PROBLEMS rank. He would rather avoid that unless something or someone convinced him otherwise.

Backstory: Jack was taken in by the parents of another shinigami after he was discovered to be homeless in the Runkon district. Seeing his intelligence and his ability to process information quickly, they helped him to enroll in the Shinigami academy and he was able to graduate with high grades in his Kido and General Academics. He still goes to the Runkon district to visit his adoptive family and to bring them some of the nicer food that he can get his hands on from the Seireitei.

Sub Division: He works in combat tactics, though he does not make any decisions, his main work here is to create ways to test the combat efficiency of tactics developed by others in the division, he uses a combination of a math formula he created himself as well as physical tests that allow him to time how quickly the tactic works and how effectively it completes it's objective.

Appearance: Short brown hair and a shinigami's hakama but the white stripes that are found at the top of the uniform are covered in symbols. He wears his zanpaktou over his right shoulder, even though normally you would wear your blade on the left side. He uses this to start an over head swing with his sword.

Personality: A laid back, Shinigami who spends most of his free time either training or just relaxing, he is the kind of person who likes a good laugh but has a short temper when it is clear that someone is hiding something from him. He always scored high on intelligence tests but his idea that all high up positions come with more blame keep him from seriously persuing them. His attitude towards work is like that of most humans on earth, "This is a big pain I would rather do something else but I need to eat and it beats what I used to do." He ususally applies his intelligence to either team battles and developing ways to simulate combats situations between two fighters, to help decide if he or someone else should engage their opponent in the future. In order to keep his mind sharp he plays lots of strategy games.

Abilities outside of his Zanpaktou:

Hado Skill Level In Relation To Rank: 7/10. He has very good Hado for his rank.

Shunpo Skill Level In Relation To Rank: 5/10 He has average Shunpo but he avoids using it as he gets a little bit sick if he uses it too often.

Bakudo Skill Level In Relation To Rank: 5/10 He is average at Bakudo, primarily because he prefers to train his Hado, seeing Bakudo for the most part as less usefull.

Reiatsu: Sea Blue

Zanpaktou: Kaisui or Seawater

Basic Appearance: It looks like a katana with blue grip and gold tsuba.

Shikai Release Command: Commander of the seven seas, Kaisui!

Shikai Effect: He is able to send energy towards his enemy in the form of icy water. The icy water does not freeze but rather causes blunt trauma by firing the water in large volume. If he gathers the energy for the attack but waits, pressure will build up and cause the trauma to be greater.

Dorizzit
2010-06-12, 08:03 PM
Sixth Division


The Sixth Division


The Sixth Division

Put simply, the Sixth Division of Shinigami is in charge of reinforcement. Whenever another division finds its on-hand resources to be insufficient, the Sixth provides extra manpower to help relieve them. In times of war, the Sixth Division, in addition to its usual role of reinforcement, serves as a flexible battle force that can be deployed anywhere and perform any task required of it.

The Shinigami of the Sixth Division are a disparate lot. It is often regarded as a "stepping stone" Division, a chance for Shinigami who were denied entry into their chosen Division, or who simply did badly in the academy, to prove they can handle the responsibility of their job before requesting a transfer. It also contains many Shinigami who aren't sure of what they want to do. The Sixth's ever-shifting responsibilities allow opportunities to try many different things.

The Sixth Division also provides an "active retirement" for aging Shinigami. When a Shinigami grows too old to keep up with the responsibilities of their rank but are unwilling to retire, they will often transfer to the freer environment of the Sixth. Because it has so many of these seasoned veterans, the Sixth provides more instructors to the Shinigami academy than any of the other Divisions by a wide margin.

The final major component of the Division are less clear cut. As the Sixth Division does not have the same consistent work load as other Divisions, it is often used as a rest or rehabilitation Division. For Shinigami that have suffered severe mental or physical trauma or have been out of duty for an extended amount of time, the Sixth allows them to be eased back into the Gotei Thirteen before returning to their old Division.

This eclectic combination of old, resting, and new creates a chaotic but effective work force. Many of the younger Shinigami grow tremendously with the guidance of their seniors, and most of the veterans enjoy their respected status. Not all of the Shinigami of the Sixth fall into the above categories, however. Some choose to stay within the Sixth Division for their entire careers. These Shinigami fall into one of two groupings. Some enjoy the relaxed atmosphere of the Division and find the variety of work to be more engaging. The others are more motivated. Permanent Shinigami of the second type are very rare and in an entirely different category from the rest of the organization, and they are its leaders. They must obtain full competence in many different disciplines in order to be able to perform any duty required of them. A leader of the Sixth Division needs to have a battle ready knowledge of Zanjutsu, Hoho, Hakuda, and Kido, and must also have a knowledge of tactics and resource management. This, however, is the bare minimum, and most learn other skills as well. The number of lifers in the Division at any given time is rarely more than thirty-five. The captain and top five seats can only be filled by these leaders.

The Sixth maintains strong ties with all of the other divisions, as cooperation is essential in their role. Despite this, they have particularly strong ties with the Fourth and Thirteenth divisions. The Fourth Division shares the lackluster reputation and and less elite Shinigami with the Sixth, and in times of peace the Sixth Division frequently provides them with extra bodies to assist with some of the more mundane tasks assigned to it. Likewise, in peacetime the Thirteenth Division is frequently bolstered by additions from the Sixth. This provides active training for some of the more inexperienced members of the Sixth, and helps the Thirteenth to work more efficiently. Some members of more specialized or elite Divisions like the Second and Eleventh are known for looking down on members of the Sixth, but a negative opinion of the Sixth Division is not universal in any.

Division Size: 3,000 (2,700 unseated, 300 seated)

Flower: The flower that represents the Sixth Division is the Bauhinia, which symbolizes harmony.

Motto: "No one stands alone. United, any challenge can be overcome."

Duties:

Reinforcement: Any time that one of the thirteen squads is stretched too thinly by their work, it is the duty of the Sixth Squad to provide additional manpower until that Squad can once again function properly without outside assistance. The Sixth Squad also provides field reinforcements if a battle group of Shinigami in danger of being overrun.

Human Resources: Due to its nature, the Sixth Squad has many Shinigami with vastly different skill sets. Because of this, its commanders must learn the most effective way of distributing workers. As a result, successful leaders of the Sixth Squad are highly skilled at people management and deployment. Thus, higher seated of the Sixth are often called in to consult when large scale operations are being planned.

Teachers: As the Sixth contains many of the Gotei Thirteen's oldest veterans, and because it has so many members, the Sixth Squad often provides teachers to the Shinōreijutsuin when active Shinigami are required. The Sixth provides more teachers than any of the other Squads.

Necessary Skills

The Sixth will quite literally accept anyone who applies. There are no requirements that need to be met. Because of its duty as the Reinforcement Squad, the Sixth requires Shinigami of many different skill sets.

Promotion

While it is easy to join the Sixth Division, advancement is a much more complex affair. A large variety of factors are considered for promotion, including personal power, tactical skill, leadership capabilities, and ability to efficiently use resources. Given the titanic size of the division, just being noticeably above one's peers is usually enough to warrant elevation to a seated. Despite this, advancing beyond the Sixth Seat is much harder, and a very diverse skill set is required.

Captaincy is even more difficult. To become Captain of the Sixth Division, a prospective candidate must demonstrate competency in almost every single area of Shinigami study. This includes Zanjutsu, Hakuda, and Hoho, as well as all three types of Kido, tactical skill, resource allocation, legal comprehension, and even historical knowledge, among other areas. As a result, the Division is known for going long periods without a Captain, although never more than a century.

Previous Captains

Because of the extreme demands required to become Captain of the Sixth Division, the Division has had many renowned leaders.

Sengoku Motoari: The most recent of the Sixth Division's captains, Motoari died a little under a century ago, after four hundred and fifty years of Captaining the division. He was a superb leader, and under his watch the Division was more organized than it ever had been before or since. Despite his strict personality, Motoari was well liked and was known for being extremely fair and for leading by example. Motoari believed in active leadership, and often personally participated in the Sixth's assignments. He was killed in combat with pair of Vasto Lorde Menos, but he destroyed one and fatally wounded the other before falling.

Kimi Hikono: Hikono's Captaincy ended eleven Hundred years before Motoari's promotion. She was a well-loved Captain, known for being fair and kindly. She came from a minor noble house. Hikono was known for rarely issuing outright orders, instead suggesting courses of actions or giving general goals and allowing her subordinates to work without interference. Those who disagreed with her often found their opinions subtly changed over time, and towards the end of her career Hikono was one of the most influential people in the Seireitei. After seven hundred years of devoted service, she was promoted to Division Zero.

Heijiro Kazukane: Kazukane is a figure of legend. He lived so long ago that very little is really known about about his life. He was one of the first Captains and the founder of the Sixth Division in its current format. Because of his legendary nature, hard facts about him are very difficult find. It is generally accepted that he was an informal but effective leader, often avoiding work where possible but not shirking his duties and often working harder than it appeared. There are conflicting sources about his eventual fate.



Los Hermanos Riada


Los Hermanos Riada

Names: Sancho, Hector, Juana
Aliases: Los Hermanos Riada
Race: Arrancar
Gender: Male, Male, Female
Age: Unknown, several centuries at the least.

Appearance

The flash flood siblings are almost always seen together, rarely leaving each others' side, barring extraordinary circumstances.
Sancho is a bit more than six feet tall, with very pale skin and delicate features. He has long black hair. He dresses in very loose white clothes, but his right sleeve is absent to show off a set of blue tattoos that spiral around his arm in a wave pattern. His mask fragment is a small spiral above his right eye, the tail of which trails down past his eye, down his cheek, and onto his neck. His hollow hole is through his right shoulder. He keeps his Zanpakuto in a sheath that hangs from the back of his waist.
Hector is the opposite of his brother. He is very tall, standing almost seven feet, and is extremely heavily muscled. His skin is heavily tanned, and he has broad features. He wears white, simple clothing, but has added large portions of ceramic, white armor around his torso and shoulders. He keeps his sleeves rolled up at all times. He is bald. His mask fragment takes the form of a thin headband shaped like the stylized face of a fish. His hollow hole goes through the center of his chest. He usually carries his Zanpakuto in his hands, as he lacks a sheath for it.
Juana, in contrast to her brothers, is very short, about 5' 2". She has a very lean but muscular form, with lightly tanned skin. A thick mane of black hair hangs from her head down to her lower back. She wears tight-fitting white clothing that allows freedom of movement. She has a golden, turquoise-studded bangle that she wears on her right wrist. The remains of her mask are a series of short, thin lightning bolt shaped fragments that surround both of her eyes, pointing outwards. Her hollow hole goes through her stomach. She usually walks with her Zanpakuto, but has a holster for it on her back.


Personality

All of the siblings are extremely devoted to each other, being loyal to the other two above all else, despite their frequent conflicts of opinion.
Sancho is the middle sibling. His Aspect of Death is Mercuriality. He is also the talkiest of any of the siblings, and is the most at ease with other people. As a result, he usually serves as the "face" of the group, taking a leading role when they are talking to others. He is also often overconfident in his power and can be both reckless and immature.
Hector is the oldest sibling. His Aspect of Death is Obdurateness. He is the most laconic of the group, speaking less than the other two. When he speaks, however, the others listen. Hector is extremely protective of his siblings and will usually respond with violence if they are harmed. Hector enjoys fighting, but does not use it as a first resort in most situations. He is also extremely honorable. He is even tempered and mature, and quite intelligent.
Juana is the youngest of the siblings. Her Aspect of Death is Vexation. Her brothers are very protective of her, but she finds this annoying. She isn't as talkative as Sancho, but is more than willing to speak her mind if she has something to say. Juana has a lightning temper, becoming angry at the drop of the hat. She also calms down just as quickly, and doesn't keep grudges. She can be rude and abrasive, but is smart enough to keep her less flattering opinions of much stronger Arrancar to herself.


History

Los Hermanos Riada, or the Flash Flood Siblings, are a trio of upper level Arrancar who live in Las Noches. Very little is known about their origins, or how they are connected, but it is known that they share a very close bond. Although they are, individually, weaker than a Fracción or even some particularly strong Numeros, together they are a significant threat to anything short of an Espada, and they have a very dangerous reputation.


Abilities

Sancho

Sancho's Reiatsu is slippery, for lack of a better word. It defies attempts to read its power, making it extremely difficult to ascertain Sancho's strength. In terms of raw power, he is weaker than his two siblings. Sancho is extremely agile, and typically relies on speed more than power when fighting.
Bala: Sancho's specialty are his Bala, and they are fast, powerful, and he can create large numbers of them easily.
Cero: Sancho's Cero are mediocre in power for his level.
Garganta: Sancho can use Garganta just fine.
Hierro: Sancho has a very weak, almost nonexistant hierro.
Pesquisa: Sancho has above average Pesquisa.
Sonído: Sancho is very skilled with Sonído, and can move around quickly and easily with it.
Reiatsu: Sancho's Reiatsu is the color of shallow water, and feels like a thin, misting rain.

Hector

Hector has immense physical power and endurance, but moves slower than his siblings. He is the strongest of the siblings, as far as raw power is concerned. Due to his lack of movement speed, he relies on power above all else, but his attacks themselves are also surprisingly fast.
Bala: Hector's Bala have unusually high power but are much slower than normal, limiting their effectiveness.
Cero: Hector's Cero is one of his strongest talents. They charge slowly, but are immensely powerful and have a huge spread. He can charge them with either his hands or his mouth.
Garganta: Hector can use Garganta.
Hierro: Hector's Hierro is extremely powerful, and he can take powerful blows without injury.
Pesquisa: Hector has mediocre Pequisa.
Sonído: Hector has below average Sonído, capable of only making short jumps and consuming a great deal of energy.
Reiatsu: Hector's Reiatsu is the color of deep ocean or river water and feels like being immersed in water.

Juana

Juana is very agile and quite strong capable of dodging most attacks and dealing out vicious retaliation. She is somewhere between Sancho and Hector in terms of raw power. She focuses on using her speed to hit opponents with crippling strikes.
Bala: Juana's Bala are above average in power, but their real advantage is their extraordinary speed. Juana's Bala move between her fist and their target almost instantaneously, making them very hard to dodge, but they have a very slow rate of fire.
Cero: Juana's Ceros are small, but very powerful and move quickly. She can charge them quite rapidly.
Garganta: Juana has great difficulty using Garganta, requiring total focus, but she can use them.
Hierro: Juana's Hierro is moderately powerful.
Pesquisa: Juana has a wide-ranging but imprecise Pesquisa.
Sonído: Juana can only make short jumps with her Sonído, but they consume very little energy, allowing her to use many in quick succession.
Reiatsu: Juana's Reiatsu looks like a red haze of electricity in the area around her, and feels like a mild shock.



Zanpakutos

Sancho
Sealed Form: Sancho's Zanpakuto takes the form of a long wakizashi. The blade is made of blue steel, with a wave pattern engraved into it. The hilt is white, with a blue cloth wrapped around it. The tsuba is a number of curving pieces of metal spiraling outwards, like a stylized whirlpool.
Resurrección: Aquacero (Downpour)
"Pour without end, Aguacero!"
To release his Zanpakuto, Sancho points it at the sky and then speaks the activation command. Aguacero dissolves into water, which splashes over Sancho's body and causes him to dissolve as well, collapsing into the ground as a puddle. He then rises in the form of his Resurrección. Sancho's released form is fluid, literally; he is composed entirely of water. His torso, arms, and head resemble his normal form, albeit made of liquid, but from the waist down he is an indistinct, constantly flowing column. While released, Sancho has total control of his body, and can alter his form and density at will. This gives him great mobility, power, and speed. He can also release water from his body, and control water in his area. Sancho can control the temperature of the water in his body, anywhere between scalding hot and freezing cold. His watery form makes him highly resistant to damage, but he is fairly vulnerable to energy attacks, and even physical damage will eventually force him to reseal.
Bala Torrente: When Sancho uses this ability, he spins around very rapidly. This releases many water droplets from his body in all directions. Each water drop the becomes a Bala, which launches all over the area. These Bala are slower and weaker than his normal Bala, but they come in enormous numbers. The other weakness of the attack is that it is totally unfocused and quite indiscriminate.

Hector
Sealed Form: Hector's Zanpakuto is an enormous two-handed maul. It appears to be made of a dark bronze material, but is extremely hard. The head is large block with rounded edges, and the haft is almost as tall as Hector. A stylized image of a fish (http://www.greekpaleo.net/paleoFiles/livingFossilsPages/livingFossilsImages/coelacanthFossil.jpg) is on both sides of the hammer's head.
Resurrección: Cauce (Riverbed)
"Rise from the mud, Cauce!" (Riverbed)
Hector usually slams his Zanpakuto into the ground before releasing his full power. When he does so, his entire body becomes enveloped in river silt, which then dries, hardens, and shatters off to reveal his new form. While released, Hector becomes covered in thick, large scales that are seemingly made of terracotta. Armor plates that look like the top half of a fish's head are formed over the back of Hector's hands and shoulders. His head also changes, becoming similar in appearance to a large fish. He gains muscle mass and develops a hunchback to accommodate this change. The scales and armor are extremely hard, and are resistant to almost all forms of attack. Hector's Hierro also strengthens significantly. Additionally, the scales are quite rough and can inflict scrapes or lacerations on an enemy. Hector's physical strength is greatly increased while in Resurrección. Finally, he gains limited control of naturally occurring mud while released.
-Cero Lodo: Hector also has access to a special Cero, useable from his mouth. To use the attack, he unhinges his jaw, which gapes open, then begins charging the Cero within. Unlike his other Ceros, it is a thick brown in color. Anything hit by the Cero is enveloped in thick, heavy mud that clings and makes it harder to move.

Juana:
Sealed Form: The sealed form of Juana's Zanpakuto is a long bō staff. The staff is made of a bleached bone-like material. The Zanpakuto is carved with cloud and lightning bolt patterns, which run up and down the weapon. The staff is much lighter than it appears, but this doesn't seem to affect the weight of its blows.
Resurrección: Tormenta (Storm)
"Break upon my enemy, Tormenta!"
When Juana releases her Zanpakuto, it shatters into dozens of small lightning bolts that arc around into her body. Electricity crackles around her, then explodes to reveal her released form. Juana becomes covered in a thick, dark storm cloud, obscuring her from being seen beyond a basic, still humanoid, outline. The only part of her Resurrección that is clearly visible is a circle of connected drums floating in the air behind her. Juana's speed increases dramatically while released. She loses most of her Hierro, but her regeneration receives a significant power boost. While released, Juana gains the ability to fly naturally. Her Ceros and Bala gain electrical properties, shocking their targets in addition to their normal effects. Juana gains the ability to release powerful bolts of lightning from her body. She is also able to create very loud thunderclaps, although these have little direct offensive application. Finally, Juana can absorb water through direct physical contact. Doing so causes the cloud surrounding her to increase in size proportionately. She can then absorb the extra mass to heal herself, or release the water in the form of rain or powerful streams.
Cero Relámpago: At first, this Cero looks much like a normal Cero, albeit yellow in coloration. When Juana fires it, however, the blast splits into dozens of thin lightning bolts, which interweave chaotically around each other on the way to the target.

Segunda Etapa

Unbeknownst to anyone other than each other, the siblings also have a last ditch resort in the form of their Segunda Etapa. Because none of them are powerful or skilled enough to have developed a Segunda Etapa, they found an alternative route by fusing together when they use it. To initiate Segunda Etapa, they must all be released and in physical contact with one another. Unlike normal Segunda Etapas, the siblings have to make a verbal command to use it.

Segunda Etapa: Derrumbadero (Abyss)
"Drown the World, Derrumbadero!"
When the siblings activate their Segunda Etapa, they all glow very brightly, until all that can be seen is silhouettes. They then physically merge, and the glow takes on the shape of their Segunda Etapa. Finally, a large wave of water is released in all directions, and their form is revealed. Derrumbadero is an enormous being reminiscent of a sea serpent or leviathan. It is entirely blue in coloration, with small scales covering its entire body. A tall fin runs down its back to the tip of its tail, and its head is shaped like a triangle, with a long mouth full of razor edged teeth and vicious, blood-red eyes.
Derrumbadero is hideously powerful, able to match a weak Shinigami Captain or Espada in strength. It has extraordinary physical might, and can swim or burrow at high speeds. Derrumbadero's presence causes small-scale but powerful thunderstorms centered around it. Water constantly leaks out from under its scales, and when combined with the rain this can quickly flood the area it's in. While Derrumbadero has no direct control over water, its presence greatly disturbs nearby bodies of water, having an effect analogous to a storm over the ocean.
Despite its power, Derrumbadero has a number of drawbacks that limit its effectiveness. The siblings have little control over Derrumbadero's actions; it is a force of pure destruction and rage. It will attack their enemies first, but will put no thought to anything else and continue rampaging until it is resealed. It cannot, however, be deliberately sealed, and will only split apart once it has entirely exhausted its power or been beaten unconscious or dead by an enemy. This splitting leaves all of the Siblings unconscious. It is also very stupid; despite its brute power, Derrumbadero is little more than an animal. Also, while Derrumbadero's strength is extraordinary, it is clumsy and inaccurate with its attacks, meaning that most enemies even approaching its power can dodge its attacks with little trouble. Because of all this, using Derrumbadero is a last resort for the siblings; the only time they would even think of releasing it would be if they were up against an invincible enemy and had no way to escape.




Sumiko Tokudome


Name: Sumiko Tokudome
Height: 5' 10"
Weight: 156
Eyes: Electric Blue
Hair: Black
Age: 47 (looks 19)
Reiatsu: Yellow.

Appearance

Sumiko is a striking woman of seemingly Ainu descent. She is tall, with a slender frame, but is also powerfully muscled. She walks with the balanced, deadly grace of a trained warrior, and she carries herself very straightly. Her face is usually locked into a serious, neutral expression, but this can rapidly change to anger or disdain if she is provoked. She has long, thick black hair. It is kept back from her face by a simple red binding, but past that spreads out to cover most of her back, trailing to just below her waist. Sumiko’s skin is heavily tanned, seemingly from many hours of exposure to the sun.

Sumiko almost always wears her scarf, a long, dark yellow, and un-ornamented strip of cloth. She wears a pair of fingerless gloves over both of her hands. They are the same color as her scarf, and are lined with strips of steel along the back. Sumiko wears a Shinigami Shihakusho at all times. The tips of the sleeves of her Shihakusho have a pair of strings. When she fights, she rolls her sleeves up and ties them off with the strings. Sumiko wears her Zanpakuto across her back, the hilt protruding over her right shoulder.


Personality

Sumiko has a very harsh, aggressive personality. She can’t stand people who are lazy, facetious, or weak, and doesn’t hesitate to vocalize her views. She is free with her criticism of other people, even her fellow Samsara. Sumiko is direct and doesn’t mince words, stating her opinions without cushioning them. She is also very sarcastic.

Sumiko is very willful and a bit of a loose cannon. Not even The Boss can always control her actions. She also loves to fight.

Sumiko is an extremely private person, and socializes very rarely. She prefers to spend her time training. Sumiko is very competitive and hates being outdone at anything. She also doesn’t take insults well, going as far as to start fights over them. Sumiko's only soft spot is for young children.


History

Sumiko is the youngest of the Samsara, having formed in the Valley of Screams less than half a century ago. In her previous life, she was a Shinigami of the Ninth Division, although beyond that she has little memory or interest.

Sumiko spent most of her early years within the Valley of Screams, learning about herself and her abilities. Once she had matured and attained full control of her powers, Sumiko began spending more of her time in the Mortal World, sometimes spending months at a time away from the other Samsara.


Abilities

Despite her youth, Sumiko is one of the Samsara's most powerful fighters.

As a Samsara, Sumiko is able to manipulate Blanks to fuel her abilities. Sumiko almost never uses Blanks to create new objects; she prefers to absorb them and use their power to simulate Shinigami abilities.

Shinigami Abilities

Zanjutsu: Sumiko never bothers with her unreleased sword, and as such is unskilled with the basic katana. Once it is released, however, Sumiko becomes a dangerous combatant. She uses the unusual shape of her blade to full effect, and is skilled in the application of her Shikai powers.

Hakuda: Sumiko is an extremely effective hand to hand combatant. She uses a heavily modified form of standard Shinigami Hakuda. Her style is effective and brutal, but is largely ineffective against opponents with strong defenses such as Hierro. Sumiko usually fights with her fists, switching to her sword only if an opponent proves themselves worthy.

Kidō: Sumiko is a moderately skilled user of Kidō. She knows a wide range of Hadō, and a few of the more offensive Bakudō. Sumiko generally lacks the patience for chants, so she typically uses barrages of weaker Kidō attacks to soften foes before going in for the kill in close quarters.

Hohō: Although Sumiko is quite acrobatic, she is not particularly skilled with Shunpo.

Strength Augmentation: Sumiko possesses the unique ability to absorb Blanks to increase her physical strength.

"Shikai"
Shichibai Arashi Ryu (Sevenfold Storm Dragon)

"Rage, Shichibai Arashi Ryu"
Sealed Form

In its sealed form, Shichibai Arashi Ryu appears as a slightly longer than average katana. The hilt has yellow wrappings. Its tsuba is shaped like a lightning bolt.

Shikai

When released, Shichibai Arashi Ryu takes the form of a Seven Branched Sword. The hilt remains the same, but the tsuba vanishes. The blade is golden in coloration, and glows softly with a pulsing inner light. Despite the highly impractical shape of the blade, Shichibai Arashi Ryu remains razor sharp. Occasional crackles of lightning jolt across the blade, but this is a purely cosmetic effect.

Shichibai Arashi Ryu is a very versatile weapon, possessing two different abilities and one unique attack.

Path of the Ascendant: When Path of the Ascendant is activated, a bolt of lightning is released from the prong closest to the handle, and curves around the blade to hit the next closest. The link stays maintained for as long as Path of the Ascendant is active. When more power is put into the technique, either from Sumiko's personal energy stores or by converting Blanks, another stream goes from the second prong to the third, and the third to the fourth, and so on until the seventh prong. When Path of the Ascendant is active, electricity suffuses the blade of Shichibai Arashi Ryu. When it strikes, some of the electricity diffuses into anything struck by the blade. Additionally, lightning arcs from the sword and connects to nearby conductive surfaces. The more prongs are connected, the greater the electrical power and range of the arcs. Once all seven prongs are connected, a bolt of lightning can be released from the blade, at which point it reverts to the base Shikai. The lightning bolt is approximately comparable to a level 33 Hadō.

Path of the Dissident: When Path of the Dissident is activated, Shichibai Arashi Ryu begins to rumble softly, in a manner similar to a thundercloud. Whenever the blade makes any noise, such as being struck against another sword, Shichibai Arashi Ryu releases an enormous thunderclap ten times louder than the noise originally made. Soft noises are merely irritating, but louder noises can be debilitating. Repeated exposure can leave opponents deafened and disoriented. Sumiko is only partially protected from noise, however, and can suffer the same effects as an opponent if the Path of the Dissident is overused.

Shichibai Arashi Ryu may only have one path active at a time.

Vengeance of the Dragon: Sumiko’s most powerful technique, and a deadly last resort. To activate it, Sumiko must point Shichibai Arashi Ryu directly at an enemy and charge up energy for several seconds. The blade grows steadily brighter, and lightning begins to ripple across its surface in increasing amounts. When the power is at its maximum, a dragon's head made of lightning bursts from each prong and launch toward Sumiko’s opponent or opponents. The heads are intelligent, and can maneuver around obstacles or counterattacks, as well as pursue an evading enemy. If they can reach an opponent, the heads will bite down and then detonate with extreme force. The heads remain connected to the prongs by their necks, and if their connection is broken, the head dissipates. The attack also has a unique aspect; the more heavily injured Sumiko is, the more powerful the Vengeance of the Dragon is. Power is equal to a level 50 Hadō at its base, and caps at level 64.





Tropes

Blood Knight (http://tvtropes.org/pmwiki/pmwiki.php/Main/BloodKnight)
True Neutral (http://tvtropes.org/pmwiki/pmwiki.php/Main/TrueNeutral)
Shock And Awe (http://tvtropes.org/pmwiki/pmwiki.php/Main/ShockAndAwe)
Action Girl (http://tvtropes.org/pmwiki/pmwiki.php/Main/ActionGirl)
Exotic Weapon Supremacy (http://tvtropes.org/pmwiki/pmwiki.php/Main/ExoticWeaponSupremacy)
Implausible Fencing Powers (http://tvtropes.org/pmwiki/pmwiki.php/Main/ImplausibleFencingPowers)
Angst? What Angst? (http://tvtropes.org/pmwiki/pmwiki.php/Main/AngstWhatAngst)
Hot Chick With A Sword (http://tvtropes.org/pmwiki/pmwiki.php/Main/HotChickWithASword)
Rapunzel Hair (http://tvtropes.org/pmwiki/pmwiki.php/Main/RapunzelHair)



Wind Dancer Higher Hakuda Style


Wind Dancer Style

The Wind Dancer is extremely graceful, constantly in motion on the battlefield. The style is very difficult to predict; it mixes very fast and very slow movements among the different parts of the body. Despite its flowery appearance, the Wind Dancer style is highly efficient, and its attacks are lightning fast, striking and retracting before the opponent realizes what has happened.

Dance of the Wind: The central stance of the Wind Dancer style, the Dance of the Wind form is the base from which all of the style's other techniques come. The Dance of the Wind is not static; on the contrary, the practitioner is almost constantly in motion. The Dance of the Wind is very acrobatic, and switches between using hands and feet to support itself, as well as inventive use of airwalking. It also involves a more subtle, reiryoku-fuelled effect. While in the Dance of the Wind, the stylist can control their weight to a degree. The weight control can be used to augment limbs, or affect the entire body at once. This can be used to increase the force of the stylist's strikes or assist them in keeping their balance, among other potential uses.

Grasping the Air: Any who attempt to pin the Wind Dancer down will find themselves holding the air. When an opponent tries to grab the stylist, they can use their reiryoku to momentarily generate a shield of air around their body, just long enough to slip free. While too unstable to maintain, the shield is almost impossible to penetrate with brute force.

Shield of the Gyre: The power of the wind may turn aside any projectile. By spinning their leg, the Wind Dancer creates a veil of air in its path, drawing aside any projectiles caught by the gust. Although highly effective against solid attacks, the technique is very unreliable against most attacks based on energy.

Touch of the Gale: With the necessary concentration, the Wind Dancer and the air around them are one. Solidifying the air in front of them, the Wind Dancer strikes it and sends it at their opponents. This technique is very flexible; it can create a wide gust of wind or fire a condensed bullet as strong as the stylist's own strikes.

Flow the Breeze: The Wind Dancer can command the very air around them to open new paths. By expending some power, the Wind Dancer can generate a powerful burst of air from their body, allowing them to jet around, propel them away from attacks, or increase the force of their own strikes.

Blade of the Zephyr: A truly masterful Wind Dancer can wield the wind as sword sharper than any mortal edge. The mightiest offensive technique of the Wind Dancer style, the Blade of the Zephyr is extremely difficult to use. By using their Reiryoku, the Wind Dancer creates a blade of air around one of their limbs. This blade is extremely sharp, and can effortlessly cut through anything that has not be reinforced with spiritual energy. The Blade of the Zephyr can also be used to cut the air itself, briefly opening small vacuums.


Necromancia, Sabas Fortunato: Misty Trail of a Thousand Misdirections


Not unlike a powerful hallucinogen or drug, Sabas' Necromancia manipulates, controls, and distorts his opponent's perception of reality itself, forcing them to question both their own senses and eventually their sanity.

Fundamental: Trailless Forest
Trailless Forest is an unusually subtle manifestation of Necromancia, but it has its uses. It is a complex Fundamental Necromancia that has a number of effects. First, it causes Fortunato's Reiatsu to be spread out over a tremendous area; several miles even when he is behaving passively. Second, it causes his Reiatsu to be spread perfectly evenly throughout its area, and prevents any method of spiritual tracking from determining Sabas' location within the fog of his Reiatsu. Finally, it causes Sabas' Reiatsu to shift about at random; it does not cover an evenly shaped area as most Reiatsu does, instead warping and twisting. This means also that Sabas is not necessarily at the center of his Reiatsu; he could be anywhere, even the edge.

Lesser:

Stagnant Reflection: Each casting of this spell creates a mirror image of its target. The mirror image looks identical for all intents and purposes, but is not solid and has no mass. That said, the illusion will generate imitations of such things as dust clouds rising from the imitation's footsteps. The mirror image remains a few feet away from its template, and mirrors their movements perfectly.
Misread Glimpse: When Sabas uses this spell, it creates an exact but illusory image of one of his attacks. Sabas himself must still make the necessary motions in order to make it convincing. For example, if he used the spell to mimic a Cero, he would still have to lift his hand. Otherwise, the "Cero" would seem to appear from thin air.
Madness of the Birds: Madness of the birds is a passive effect when in effect. While it is activated, any individual within Sabas's Reiatsu loses their sense of the compass directions, severely inhibiting navigational ability. This spell does not normally affect anyone of significant power (mid to high level seated and up). If Sabas directly injects some of his own Reiatsu into a target through physical contact, however, then that individual is rendered vulnerable regardless of their power level. Sabas can also exclude anyone he desires from this effect.
Alluring Distress: This spell creates a fake wound on Sabas's body. Any kind of injury can be mimicked, from a laceration to a burn to a broken bone. Sabas has enough skill to make almost any injury seem convincing, but the wound does not show the circumstances of its creation. Thus, the spell is most useful in combination with attacks from the opponent that obscure vision.
Fade Into the Mists: This spell causes light to harmlessly pass through Sabas, rendering him completely invisible to the naked eye. This does not, however, mask any effects of him walking, such as leaving footprints or kicking up dust. He is also not protected from other means of detection, such as hearing or scent.
Moment of Tranquility: When this spell is cast, Sabas makes absolutely no noise for several seconds. While this extends to his attacks, it does not affect anything else; if Sabas used a Cero while the spell was active, the Cero itself would be silent but it would still make a loud explosion on impact.
Soft Echo: This spell allows Sabas to imitate any noise he has heard.
Ghost Light: When this spell is cast, a single small light appears near Sabas. He has total control over any lights created by the spell, and can create multiple lights through multiple castings of the spell. The lights are not solid and glow only faintly, enough to be visible during the day but not enough to blind an opponent.
Chameleon Arch: This spell creates a sphere of illusion in an area around Sabas. The sphere can be anywhere from a few feet across to the size of a small building. Sabas can cause anyone or anything inside the sphere to be invisible from the outside, at his discretion. The sphere is not mobile, however.
River Walk: This spell suppresses and alters Sabas' Reiatsu. While it is not completely vanished, while the spell is active Sabas only possesses the Reiatsu of a normal human. River Walk is unusual in that it cannot be used while Sabas is in Resurrección or Segunda Etapa; his power is too released to be concealed so.


Greater:

Traveler's Bane: This spell creates a large cloud of fog in an area determined by Sabas. The fog is roughly one mile in diameter and takes the shape of an uneven circle. The mist cloud is very thick, and visibility is reduced to only a few feet. As with all of Sabas' spells, the mist is an illusion. As such, it cannot be blown away or affected by external influences. It can be maintained for several hours before fading.
Rippled Reflection: When this spell is cast, Sabas creates an illusory image of the spell's target. The spell functions exactly like Stagnant Reflection, except that the copy can move independently of the original, under Sabas' control. This spell can be used multiple times to make multiple copies.
Hunter's Doom: This spell causes its target to lose their depth perception for several seconds. This can make ranged attacks or movement in treacherous terrain much more difficult.
Sanctified Realm: This spell causes an area of roughly forty feet around Sabas to be rendered completely silent. No noise is made within the zone, and anything entering the zone immediately becomes noiseless.
Haunting Echo: This spell functions exactly like Soft Echo, but with two exceptions. First, the sound does not need to be one Sabas has heard; he could imitate or simulate new ones. Second, the sound can come from anywhere with in one hundred feet of Sabas, not necessarily from Sabas himself.
Madness of the Tracker: This spell is a passive effect after its activation. Madness of the Tracker causes anyone within the area of Sabas's Reiatsu to have their spiritual senses distorted. This can manifest in many different ways; a far target could feel near, or vice versa, a signal could seem to come from a different direction, or the attempt at sensing might simply turn up no results at all. Sabas can prevent the spell from affecting specific targets.
Illusive Landmark: This spell creates an illusory piece of terrain anywhere within Sabas' line of sight. This landmark can seem to be anything from a hole in the ground to a tall rock, but cannot be more than ten feet in diameter.


Horrific

Betrayal of the Forest: This spell allows Sabas to completely control the appearance of the terrain anywhere touched by his Reiatsu. This makes navigation extraordinarily difficult; what looks like a wall could be an open space, or an open space might be a three hundred foot drop off a cliff. Fortunato cannot control the spell's targets, making it useless unless he is very isolated.
Violation of the Refuge: The mightiest Necromancia spell available to Sabas. Violation of the Refuge can only be used under extremely specific circumstances; Sabas must remain in physical contact with the target throughout, and the target must be unconscious. If the target wakes up or Sabas leaves contact, the spell is broken. While the spell is active, Sabas has utter control of his target's mind. He can read their thoughts, uncover their pasts, and learn anything that the target knows. Additionally, he can simultaneously subject the target to any reality he desires. He could force them to relive memories, or make them feel they were being tortured. The target has no idea that this is all in their head; they believe that whatever they are experiencing is real, and their minds will make excuses to reinforce this belief. After the spell is broken, Violation of the Refuge leaves no permanent effects on the target, beyond possible scarring from any torments inflicted upon them by Sabas.


And


Sabas Fortunato

Resurrección, Segunda Etapa: Refractiva Guía de un Mil Falso Verdades
(Refracting Guide of a Thousand False Truths)

When Segunda Etapa is activated, Fortunato seems to change radically. His Wisps are absorbed into his body, which compresses into a ball about one foot in diameter across. With this, his Reiatsu vanishes as well; no spiritual energy seems to come from his new form. The ball glows radiantly and is quite fast, and capable of flight. Sabas' Hierro is radically increased in this form, but he loses the ability to use Bala, Garganta, Sonído, and Necromancia. His only offensive capability in this form is the ability to charge up to three Ceros at once.

This form, however, is not his true Segunda Etapa.

When the sphere is hit with an attack powerful enough to punch through Sabas' hierro, it cracks in half to reveal the true form of Refractiva Guía de un Mil Falso Verdades. The basic form of Sabas' Segunda Etapa appears identical to his Resurrección. He is, however, stretched out; his legs and arms are abnormally long, and he stands nearly eight feet tall. A pair of bat-like wings sprouts from his back, which appear to be made of brilliant white flames. These wings are each surrounded by a beam of light that turns at sharp angles to loop around them repeatedly. Sabas can use his wings to fly at high speeds, much like in his fake Segunda Etapa. In this form, Sabas glows more brightly than in his Resurrección, making him even more indistinct. The after image effect of his Resurrección is also enhanced; every few seconds of movement, Sabas leaves behind an exact illusory copy of himself in the position he was occupying. Up to ten of these copies can exist at once. The copies do not move, and fade after a few seconds.

Sabas' body is extremely malleable in this form, and he can stretch and alter himself at will. He can also compress parts of his body to harden them. While Sabas has no Hierro at all in this form, he has an impressive degree of regeneration. This regeneration is primarily effective against blades, and cannot restore him as easily when energy attacks or other forms of damage injure him. Sabas is much stronger than his gangly appearance would suggest, and is also very fast. Sabas loses his ability to speak in this form, but can telepathically communicate with anyone in hearing distance of him. This communication is one way, and Sabas cannot read the mind of his target.

Finally, Sabas' number of Wisps increases to ten. His control of them is improved, he can further increase their size, and they slightly magnify the power of anything they absorb, but otherwise, they function much alike their Resurrección forms. Sabas now only requires three Wisps to form a Will. Additionally, by combining all of his Wisps and sacrificing his wings, Sabas is able to create a Will-o-Wisp. A Will-o-Wisp is a spherical flame roughly two inches in diameter. It can take on the properties of any one of the Wills or Wisps that formed it, or it can be created as a blank slate. The Will-o-Wisp functions much like its weaker versions, but to a much greater degree. Sabas cannot maintain one for long, however.

Perhaps the oddest aspect of Sabas' Segunda Etapa is his weak points. Sabas has six small black marks spread out over his body that look like tattoos of a flame. These marks periodically shift locations, which is not under Sabas control. If one of these marks is struck by a physical attack or a pinpoint energy attack, then Sabas suffers severe pain and loses a portion of his spiritual energy reserves. These weak points, however, are also part of a deadly trap. At any time, two of the weak points are trapped; if one is struck by an attack that would normally harm it, Sabas is instead healed and his energy restored to a corresponding degree. Sabas does not know which marks are trapped, and they change at random times.

Cero Tríptico: If Sabas charges three Ceros close together and fires them all at once, the blasts fuse into one massive Cero. This attack is very draining, and also is not as concentrated as most of Sabas' Ceros, weakening it.
Cero Supremo: Sabas' most powerful attack by far. To use it, Sabas must first call together three Wills and one Wisp in front of his hand. The Wills begin to rapidly orbit the Wisp as it gains power, eventually forming a blurred ring. Out of the Wisp, a monstrously powerful Cero is launched. Additionally, the Cero Supremo may take on unusual qualities depending on what, if anything, was absorbed by the Wisps and Wills. Cero Supremo drains an extraordinary amount of energy from Sabas, virtually guaranteeing that he will be forced to reseal. Even if he doesn't, his Wills and Wisps are drained of anything they may have absorbed.

Kuroimaken
2010-06-14, 12:32 PM
Serazel Guerrero, Fraccion to Mei
Name: Serazel Guerrero
Age: Indetermined
Aspect of Death: Protection
Animal: Crow
Background: In life, Serazel used to be one of many English bowmen during the Hundred Years War. To him, keeping his squadmates safe and sound was the highest of his duties. He took this to heart first and foremost - having no family of his own, he felt it was his duty to keep those who did alive. As happens to many good soldiers, he eventually met his end - a French crossbowman put a bolt through his chest. Once dead, the despair of failing what he felt was his personal mission accelerated his descent into a Hollow's existence. First, he consumed his former squad mates, one by one - and then, other soldiers in the battlefield he died in.
Word got out, and being that it wasn't a strategic place anyway, conflict eventually ceased in the region. With none left to devour, Serazel wandered into Hueco Mundo. The word 'Hollow' would seldom seem as fitting for a lost soul such as he. Even consumed as they were, the feeling of the souls of his fallen squadmates drove him onward, mantaining his headstrong personality intact enough that he managed to get through the process that changes a Hollow into an Arrancar. Survival of the fittest was just a different kind of battlefield, after all.
But this time he had no one to protect. No one to fight for. Hueco Mundo had, thus far, shown him nothing of the warmth his former life allowed him, distorted as it was. He started looking for someone to protect. The only way to protect someone in Hueco Mundo was to serve him or her. And to serve someone, you needed to have some sort of talent.
At least that much he was provided. His former life taught him how to hide. Surviving through Arrancarization taught him how to do it well - better than anyone. Better than any hunter. Learning how to escape when the enemy was too strong made him fast. In other words, slowly he started to become the perfect spy.
Spies were in relatively short supply in Hueco Mundo. Muscle? You could practically scoop it out of the ground. Tacticians? Enough of them to go around. Researchers? No need for more. Spies, though? Yeah, they could probably use some!
That's how he ended up a Fraccion.
Personality: Serazel is straightforward. He spares precious little words, and isn't prone to jokes, though he does have a sense of humor - a strange one at that. He tends to keep to himself, his thoughts unimportant until actually requested. He has a strange side in that he dislikes to fight anyone if not one-on-one - he doesn't know how to deal with groups. It's not that he can't fight them, it's that such situations tend to remind him of his former life - and those who fight to protect something are too remniscent of himself for his tastes.
Powers:
Illusions:
Serazel has the ability to create illusions, often used to misdirect his opponents. They present audible, visual, olfactory and even thermic components, but not tactile. He typically uses this ability to confuse his enemies by making copies of himself, smoke screens, or creating camouflage to hide him from visual detection.
General abilities:
Bala del Cazador (Hunter's Bala): Serazel's unique form of Bala is a combination of his impressive Reiatsu control and his Sonido. The impact of his individual Bala is relatively small - however, it is even faster than the average Bala, and is usable in almost gatling-like succession. It also has a strange property - Bala del Cazador is attracted to Reiatsu, not only his opponent's, but that of his other Bala. This creates a spread, random effect with absolutely no predictable pattern that is similar to a cue ball hitting a formation of other balls in billiards. The resulting barrage is extremely difficult to dodge or contain, and until they hit their target or run out of energy, the bala continue to ricochet off themselves and invisible "walls" (actually, the resulting curve from being attracted to each other). However, the diminished impact makes it so that opponents with a greater defense capability sustain minor damage at best, and the effect only mantains its greatest efficiency when focused on a single target or against several weak targets. It's more usable as a hindering tool rather than a form of attack, depending on the opponent at hand.
Sonido: Along with his Reiatsu control, this is Serazel's specialty. Combined with his ability to create illusions, it makes him a difficult opponent to deal with, but not impossible. His capability at this is most definitely first-rate.
Cero: Being that the Cero's power is directly proportional to one's Reiatsu output rather than control thereof, and that Serazel's primary function is as a spy rather than as a combatant, his Cero is merely ordinary. It doesn't have a particularly large blast area nor possesses great destructive power - overall, its very owner considers it useless.
Reiatsu Control: Nothing short of impressive. When stalking a target, the Fraccion is capable of reducing his Reiatsu very, very close to zero. He becomes exceedingly difficult to detect in this manner, making him quite good at his primary function. That doesn't mean it's impossible to find him, but a tracker would have to be attentive to the minute signs of his presence, making it difficult to spot him as a reflex. Unfortunately for him, his ability to mantain such a state in combat is reduced, making it more useful as a sneaking and getaway tool rather than a combat one.
Hierro: Normally his weakest quality along with his Cero, Serazel can only artificially increase his Hierro by means of his control of Reiatsu, and even so, not by too much. This makes him unable to attack or escape as effectively as normal, though, and as a result he only uses this to cover someone else's escape (though he prefers to distract the opponent with Bala del Cazador instead).
Garganta: Very limited. Typically, he is only able to open a passage for himself and perhaps one other. Even so, it closes quickly, and he can't do much with it.
Pesquisa: Average. Serazel tends to count more on his ability to remain undetected than his ability to scout at a range.
Negácion: Not capable of that yet, or most likely, ever.
Zanpakutou: Avanzo Inexorable (Unstoppable Advance)
Release: Levantate, Avanzo Inexorable (Stand, Unstoppable Advance)
Ressurrección:
Avanzo Inexorable gives him a mask resembling a crow's beak (not unlike that of a certain character from Gatchaman), bird-like "leggings" that ends in clawed feet (strangely articulate), black bird-like wings and talons, and makes his sword (normally a tanto without a tsuba, or guard) disappear. In this form, Serazel's already amazing speed increases, as does his Reiatsu. His wings provide him with a "shield" of sorts, since despite being flexible and allowing him full-range flight, they actually possess a respectable Hierro. They're also sharp, and can be used as a weapon, though the talons at his fingertips are more effective in that regard. They can be shot forward like projectiles, followed by very resillient strings of Reishi. Expectedly, these "strings" cut like sharp razor wire, though Serazel prefers to use them to strangle his opponents more often than not. Should the talons be destroyed or the strings be cut, their reishi dissipates and returns to him to reform - the same happens to his wings, though depending on the extension of the damage this can take longer.
Segunda Etapa:
Not yet attained.

Edge
2010-06-14, 01:25 PM
Sören Stein, Bount and High School English Teacher (First Name, Last Name)
Reiatsu: "Pale Turquoise."
http://i537.photobucket.com/albums/ff334/SoullessEnigma/MannlicheinladtandSoren2.jpg

Appearance
Sören looks little more than 19 or 20 years old. He’s tall, about 6ft, and a little on the skinny side. His hair is kept relatively short and scruffy, and is a steely grey in colour, as are his eyes. He typically wears a white shirt and a pair of dark denim jeans with a matching jacket.

Personality
Sören is somewhat manic in his demeanour, oscillating between extremes of emotion, or lack thereof, with uncomfortable ease. He speaks his mind, and rarely pulls punches in conversation.

Non-Supernatural Abilities
Linguist: Sören can speak Modern English, Middle English, Old English, Dutch, French, Spanish, Portuguese, German, Old High German, Polish, Russian, Hungarian, Latin - both Classical and Modern RC, Ancient Greek, Modern Greek, Arabic, Mandarin, Cantonese, Mongolian, Japanese, Cherokee, Ancient Sumerian, Afrikaans and Romanian as fluently as a native speaker, even the dead languages.

Doll
Zeige Dich, Männlicheinlädt (http://i537.photobucket.com/albums/ff334/SoullessEnigma/MannlicheinladtFirst_Form.jpg) – Show yourself, Man-who-Invites.

Whilst sealed, Männlicheinlädt (also occasionally called Männy to be derogatory) takes the shape of a semi-automatic pistol.

When released, Männlicheinlädt takes a tall humanoid shape, around 10ft in height, though the pistol remains. It carries a strange spear with a head almost like a combat knife, as well as wearing a mask that is almost Hollow-like. The Doll is highly skilled with its spear, and has control over wind, which it primarily uses for powerful ranged assaults, deflecting projectiles and accelerating both itself and its master. Männlicheinlädt is exceptionally fast, though it has nothing equivalent to shunpo or sonido.

In combat, Männlicheinlädt does most of the fighting, but Sören is not afraid to dart in and help his Doll with his fists or his feet.

Techniques

Männlicheinlädt can make use of the following techniques:

Zio: A simple bolt of fairly low-voltage electricity, enough to cause injury, but hardly life-threatening. Mazio is the same effect over a wide area.

Zionga: A more potent electrical attack, capable of causing serious harm. Mazionga creates this effect over a wide area.

Ziodyne: An extremely powerful lighting attack, capable of causing damage comparable to that of an actual bolt of lightning.

Masukukaja: Subtle air currents speed Männlicheinlädt and Sören's movements whilst hampering their foes'.

Bonding: Männlicheinlädt Gottheit (Not yet achieved)
http://i537.photobucket.com/albums/ff334/SoullessEnigma/MannlicheinladtSecondForm.jpg

Techniques
The following abilities become available in Sören's Bonding or are enhanced.

Maziodyne: This functions as per Ziodyne, except over a large area, calling down a storm of lightning bolts over the effected area.

Masukukaja: The effects of this ability are amplified in the bonding.

Blitzherrschaft - Lightning Reign: This ability calls down a bolt of lightning with roughly four times the potency of a Ziodyne. Any being struck by this attack that survives will suffer extreme muscle spasms for up to a minute after contact, depending on the resilience of the target.

Siegesschrei - Victory Cry: Männlicheinlädt Gottheit lets out a battle cry and immediately absorbs all ambient reishi within the immediate vicinity, allowing for a single exceptionally quick regeneration. However, the lack of ambient reishi plays havoc with other abilities - most commonly air walking, but the lack of reishi in the air also prohibits Männlicheinlädt Gottheit from using its own electrical manipulation abilities in the area until the reishi is replenished.
----------------------------------------

Garoux "Roux" Lobosolo, Numero #12
Name: Garoux Lobosolo(First, Last)
Gender: Male.
Height: 6’8’’
Weight: 198lbs.
Hair: Dark grey towards the roots, black towards the tips.
Eyes: Slate grey.
Actual Age/Apparent: 367/Mid-twenties.
Reiatsu/Speech: Dark Grey.
Aspect of Death: Obstinacy.

Physical Description
Garoux cuts a tall figure with an athletic build. His hair is kept shoulder-length, and he is plagued with a perpetual five o’clock shadow. His eyes are the colour of slate, and possess a piercing, predatory gaze. His hollow hole pierces his chest right where his trachea would branch into his lungs. His Arrancar uniform is mostly typical, though he has replaced the hakama with slightly flared trousers. His mask fragment consists of an array of canine teeth arranged just below his neck like a necklace.

Personality
Garoux comes over as gruff and reserved, but he considers himself prudent and practical. For him, it comes down to doing exactly what is necessary to fulfil a given task, and no more. He rarely gets close to anyone, and only those who do so and those ranked above him are permitted to use shortened name. Anyone else is asking for a dirty, gritty fight.

Abilities

Combat Abilities: Roux’s physical strength and cero are average for one of his rank. His sonido and hierro are notably above average, whilst his bala is effectively useless. Whilst competent with his own zanpakutou, his skill with traditional swords is abysmal, though he is highly skilled in unarmed combat, often mixing blows from his body and his zanpakutou when using the latter.

Correr sin Final - Running Without End: Roux’s endurance is remarkable. Physical activity on his part simply cannot wear him out at all, and his ability to detect pain and sense of touch are both vastly inferior to the norm.

Zanpakutou: Ashur – Lone Wolf
Whilst sealed, Ashur takes the shape of a combat knife with no notable features.

Resurrección: Howl, Ashur
In Resurrección, Roux’s appearance does not change drastically. His clothing changes to a white shirt, a sleeveless collared white jacket, though he retains the slightly flared trousers. Both the forearms of the shirt and the lower sections of the trousers have thin tassels of grey wolf hair hanging from their outermost edge, and the collar of the jacket is edged with similarly coloured wolf fur. His mask fragment is also altered – the necklace of fangs are gone, replaced with a fanged maw over Roux’s own mouth. His zanpakutou makes no appearance in his released state, replaced with a pair of clawed gloves of Adjuchas bone.

Combat Abilities: In Resurrección, Roux's strength, speed and hierro all increase, though the latter two remain his physical strengths.

Cero del Cazador - Cero of the Hunter: This unique cero is actually a combination with Garganta. Whilst much smaller than a standard cero (being only about two fists across in diameter), this attack opens an equally small Garganta just in front of the charging cero that opens some distance behind the target of the attack.

Acosar los Talones - Worry the Heels: Whilst released, physical contact with Roux disrupts the flow of reiryoku employed in casting kido. If Roux touches someone in the process of uttering a kido, the power dedicated to fuelling the kido collapses and returns to the caster, who will have to begin the casting process anew.


----------------------------------------

Hubert Fiorentini, Agent 07 (First Name, Last Name)
Gender: Male
Age: 43
Height: 6'7"
Weight: 149 pounds
Reiatsu: Utterly blank.
Speech Colour: Dark Slate Grey
Nationality: French
Faction: S.W.O.R.D
Code Name: "Mortified Jackal"

Appearance
Hubert looks like a man whose prime is beginning to fade away. There's a tired look in his dark eyes, his hairline beginning to recede, with what's left heavily tinged with grey, as is his unshaven face. However, his body is trim and muscular, and he shows no signs of even beginning to slow down. Typically, he wears tight t-shirts and jeans, usually with little regard to fashion.

In full combat gear, his entire body is covered with a matt black bodyglove overlaid with a thin kevlar vest and a body combat rig and hip rigs for his sidearm and knife.
http://i537.photobucket.com/albums/ff334/SoullessEnigma/HubertFiorentini.jpg

History
Hubert spent most of his early adult life serving with French Intelligence. During a stint in the 80s, he was stationed in Japan and fell in love with a woman from Japanese intelligence named Miko Fujioka whom he was working alongside. After two years, she left him without a word.

Hubert returned to France and continued serving with French Intelligence for two more years before leaving and finding employ with initially a Private Military Contractor and later the Parisian police. After a particularly hard few months, he received a call from a Japanese legal firm stating that Miko had passed away recently and had named him sole legatee. He received a few effects, a suspiciously vast sum of money and Miko's daughter, whose birth certificate named him as the father.

He was set to retire and move to Japan permanently when he and his daughter were attacked by a Hollow. The assault left Hubert's daughter in a coma and him with newfound spiritual awareness and a desire to put it to use. With the source of his new lease of life tied up to several machines, he had no regrets when the recruitment officers from S.W.O.R.D. showed up.

Personality
Hubert is tired, grim, and all too used to the rigours of espionage and covert warfare. His new life has been snatched out from under him, and he's been left with a bitter taste of vengeance in his mouth.

Tools and Dials

AetherRun Bodyglove: Hubert's bodyglove can be activated to draw on ambient reishi for one of two purposes - either to enhance the speed and reaction times of its wearer, or to allow it, its wearer and all of its wearer's equipment to phase through solid objects.

Lonely Tree Dial: This dial absorbs ambient low-level sound in its immediate vicinity and uses it to slightly enhance the wearer's reaction time and strength.

Eclipsed Chameleon Dial: This dial absorbs excess kinetic energy from the wearer's movements and uses it to allow them to blend into shadows and darkness far more easily. By expended all absorbed reiatsu, and thus negating the shadow blending for a short period, the dial also allows for a single short range teleport of up to ten feet.


Weapons

Five-seveN SC Pistol with silencer: or the FNSC for short. Modified to accept S.W.O.R.D standard issue ammunition, the FNSC serves as Hubert's sidearm. It also features an integral laser microphone that allows for the interception of conversations beyond earshot or behind glass.
SC-20K M.A.W.S: is a prototype modular assault rifle featuring integral 6x magnified sighting scopes and silencer. It features an underslung grenade launcher, which Hubert typically utilises to deliver nonlethal payloads
SC Combat Knife: A 6" double-edged combat knife modified to deal with spiritual targets as well as physical ones.


Other Equipment
Ajna Mk.II Reconnaissance Multilense Goggles: This piece of headwear can switch between full-colour night vision, thermal vision and wave vision, which allows for the perception of strong electrical current.

Non-Lethal Grenade Payloads: Hubert has access to CS gas grenades, flashbangs, smoke grenades and ring airfoil rounds, all used for removing targets with nonlethal means.

Espionage Equipment: Hubert possesses lockpicks, an advanced array of bugs, an optic cable, a wrist-mounted multipurpose handheld device as well as secure lines of communication with his superiors and handler.


General Abilities
Kido: None, beyond the stealth-related abilities provided by his equipment.

Hoho: Hubert's athleticism is near human peak, despite his age, and with his equipment, he can occasionally reach superhuman levels as well.

Zanjutsu/Melee: Hubert has received advanced training in knife combat, as one would expect from a special operative, and has had plenty of chances to refine his technique.

Hakuda: Similarly, his hand-to-hand combat skills are exceptional for a human too, having received advanced training refine with years of field practice.

Marksmanship: Yet again, Hubert has received top military training and refined it with years of practice.

Stealth: Even without his equipment, Hubert is exceptional at avoiding notice. He can slip by almost anyone without superhuman senses.

----------------------------------------

The Concierge
Name: The Concierge
http://i537.photobucket.com/albums/ff334/SoullessEnigma/TheConcierge.png
Gender: Unknown, but build suggests male.
Height: Exactly 6ft.
Weight: An even 200 pounds.
Hair: Unknown.
Eyes: Unknown.
Actual Age/Apparent: Unknown/Unknown.
Reiatsu/Speech: White/Palish grey.
Faction: Current employer.


Appearance
The Concierge’s appearance is indeterminable, as no one has seen them outside of their iconic outfit: a white Alpinestars racing suit, white Simpson Diamondback race helmet, white on black Alpinestars Tech 1-Z gloves and white Alpinestars 1-K kart shoes.

Personality
Hard to judge, as the Concierge never actually speaks, communicating solely through gestures and body language. However, they appear to have a fixation on their vehicles, modifying all cars and motorcycles to absolute peak performance and keeping them immaculate for each and every job. Whilst their driving skill is usually more than enough to ensure their vehicle remains perfectly undamaged, on the rare occasions they are damaged, the Concierge is reduced to a fugue state wherein they become unresponsive to the world beyond the damaged vehicle.

History
The Concierge’s history is a simple one: he showed up in Fusichou town nearly ten years ago, and has provided transport for those who can afford his exorbitant sums. Morality does not seem important to them: they are as willing to drop a VIP off at a dinner or ceremony as they are to run drugs or participate in a kidnapping. They only seem to care about their deals being honoured and unaltered and that no one dies within blood splatter distance of their vehicles.

Spiritual entities know that they offer other forms of transport: for the right amount of mortal money, they will happily transport you between Soul Society, Hueco Mundo, the Mortal World or even the Dangai.

Abilities

Driving Skill: The Concierge can drive any motorised land vehicle almost flawlessly – gear shifts are almost always perfect and his manoeuvring borders on supernatural.

Reaction Time: Coinciding with the above, the Concierge’s reaction time is truly exceptional, and well above human capability.

Physical Abilities: The Concierge’s physical capacities are at human peak or just beyond, though they do not appear to respond to pain at all.

The Keychain: Apparently at-will, the Concierge can manifest heavy lengths of chain from either sleeve. Each link of these chains has a key welded or melted into both of its outermost edges, all of them sharpened to lethal levels. The Concierge can break a key off from the chains as they wish and utilise them to summon their vehicles or to open their own unique form of spiritual portal.

Unique Portals: The Concierge’s unique portals possess all the capabilities and limitations of a Garganta, but only accept vehicles and their contents. Anything else hits an impenetrable and invisible wall.
Equipment
The Concierge has access to a vast array of modified automobiles and motorcycles, but their most commonly used vehicle is a black Aston Martin Vanquish. All the Concierge's vehicles have been modified to the highest performance level their physical construction will actually allow.
----------------------------------------

Hashimoto Daikuma
Name: Hashimoto Daikuma (Family, First)
Gender: Male
Height: 8’2”
Weight: 458lbs.
Actual Age/Apparent: 344/mid-thirties.
Reiatsu/Speech: BLACK-BLUE NATURALLY, BLACK-GREEN and PURE BLACK at other times; see Hakuda techniques.
Appearance
http://i537.photobucket.com/albums/ff334/SoullessEnigma/TheBrassHammerThatNeedsNoHaft.jpgDaikuma is a hulking brute of a man whose body has been heavily altered by repeatedly channelling the reiryoku necessary for the vicious Hakuda styles he practices and his own body modifications. His skin is bronzed, almost to the point looking truly metallic, and is threaded with cursive geometric tattoos of a vicious, acidic green. His hair defies gravity in a dark tangled mass that evokes comparison to both smoke and bloodstains. A mask of plain black metal, featureless beyond the slits for his eyes, sits permanently welded to his face, a pair of massive oversized brass bracers likewise bound to his forearms.

Personality
Once a proud member of Hannibal’s 11th Division, Daikuma’s madness has only intensified with time. Completely solipsistic, Daikuma sees the world as little more than fevered nightmare over which he has to assert authority and dominance if he is to escape. He is convinced that everyone and everything he sees is a symbolic representation of some part of his own damaged psyche that he cannot allow to go uncontrolled by his conscious ‘sane’ self. This belief results in megalomaniacal attempts to assert his right to rule everything that exists. The thing most likely to pass his lips upon meeting someone is “Kneel or be knelt”.

History
Once, Daikuma was dedicated member of old 11th Division, serving under the former Captain, Hannibal. Quite what rank he held in the Division at the time is now long-lost in the paper based bureaucracy of the Seireitei. However, it is known that he heavily favoured Hakuda in combat, by and large neglecting both his Zanjutsu and his Kido. Again, the specifics of his combat capabilities during this period are lost, but it is assumed he practiced at least one Higher Hakuda Style. What is known is this: roughly 150 years ago, Daikuma left the Seireitei, ostensibly on a sabbatical. When he returned, he visited the 11th’s captain, permanently shattered his own zanpakutou before their very eyes, then proceeded to leave for the Rukongai, whereupon he began carving a swathe of destruction. When a team was sent to intervene, they were overcome by Daikuma’s mastery of two Higher Hakuda Styles no one had ever seen before. With them, he was able to force his opponents into a retreat, before escaping to the Mortal World. Little has been heard of him since.

Combat
Zanjutsu: Whilst presumably quite good, Daikuma’s zanjutsu is never utilised, as he refuses to wield a weapon of any kind, with large heavy objects for throwing being the notable exception.

Hakuda: Daikuma’s Hakuda skill is truly exceptional. He has not fought any other way for decades, and knows the vast majority of all Lower Hakuda techniques, in addition to actively practicing two Higher Hakuda Styles.

Hoho: Daikuma’s Hoho is competent, but can be heavily enhanced in certain circumstances by his Higher Hakuda Styles.

Kido: Even if Daikuma knows any Kido, he absolutely refuses to use it under any circumstances.

In addition to this, Daikuma’s raw physical strength is staggering, and his resilience to blows is almost equally exceptional.

Zanpakutou
None. Daikuma has completely and utterly abandoned his zanpakutou in exchange for focusing on his favoured schools of Hakuda.

Hakuda Techniques
Infernal Monster Style
The entities of Hell are locked away from the rest of the world – as they should be. Their fury and vitriol towards all things, alive and dead, cannot be allowed to be free. Yet the Infernal Monster wanders free, its hatred, spite and fury beyond restraint, for there will always be someone who decides to turn their rage into a weapon. Those who emulate the concept of the Infernal Monster through this style become masters of techniques of exceptional cathartic brutality.

Retribution Will Follow: Striking the Infernal Monster serves only to fuel his anger. This is unwise. Upon being wounded by any means, the stylist is free to enter a berserk state wherein they ignore all pain and shrug off mental influence with shocking ease.

Raging Behemoth Charge: Like all monsters, the Infernal Monster is predisposed to giving chase. Any time the stylist attempts to use shunpo to close with an opponent rather than to avoid an attack, the speed of their flash step increases dramatically.

Infernal Monster Form: One must possess the body of the Infernal Monster in order to truly emulate it. Adopting this reiryoku-fuelled stance causes the stylist’s eyes to glow with green fire and alters their reiatsu aura to match. Furthermore, the stylist’s overall size and mass increase by roughly 10% and his limbs are filled with strength enough to shatter stone and metal with consummate ease. Finally, any attempt to locate the stylist or view the vicinity he is in through supernatural means have their typical effects hijacked, returning only a single vocal declaration: “The monster is here”.

Fists of the Old Ones: Those hurled away by the Infernal Monster’s blows may count themselves fortunate: it is always possible they will land out of sight and not die, just as it is always possible that the monster will forget about them in favour of new prey. The stylist may channel reiryoku into their arms and fists, endowing their blows with irresistible momentum. Any unarmed attacks enhanced by this technique that make contact will send the target flying roughly twenty yards directly away from the impact at exceptional speed.

Glory to the Demon-Monster: The Infernal Monster draws power from its limitless anger. Whenever the stylist has Retribution Will Follow and Infernal Monster Form active simultaneously, the amount of reiryoku required to fuel the other techniques of the style drops noticeably, though not massively.

One-Hand Fury: The Infernal Monster is not a human monster, and his limbs are not human limbs. Channelling reiryoku into one fist, the stylist encases it in cracked brass of supernatural resilience, with green flames blazing forth from the gaps in the metal, multiplying the power of blows from that fist threefold.



Sadistic Bodhisattva Style
The truly enlightened are aware of all possibilities – even the means of inflicting agony. The Sadistic Bodhisattva takes all-too common martial art maneuvers and turns them into vessels for agony and maiming attempts. To most martial artists, this style feels distinctly unnatural, trading efficiency and stopping power for pure sadistic potential.

Witness to Agony: The Sadistic Bodhisattva knows that a helpless opponent is open to all sorts of treatment. Reiryoku flaring from his digits, the stylist gouges at his opponent’s eyes. Anyone who loses an eye to this technique finds that the wound resists healing kido – the eye socket having been spiritually cauterised by the stylist’s reiryoku.

Inescapable Iron Maiden Grip: Flooding his limbs with reiryoku, the stylist enhances his grip, backing his own strength with the unyielding vigour of rigour mortis.

Sadistic Bodhisattva Form: Though he inflicts pain, the Sadistic Bodhisattva is no stranger to receiving it himself – and now it’s time for payback. Adopting this reiryoku-enhanced stance causes the stylist’s eyes to turn into blank black voids, their reiatsu aura transforming to match. Whilst maintaining the stance, the stylist becomes able to deliver pain with exceptionally efficiency, the speed of his unarmed blows almost trebling.

Familiar Supports Shattered: No matter how deeply hidden something may be, it is not beyond the reach of the Sadistic Bodhisattva’s agonising touch. Channelling reiryoku into his blow, the stylist magnifies the impact transferred to the target’s internals permitting bones to be broken, joints to be dislocated and organs pulped with much less physical force.

Grievous Agony Atemi: No trick is too low for the Sadistic Bodhisattva, so long as discomfort results. Striking below the belt, or performing some equally painful act of dirty fighting, the stylist channels reiryoku in order to magnify the pain inflicted by the attack tenfold.

Illustrative Overkill Technique: The Sadistic Bodhisattva finds simply killing to be far too dull. Killing an enemy so brutally that every witness finds their heart and limbs frozen with terror… now that’s satisfying. Upon landing a mortal blow, the stylist channels reiryoku in order to fuel his limbs with the strength necessary to kill his target in whatever spectacularly horrifying manner he finds appropriate. All weak-willed witnesses (read: NPC “extras”) are automatically overcome with terror and revulsion at the sight and any entity without notable reiryoku unfortunate enough to view such a killing will automatically flee at the sight, or else undergo a complete mental breakdown. PC heroic/villainous willpower trumps the effects of this technique, and are as effected by what they witness as their player deems them to be.

Free Hand
2010-06-16, 10:23 AM
Souten Ai, Shinigami and 3rd seat to 12th DivisionAge: 465
Height: 5'4"
Weight:Varies
Speech/Reiatsu:Violet, Violet(rather sparky)

Appearance:
Ai is easily recognizable as a member of 12th Division. It would be difficult to place Ai's age by appearance beyond being vaguely youngish looking. Her face is unlined due to her infrequency in smiling, furring her brow, or indulging in facial expressions in general. She has wide, staring eyes, it's to be noted that she hasn't blinked with them in over a hundred years. While the previous is interesting and noticeable after close examination, most would be more immediately drawn to her light mauve complexion. Less immediately, Ai has matching circular markings on her cheek that are a much deeper shade of the colour. Her hair is an off pink that may have been a pale yellow at some point and is cut short to exactly one inch all around. Over her Shinigami uniform she almost always wears the standard lab coat of the 12th. Ai wears a skull cap on her head that appears to be made of coiled copper. Her hands are bare save for copper bits covering where her finger tips would be, there is also something resembling a large marble imbeded in her left wrist on the palm side. Should someone be drawn to Ai's feet they would see that they are slightly narrower and seem abnormally long. Ai has an extremely stiff bearing, her movements are forced and awkward. When looking at Ai, Zanpakuto not be noticed immediately. From the back or side, one my see the sword hilt behind her head, from the hilt's angle the blade itself appears to be stuck in her spine..
Personality:
Ai's life revolves around her work in the 12th division. In her hundreds of years of life she refrained from involving herself in anything unrelated her division duties or her own individual contributions in it. In matters concerning the 12th Ai speaks and acts in a brisk and steely manner, she keeps herself aloof. As the above states this means she almost always speaks and acts in a brisk and steely manner, and keeps herself aloof. In recent times Ai has become aware that she is completely socially inept. Her inability to cope with casual interactions or in making connections with her fellow shinigami has started to trouble her. Ai had begun taking steps to remedy this with careful research into social stratagems, So far it's not going well. She's also attempting to secretly smuggle self help books from the mortal world.

Contrary to what her appearance and what the above suggests, Ai is more then a block of wood. While outwardly this is the case, deep deep inside that grainy layer is a personality. Ai is proud, she thinks highly of herself and of her achievements within the division. Criticism frustrates her as as does anything that restricts her creative process. As Ai's own research was almost always high risk and experimental, she's none to fond of the existing safety measures that greatly inhibit her. It is Ai's belief that there is nothing that can't be improved upon. While understanding the nature of things is fine, it's only the foundation to higher things in Ai's mind. Ai has gone so far as to literally apply this outlook to herself. She has very little in the way of reservations about forcing it on others, if she could only have the chance!
Backstory:
Ai's history is shrouded in mystery and hearsay... among the interns at least, talking about the strange purple person is always a popular topic.

Ai is likely the last scion of her clan, a clan she has little intention of continuing. Her clan is hardly a prominent one in the Soul Society, but since the founding of the 12th Division, the clan had always held a firm place in the division's registry. Ai was raised with all expectation of joining the 12th and obviously she had. Initially admitted as an intern, under the tutorage and direction of her fellow Soutens within the division, Ai proved to be a promising young prodigy. upon gaining full membership within the 12th, Ai became a rising star in it's ranks, she would often be trusted with critical tasks in various projects.

The first black mark on Ai's career came on a day like any other day. A prominent scientist within the 12th and head of the meagre Souten clan had in mind a project that he assured would redefine the soul society for all time. The exact nature of the project has been struck from the records but Ai herself was granted a vital role in monitoring stability in the experiment. Some short days after the initial success The Souten elder was struck dead and she herself was severely injured. In the aftermath, the Captain cracked down on the the involved parties. Her comrades attemped to slot blame onto her (one of the scapegoaters was actually family if you could imagine..) she stated in her defence that she was completely successful in her duty as the experiment technically remained stable and that, if anywhere, the flaw would be in the theory itself. In the end, Ai managed to evade blame for the incident but at the cost of estranging her colleagues.

Ai came to a degree of notoriety some years later when she finally earned the opportunity carry out her own experiments. Ai's specialty was Reiatsu manipulation, and it became the base of nearly all her future experiments. Ai had long regarded Reiatsu as "waisted energy," constantly leaking out of ones body, very little of it was being put into practical use in her eyes. Her most ambitious endeavour ever was the creation of devices that would redirect Reiatsu internally, using it to power countless other devices inside a subjects body. many within her division were skeptical of her theory but after several attempts she achieved success and felt most assured that it would redefine the soul society for all time! Much to her Chagrin, the Captain seemed to dwell on her first two attempts. The first subject was unfortunately drained of all spiritual power and was forced into retirement, the second had exploded, but his sacrifice had given Ai the idea to include something like a surge protector. The third was perfectly successful, however his Reiatsu had been too weak for it to be of much use regardless. Ai was ultimately banned from continuing with this work to her extreme surprise. Despite the ban, she was stubbornly set on proving the practical application of her work; Ai was forced to use herself as she had little other choice in test subjects. She succeeded of course and spent the years since tinkering with and improving her augmentations. Whatever she made discoveries that interested others in the 12th, she was insistent that original experiment was a necessary component in it, and it usually was. The above only consisted of her personal pursuits, she still adamantly carried out her division duties and played her roles in what work was assigned to her. Despite past transactions, she continued to rise within the division through her consistency in excellence and her obsession with update and progress reports. She still nurses her injured pride and often falls into bitterness but she's not about that get in the way her duty just yet.
Abilities:Ai's augmentations:
As stated in her backstory, Ai has spent almost 200 years tinkering with her own body, she's been very productive with her time. Ai's modifications aren't nessesarily limited to those listed beflow, these are her standard fare and it's hardly beyond her to devise new ones at a later date.

Reiatsu channelling device:
Just as the name implies, Ai has implanted devices that redirect her Reiatsu internally. Her Reiatsu is for practical reasons infused in her blood and is carried along all through her body (thus explaining her queer complexion). Her very special blood passes through a varied selection of inventions also by Ai, these items draw the spirit power from her blood and are thus powered. over time Ai discovered additional effects caused by the implants. Ai's nerves sense of touch have long been deadened by the flow of Reiatsu, aside from occasional twitching she's almost entirely incapable of involuntary movement. Much of her actions are carried out on a conscious level, any form of bodily expression is forced and done only out of courtesy for others. On that not she's mostly immune to pain and would only notice being cut when she feels her Reiatsu leaking out. on the subject of wounding, Ai has had quite a long time to examine the complex flow of her spiritual energy through her veins. Ai can now manipulate her super infused Reiatsu blood, similar to how other Shinigami make use of theirs. Ai may stop and harden her blood similar to an extremely powerful Hierro, only under the skin ...of course Ai has to stop her blood to actually do this. Ai may also force her blood to continue to flow where it would normally go even with a sizable gash, this is almost entirely unconscious, it would stop wounds from bleeding although it would be a bit much to expect the blood to through through where an entire arm used to be.

Strength enhancers: A number of Shinigami enhance their strength with their spiritual power. Ai also does this, although she's among the extreme end of this collection. She mostly uses this for lifting heavy apparatuses.

Multi-jointed:
Ai, with patience and care, has made herself absurdly flexible. It's quite disturbing to look at when she displays it, one would also expect it to be damn hard to trap her in a hold. This is not reliant on her spiritual energy.

Eye Enhancement:
She hasn't truly enhanced her eyes rather encased them in special protective lens'. Over time she played with them to enhance her sight but refrained from tinkering to much as a matter of pride (She makes a point of avoiding the Captain's inventions whenever she can due to past injuries). She also doesn't need to blink anymore, very efficient.

Spirit scouter:
Ai's tongue has been modified to detect spiritual anomalies. By simply tasting the air, Ai can detect the presence of others and their spiritual nature, assuming she's familiar with whatever they are. She may also calculate their reiatsu level when they're in her line of sight. An additional function of her tongue is the ability to taste other things besides spirit partials.

Finger Tools:
The metal tips of her fingers are there to ensure she has essential equipment always on hand haha. The left hand bits slide open to reveal several generic tools, she routinely changes them. The right hand has a more permanent selection of Reiatsu powered lasers (To the enthusiastic approval of her Captain). They serve all manner of functions where lasers are appropriate and some where they aren't! For combat application, Ai must straighten her arm out to link up additional charged implants along her arm.

Soul phone/holo projector:
Rather complicated sounding, but essentially the phone is part of her hand and works much like this (http://img142.imageshack.us/img142/4636/gadgetphonevv4.jpg). The projector takes the form of the large marble in her wrist, it can display a similar if more advanced version of the Soul phone's hollow radar. The projector may also display other information for practical usage in the labs.

Wheeled feet:
Yes, as the title states, Ai has wheeled feet. One of the strangest and a personal favourite invention of Ai herself. it starts off with her oddly narrow feet, she actually has only three enlarged toes to each, something she regards as important in this. Her "big toe" has copper plate for a nail, the plate isn't so much a plate as an extending band. The band would extend in a snap to form a wide ring that goes into her heel. Once the rings are complete, she rolls around with dexterous ease upon them. With them she moves with obscene speed and can switch directions with minimal loss of momentum. She may also airwalk, or rather roll with them, when doing so they gather violet sparks. For some reason Ai can't fathom, they have yet to catch on in Seireitei.
Abilities:Hoho:
Ai is fairly proficient with this technique.

Hakuda:
Yes, Ai the scientist is no stranger to the mysteries of connecting the fist the ever vulnerable face. Her interest in it began some hundreds of years ago where she took serious injuries, she's since resolved never to be caught flat footed again. She's very well versed in the techniques and, combined with her Reiatsu enhanced resilience and strength (not to mention her flexibility), she is very formidable.

Zanjutsu:
It is assumed that she is not the most proficient of sword users as she has opted to keep the thing embedded in her spine. She can actually unsheath the thing but, unsurprisingly, her technique is not a fine example of the Soul Society's noble art.

Kido:
With a clear voice, an unmatched memory, and excellent control of both Reiatsu and Reiryoku, Ai is a poor practitioner of Kido. Of course for one so talented and having all the right qualities it was a physical effort to be so bad at it. Ai really dislikes Kido and has nothing but contempt for those incense huffing mystics. That isn't to say Ai didn't study enough to grasp the useful bits regarding Reiryoku manipulation and other useful tidbits that can be gleaned in that arcane dribble for her research. Ai can actually use some Kido spells, although only ones she managed to convert to proper scientific calculations over those absurd mantras. She hasn't given much time to it so she only as access to the least of Bakudo and Hado. She can't use any without the words.
Zanpakuto:Sealed state:
Ai's Zanpakuto is more likely the length of a Kodachi or wakizashi over a katana given that Ai doesn't have a small metal blade sticking out much like a tail. the hilt looks fairly standard with the bindings a dark violet colour to match the rest of her.

Inner World:
..Is hardly important, it's not like you'll be seeing it. it's probably lightningy or something..

Shikai: "Connect, Saki"
In Shikai, Ai's zanpakuto transforms into a plain metal pike with a copper sheen, her appearance is amusing reminiscent of a bumper car given it's still stuck in her spine. The pike serves much like a spiritual conductor, drawing spiritual energy from that is expelled from others, and collects enough to send it back in the form of bolts of energy at her unfortunate foes.

Ai doesn't use it for this though, instead she jerry-rigged the sword (much to it's indignity) to provide herself with additional spiritual power. Ai becomes rather giddy with the power boost, she quite literally trembles with power. special spiritual surge guards would begin to kick in at this point to keep her from overloading which would be followed with dying. The guards can be manipulated manually from an area somewhere on her body.

Bankai:
Ai has not achieved Bankai, she doesn't seem to think much about it..

Character added to the first post here (http://www.giantitp.com/forums/showpost.php?p=8457980&postcount=42)

Artemis Dreamer
2010-06-17, 08:26 AM
Naruhi Ziha – 19th Seat, 9th Division
Riatsu: Dark Slate Blue
Age: 123
Weight: 110lbs
Height: 5’0”


Appearance: Naruhi is a lithe young woman with a body corded with lean muscle. At 5’ tall she is unusually short, and this tends to be the first (and only) thing that anyone notices about her. She has a thin build, and the body of a gymnast, yet still has a proportionally large bust. Her skin is unusually fair, and burns badly in the sun. Her face is a delicate oval with a pointed chin, high cheekbones and narrow jaw. Her cheeks are full and have a slight natural blush to them, which can become a shocking scarlet when she is embarrassed. Her nose is slightly upturned, and a bit too long to be considered feminine. She has eyebrows that arch in a perpetually curious expression, and frame impossibly large, round hazel eyes that are highly expressive and serve as an indicator of her emotions. These eyes are usually underscored by dark rings from a lack of sleep. Her naturally white hair is fairly long, falling to halfway down her spine, and is perpetually messy and unwieldy, causing her no small amount of frustration. She often braids narrow strands of her hair on either side of her face and pins them behind her head to restrain the rest in an unobtrusive fashion. Strangely for someone who appears little older than seventeen, Naruhi has a broad streak of greying hair on the left side of her face only, which seems to be becoming slightly darker with each passing year. She herself has no explanation for this anomaly aside from “stress”. Naruhi has a tattoo of a heart with skeletal wings on her lower back, and the kanji for ‘Mind’ in black ink on her right breast.

Naruhi wears the standard black Shinigami robes carelessly, and with little respect. The robes are often rumpled, and appear slept-in, and have fraying seams and the marks of battle damage. The top of her uniform is usually open enough to reveal a modest amount of cleavage, and the sleeves are too long, falling nearly an inch past her fingertips. She has torn a slit down the outer side of the right leg of her hakama for ‘manoeuvrability’, and to allow access to the worn, faded leather pouch which she has belted around her mid-thigh. Within this pouch is a jet-black shuriken, roughly three and a half inches in diameter and inscribed with spiralling silver designs, that is in fact her true Zanpakto. Rather than the usual belt, Naruhi secures her uniform with an overly-long white silk sash, which is embroidered with a feather pattern in pale grey thread and seems out of place given the shabby nature of the rest of her uniform. A dual-edged tanto dagger is carefully concealed in the folds of the sash. A plain katana with a hilt wrapped in black fabric, much like the sword of an unseated, is also secured by this sash, and is covered by an unadorned grey sheath. Many assume that this is her Zanpakto, given that she often uses it as a primary weapon, but it has no powers whatsoever, and is simply a plain, cheap and shoddily made sword. She wears her leather sandals on bare feet, and they are a great deal too small for her. Within a hidden pocket in her kimono is a delicate silver chain with a miniature silver and sapphire shuriken charm. Another, similar pocket is used for mundane items such as currency, another holds bandages and salve, and the fourth is generally empty, to be used whenever suitable need arises. Naruhi often has bloodstained bandages wrapped around some part of her anatomy or another, and she wears a black, fingerless leather glove on her left hand, which has a concealed metal plate over her knuckle area that makes it an effective blunt punching weapon.

Division: Naruhi is a member of the 9th division, and so far, seems content there. Though the abilities of her Zanpakto are definitely more in line with stealth than reconnaissance, she was recommended to the 9th division upon her completion of the Academy, and saw no reason to apply for a transfer when the abilities that her Zanpakto manifested ended up being… less than fitting. Besides, Naruhi has always had a penchant for the dark, and has easily adapted to the strange pattern of night missions and days napping and doing paperwork – Her specialty is, after all, nocturnal reconnaissance. This does not mean that Naruhi has a nocturnal lifestyle, however. Aside from some occasional naps, Naruhi just gets by with less sleep than average, and ignores consequences. One final note on her choice of division is that, given her tendency to trip over her own feet, it is lucky that she has stayed with the 9th division – If she had transferred to the 2nd as her superior officers had advised upon her reaching Shikai, it is likely that she would be dead of her own clumsiness long before now.

Rank: Naruhi is the 19th seat of the 9th division, a position about which she is not altogether thrilled. Naruhi is not the ambitious type, and had hoped to remain an unseated, but her inability to conceal the achievement of her Shikai from her superiors led to her being all but forced into the position of 20th seat. Not a year later, the former 19th seat of the division was killed by a rogue Hollow, and Naruhi was called upon to fill the position until a replacement was found – The issue of a replacement was promptly forgotten, leaving Naruhi as an unwilling seated and creating a gap in the seating roster of the Division for her former position. In her current position, Naruhi has a greater degree of freedom than she once did, as there are fewer people to scrutinise her work and question her comings and goings, but the one thing that she despises has also increased exponentially: Paperwork. As a 19th seat, she has a great deal of lower-priority paperwork to complete, reports to file and basic requisitions to make. She can also be heard griping that her marginally higher salary does nothing to make up for this “torture”, and in a sense, it is true – Her salary is still minimal, and she has the same living quarters that she had as an unseated.

Personality: Most everything about Naruhi’s personality reflects her Rukongai upbringing. When she trains, she does so as rigorously and for as long as her body will allow; When she eats, she will eat anything and everything, and as much as is on hand; and when she sleeps, she will do so for as long as she can, until someone wakes her (usually with irate shouting). She has a mischievous spirit, and is an avid trickster with a sarcastic note in her speech that hints at her blatant disrespect of authority and those who possess it. Though she is considerably intelligent, her instinct-driven actions often negate this, as she often acts rashly and does things that could best be described as insanely risky without so much as a second thought. Her short attention span is also notorious – her upbringing has led her to expect and require constant stimuli to maintain any coherent degree of focus, and if this is not provided, she rapidly loses interest and focuses on more interesting things. This is not to say that she cannot focus when it suits her, but she merely chooses, in most cases, not to go against her nature. She has very little in the way of an honour code, and is not above fighting dirty or incapacitating a fellow or ranking officer if she feels that it is to her benefit in some way. Most notable about Naruhi, however, is her emotional instability. A manic-depressive, Naruhi’s emotions fluctuate wildly, and she can go from joyful to depressed in a matter of moments. She occasionally entertains suicidal thoughts, has been known to burst into fits of hysterical laughter or inexplicable tears. Her emotions are rendered more unstable when she is tired, but exhaustion also serves to subdue her mischievous side, and bring out a rarely-seen childish vulnerability. Naruhi has occasionally entertained romantic notions, but has found most prospective partners to be overly protective, self-centered or both. Overall, however, Naruhi’s personality is one of a young woman hardened by life in the Rukon, who still retains the ways of an urchin despite having been trained as a Shinigami and made to focus on her more ‘disciplined’ side.

Abilities: Perhaps Naruhi’s most notable ability is her incredible acrobatic skill. She is capable of performing complex flips, cartwheels, splits and other displays of gravity-defying agility. Having trained in these manoeuvres since childhood, she is capable of executing them easily and flawlessly even in the heat of combat. She rarely injures herself while practicing acrobatics, and can chain them together with split-second timing and decision-making for a display that is aesthetically incredible and seemingly impossible to the casual observer. Of course, Naruhi makes full use of her Shinigami strength in combination with her acrobatics, meaning that she can perform manoeuvres that would be impossible for a mortal and require far more strength than her thin frame seems to possess. She also has a knack for using her environment for leverage and support while performing, which is particularly useful in close quarters and unusual situations. Surprisingly, for one who is such a talented acrobat, Naruhi is rather clumsy at other times. When she is not focusing on the act of movement, she frequently trips over her own feet, drops and knocks over objects, and inadvertently injures herself.

Naruhi has a degree of Riatsu which is roughly average given her rank, and it has an unpleasant cloying feel and dank, musty smell when she manifests it. It is a deep bluish-grey, much like the shadows which she controls, and she rarely manifests it, feeling it to be a waste of time and effort, as it is not powerful enough to have any serious detrimental effect on any but the weakest foes. Naruhi’s skills in Hado and Bakudo are mediocre at best, mainly due to a lack of practice and caring. She can cast Hado up to Level 11, and Bakudo up to Level 9 at full power with incantation, though they are reduced to two-thirds power if she does not use said incantation. She is highly proficient at healing Kido, however, and is competent at healing most minor and moderate wounds, though she does not have sufficient strength to do anything beyond this. Naruhi is proficient at Shunpo, and can use approximately 20 consecutive flash steps before becoming exhausted. Due to her short stature, however, she cannot move as great a distance with each step as the average Shinigami. Still, in combination with her acrobatics, Naruhi uses her Shunpo to make herself a decidedly irritating and elusive target in combat.

When it comes to combat tactics, Naruhi prefers to fight offensively, while simultaneously evading and eluding the attacks of her opponent. She vastly prefers unarmed combat, as it reduces her chance of acquiring severe and/or lethal wounds, and grants her a better chance to demonstrate her cunning by fight dirty in a scenario that is unhampered by the restrictive nature of sword combat. Of course, it need not be said that Naruhi is incredibly skilled at unarmed combat, and that it is her area of specialty (albeit with the occasional dagger or set of brass knuckles to grant her an additional ‘edge’).When fighting while armed, Naruhi demonstrates a reasonable degree of sword proficiency, but tends to spend more of her time evading her attacker and parrying blows than actually attacking. Her main weakness in sword combat is her inability to predict the actions of her opponent, leaving her constantly on-edge. Unlike a true swordsman, she does not easily fall into the rhythm of combat when fighting with a katana. With her (released) shuriken, Naruhi demonstrates very limited combat abilities, proof that she does not train with it to the extent that she should given that it is her Zanpakto. Her movements, while consistent with her attack-and-evade style, are jerky, hesitant and even less fluid than when she utilizes her Katana. Something of her uncomfortable relations with her Zanpakto spirit seem to be reflected in this type of combat, and Naruhi and her shuriken remain as two separate entities, rather than cooperating to become a single cohesive and fluid being. Suffice to say that Naruhi prefers to fight without the restrictions of a weapon, even against an armed opponent. All the better to utilize her full range of ‘tricks’, after all.

Zanpakto -
Naruhi’s Zanpakto is Akoku Setsunai, which translates to mean Suffocating Shadow. This is appropriate as Akoku Setsunai grants Naruhi the ability to control areas of shadow in it’s released form. The weapon from which Akoku is summoned appears to be an ordinary shuriken, roughly three and a half inches in diameter, but is jet black and patterned with a strange design of silver spirals and scintillating silver designs that never seem to remain constant, but never seem to visibly change either. It has four bladed points, and can be thrown as is normal for such a weapon, but when the phrase “Shimeru! Akoku Setsunai!” (Strangle! Suffocating Darkness!) is uttered, Akoku is summoned forth. It is possible for Naruhi to perform Soul Burial with her shuriken, however unlikely it may seem, as one of the points has the smaller version of the seal inscribed upon it’s surface. Thus, by pressing the flat of this one blade to the forehead of a soul, Naruhi is able to perform a Konso that functions in the same manner as that of any Shinigami with a more orthodox sealed Zanpakto.

The spirit of Akoku appears as a tall, unnaturally thin woman made of the essence of shadow. Her form is quite similar to that of Naruhi in terms of endowments, but towers over Naruhi by several inches. Her hair is stick-straight and jet black, falling almost to her knees, and her bangs, which obscure her eyebrows and nearly brush her eyelashes are likewise straight and perfect. Her skin is a pale, deathly white, which contrasts sharply with her black gown. Her gown has a high collar and a plunging wide neckline that reaches to her bellybutton before dissolving into the writhing mass of shadow stuff that constitutes her lower body. Her sleeves are belled, though they too dissolve into shadow near the cuffs. Her upper body is the only part of her that remains constant in form, as the rest is fluid and ever-changing darkness. Tendrils of shadow, ethereal and insubstantial, float around her entire form, creating an aura of darkness around her, and thick cords of shadow sometimes form from the constantly-shifting mass of her ‘skirt’, twining around themselves and nearby objects in a disturbing and sensual manner. She wears a jet black shuriken, the twin of Naruhi’s own, around her neck on a simple black cord, which upon closer inspection is also composed of shadowstuff. Her eyes are strange, alluring and yet somehow lacking in the expression and emotion that characterizes her master’s eyes. Akoku’s irises are a shocking shade of violet and her pupils are colorless. Her mouth is expressionless at all times, and her lips are so pale as to be nearly the same deathly shade as her skin.

Akoku is highly opinionated spirit who seems to disapprove of nearly every aspect of Naruhi and her behaviour. Akoku has sadistic tendencies, and often acts in a disturbingly seductive manner, loving to watch the discomfort of others, and her master in particular. She believes that Naruhi should be a more orthodox Shinigami, and that she should have a greater propensity towards following the rules, which Akoku herself glorifies and upholds on a regular and consistent basis. Akoku is more methodical and calculating than her master, but sees no reason to aid Naruhi in any way when these types of perception are required. If anything, she believes that she would be better as a Soul Reaper herself, rather than her impulsive and unstable master. Suffice to say that Akoku is vain, proud, full of herself and believes that she is superior to Naruhi in every way, granting her power for the sole reason that seeing Naruhi exhausted and suffering as a result of the use of this power is amusing. Their relationship is twisted, spiteful and shows the extent to which opposing personalities can conflict. It begs the question whether Akoku is not partially responsible for Naruhi’s mental instabilities, given that she is a ‘part’ of Naruhi and yet is so radically and cruelly different.

Zanpakto Abilities:
When Naruhi utters the release command “Shimeru, Akoku Setsunai,” the diminutive shuriken form of her Zanpakto seems to resonate with a dark aura which pulses in a sinister fashion as the shuriken rapidly expands. When at full size, the shuriken is approximately three feet in diameter. The jet-black metal that composes it seems to writhe and shift like the shadows for which the weapon is named, and the silver tracery becomes far more elaborate and intricate. Contrasted against the stark background, these designs seem to glow, though this is of course nothing more than an illusion. The four blades of the large shuriken grow wicked serrations on their edges, and shadowstuff seems to drip from the tips of these razor-sharp points. The central point at which the four blades converge, which is flat and circular in the Zanpakto’s sealed form, is hollowed out in the released form, with two perpendicular metal rods running across this hole in a cross shape. This allows Naruhi to easily grip the weapon in a way that allows it to be balanced and controlled, and also allows her to spin the oversized shuriken in one hand with relative ease. The shuriken is still remarkably heavy, and difficult to wield as can be expected given its unusual shape, but it can serve dual purpose in combat as both a melee weapon and an oversized thrown weapon.

This unusual Zanpakto grants Naruhi the ability to control the cast shadows of objects and animals that are within her line of sight and are no more than thirty meters from her current location. This range has a leeway of a meter or two in either direction depending on the current state of her spiritual energy: if she is tired and her riatsu is weak, her range will shrink, and if she is at full power, her range may expand to a slight degree. Naruhi can command the shadows through mental commands or spoken word, though mental commands require a great deal of careful concentration, while the spoken word requires a lesser degree of concentration but more detailed and specific commands. These shadows are highly versatile tools, and can be used for a variety of ends, limited only by the size of the available shadows, Naruhi’s creativity and her spiritual energy while commanding the shadows. Small patches of shadow may be transformed into restraints for an enemy, which could be broken by a sufficient degree of strength or a concentrated outburst of spiritual pressure from an individual whose riatsu is equal to or greater than her own in terms of strength. Small shadows may also be used as blades, which can be deflected and engaged as normal blades, and can be destroyed by an energy burst or physical blow that exceeds the limits of her resistance as a low-ranking seated Shinigami. She can control more than one ‘auxiliary blade’ at one time, but their numbers and effectiveness are limited by her concentration, as are the actions of all shadows that Naruhi controls. Larger shadows can be used to strangle, crush or suffocate victim, or simply be used as full-body encasements. When used in these way, the restraining shadows can be broken in the same way as those that are used for smaller-scale restraints. Shadows of a sufficient size can also be made into shields of varying shapes and sizes that can move independently of Naruhi. The strength of these shields is directly linked to the degree to which she concentrates, and can be broken by any energy attack at seated strength or higher, or a particularly powerful sword strike. Finally, all of the shadows that Naruhi controls can be used as a sort of ‘warning system’, because Naruhi can sense the touch of an object or individual other than herself on any of the shadows to which she has a connection. This ability cannot cause her to feel pain – any touch to her shadows, no matter how powerful or gentle causes her to feel only a slight twinge.

The shadows can become corporeal or incorporeal in accordance with her will, but it severely drains her energy to maintain shadows in a corporeal state for any length of time upwards of a few seconds. Also, she cannot choose to make only portions of a shadow corporeal or incorporeal, as the entire shadow must exist in the same state. She can cause certain portions of a shadow to break away, or control only a small portion of a larger shadow, however. When controlling the movements of shadows, Naruhi can cause them to defy gravity, but this drains her spiritual energy continuously at a rate equivalent to the amount of energy she would require to hold a corporeal object of moderate density in the air by physical means. The shadows can be controlled so long as there are any shadows at all, including those cast by an animal or human in Naruhi’s line of sight. She can even command her own shadow, but while using it, any sensations that it experiences are felt acutely by her, likely due to the fact that Naruhi’s shadow is essentially an extension of herself. The shadows under Naruhi’s control can be dispelled if Naruhi looses her concentration, at which time they will return back to their original, static state. The shadows may also be dispelled by the introduction of a direct source of intense light, if Naruhi is knocked unconscious or killed, or if Akoku Setsunai is resealed, forcibly or otherwise.

Background -
To fully understand the violent, depraved and wealth-obsessed world in which Naruhi Ziha was born and raised, one must have an understanding of the Rukongai Thieves, a guild composed of the cruellest and greediest con artists, tricksters and thieves in the entirety of the Soul Society

The Rukongai Thieves –
The Rukongai Thieves is an extensive network of individuals and small, localized groups whom all share a common interest, namely the acquisition of wealth through dishonest means. Though infamous and widely known throughout the lower districts of the Rukon, this guild is merely a far-fetched exaggeration in the eyes of the noble classes, and almost completely unknown among the Shinigami. Though it has been in existence for so long as their have been dishonest individuals in some form or another within the poorest vestiges of the Soul Society, the guild has only become a centralized and regulated organization under any form of direct leadership in the last six hundred years. The Rukongai Thieves originated as an organization with Naruhi Ziha’s grandfather, Ittaikaro, a resident of the Rukon who brought nearly seventy separate localized guilds under his leadership during the four hundred and fifty years of his chaotic and self-indulgent rule as self-proclaimed ‘King of Thieves’. Of course, Ittaikaro took one too many liberties with the power that this position granted him, and was unceremoniously dethroned and murdered by a rebellion of the unsatisfied guilds. The need for cohesive leadership and the benefits that it had on the prosperity of the guilds was recognized, however, by the guild leaders, so the Rukongai Thieves appointed Ittaikaro’s eldest daughter, Himifusatamekiota, as their leader. There were three things, however, which the guild leaders did not anticipate. The first was that this young woman would refuse their offer and flee to the Seireitei, placing herself thusly beyond their reach, and the second was that she possessed spiritual power great enough to ascend high into the seated ranks of the Gotei Thirteen. The third, however, proved to be the greatest shock of all – That Himifusatamekiota, after spending more than a century training intensively with the Shinigami and believed dead by the Rukongai Thieves, would return, hiding her newfound spiritual power, to take the position of power that was rightfully hers. Himifusatamekiota became Lady Ziha, and later, to those weak-minded, directionless Rukon residents who admired her singular ability to maintain such tight-fisted control over the guilds, Queen Ziha.

The Rukongai Thieves has become a more focused and powerful guild under the leadership of Lady Ziha, and she has managed to maintain her position with only minimal dissent for nearly two hundred and forty seven years. She has brought a total of 98 guilds under her leadership, distributed more or less equally across the four sectors of the Rukongai. Though less than five of these guilds exist in the districts numbered 15 and above, they have an increasingly stronger presence in the lower, poorer districts, where crime runs rampant and there is no shortage of able recruits. Among the most notorious guilds are that of the West 66th (the district in which Lady Ziha herself currently resides), the North 8th, the West 3rd, the East and South 41st, the East 23rd and the North 78th. Lady Ziha has implemented a rigid order of rank and classification into all aspects of the guild, and, realizing full well the impossibility of commanding such a massive organization herself, has enlisted the help of four trusted subordinates to serve as her generals. She maintains her near-perfect control through the use of diplomatic tactics that instil fear, desire and potent loyalty, though she does not shy away from the use of violence in those cases when she feels that it would be effective as a reminder that she has not become complacent in the security of her position.
The power structure of the guild is fairly simple. From highest to lowest-ranked:

Management

Lady Ziha – Lady Himifusatamekiota Ziha is Naruhi's mother, and is the woman who runs the entire guild, primarily taking care of issues affecting the guild as a whole, such as changes in power structure, tribute costs and the locations of key bases and dropsites. She currently resides in the 66th district of West Rukongai, in a surprisingly luxurious mansion that is her temporary stronghold and base of operations. Lady Ziha is a Shinigami of considerable strength and skill, though she has carefully guarded this secret from all of those within the Rukongai Thieves save for her own daughter, Naruhi. Prior to her supposed death in a Gillian attack, which served to obscure her departure from the ranks of the Shinigami and allow her to regain her rightful position as head of the Rukongai Thieves, Lady Ziha was the 6th seat of the 7th division, and was renowned for her formidable intelligence and charisma. Each year, every one of the 98 guilds which compose the Thieves must pay a tribute to her, or else suffer upwards of a decade of harsh treatment from Lady Ziha and the other guild leaders. These tributes come in the form of substantial sums of money, and are painstakingly adjusted based on the size of a guild, it’s past successes and failures, and the district and sector in which it is based. Naruhi Ziha is the heir to the Rukongai Thieves, and is expected to take up the position when her mother dies, is killed or resigns.

Generals - There is one general for each of the four sectors, North, West, East and South. The generals report directly to Lady Ziha, and are for all intents and purposes her second in command. They do not seem particularly remarkable by any standards, but all were chosen for their leadership capabilities, loyalty, the mutability of their minds and values, and their unique… talents. Their full names are unknown, as they go only by their given names, and their ‘titles’ so to speak are derived from the sectors which they command. Three of the generals are male, and the other is female. All posses spiritual power to the approximate level of a weak unseated, and have not received formal training in it’s use – Lady Ziha has forbidden it. The generals take care of internal guild affairs within their sector, and essentially enforce the edicts of Lady Ziha on a smaller and more easily controlled scale. They also have the freedom to engage in the occasional acts of thievery themselves, but tend to favour only high-profile and dangerous work. By name, the four generals are Akane of the West, Miyazaku of the South, Ikari of the North and Katsurago of the East. If one of the generals could be named as Lady Ziha’s favourite, then it would most likely be the deferent Akane, but the general to which she has granted the most privileges is undoubtedly Miyazaku, who was to have been Naruhi’s husband.

Assassins – The Assassins is the name given to the members of Lady Ziha’s elite guard. This group, composed of thirty-six of the most skilled master thieves and warriors, is hand-picked by the Lady herself from among the most promising members of the 98 guilds. None of the Assassins possess any spiritual power or the potential to become Shinigami, something to which Lady Ziha has personally seen. They are highly skilled and ruthless killers, and are generally very acrobatic, athletic master thieves. Facing a Shinigami, it is likely that an Assassin could be defeated by a mid-level unseated, as though their combat prowess is exceptional among the residents of the Rukongai, it is merely mediocre by Shinigami standards. They rarely engage in direct conflict, and are only used for purposes of intelligence gathering within groups of suspected rebels and other very high-profile 'jobs'. Aside from this, they train near-constantly in preparation to defeat any attackers or insurgents who may threaten Lady Ziha, and deliver personal ‘messages’ to guilds which have disappointed her, usually in the form of displays of overt and gruesome violence. The Assassins are greatly respected members of the Rukongai Thieves, and, though there is no standard uniform for these powerful elites, they can be identified by the vertical scars that run down both of their cheeks, from cheekbone to chin. They also possess weapons of superior quality and the best equipment that Lady Ziha’s money can buy. The Assassins are almost fanatically loyal, and nearly all are infatuated with (and have deified) their Lady.

Underlings

District Leaders - Each of the 98 districts in which one of the guilds under Lady Ziha’s control exists has a leader, whose formal title is ‘District Leader’. This leader controls all of the thieves within that district, and controls internal group affairs within that district. The leader is always a highly skilled Master Thief whom has been selected by Lady Ziha to lead the guild in that particular district. The succession of District Leaders is usually patrilineal, but it is Lady Ziha who makes the final decisions in this regard. The District Leader is responsible for managing the affairs of the guild of thieves in that district, including the planning of major thefts, disciplining guild members and dealing with debts and similar monetary issues. It is also the leader’s responsibility to make sure that tribute is met annually, and face punishment from Ziha if he/she fails to collect sufficient funds. Suffice to say that these punishments usually result in the need for a new District Leader. All District Leaders attend an annual meeting with Lady Ziha to receive their overall directives for the coming year, and watch the public humiliation of any among their number who have not performed satisfactorily. The leaders are highly loyal to Lady Ziha, and believe her to be the paragon of their cunning and devious profession. They are less fanatically loyal than the Assassins, however.

Thieves – Logically, it is the Thieves that form the core of the organization that is the Rukongai Thieves. There are seven classifications of Thieves, whom are ranked according to their relative skill from Petty Thief to Master Thief. The level of respect that they are accorded, the difficulty of the thefts that they are expected to perform and their importance within the guild structure increases in accordance with these classifications. Each of the 98 guilds has between twenty and one hundred Thieves of assorted skill level, with Petty Thieves being the most common. The number of Thieves within a guild varies based on the social conditions within the district of the Rukon which the guild occupies, as well as the success of the guild at procuring tribute payments in the past. They do the majority of the work, stealing anything that that particular group requires, from food to money to furniture, as well as ensuring that enough wealth for the tribute payments is accumulated. Nearly all thieves lead ordinary lives outside of their covert work for the guild, and thus manage to remain undetected and avoid arousing suspicion. The Thieves are also known as the Initiated, as they are fully aware of the complex nature of the organization in which they are involved. They have all met with Lady Ziha in person at least once, and, though sworn to secrecy, are often responsible for the rumours and tales that exist within the Rukongai as to the ‘Queen of Thieves’. There are no marks or uniforms which can be used to distinguish a Thief unless the leader of their district guild decides to create one – No symbol unifies the Rukongai Thieves’ Thieves.

Pickpockets - Pickpockets are essentially trainee thieves, and this group is comprised of youth that lack the skill to be effective thieves, as well as individuals that have not been deemed trustworthy by the guild of a district. The period of training for a pickpocket is roughly three years, or until the individual attains a suitable level of skill. A given guild may have between zero and twenty pickpockets at any one time, with guilds in wealthier districts tending to have smaller numbers of these trainees, as they tend to attract undue attention with their relative lack of skill. Pickpockets are also referred to as the Uninitiated, as they are unaware of the existence of Lady Ziha, and do not have any real idea as to the magnitude of the organization to which they belong. As far as these youngsters are concerned, they are members of small guilds that exist only within the confines of a single district. The minimum age for a Pickpocket has been established at fourteen years, though younger individuals are not unheard of. The primary duties of a Pickpocket are those of petty theft and minor burglary, as well as undergoing training that will allow them to attain the skills of a fully fledged Thief. Most of the Pickpockets live highly normal lives, and their guild duties are secondary – Many are simply ordinary youth with a desire for some unorthodox supplementary income. Not all Pickpockets go on to ascend in the ranks of the thieves, either due to a lack of skill or loss of interest.

Whelps -The Whelps are children taken in by the thieves guild in any given district in which there is a guild presence. Most are orphans, though runaways are not unheard of. These children range from the age of two or three to the age of fourteen, and perform menial tasks that the thieves consider as being beneath them or, in the cases of smaller guilds, do not possess sufficient time to complete. They often become Pickpockets once they reach the required age or demonstrate any appreciable inclination towards the art of thievery. There are anywhere between zero and ten in each guild at any one time, though this is merely an approximation and can fluctuate to extremes depending on the fluctuating social conditions existing within various districts. As a rule, there tends to be more whelps in poorer districts, as runaways and abandoned children are more common, and there are rarely ever whelps in those guilds in districts above the 30th. As with Pickpockets, Whelps have no idea whatsoever as to the magnitude of the organization to which they belong. Most Whelps remain with their guilds for their entire lives, having no other place to go and receiving some measure of acceptance, nourishment and shelter provided that they do what is required of them.

Now, to continue. Naruhi Ziha was born to Lady Ziha and an unknown male liaison (most likely a member of the Assassins) on the 21st of December. She spent the first hundred and seven years under her mother’s harsh tutelage, and during this time was imparted with all of the knowledge which her mother was willing to divulge on the subject of the guild and it’s functions, though there were certain secrets, particularly in the area of effective control, which were never divulged. Lady Ziha also subjected Naruhi to rigorous instruction in hand-to-hand combat and acrobatics, forcing her through punishing training regimes that did not end until Naruhi was so exhausted that she collapsed either of fatigue or of pain. In many ways, Naruhi was being groomed as her mother’s successor, though she would not openly admit to it. The only thing in which Lady Ziha refused to train Naruhi was in the art of the sword, as she did not want her ‘precious daughter’ being marred by cuts and scars. Naruhi became a wholly unscrupulous thief with considerable skills in lock picking and undetectable entry and exit, but excelled in the areas of creating, evading and disarming traps. Her spiritual power was not revealed to Naruhi until she was sixty two, as her mother had attempted to keep this latent talent a secret for as long as she possibly could. Then, during a failed attempt at a burglary on a heavily guarded nobleman’s mansion, Naruhi was severely wounded and nearly overpowered in combat. Her desperation triggered to an uncontrolled surge of her riatsu, which allowed her to escape and made her aware that she possessed some form of talent that none of her fellow Rukongai Thieves seemed to possess. At this point, Lady Ziha was forced to reveal to her sheltered daughter the existence of the Shinigami, and the concept of spiritual power.

Lady Ziha trained Naruhi in the basics of controlling and shaping one’s riatsu, as well as some rudimentary sword skills, basic healing kido and similar academy fundamentals known to all Shinigami. Naruhi remained content for a time, but began to resent her mother’s pointless secrecy in the matter. The two grew more and more distant, often having terribly arguments that rapidly became violent conflicts. The attitudes of her mother’s Assassins and Generals towards her also grew steadily more negative, and Naruhi was actually molested and abused by them on several occasions, though sworn to secrecy on pain of death. It was Naruhi’s arranged marriage to Miyazaku, however, which was the last straw. When news of this matter reached Naruhi, she actually attempted suicide, before running to the only place that she knew where her mother could not reach her – The Seireitei. Naruhi’s spiritual abilities were recognised immediately, and though her prior knowledge was met with considerable suspicion, she still retained enough respect for her mother not to mention Lady Ziha’s teachings, knowing that the Lady would be executed as a deserter and traitor. Naruhi completed the six years of Academy training in only five, as her initial skills were already more advanced than those of a first-year. Upon her graduation at one hundred and three years of age, Naruhi immediately joined the 9th division as an unseated, and developed Shikai within fifteen years time, though she attempted to retain this as a secret from her commanding officers. When her Shikai was discovered, she was promoted to the rank of twentieth seat, and then, following the death of the former nineteenth seat, was promoted to said position. Naruhi currently works as a Reconnaissance agent with a specialty in Nocturnal Reconnaissance, has a hatred of paperwork and lives in a small and shabby suite of rooms within the barracks of the 9th Division.

Hadrian_Emrys
2010-06-21, 12:28 AM
Yama, Yuuta: Vice/Acting-Commander of the Kido Corps


Reiatsu: Dark Red
Height: 9’ 1"
Weight: 800lbs.~
Age: 268 (apparently somewhere between his late twenties to mid-thirties)
General Theme: Never Meant To Belong (http://www.youtube.com/watch?v=gKRSh9580lo&feature=related)
Climatic Battle: ?

Appearance:
Yuuta's looks often tend to leave one with the impression of an irate bodybuilder/bouncer that has subsisted solely by consuming spoonfuls of growth hormones/steroids in a manner not unlike breakfast cereal. However, the simple truth of the matter is that he was just born with a great deal of potential for becoming utterly massive, with a natural tendency to easily develop muscle. Given his family's strict martial history, and his inherently impressive stature, he was further pushed until his build reached its current gargantuan state.

Yuuta Yama wears the generic black hakama that most shinigami adorn themselves with, but only dons a matching haori when obligated to. The markings needed to cast Tenteikūra are hidden among the many tattoos adorning his often-bared arms and torso. Under, and through, all of the arcane symbols stained into his skin lie numerous scars that imply that this behemoth of a man has taken (at the very least) his fair share of hard knocks.

History: Yuuta is the only child of a couple of low-ranking members within the Yama (minor noble) family. Given his distaste for violence, and his inclination towards prioritizing his surprisingly high mental aptitude, the majority of his extended family views him as an utter disgrace (despite his position within the Kido Corps) due to his adamant refusal to "properly utilize" his massive physique by upholding the family tradition of serving with the Gotei's 11th division. Yuuta is typically a gentle giant who dutifully fulfills his administrative responsibilities with as little wasted effort as possible. What little off-duty time he has is usually spent reading, unless he is enduring one of the Yama family's mandatory group physical training sessions.

Zanpakutō:
Yuuta's zanpakutō is still in its Asauchi form, looking for all the world like a wakazashi or tanto when held in Yuuta's massive hand. Given that the spirit of the weapon often refuses to even acknowledge his wielder's existence, Yuuta has (obviously) yet to even learn his arrogant zanpakutō's name.

Shikai: (Not Yet Achieved)
"Pass judgement, Enma!" Enma becomes a 10 foot long, cast iron kanabō with a white grip. Upon release, Enma can move and strike on its own, even without mental commands. In this form, Enma ignores all resistance to its wielder-based movement. Be it a clash against another weapon, a destructive energy attack, or even the planet itself... -Enma's Shikai form literally cannot be hindered.

Bankai: (Not Yet Achieved)


Zanpakutō Spirit:
Enma is a massive, crowned, white-haired oni that sports either a cast iron kanabō or a brush and tome when he is seen. His white robes seem to highlight his angry, bulging eyes while his fiercely red skin invokes the image of glowing embers.

Inner World:
The mindscape where Enma resides is a strangely serene palace/temple that dominates the peak of an endlessly tall mountain that is otherwise a blazing inferno.

Zankensoki:

Hakuda: Unusual enough for a member of the Kido Corp, Yuuta is an expert in general unarmed combat and a seasoned practitioner in the art of Shunko. His approach to hand-to-hand combat defaults to a defensive bias, with a heavy emphasis on counters and grappling.

Hohō: Yuuta is not, by any means, light on his feet. He has even been said to not even have the mobility of a severely pregnant yak. Yuuta's use of Shunpo is typically limited to commuting long distances along straight paths. This deficiency in mobility cripples the effectiveness of his use of the Hanki technique against quick attacks, barely reducing their potency rather than negating the blows altogether.

Kido: As the current leader of the Kido Corps, Yuuta has repeatedly proven himself to be an exceedingly potent practitioner of the demon arts. As far as anyone is aware, save for Sayuri Yamamoto, only forbidden spells are currently beyond his ability.

Zanjutsu: Yuuta is a competent, but otherwise unremarkable, practitioner of this basic Shinigami martial art.


The Count: Quincy Ancestor, Bount Prototype, and Hollow-Tainted Scholar



Artistic inspiration:

http://fc07.deviantart.net/fs13/f/2006/355/c/2/Anima______no_5_by_Wen_M.jpg

Reiatsu: Navy
Height: 6'0''
Age: Ancient
General Theme: Whisper Of The Apocalypse (http://www.youtube.com/watch?v=wWZ7fciuPGg&feature=BFa&list=PLD06DF899AAE41A57&lf=results_main)
Climatic Battle: Segunda Etapa (http://www.youtube.com/watch?v=lBDtoTgQCEM)

Appearance:
The Count seems to be somewhere in his early middle-ages. His near-black auburn hair runs smoothly down to his shoulders and is matched by a mustache-free anchor of facial hair. Thanks to genetic chimerism, his eyes shift from a dark blue to a deep violet, depending on the lighting of his surroundings. While his clothing may vary in style, The Count's garb is ALWAYS painfully expensive and tailor-made. Of course, given the popularity of the 'Gothic Aristocrat' fashion sub-genre in Japan, The Count has most recently taken to dressing himself in a manner far more familiar to him.

History:
The Count is old, seemingly impossibly so. Beginning his life as an early-European precursor to the Quincy, combating Hollows and other such threats to humanity, he found himself obsessed with his own mortality in his youth (or rather, with the idea of obtaining the means through which he may cheat it). Eventually, having studied (and experimented upon) Hollows for years in order to obtain the secret to their 'immortality', the ambitious Count finally took the irrevocably bold step of subjecting himself to an experimental ritual. This pivotal event granted him his much sought-after immortality, as well as union with an unnamed Doll and a Hollow mask, but left him mentally wracked as two new personalities begun to fight him for dominance. Centuries of experimentation have passed and, despite his founding of pure Bount and Quincy 'races', The Count has still yet to rid himself of the two other members of his soul-bound gestalt. When manifested, his fanged mask only obscures the area between his upper lip and eyebrows.

Powers:
The first thing The Count lost, upon initiating his metamorphosis, was the Quincy ability to externally manipulate Reiryoku in order to manifest his bow and arrows. In that power's place, however, he acquired a variety of unexpected abilities both with (and without) his mask:

<Masquerade> Unlike other Hollow-tainted souls, the Count cannot fire Bala or Cero, nor can he open a Garganta without the aid of equipment. He is also devoid of a Resurrección, and his Pesquisa only functions by feeding from the Reiatsu of others. What he does get, however, is a potent Hierro and the fangs of his mask gain a variant of the typical Hollow 'Acid Touch' that actually 'infects' spiritually aware mortals with The Count's own Reiryoku. If a spiritually aware victim of his masked bite is weakened enough before the bite's 'venom' heals, it may force them to transform into a Quincy or Hollow variant. If the victim is already a Quincy, they may turn into a Bount or some variant of Hollow instead.

<Obfuscation> With but a thought, The Count can physically fade into the ambient energy of his immediate environment so completely that he becomes imperceptible and highly resistant to non-physical abilities. Even when the full effects of this power are not engaged The Count's spiritual signature matches that of his environment, making him incredibly difficult to track down. Unfortunately, the price of this anonymity is the inability to damage his surroundings as he effectively melds into it.

<Obfuscation>(Mask) Upon donning his mask, The Count not only loses this power's ability to conceal, but the Hollow taint converts the melding effect into a vacuous one that can be detected over great distances. When both Obfuscation, and his mask, are active The Count's presence registers as a spirit particle black hole. In addition to retaining his protection against the immaterial, The Count now even gains sustenance and power from such effects. Now, rather than hiding himself within his surroundings, The Count consumes the very essence if it.

<Entrancement> Even The Count's dedicated gaze has a striking effect on others. Those that find themselves the focus of The Count's attention quickly find that his presence feels both comforting and disarmingly familiar. The effect of The Count's gaze is immediately broken by overtly threatening actions.

<Entrancement>(Mask) While his mask is active, the potency of The Count's gaze intensifies to the point that he acquires enough of an emotional link to the target of his focus that he effectively maintains short-term precognition and surface thought telepathy in regards to them, even when the lesser effect is broken in combat.

Capabilities:

Master Swordsmanship Specialist: To the best of his knowledge, The Count is the single oldest 'living' entity on Earth. This assumed peerless experience (reinforced by the loss of his ranged combat capabilities), has honed The Count's skill with the Seele Schneider to literal perfection.

Master Hand-to-Hand Combatant: The Count has had access to Hierro for centuries and, as such, had ample time to learn how to wed various martial arts and the aforementioned armor into a single, beautifully fatal art form.

Master Strategist & Tactician: With age, comes experience. Generations of participation in wars, in conjunction with an untold number of years worth of hunting/fighting Hollows, have left The Count with enough martial insight to humble any of the great military minds throughout history.

Immense Durability, Endurance, Speed, and Strength: Without the ability to manifest his significant spiritual potency externally, all of that power is channeled exclusively into augmenting The Count's own physical traits.

Frozen_Feet
2010-06-22, 06:29 PM
The Black Huntsman, Zamiel
Gender: Male
Age: Very old.
Height: 6'1"
Weight: 195 lbs
Reiatsu: Very dark red in color, feels like heat of a hellish furnace.
Theme song!
(http://www.youtube.com/watch?v=ccDpjSR_7Zs)
Appearance: Zamiel wreathes himself in a cloak black as coal. Under it, he wears an iron chainmail, completed with blackened iron greaves and gauntlets and heavy, armored boots. His face is always obscured by somekind of mask, it's exact desing depending on who summons him - sometimes, it's a leather hood with antlers of an elk, while in Japan, it's usually a black Hannya mask (http://www.centaurgalleries.com/Art/00425/I06699-100w.jpg). Only his dark red eyes, gleaming like burning embers, are visible through it. When called forth, Zamiel is usually armed with a simple longsword made of fine steel, and a bow of some kind.

Personality: Few persons can truly be said to know Zamiel. To his prey, he's mostly known for his single-minded determination to hunt them to the ends of earth; to those who call for him to help, he's known for his reliability and honor. If, for some reason, he can't complete a task given to him, he will return the price paid to him at summoning twofold.

Zamiel rarely speaks, instead preferring to use some form of telepathy, conveying the conditions of his service or doom of his prey as feelings or images instead of discernible words. He is not mute, though, and can be heard cursing in German every once in a while, in a hoarse voice that resembles rattling of a great bonfire. This usually has to do with antics of his steed.

Background: Zamiel's background is shrouded in myths. He's old, and has been around for at least five centuries. In Europe, myriad legends abound that tell of a similar figure, but whether Zamiel is the one that sparked those is an open question. To Shinigami of Japan, he's known from some ancient Kido chants, which also call upon a Black Rider to come and claim the souls of their enemies.

Incidentally enough, Zamiel can be summoned forth by some Ealaín of the Fae, or Kido of the Shinigami. These spells require for the caster to barter a part of their lifeforce (Reiryoku) or something else of value for the Huntsman's services. They are very obscure, and have been forbidden at some points of history. How or why Zamiel has the power to be summoned like this is a mystery.

Abilities:

Supreme swordsman: During his long life, Zamiel has perfected his mastery over the blade, putting some of Seireitei's captains to shame. Indeed, coming to blows with him is ill-advised. He lacks the advantage of a near-indestructible personal weapon, though.

Deadly Shot: Zamiel has great skill in archery, and can hit his target from far away even in dark of the night. He can also use modern firearms with frightening skill, though he does not carry such weapons on his person.

Demonic Endurance: Once the Huntsman is on your heels, he will not quit. He feels no thirst or hunger in the mortal sense, and will not grow tired in pursuit for his prey. While some can outrun him, none can outlast him. Most are best served by just confronting him, for good or for ill.

Inhuman strenght & speed: By human standards, Zamiel is extraordinaly strong, capable of punching through reinforced concrete and uprooting small trees with his bare hands. He can also outrun an ostrich, though he can't stand on air on his own and can't use Shunpo or equivalent. His reflexes are quick enough to keep up with most other spiritual creatures who can, though

Masterful tracker: From his nose to his ability to sense Reiatsu, Zamiel's senses are top-notch. He also has centuries of experience for finding hiding game, and knows most tricks his prey could use. He also apparently sees in dark.

Rudimentary Ealaín: somehow, Zamiel has learned some chants of the Fae, and can use some low-level Girserusu. He can, for example, turn invisible, dispel some weak wards and bind the arms and legs of a captured target.

Doll: Der Schwarze Schlachtross (The Black Warhorse)

In its sealed form, Der Schwarze Schlachtross is a plain gold ring.

When released, it takes the form of a mighty black stallion, its eyes blazing with hellfire and its hooves leaving black scorchmarks to the ground. It's hooves are strong as diamonds, and it can kick through average Numeros level Hierro with ease. It's mane is composed of dark smoke, and its breath reeks of sulphur. It is positively satanic in bearing.

It acts like an ordinary horse. In other words, when its owner is not intent on keeping it calm, its a frickin' scaredy-cat. It jumps at loud noises, sudden motions and what have you. When Zamiel isn't paying attention, it is happy to trot somewhere and munch on tasty grass. It can also be distracted by carrots or cubes of sugar. Still, it is loyal, and will quickly head back at the call of its master - most of the time.

Abilities:

Schneller als der Wind (Faster than the wind): Der Schwarze Schlachtross is extremely fast, and can leave a practiced user of Shunpo standing in the dust with its gallop. It can run across water or air, unhindered by natural obstacles. It can't turn very quickly when going at top speeds, though.

Atem des Feuers (Breath of Fire): the horse can spit out a torrent of flames when threatened. This has range of roughly 30 feet and has the destructive power of a low-end Cero. There'd better not be anything flammable nearby, though.

Bonding: Mähne des Feuers (Mane of Fire)

When fusing with his doll, Zamiel grows in height to that of his steed when it stands on its hindlegs, reaching the height of 12 feet. His feet turn to metal hooves, and his armor and mask seem to melt into his skin, becoming like second skin. He gains long, flowing mane and tail made of living flame and his cloak turns into a shroud of thick, black smoke. His Reiatsu pours out as a raging torrent, creating immense heat around him. Just standing within 10 feet from him is painful - any closer will start to singe one's skin and eyes and might cause clothes to catch fire.

While bonded, Zamiel's speed increases greatly, and he can run on all fours to move as fast as Der Schwarze Schlachtross. His strenght and durability also increase, and he can summon forth a flaming sword, or a whip to entagle his foes. These are not his greatest weapons, however - his hooves are. While bonded, his feet and legs are tough enough from knees down to deflect Zanpakuto blows without injury, and hard enough to leave a mark on hardest Hierro. He can deliver tremendous kicks with them, shattering bones and sending tougher enemies flying through obstructions.

Techniques:

Atem der Hölle (Breath of Hell): While bonded, Zamiel's mouth becomes like crack of a volcano, and he can spit out a jet of molten stone up to 60 feet. In addition to being hot enough to make most things catch flame, it strikes his foe with great force and if cooled down can encase someone in black stone - if the target is still alive. Overall, this attack's destructive force is equal to high-end Cero.


Summonable by: Wu Wei 80: "Harry the wind, ye masked Rider of Black Fortune. Ride the east leg, travel the west peak, climb the north wall and find the ironsand of the south! Seek forth that black dog, and force it to face itself!" The spell cannot be completed without candle imbued with a drop of the user's blood, placed upon a window sill at night. The Huntsman will appear when the chant is completed, and his arrival is signified by the candle lighting itself. After this, the chanter has to represent his offer and payment to the Huntsman during the time it takes for the candle to burn out. Once he accepts, Zamiel will extinquish the candle, after which he'll leave to complete the duty.

Zaraki Nasumi
Gender: Female
Age: 19 (Approximation)
Height: 6'2"
Weight: 190 lbs.
Hair: Light Magenta - yes, it's her natural color.
Skin: Pale
Eyes: Heterochromic - one eye is blue while other is golden.
Reiatsu: Clear when not holding Shinkagenja.
Rank: Unseated - switching from division to division.

Appearance: http://i1015.photobucket.com/albums/af275/umbrellako2/1fb072e9.png

Nasumi has a curious quality in that she can appear very meek and small, despite being huge in actual size. It is, due to some trick of the spirit world, possible to think you're talking to a little girl, and not a woman who towers above many grown men. It's likely a combination of her girly face, childish emotiveness, and her high-pitched, shy voice.

Despite her height, Nasumi is very robust in build, and has lots of muscle with a healthy layer of fat on top. Her feminine curves are something she's not really got used to, and she's easily teased and flustered about them. She tries to hide them by tying her chest with tight Sarashi and wearing an oversized Shihakusho, which frankly makes her look ludicrous, considering how big she is already.

Personality: Nasumi is best described as an open book - if you can't read her emotions from her face, you're either blind or daft. Her big, mismatched eyes shine with naive enthusiasm when she's happy, her face becomes red as a strawberry at the slightest hint of shame, and when she's angry, it's as obvious as a closing typhoon. It's easy to trigger different emotions in her, though she's quick to return to calm, dopey cheerfulness.

She's friend to all living things - all manners of beasts, from small rodents to great predators and even weak animal hollows, seem to instinctively like him, and act surprisingly calm around her. Nasumi sometimes forgets the beasts don't necessarily extend this behaviour to others, and she has caused some... incidents due to this. To an extent, she has this effect on other humans as well, and this quality lead to her internship in 10th.

Nasumi is a big fan of Mortal literature and movies, especially horror. She thinks ghost stories and like are great comedy, though she thinks it's sad the "cuddly beasties" so often die in the end.

History: Dozens, if not hundreds of people arrive to Rukongai every day, from all over Japan and nearby areas. As such, the place, especially the outer districts are prone to all sorts of weird incidents. Nasumi was one of those incidents.

She was, or at least appeared as, four-year-old when she came to the district known as Zaraki, looking for her daddy. A magenta-haired girl with mismatched eyes might have raised an eyebrow, but odder things happen in the outer districts; what really caught everyone's eye was a sword longer than Nasumi was tall, that the child dragged around and cheerfully called "Shin-Chan". The sword soon earned her, or rather, itself the nickname of "Little Devil".

You see, even as a kid, Nasumi had vast reserves of spiritual power, and it caused her Zanpakuto to manifest early, and, even worse, as one of rare permanent release types. Considering its powers, it caused... all manners of trouble before 10th captured Nasumi and took her sword from her. Of course, the small girl threw a tantrum about this - several tantrums, actually. Of course, she wasn't any real threat to trained Shinigami, but all the biting and scratching did make the situation a game of "no, YOU take her" between the diligent police officers.

Seeing that it would've been too dangerous to leave her untrained, one of the officers asked his family to take Nasumi into custody. Drilling manners to her head proved to be one hell of a bother, and eventually the matriarch of the family decided to renounce her adoption and send her to an orphanage. Nasumi, who'd grown quite fond of "Baba-san", was quite shocked at this, even though the reasons went over her head. Subsequently, she tamed quite a lot, to avoid being thrown off again.

Nasumi entered the academy at the age of 11, and her sword was also returned, now accompanied with a special sheath to keep the "accursed thing" from causing unwitting problems. Initially, Nasumi was the smallest on her class - even some noble prodigies younger than her were taller or more developed. She was picked on quite a lot due to this, and after losing her temper once she was nearly expelled.

Then, she started to grow, and my did she grow! At the age of 15, she was taller than many adult students, and quite confused about it. Now she was picked on because she was the largest - go figure. Fortunately (or maybe not), Shinkagenja's power grew at nearly the same rate, and as Nasumi resumed her old habit of playing with it and showing of its abilities to everyone (interested or not), her bullies gave up. Which Nasumi thought of as odd, really, as she only showed it to them as sign of good will. Clearly, other people can't appreciate how cuddly it is.

Nasumi graduated with mediocre scores, and spend a year in the 6th, honing her skills for future assignments. Here, it was noticed she had soothing effect to some more rash or violent inviduals, and thus they suggested her an internship in 10th. Her last year was spend in Maggot's nest, as a prison cook and warden; she was suprisingly unfazed by the bleak environment, in fact, she seemed to like it there. She did quite well, though she gained some black marks for being too affectionate towards prisoners, especially certain Hannibal Magalhăes. Currently, she's back to 6th, and wondering about an internship in 3rd...

Zanpakuto: Shinkagenja 実化賢者 (R"eality-warping sage") Shinkagenja looks, at a glance, like a chipped nodachi (http://www.swordsofmight.com/images/products/detail/Valiant_Armoury_Nagai_Handoru_Nodachi.jpg). However, it only seems to be half there, and flickers constantly with a multitude of colors, appearing to even change material from metal to bone to flesh every once in a while. Looking at it long enough can cause nausea and the feeling there's something horribly wrong with the world. The sword is permanent release type and kept at bay by a pitch black sheath imbued by small traces of seki-seki. It spews forth clouds of its Shikai ability immediatly after drawn.

Inner World: A black mountain rising from a frozen sea amidst eternal darkness, with forests of dead trees dotting the mountainside. Inside of the mountain is riddled with dark tunnels and caverns, twisted black vines decorating the walls. They seem aware and possessing of some malicious intent, and they reach forward to entangle passersby when they're not looking. Nasumi's opinion on them is that "they tickle", and she considers them rather funny.

Zanpakuto spirit: Shinkagenja's spirit is a humongous, serpentine dragon coiled in a vast black cage in the heart of the mountain. It hates it there, and chews its own tail in frustration. It's eyes are like gates to the fires of hell, and it's scales glimmer in thousand sickening colors when light is cast upon it. It is a whimsical and dangerous creature, and usually openly hostile towards anyone but Nasumi.

General abilities:

Rudimentary Zanjutsu: Nasumi has basic techniques of swordmanship at hand, though she relies on special abilities of her zanpakuto more.

Good Hakuda: Nasumi is skilled in unarmed combat, to the extent she was allowed to move alone in Maggot's Nest. She hasn't squeezed out most of her natural reach or weight advantages, but she is exceedingly stong and has stopped grown men dead on their tracks. She's also a very mean kicker.

Practiced Hoho: Nasumi doesn't know Shunpo or airwalking, but she's a very fast runner and decently agile. However, her growth spurt was sudden, dramatic and ended only recently. Thus, she's not accustomed to her own height, and has a tendency to hit her head on door frames and such when lost in thought.

Rudimentary Kido: Nasumi can use Hado up to level 5 and Bakudo up to level 10. She also has some knowledge of Healing Arts, for first aid uses.

Massive Spiritual Power: Nasumi's reserves of Reiryoku are awe-inspiringly vast, and her Reiatsu can make people flinch miles away when she's mad. Clearly, she has great potential in her. However, most of that potential is unrealized as of now.

Cook from Hell: Nasumi likes cooking. However, her idea of 'food' is clearly different from that of rest of the world. In prison, it took some time before she learned to make food that the inmates actually agreed to eat. Even when sticking mostly to accepted recipes, she has the tendency to add some spices of her own, so the food isn't "bland". Nasumi is, against all logic, very proud of her cooking, and can get violently angry if it is insulted. (She became smitten with Hannibal because he had the "good" sense to praise her, um, creations.)

Shikai: As Shinkagenja is constantly released, it does not have a real release command. Doesn't stop Nasumi from shouting whatever comes to her mind when she draws it.

Shinkagenja constantly spews forth clouds of different colors. When Nasumi was a kid, there were only two colors - now there are seven. When Nasumi is calm, the clouds form rings around her, reminscent of rings of Saturn. When she's angry, the clouds create a turmoiling swirl of colors, forming a large, serpentine torrent around her. Nasumi can direct the clouds by focusing, or by waving her hands for increased speed.

Each cloud overrides or warps one natural law, giving the area within a surreal bent. In shikai, the effects of the clouds don't mix; darker colored clouds are denser than lighter ones and push them away at contact. Each cloud is large enough to subsume two human-sized targets at once. Nasumi can make a cloud to "stick" on a specific target. All alterations naturally affect Nasumi as well.

White cloud: Makes cold hot, and hot cold. The ability uses +20 Celsius degrees as turning point, so +30 C would become +10 C, and -20 C would become +60 C. When extremely high temperatures are involved (read: fire attacks), the cloud assumes weird qualities. If hit by heat well in excess of +200 C, it freezes solid - this doesn't kill anyone inside it, just traps them for the time it takes for the heat to abate. The cloud does not affect body temperatures.

Yellow cloud: makes all colors within it, or viewed through it, show as negatives. This is relatively easy to get used to, though initially it can be distracting. It can also make discerning other clouds harder.

Orange cloud: makes sounds show as colors in one's vision, and colors sound as voices, on top of of normal sensing. For someone experiencing this effect first time, this can be very nauseating and disorienting, especially what comes to loud sounds.

Green cloud: tilts gravity 90 degrees to the side within it, causing people within it to fall against walls and such. This has some mundane usage in increasing mobility. Airwalkers can, of course, stop their fall midair.

Red cloud: alters how things smell and taste, as well as increasing air-pressure, making it harder to breath. Most notably, it makes water taste like dry sand, and air smell like blood.

Blue cloud: alters tangibility of certain objects. Liquids become so solid you can stand on them, while solid objects become like jello, and you can push through them harmlesly within the cloud.

Brown cloud: Increases force required to move threefold, slowing down people and objects within it. The general feeling reminds wading through mud. This can be used to aid strenght training, or to dampen oncoming blows.

Iridescent cloud: When Nasumi's rage causes the clouds to mix, the resulting torrent is a semi-physical force that can lash out like whip up to 50 feet to cause a physical blow roughly equal to low-end Cero in power. It can't engulf anyone and doesn't carry the bizarre effects of separated clouds.

Bankai: To be acquired later:

Sekai wo musaboru Bakemono 「世界を貪る化物」 (World Devouring Monster)

In bankai, all the clouds fuse into one, black sphere with radius of 50 feet. Inside this sphere, Nasumi can freely decide which alterations of her Shikai are in effect, potentially turning the whole area into nightmare acid land. She decides the initial rules when releasing her bankai, after which re-arranging one rule takes a second of focusing. She can also uncoil the sphere to a semi-physical black serpent that can strike enemy as far as 200 feet with power equal to average Cero.

Lamppost-san

Gender: Male
Age: Unknown
Height: 6'7" to 10'8"
Weight: 330 lbs.
Hair: Transparent
Eyes: Transparent
Reiatsu/Speech Color: Golden, like light of an old lamppost
Aspect of Death: Oblivion
Theme music! (http://www.youtube.com/watch?v=g2T4ziq7InQ)

Appearance: A fairly ordinary, steel lamppost. (http://i202.photobucket.com/albums/aa279/oliver426/th_g9662.png?t=1284502746)

At will, San can turn back to a humanoid form, though he usually only does so to protect Gwen. His humanoid form looks like a set of bonewhite plate armor (http://img14.imageshack.us/img14/7724/armorjm.jpg) with a palm-sized hole through the chest. The helmet (or mask) is completely plain and featureless, with a part of it diagonally cut off where it should cover the left eye and upper left quarter of the head. "Should" is a keyword here, as there often is nothing there. The whole suit seems to be empty, moving on its own accord. When san is angry, his Reiatsu will glow from the gaps of his armor, making it look like there's a fire burning inside, but unless he wishes otherwise, that's it.

In the odd case he feels like dispelling his invisibility, San will look like a young, albino male, bleak apathy governing his face. He always remains somewhat transparent, so when angry, his body becomes transilluminated by his inner glow.

Personality: Lamppost-san doesn't talk much. In fact, in company of creatures other than Gwen, it doesn't talk at all. It does radiate vaguely amorous feelings whenever the female Arrancar is nearby though.

Before he met Gwen, San's only goal was similar to that of all other Hollows that have deprived themselves of earthly connections - to devour or be devoured by other Hollows, completely forgetting himself and any gried he might have suffered in either life or death, to become truly void.

Nowadays, that void is filled with a rather singular devotion to his protegé. Only thing that matters to him is keeping Gwen safe. He won't let anyone or anything come between them. Ever.

History: Its not known how or when exactly San came to existence, even to himself. This is because he strove to forget whatever he might have been before, in attempt to get away from something that he considered painful, but now regards with apathy because he can't remember what it was. When Gwen found him, he was lurking in the mortal world, luring lost spirits to himself by masquerading as a lamppost and then devouring them.

One night, a ghost of a litte girl came running to him, and clung to his fake form. He was about to devour her, when other Hollows came after her in hot pursuit, and he devoured them instead. When the fight was over, the girl was still there, and San, satisfied in his hunger, let her be.

Later, more other spirits came to him, attracted by the little girl, and he slaughtered them as well. Everytime, he left the little ghost alone.

In time, he came to wonder why the girl never left from him. Didn't she have any other place to go? Oh well. At least she attracted juicier prey to him.

Then came a day when no other spirits came to him, and San felt he was being spread thin by his own hunger. He turned his hungry gaze on the little ghost, and considered eating her. But that didn't sit right with him - surely, eating her would ensure no new ghosts would come to him. At least, that's what he told himself. Instead, he devoured parts of his own flesh and mask to make the hunger go away, and it did.

More days passed, and he watched the chain in her chest erode, link by link. Soon, she'd become a Hollow as well. Surely, she would leave then, and he'd have to leave also.

It didn't sit right with him.

So, when the chain ate a hole through her soul and a masked formed on her face, he took it off and fed her part of himself so she would never have to feel hunger like he'd done.

Just like the girl had never left him, he would never leave her.

Abilities:

Close combat ability: San is an excellent barehanded combatant. His reflexes are quick enough to deal with fastest of opponents. His strenght is far into superhuman range - he can easily chop through concrete or grown trees and can lift dozen times his own weight.

Hierro: Very strong. It takes extreme effort to cause any damage to the white plates of San's armor. However, this quality doesn't transfer to his skin and flesh proper - it has other defense mechanisms.

Speed: Fast by human standards. San has no ability in Sonido.

Garganta: San can open one with some effort, and that's about it. He's very poor at navigating through the void, and rarely arrives exactly where he wants.

Pesquisa: San's spiritual sonar has very short range, only extending about his own height to every direction. On the other hand, it's so accurate that he can thrive in close combat without any other senses to help him.

Energy attacks: San can only use Cero, and he takes a considerable time to charge one. On the other hand, his Ceros are very powerful. He shoots them from palms of his hands.

Special:

Shapeshifting: San can turn into a lamppost and back at will.

Ghost among ghosts: San can make his flesh completely transparent, leaving only the glow of his Reiatsu visible within his armor. He can further push this power and selectively make his flesh intangible, to the point where all that's left of him is a hollow suit of armor. However, he can only use half of his strenght while intangible. In addition, only thing keeping the suit together in such situation is his willpower, so even if his enemy can't damage it, pieces of it can be yanked off, effectively depriving San from means of affecting things physically untill he becomes tangible again.

Spirit like daylight: San's Reiatsu is antithetical to Hollows that depend on darkness, draining away their abilities like ordinary sunlight would.

Zanpakuto: ---

Resurreccion: San is theorized to be constantly in resurreccion.

13_CBS
2010-06-25, 02:09 AM
Active Characters:

Hayashi Ikimi and Hayashi Shinji (http://www.giantitp.com/forums/showpost.php?p=8780485&postcount=66)

El Voz de la Legión (http://www.giantitp.com/forums/showpost.php?p=8791658&postcount=70)

13_CBS
2010-06-25, 02:11 AM
林 信治 and 林 粋身: Hayashi Shinji and Hayashi Ikimi


(Behind the name:

Shinji
信 = "Shin" (onyomi): Honesty, faith
治 = "Ji" (onyomi): Reign, rule
Thus, Shinji = "Honest Ruler"
Also a reference to 心事 ("Shinji"), meaning "Mind"

Ikimi
粋 = "Iki" (kunyomi): Elite, sophisticated
身 = "Mi" (kunyomi): Body, oneself
Thus, Ikimi = "Sophisticated One"
Also a reference to 生き身 ("Ikimi"), meaning "Body", or "Flesh and Blood")


Gender: Shinji = Male, Ikimi = Female

Age: Mortal body died at the age of 26; soul was purified as a Plus immediately afterwards. Lived in Soul Society for 143 years. Neither Shinji nor Ikimi know who arrived at Soul Society first.

Apparent age: Ikimi looks 16 or 17 due to her short height. Likewise, Shinji looks 19 or 20.

Height: Ikimi is 5'1'', or ~152 cm. Shinji is 6'4'', or ~183 cm.

Hair: Both have black hair, but in the sunlight Ikimi's seems a little reddish, while Shinji's seems a little blue.

Reiatsu/Speech color:Shinji, Ikimi

Division: 13th

Seat: 4th


Appearance: Shinji is tall, very thin, and has a jovial, careless look about him. He wears his hair short and messy, and always goes about clean-shaven.
Ikimi is short and has a toned, lean, muscled body. The atmosphere around her seems serene and orderly, almost strict, as is her normal demeanor. Her hair is shoulder-length and always kept in a neat ponytail.

Personality/Hobbies: Ikimi is stoic and serious, almost to a fault. She has poor communication skills, is blunt to those who aren't her superiors, and keeps to herself. Nonetheless, few in Soul Society can match her devotion to her duties, and when it comes to getting things done Ikimi is one of the best people to rely on. Ikimi spends her free time exercising, meditating, and gardening.
Shinji is easy-going, lackadaisical, and fun-loving, almost to a fault. He often disregards his duties, is improper to his superiors, and a bit loud. Nonetheless, few in Soul Society loves (the after)life as much as Shinji does, and when it comes to connecting with other people and inspiring his fellow Shinigami, Shinji is one of the best people to rely on. Shinji spends his free time reading books and comics, writing poetry and literature, playing his shamisen, and socializing. (He makes sure to make free time if there isn't any.)


History: Even for the Shinigami the soul can be an unpredictable thing, full of surprises and anomalies. Take, for example, the Hayashi twins.

In their mortal life they were one entity, Hayashi Shinobu, renown for being
a paradigm of humanity in mind and body, and before that as Hayashi Hayate, a skilled Shinigami who died honorably in battle. After their Soul Burial, however, their soul was split apart into two imperfect halves, and so they became Shinji and Ikimi.

They arrived in the 5th district in Rukongai, a pleasant neighborhood full of peace and quiet, fully aware that they were meant to be one and not split apart, yet unsure of where they were, who they were, and who the person before them was as their memories were scattered and fragmented. In a fit of confusion and fear brought upon by their traumatic arrival, the twins attacked one another, their half-souls screaming for reunion. It was fortunate for them, then, that they were in in the 5th District, where such violence was unheard of, and Captain Hayashi Natsuko had been passing by to visit old friends.

As per Hayashi tradition, the twins were given the choice of being adopted by family, and with nowhere else to go and no one else to rely on, they accepted. Natsuko arranged for a cousin of hers to take them in, and so the two grew up as normal Hayashi children in the 4th District.

Shinji and Ikimi were initially wary of one another, but even as their half-souls desired to be reunited, their spirits also longed for the presence of the other. Fear and hatred became mistrust and suspicion; mistrust and suspicion became mischief and rivalry; mischief and rivalry gave way to a close bond of trust and familial love. Today, Shinji and Ikimi regard their respective counterpart as their closest friend and confidant.

Because their souls are incomplete, Shinji and Ikimi are likewise incomplete. Shinji possesses great creativity, social empathy, and intuition, and has a tough and tall body, but is poor with reasoning, deduction, and critical thinking, and his body lacks muscular strength and coordination. Ikimi possesses a strong, limber, and dexterous body supplemented by a talent for logic, mathematics, and organized thought, but her health is unusually frail, her body lacks reach and mass, and she lacks creativity, social awareness, and emotional capacity. This would have an effect on their Academy careers later on; Shinji has great talent for Kidou, but his Hakuda and Zanjutsu skills are laughable, whereas Ikimi's martial prowess was at the top of her class' but her Kidou skills are non-existent. Shinji's creativity allows him to use Kidou in unorthodox, unpredictable ways, while Ikimi's athleticism allows her to best many opponents in melee combat.

After they graduated from the Academy with honors (though Shinji barely pulled that one off due to his lack of discipline), they elected to join the 13th Divison1; it seems that Hayashi Shinobu's soul had more than enough restlessness for two people to share. The twins cannot abide the feeling of doing nothing, so the 13th's active nature suited them well. And of course, the twins also wanted to join the 13th due to its commander being Captain Hayashi Natsuko. Ikimi and Shinji regard Natsuko as something of an older sister, a heroine, and a role model--Ikimi admires Natsuko for being able to perform her duties perfectly while still enjoying life, while Shinji admires Natsuko for being able to enjoy life to its fullest while still performing her duties.


Zanpakutou: Although Shinji and Ikimi's souls are split, their Zanpakutou are still as formidable as any other. Both serve to amplify their wielders' respective strengths.

Shinji's Zanpakutou is 完念 (Kannen), "Perfection of Thought". Its command phrase is 思え (おもえ: "Omoe": "Think")

Ikimi's Zanpakutou is 完体 (Kannari), "Perfection of the Body". Its command phrase is 為ろ (しろ: "Shiro": roughly, "Act/Do")


Zanpakutou Forms:

Sealed:
Kannen appears as a nodachi almost as long as Shinji is tall. Its appearance is unexceptional save for the unusual existence of a pommel in the form of a dark red sphere. The blade seems a bit much for the lanky Shinji, and he sometimes seems to stagger under its weight outside of combat.

Kannari appears as a very small and light wakizashi dagger, almost a medical scalpel. Its appearance is unexceptional save for its diamon-shaped dark blue tsuba. Combined with Ikimi's lack of reach and its own lack of killing power, Kannari makes for a disappointing weapon in combat. (It still makes for an excellent gardening tool, however.)


Unsealed:
Kannen appears as a metallic, nonagonal (9 sided) 3 foot long rod. The rod is ended on one end by a smooth sphere and a pyramid on the other. It is of a dark red color, engraved with proverbs and words of wisdom in black. In Shinji's hands, it feels very light, almost weightless.

Kannari appears as a a 5 foot long nagamaki (http://en.wikipedia.org/wiki/Nagamaki) with a hilt wrapped in dark blue silk and the blade having a blue glow when held against the light. The tsuba looks much the same as it did when the blade was sealed, but seems stronger and tougher somehow.


Zanpakutou, Inner World and Spirit Form:

Kannari: Kannari's Inner World appears as a great desert, featureless save for a Stonehenge-esque stone construction of quality marble and perfect symmetry. The spirit of the sword appears as a human of uncertain gender or age, clad in thick, flowing robes. It is completely grayed out and lacks both color and emotion.

Kannen: Kannen's Inner World appears as a vast ocean, chaotic and stormy with great waves crashing in each and every direction. The spirit of the sword appears as a formless, gaseous mass featuring and changing into every color imaginable. It is utterly capricious and can change its mood at the drop of a hat.


Zanpakutou, Abilities:

Kannen:

Shikai: おもえ, 完念! Upon activation, Kannen's engravings glow pitch-black, and perform three functions:
1) Increase Shinji's intelligence and Reiatsu/Kidou abilities.
2) Accelerate and clarify Shinji's memory.
3) Slowly gather and recycle reiatsu expended by Shinji and Shinji only. The practical effect is that it eventually makes Shinji use 3/4ths of the reiatsu normally required for a given Kidou technique, assuming that Shinji casts a Kidou once every five minutes or so. Rapid casting renders this bonus useless. Reiatsu expended on Bakudou techniques do not recycle unless they are dispelled/broken.

Bankai, 高踏的念 (こうとうてきねん, "Koutoutekinen"), "Transcendent Thought": The rod becomes a 9-pointed, dark-red crown that Shinji wears. Shinji has only just begun the long, grueling journey towards attaining bankai, but should he ever achieve it, it gains new abilities:

1) Further increase Shinji's Reiatsu/Kidou abilities and intelligence.
2) Further accelerate and clarify Shinji's memories.
3) The reiatsu recycling effect remains the same, but this time decreases the reiatsu cost of Kidou by 1/2, assuming at least 5 minutes of recharge between each casting. The Bakudou restrictions still apply.



Kannari:

Shikai: 為ろ, 完体! Upon activation, Kannari's edge glows a deep blue, and performs the following functions:
1) Increase Ikimi's overall strength and martial prowess.
2) Increase Ikimi's coordination and reaction times.
3) Morphs between its current nagamaki form and two other forms: a wakizashi for close range combat and a naginata for when reach is required. Shifting forms requires a sizable expenditure of Reiatsu (roughly 1/4th of Ikimi's total) and five seconds of intense concentration.

Bankai, 高踏的体 (こうとうてきなり, "Koutoutekinari"), "Transcendent Body": The Nagamaki's silk wrappings take over and become the weapon itself, resulting in Koutoutekinari appearing as a very long silk bolt that wraps around Ikimi's arms and torso, with each end of the bolt ending at her wrists. As with Shinji, Ikimi is decades, if not centuries, away from attaining bankai. Should she ever do so, she will gain the following abilities:

1) Further increase Ikimi's overall strength and martial prowess.
2) Further increase Ikimi's coordination and reaction times.
3) Koutoutekinari can effortlessly morph between its wakizashi, nagamaki, and naginata forms, though it still takes about five seconds of decent concentration.



Abilities: As stated before, Shinji and Ikimi have their own specialties. Shinji is artistic and creative, and as such he's talented in poetry, music, and literature. Ikimi is athletic and orderly, and as such she's talented in athletics, discipline, and gardening. Shinji is the kidou specialist, while Ikimi is the martial artist.

Ikimi: Ikimi is unusually talented in hakuda and zanjutsu for a person of her ranking, and favors styles that combine grace, speed, power all into one potent package. She trains constantly with primarily the wakizashi, nagamaki, and naginata, but she knows that in combat she may not have the luxury of having a familiar weapon, or even a weapon at all, so she also makes sure to practice with more exotic weapons, improvised weapons, and unarmed combat.

Shinji: Shinji has an instinctive talent for Kidou, and puts his creative nature to use in it by memorizing different chants and effects for each level of Kidou. Whereas most Kidou practitioners may have, for example, only one or two different Bakudou level 10 techniques, Shinji makes sure to have, at the very least, three or even four in his head at all times (and up to five with the help of Kannen). He is capable of Eishohaki (speed-casting) up to level 20 Kidou, and can normally cast up to level 50 Kidou. In terms of Outer Kidou, Shinji does not favor any particular one of the Wu Xing phases, favoring Earth, Water, Fire, Wood, and Metal equally, nor does he favor Bakudou over Hadou.

Example Kidou spells known by Shinji:

Hadou 1, Fire 1: 蝋燭 (ろうそく: "Rousoku"), Candle -- Shinji makes a small, candle-sized flame on the tip of his finger. In terms of heat and light, it is identical to a regular candle, and extinguishes as easily as a normal candle.

Hadou 1, Fire 2: 火花 (ひばな: "Hibana"), Spark--Shinji snaps his fingers to create a spark, not unlike steel striking flint. This spell is capable of quickly setting alight tinder or stinging unprotected eyes.

Hadou 1, Fire 3: Heat--Shinji points his finger at an object or person to raise the temperature of the target. Inanimate objects with small mass (ice cubes, a piece of food, etc.) are the only targets that are affected by this spell in any practical way.

Hadou 10, Metal 1: 球体 (きゅうたい: "Kyuutai"), Orb--Shinji thrusts his palm at the target and sends a metal sphere 2 feet in diameter flying at the target. The projectile moves at the speed of a middling Quincy's arrow's. Shinji can change the direction of the moving sphere up to three times before the spell dissipates.

Hadou 10, Metal 2: 笞 (むち: "Muchi"), Whip--A long whip made of chains bursts forth from Kannen's spherical tip and lashes the target. Offensive power is weak, but this can attack from many angles.

Hadou 34, Water 1: 海神の通信文 (かいしん の つうしんぶん: "Kaishin no tsuushinbun), Message of the Sea God--Lord of Oceans, Lord of the Sea/ Cleanse the Plains and Cleanse the Mountains/ Your irresistible Wrath leaves no Sin untouched--A pillar of water forms in front of Shinji, flies upwards, and shoots downward at a target. This is a technique Shinji invented, with inspiration from Hibiki's water Hadou

Hadou 50, Wood 1: 胎に帰る (はら に かえる), Return to the Womb --Mother of Earth / Take from me my enemies / Gather them up in your embrace / Make them Twice Born / Return them to Children of the Earth/ As they were before their Birth A great tree sprouts from the ground and attempts to drag into it with it roots any nearby enemies. Targets dragged into the tree this way are quickly decomposed over a matter of days, while spiritual victims are broken down into reishi. Its offensive power is designed to strike multiple targets, however, so a single target of sufficient power (typically tier 4 or higher) can easily break out of the tree's grasp with a burst of Reiatsu.


Bakudou 1: 足塞 (そくさい: "Sokusai"), Restrain, Foot --Another version of the standard Restrain spell, this one creates a weak binding around the target's feet. Only applies to humanoids.

Bakudou 10: 鉄傘 (てっさん: "Tessan"), Dome--Encases the target in a dome made of what appears to be steel. It won't hold anything stronger than a Tier 6 for long, however.

Bakudou 20: 逆砦 (ぎゃくせい: "Gyakusei"), Inverse Fortress--Encases the target in what is a reverse castle: the walls are designed to keep things in, the moat is inside the walls, the keep's inner walls are far stronger than the outside's, etc. In short, a prison. This won't hold anything stronger than a Tier 5 for long.

Bakudou 40: 密集方陣 (みっしゅうほうじん: "Misshuuhoujin"), Phalanx--Spears unending, endless lines of men / standing Shoulder to Shoulder, against the Encroaching Evil/ Repulse them! Stand fast! / The Morning brings with it the thundering Hooves of the Cavalry Surrounds the target with long, pike-like implements that press against his skin, threatening to impale him should he make even the slightest of movements. Though dangerous, a Fraccion's or high level Numeros' hierro (or similar defensive technique) should be able to mostly resist the spikes.

Bakudou 50: 天岩戸 (Ama no Iwato)--Seal of the Earth/Seal of the Cave/Hidden from All/ Hidden Away/ Do not bring It Out/ Leave it There/ Forever, till Eternity ends/ Forbid dancing/ Forbid Celebrations/ For such Things may Lure Out/ The Sealed Demon The target is swallowed up by a great hole in the earth, which then closes back up, imprisoning the target in a great earthen tomb. The ground in the area of the spell is then packed tight and held fast by a barrier. This Bakudou can reliably hold up to Tier 4, and even the average Tier 3 target must expend a good bit of effort to break out.



Shinji tends to cast Kidou spells quite flamboyantly, believing quite firmly that combat, as with everything else, should never be boring.









13th Division Strike Team: Hourai


Team Hourai is one of the five Strike Teams that constitute the elite among 13th Division officers. Lead by the twins Hayashi Shinji and Hayashi Ikimi, it is more of a generalist squad, and many of its members (including Shinji and Ikimi) also focus on training future 13th Division officers, and thus future Strike Team members. Team Hourai tries to keep itself balanced and varied, capable of answering almost any threat, though certain situations may require Strike Teams that are more specialized.

As with other Strike Teams, Team Hourai has a small office building attached to the 13th Division HQ. This is where Shinji and Ikimi spend most of their time while on duty but not in the field, and they've grown so attached to their little office that they often use it as their own barracks. As a result, Team Hourai's office has a small bamboo garden in the backyard (where Ikimi likes to rest and meditate), plus a pen for Shinji's pet rabbits. (Shinji and Ikimi have worked very hard for these privileges, and sometimes worry about getting told off for personalizing their work space too much.)

As Strike Team leaders, it's Ikimi and Shinji's duties to not only be ready at a moment's notice to answer distress calls from patrols, but also to do the paperwork once the fighting is done, and nowadays most of their work hours consist of filing reports on casualties (deaths, injuries, Missing in Action, etc.), equipment expenditures, collateral damage, mortals harmed, and so forth. Ikimi does her best to get all the paperwork done on time; Shinji does his best to shove it all on his sister, though that rarely succeeds.

The twins try to encourage the other team members to spend time in the office in order to get to know one another better, believing that doing so will raise team morale and build trust.



Team Structure:

Team Hourai is structured much like any other Strike Team, but it has its unique features:

Squad Leader(s); Hourai 日 ("Hi") and Hourai 月 ("Getsu"): Hayashi Shinji and Hayashi Ikimi. It was decided that the twins made for a potent combination when they work together, so they were made co-captains of Team Hourai. They have equal authority within the Strike Team and in the Division, but they don't hesitate to defer decision making to the appropriate twin should the situation call for it. Ikimi's call sign is Hi; Shinji's call sign is Getsu.

Squad Members; Hourai 1, Hourai 2, Hourai 3, and Hourai 4: the four other seated officers of Strike Team Hourai.

Squad Trainees; Hourai 5 and Hourai 6: Shinji and Ikimi also train low-seated or unranked 13th Division Shinigami to be future Strike Team members. Prospective Strike Team members may petition Captain Natsuko for permission to undergo Strike Team training; the most promising cadets are sent over to Shinji and Ikimi. At the moment, there are only two trainees; the hard-working, dedicated, but highly unfortunate Niegodou Neshire (Last name, First name) and the clever, mischievous Banai Ite. Shinji and Ikimi are always on the lookout for promising trainees.

KerfuffleMach2
2010-06-26, 12:30 AM
Name: Alysha Sietka
Gender: Female
Age: 200, looks 23
Race: Shinigami

Looks:
Alysha stands at 5'6" tall. Her skin is a little on the pale side, which helps make her hazel eyes stand out. Her hair is a light brown, and it falls straight down, ending just past her shoulders. She wears traditional shinigami dress, with the addition black half-gloves.

Personality:
Alysha is extremely optimistic. She giggles a lot, and laughs easily. She pretty much always has a smile on her face, and she seems to be able to get along with almost anybody. Part of it could be that her mood seems to be infectious. She constantly tries to help people, because she feels that's what people should do. Help each other. Because nobody can do everything that needs to be done by themselves.

She isn't exactly the sharpest tool in the shed, and she isn't the most highly skilled shinigami around. But, you'd be hard pressed to find a time when she isn't giving it her all. She takes her mistakes with a note of humility and humor.

Alysha is not one to fight. Her zanpakuto reflects this. She will try as hard as she can to avoid any fighting.

This does not mean, however, that she will run if somebody is in danger. It just means that she will attempt to get the person away from the danger first. If she can't, then she will stand and defend them.

History:
During her time in the Rukon district, Alysha helped run a small clinic. She worked a lot with younger patients, and always did her best to cheer the people up.

During her time in the academy, she was an average student. She showed some talent in healing, and also showed a liking for it. So, it is little surprise that she was assigned to 4th division. Her skills weren't the best, but they were good, and she was willing to spend the time to make them better.

Zanpakuto:
Tetsu no Ishi (Iron Will)

When sealed, her zanpakuto takes the form of a slightly short and slightly thick katana. The pommel has a small chain hanging from it. A keychain. From the end of the chain hangs a small generic key, similar to a stereotypical skeleton key. The whole chain, key included, is no more than six inches in length.

Zanpakuto Spirit: Tetsu no Ishi resembles a large man. The kind that could be called a bouncer. He is almost seven feet tall, and looks like he could throw a small car if he wanted. Without much effort. He even has the buzzcut and black sunglasses one would expect on a bouncer. He never says much, but he means everything he says.

Inner World: Despite Tetsu no Ishi's appearance, Alysha's Inner World is very pleasant and mellow. It consists of a large, grassy field, which has more green than any real field would have. The sky is a brilliant blue, and there are just enough white, puffy clouds in the sky. There is a lone birch tree, and forest can be seen in the distance in every direction, though it can never be reached.

Shikai: Stand and defend, Tetsu no Ishi!

When released, her zanpakuto takes the form of a buckler, which she carries in her right hand. It becomes silver in color, with a gold, three-circle design in the middle.

Released, Tetsu no Ishi has the ability to use Alysha's energy to create a sort of force shield, centered on the buckler and extending out. The size of the shield and its strength depend on how much energy Alysha puts into it. Theoretically, this shield could block anything, but it would take a massive amount of energy, which Alysha simply does not have. As such, she tends to use it just before the attack hits, and keeps it up long enough to hold off the attack. This method does make it more likely that she will get hit, since it relies on her timing. But, it also cuts back on the amount of energy used, since she only uses enough for the blow itself. So, she is able to keep that method going longer than a constant use.

Bankai: Not yet achieved.

Abilities:
Alysha is a fairly talented healer. She has been improving since she became a shinigami. This includes healing Kido.

She has become fairly skilled in using both Keikatsu and Meiyu. Her use of Meiyu isn't that great, simply because it's focused on more targets.

Other:
Alysha, with her zanpakuto.
http://i56.photobucket.com/albums/g162/KerfuffleMach2/img003-1.png

Detail of her zanpakuto and its Shikai form.
http://i56.photobucket.com/albums/g162/KerfuffleMach2/img002-1.png

13_CBS
2010-06-26, 09:23 PM
To blindly follow a single path
To narrow one's focus on one goal
To disregard hazard and consequence
Is Death


El Voz de la Legión

(Behind the name:

Voz = voice, Legión = Legion. Thus, "Voice of the Legion")


Age: Died as a mortal ~320 BC. Became Adjucha ~401 AD. Became Arrancar ~1404 AD.

Height: 6'0'' (182 cm)

Weight 210 lbs

Speech/Reiatsu: Silver

Mask Fragment: White, bone-like version of the bottom half of a full Phrygian helmet (http://www.artfinding.com/images/lot/_268/phoenix_ancient_art_phrygian_or_thracian_type_helm et_12293603959240.jpg) covering the jaws and cheeks.

Hollow Hole: Throat, over the vocal cords

Aspect of Death: Devotion/Loyalty

Appearance: Voz wears a bone-white version of an Ancient Greek linothorax (http://www.kultofathena.com/images/AH3987I.jpg) body armor, with cloth covering the upper torso and shoulders, and scale-like bone covering the lower torso. Underneath his armor he wears the standard Arrancar white uniform.

Personality: Voz is a serious fellow, showing little emotion. He doesn't come off as apathetic as some stoic people would, but instead exhibits an intensity and an aura of determination. His mouth is obscured by his mask, but given his constantly furrowed eyebrows, one can easily assume that Voz's face is in a perpetual frown. Underneath his intense exterior, though, is a shrewd, analytical man, skilled at tactics and with a passion for chess and similar games. He also has a tendency to address himself as "we", and his voice sounds as though a thousand people were speaking at once.

What people know most about Voz, however, is his apparent inability to resist the commands of the orders of someone he recognizes as a "superior". If he's given an order by someone he serves, he will carry it out to the letter, regardless of what happens to him or others in the process. Order him to commit suicide, and he will do so. Order him to attack Seireitei by himself, and he will attack without hesitation. He lives and dies for his master.



Eyes: Voz's eyes are solid black voids that seem to drink in all light.

Powers:

Bala, Cero: Voz's ranged attacks are decidedly mediocre for an Arrancar of his power.

Hierro: Compensating for his lack of skill in ranged combat, Voz' hierro is unusually strong for an Arrancar of his level, especially around his torso (where his armor is).

Garganta: Voz's Garganta is unremarkable.

Sonido: Voz is on the slower side for an Arrancar of his skill.



Zanpakutou: Voz's zanpakutou when sealed takes the form of a Makhaira sword (http://i332.photobucket.com/albums/m355/Toddy78/Weapons/40.jpg) (figure 4 on the picture), sheathed on his left hip. As far as swords go, it's on the shorter and lighter side, but still cuts very well.

Resurrección: March, Legión.

Upon activation, Voz's attire changes into his battle garb. His left leg becomes wrapped in white bone and heavily armored; he gains a billowing black/white striped cloak that reaches down to his ankles; his mask grows into a full bone-white Phrygian Hemet (http://www.thefakebusters.com/greek%20bronze%20helmets/pics%20Greek%20bronze%20helmets/phrygian/phrygian%20thracian.jpg) with two white feathers along the helmet crown; his left arm grows a white shield 2 feet in diameter (connected directly to his arm); his right arm becomes a 20 foot long sarissa pike; white, bone-like growths cover the rest of his body like a second skin. Engraved on his arm-shield are the Kanji 傾注 (けいちゅう: "Keichuu"), meaning "Devotion/Concentration". His zanpakutou remains a short Makhaira sword.

Despite the pike's unwieldy length, Voz is more than capable of using it to great effect in single combat.



Legión's activation grants Voz the following abilities:

1) If Voz clashes together his pike and his shield, he will mold ambient Reishi into 8 entities identical to him in appearance and equipment, save for the helmet feathers. Each entity has the overall power of a mid-to-low seated Shinigami officer. These are called Argyraspidai.

2) If Voz plants his pike into the ground, he will mold ambient Reishi into 112 entities identical to him in appearance and equipment, save for the helmet feathers and cape. Each entity has the overall power of an unseated Shinigami warrior. These are called Pezhetairoi.

3) If Voz gets into a crouching combat position, with his left shoulder pointed forward, his shield covering his torso, and his pike pointed forwards, then he will mold ambient Reishi into 1000 entities identical to him in appearance and equipment, save for the helmet feathers, cape, and linothorax (which disappears, leaving only the regular Arrancar jacket uniform). Each entity has the overall power of an athletic, mundane mortal. These are called Phalangitai.


If necessary, all Phalangitai, Pezhetairoi, Argyraspidai, and Legion can reform their limbs into normal humanoid arms, but this cuts down on their combat power.


Legión has the following limitations and conditions:

1) The greatest weakness of Legión is Voz himself. Should he ever fall, the rest of the legion goes with him. No entity can survive Voz. Also, Voz's Resurreción does not give Voz himself any significant boost in power--his combat strength lies in his ability to command great numbers of minions.

2) Each entity, regardless of power, has the combat intelligence of Voz himself, but is unable to speak, has little to no creativity, and must be given specific instructions to deal with radically new developments. Although they each have their own separate minds, they cannot resist the commands of Voz himself. It is impossible to take mental command over any of the entities.

3) When Legión is resealed back into Zanpakutou form, the sealed entities' knowledge and memories are given to Voz. However, Voz cannot sense through his entities. Voz must also provide instructions to his entities by voice or visual commands; he cannot communicate with them telepathically.

4) However, Voz is aware when one of his entities are killed.

5) When an entity is killed, a part of Voz's total Reiryoku is lost. The overall power of the killed entity determines how much of Voz's Reiryoku is gone; the loss of an Argyraspidai results in Voz losing 1/8th of his Reiryoku, while the loss of a single Phalangitai will make him lose only 1/1000th of his Reiryoku. As Voz recovers his Reiryoku (which he does so through normal Arrancar means), he regains any lost Reiryoku entities.

6) Some entities are capable of ranged attacks, while others are not. Argyraspidai can fire (weakened) cero and bala, which are shot from the center of their shields. Pezhetairoi can shoot bala from the tips of their pikes. Pezhetairoi cannot fire any projectiles at all.


Approximate power level: Fraccion

Jadakiss
2010-07-06, 09:45 PM
Landa~Ora Septima FraccionName: Landa~Ora

Rank: Fraccion to the Septima.

Gender: Female

Age: 276 (Looks 17)

Height: 4'11"

Weight: 89 lbs.

Speech color: Plum

Reiatsu: Ivory, feels like snowflakes, and the temperature in the atmosphere drops slightly.

Zanpakuto: Blade Of Light. A straight edge katana with no guard. The weapon is very simple, with a velvet soft purple wrapping on the hilt. The letters LO are inscribed in her hand on the flat of the blade 2'' from the tip.

Resurreccion: Magnificent radiance, Espada de Luz!

after her release command, Landa's eyes immediately roll back and put off a bright purple light. Within a second she becomes completely engulfed in purple light. The radiant flash is blinding to any who see it, leaving Landa's enemies momentarily awestruck. When the light is gone, Landa is standing, mostly herself though with a purple striped white tail, that of a bengal tiger. She also has purple markings on her mask, framing the eyes. The purple light when she releases encompasses the viewer(s), making them haggard and numbing the muscles, thus slowing the enemy slightly. This effect lasts until she suppresses her power or is incapacitated. Although it's difficult to time, the light can be avoided if the Enemy covers their eyes before Landa uses this power.

She retains her Zanpakuto in this form. Her speed and strength are increased greatly in her resurrecion, with minor increases to her bala and cero.

Apperance: Landa~Ora is small, almost child-sized. Purple is her color. Piercing purple eyes, that seem to look straight through anyone or anything. A button nose, gingerly placed under a simple white mask, that outlines Landa's eyes. Cropped purple hair falls at her ears, with bangs gently pushed to the side, and her lips remain pursed into a sweet smile. Her slender face leads to a thin neck, wrapped with a necklace, a simple gold chain with a purple stone pendant. Landa~Ora has thin shoulders, draped with a white laced cover that hides her deep purple corset (which hides her hollow hole in her left ribcage.) The corset falls just low enough to tease the eyes with her medium bust. Her shoulders blossom out to two lanky arms, garnished with bangles. Small hands are to follow, wielding her Zanpakuto. Landa's thighs are covered by a tight, short, white leather skirt. Short legs lead to delicate feet, dressed in white sandles.

Personality: The smile that's been stamped onto the mouth of the lovely Landa~Ora isn't for show, she is a very bubbly, cheerful person. Although she is sweet, Landa is very cunning. Taking advantage of her Resurreccion to attack while the enemy is stunned, and using her appealing looks as an asset in dealing with others.

Abilities:

Cero: Landa fires a purple cero from either hand. It is of average power though travels slightly faster than average.

Bala: Landa's bala is also purple, though otherwise unremarkable. She uses her bala more than cero.

Pasquisa: Very non precise. Landa uses it in order to not be jumped during a fight, as it is otherwise weak. It is capable of keeping track of multiple opponents though not with pinpoint accuracy.

Unarmed: Used less often than her sword, her unarmed attacks are still a force to be reckoned with. Sereg has taught her personally to fight unarmed, stating that it could save her life.

Sword: Landa mostly uses her sword while fighting, as she rather likes seeing her enemy bleed. She uses fast and brutal attacks, often ignoring her own safety in order to get the upper hand. She is extremely adept at fighting one on one.

Garganta: Average for her level. She often uses her garganta to transport Sereg.

Sonido: Faster than average, she can only use it a few times in succession, saving her energy for fighting or following Sereg.

Hierro: Slightly below average, able to block the attacks of most unseated or low seated shinigami. She is able to localize it on her skin, though not as much as Sereg.

Regeneration: Landa kept her regeneration, though it is slightly weaker than average. She can easily heal over time, though most of the time she cannot heal during a fight.

13_CBS
2010-07-09, 10:19 PM
To massacre the many
To butcher the thousands
To murder the countless
Is Death


Parzillum Bēlum: Su Risa Apesta a Asesinato

(Behind the name:

Parzillum = Old Akkadian (language of Assyria) for "Iron"
Bēlum = Old Akkadian for "Lord"

The grammar's completely off. Sue me. :smalltongue:

Su Risa Apesta a Asesinato = His Laughter Stinks of Killing)


Hollow Class: Vasto Lorde

Age: Died as a mortal 1457 BC. Became Vasto Lorde ca. 700 BC.

Height: 5'10''

Weight: 1330 kg, or ~2932 lbs (the math seems to work out this way)

Speech/Reiatsu: Dark Red

Mask Fragment: None, because he is not an Arrancar.

Hollow Hole: Right shoulder

Aspect of Death: Slaughter


Physical Description: Parzillum wears nothing but a very large, ragged, hooded cloak that obscures all of his features save his mask. Not an inch of his skin nor his features can be seen. The cloak itself seems to be a very dark reddish-brown; judging from the cloak's stiffness and the smell about Parzillum's presence, it seems that every inch of the cloak is covered with dried blood. Parzillum moves about hunched over, his face always aimed at the ground near the feet of whoever he's talking to. His face, meanwhile, is a flat, featureless thing save for two holes for the eyes (http://evangelion.fateback.com/angellogo.jpg).

In battle, he discards his cloak, unveiling a body only vaguely shaped like a humanoid's, and grows to 150% of his height and width (he keeps his body compressed, making his normal, non-combat form incredibly dense). It appears to be made of metal, and indeed it is. Parzillum's flesh is made entirely of a substance harder and tougher than steel. It is otherwise featureless; the body does not exhibit muscles, fingernails, hair, and other things that Parzillum considers to be irrelevant.

Even when Parzillum isn't emitting Reiatsu, weak creatures can feel an aura of bloodthirst.



Personality: Murder. Slaughter. Killing. Parzillum takes joy from only these. But despite his bloodthirsty nature, he seems terribly sane if one engages him in a conversation. When he's not attacking you, he'll talk to you in an archaic but otherwise normal fashion. The only problem is that he rarely, if ever, wants to talk to you, and would much rather try to kill you instead.

In the assault, Parzillum shows no emotion. Despite his thirst for killing, he does not taunt, boast, or insult during battle; he only exhibits a cold, unrelenting, single-minded devotion to slaughter--an avatar of bloodied iron. Because he's yet to find an equal in combat, he fears little.



Powers: Parzillum's power is immense, but because he much prefers to attack in melee and because his weight impedes him, many of his Hollow abilities are weak for a creature of his power.


Cero: Parzillum's Cero shots are slower, less wide, and less powerful than the average Vasto Lorde's.

Hierro (not really): Because Parzillum is made almost entirely of strong, malleable metal, he is quite difficult to injure. Sufficient force will still hurt him, or even kill him, but one must use powerful attacks to pierce his metal flesh. His flesh is, therefore, stronger than an average Vasto Lorde's. However, because he is not an Arrancar, he does not technically have the Hierro ability, only his tough skin.

Garganta: Parzillum knows just enough about Garganta to travel between worlds. He can easily get from the mortal world to Hueco Mundo, for example.

Sonido (or lack thereof): Due to his sheer weight, Parzillum's walking and running speeds are painfully low, and his lack of Sonido further impedes this. The nature of his power makes it so that running speed is unnecessary, however. Nonetheless, Parzillum must rely on his offensive power and his natural toughness to weather attacks, as he cannot dodge most.

Regeneration: Parzillum is difficult to hurt, but he's even harder to heal. His metal body takes twice the normal time to regenerate. On the other hand, his relentless nature makes lesser wounds irrelevant save for attacks targeting his heart or his brain.


Vasto Lorde Power: Parzillum's power as a Hollow is the manipulation of his metal body. He is naturally humanoid, but in combat he bends and stretches his limbs and neck into dozens of different shapes. The ways in which he can morph his body are limited only by his imagination and the amount of metal in his body. Most of his attacks take the form of a tentacle of metal, which is then launched at the enemy.

If he desires, he can separate a portion of metal from his body and control it via mental commands, and metal separated this way is reabsorbed back into the body easily. However, separating himself this way puts a higher drain on his spiritual energy.

Metal separated from his body against his will, however, is forever "dead" and cannot ever be reabsorbed. Parzillum must regenerate metal parts lost this way.

Parzillum's whole body is malleable save for his head and upper torso, which is where his vitals are. He cannot bend these parts in case he accidentally crushes them. An astute combatant should be able to notice these body parts' lack of malleability (especially the head--Parzillum does not move his head around much while attacking).


Some of Parzillum's favorite techniques:

Lanza (Lance): Parzillum launches a long, pointed metal tentacle at a target. Maximum range is 100 ft. The amount of metal put into the attack, and therefore the size of the lance, can vary.

Martillo (Hammer): Parzillum launches a rounded tentacle at the target. Maximum range is 100 ft. The amount of metal put into the attack, and therefore the size of the lance, can vary. Alternatively, Parzillum can swing the tentacle instead of launching it straight at a target.

Hoja (Blade): Parzillum bends a portion of metal into a long, flat blade and swings it at the enemy. Maximum range is 100 ft.

Rama (Branch): Parzillum launches a metal tentacle at the target, which rapidly splits into branch-like lesser tentacles that impale the target. Maximum range is 50 ft.

Arbola (Tree): Parzillum slams a metal tentacle through the ground and tunnels it towards a target. Once it is close enough, it bursts forth from the ground and rapidly splits, much like Rama.

Muelle (Spring): Parzillum twists a portion of his body into a spring. He typically uses this to launch pieces of terrain at targets. The spring takes up to two seconds to fully wind.

Descarga (Volley): Parzillum splits a portion of his body into a large number of spear-like projectiles and launches them at a target. Maximum range is 200 ft.

Alambres (Wire): Parzillum extends a portion of his body into thin, razor-sharp wires. His favorite tactic is to entangle a target in them and cut it into ribbons. Maximum range is 50 ft.

Azote (Whip): Parzillum extends a portion of his body into a spiked whip. Maximum range is 200 ft. He can also entangle an enemy with it and throw them about (maximum throwing weight is ~150 lbs).

Escudo (Shield): If he feels that his vitals are in danger, Parzillum can bend his limbs into a thick shield in front of him. The maximum defensive strength of Escudo is roughly the equivalent of a Level 50 Bakudou barrier's.


Enjambre (Swarm): Parzillum's most powerful attack. He splits himself into a cloud of countless, razor-sharp metal shards and envelops an enemy in it, lacerating it until nothing is left but scraps of flesh and bone. (It works a lot like Kuchiki's Senbonzakura)



History: In life, Parzillum was a warrior of Egypt, serving under Thutmose III, and died in history's first recorded battle: The Battle of Megiddo (http://en.wikipedia.org/wiki/Battle_of_Megiddo_(15th_century_BC)). Even as a mortal he was a bloodthirsty killer, and reveled in gore-soaked fields of battle. Before he died he personally killed dozens of the enemy, until he lost all senses and dove too deep into enemy lines.

He wandered the mortal realm as a Hollow for a century before he was driven to Hueco Mundo by the Shinigami, and remained there, hunting down other Hollows of Slaughter. His evolution into a Vasto Lorde was greatly accelerated by the bloody conquests of the Assyrian empire, which sent screaming into Hueco Mundo more Hollows like himself, and by the time that empire reached its apex, Parzillum had become a Vasto Lorde. (It is because so many of his constituent souls are of Mesopotamian origin that his name is in Old Akkadian.)

Viera Champion
2010-07-11, 10:30 AM
Zeikobuburakku (He goes by Zeiko) Arrancar: Numero #22
(I decided to make his name follow a more Japanese sound...

Gender: Male

Personality: He is very feminine. He also *is an artist, loving to paint and very good at it as well. He tends to be fiendly enough, but mess up his artwork, and you're dead.

Appearance: Zeiko is tall and slim, his colorful clothes are very lovely and stylish. He wears a a skin tight sleevless shirt and a skirt. His long silver hair reaches his waist, and is the same color as his eyes. The remains of his mask form a white headband that holds his hair down. Gold lines spiral down his arms. *His skin is normally a plain tanned color, but as his mood changes, so does his skin. Anger is red, joy is yellow, sadness is blue, fear or alarm is orange, etcetera.

Abilities: His Sonido is slightly below average skill, so he relies on his expert swordfighting skills and his strong Hierro to protect him. He tends not to use Cero and Bala often, though he doesn't totally neglect their use, but he isn't to skilled in them.*

Zanpaktou: Pincel Dorado

Pincel Dorado is a plain katana with a brilliant gold hilt, and multicolored ribbons attached to said hilt. A little bump is sticking out of the bottom of the hilt, which when pulle on, comes out and turns out to be a paintbrush.

Ressureccion: Paint a brilliant masterpiece, Pincel Dorado!

When his ressureccion is activated, Zeiko grows a long tail, which he grips in one hand. His hair also lengthens, as the white headband spreads over it, making it all white as well. The tail is razor sharp, and he swings it. His hair he grips in his other hand, the end of it now coated in some black liquid, it resembles a paintbrush with black paint on it.

Ressurection ability: Pintura Místico.

If he is able to paint a circle with an "X" through it on his opponent's chest using his hair, it will temporarily immobilize them for about 5 seconds. This immobilization means that his opponent cannot move from that spot, but still has full control over their body, able to use a weapon and so on. Then it will fade away once they regain mobility, and must be applied again to renew the ability. It cannot be used while the last symbol is still on the person's body.

OverWilliam
2010-07-12, 06:02 PM
Ryoichi Yasu, Senior Member, Kido Corps
Name: Ryoichi Yasu (First Name, 安, meaning "Peaceful")
Affiliation: Shinigami
Rank: Senior Member
Gender: Male
Reatsu/Speech Color: Blue Ash

Appearance: Yasu is a bookish, but distinctly handsome Specimen of a Reaper; he stands at just below average height, but has a Presence of Personality that makes up for his nonthreatening stature. Though Shinigami age can be somewhat subjective considering their long lifespans, Yasu has a sense of Mature Youthfulness matched evenly by inner Experience (particularly in his eyes) that can only be born from Centuries of life. His wrinkled, dirty Blonde hair usually grows a little long from neglect, but he wears it with a roguish charm to match his inquisitive, dark Blue eyes and subtly delicate features. His hands are steady and dexterous, a sign of his expertise in the various Gestures and hand Arrays that he has mastered over his centuries. Though he seldom gives attention to his personal appearance, it takes several weeks for even the faintest glimmer of facial hair to begin appearing on his chin; this is one sign to those more familiar with him that he's been obsessing with some project for longer than is healthy, if he begins to display any sort of chin scruff.

Yasu carries his Zanpaktou standardly on his Left side, and can also at times be seen carrying any of a variety of Walking Staffs that have only enhanced his reputation as a 'Reclusive Wizard' type. These can range from simple Wooden creations all the way to more refined pieces set with colored Gems at the crown, but are universally Thin and lightweight. Though he has perfect eyesight, he can sometimes be seen wearing a pair of silver spectacles as he goes about his work. Other similar devices or bits of jewelry have been known to appear and vanish from his wardrobe from time to time, but these are the exception to the rule.

Personality: Yasu is pleasant and peaceful in nature, but is instilled with a ferocious drive and Focus that can rub those with thin skin the wrong way, if they see the wrong side of it. Yasu's primary Passion is in his Research and pursuit of Knowledge in the Demon Arts, and all other pursuits take back seat to this Driving motivation.

Yasu often sequesters himself away from the world so he can be alone to think; most often this means closing himself in his Private Study, but multiple times this need to be alone has expressed itself as setting out on wandering journeys throughout the furthest reaches of the world that surrounds Soul Society, and even the Mortal World and beyond, taking time to himself to organize his thoughts and experiment with his Kidou. He does not brag nor is attention brought to the fact, but he is likely the most well-traveled Shinigami currently alive, and his extensive experience (essentially 'been there, done that') is nothing to gloss over. Though Yasu is naturally very peaceful in disposition, he can be irritable if he is interrupted or called away from his research. Despite this he is always willing to help, so long as there is something in it for him. In seemingly direct contradiction to his preference for solitude, Yasu is often called on for Personal favors (and even, at rare times, asked to assist his Division, though they usually tend to leave him to himself), but always looks to turn a Profit in some way. A few people in particular have learned what to bribe him with, and sometimes even get Return Customer discounts.

The thing that can be counted on most reliably to distract Yasu from his work are the Charms pf the Fairer sex. Yasu treats women like Fine Wine; they are valuable, delicate, refined... and he samples as many of them as he can. Yasu treats the few women he regularly works with with Respect and Dignity, but does not deny the Intoxicating effect that they can have on him... especially with increasing quantities. Females will receive unabashed preference and special attention from him, as well as being the first that he will jump to save or hesitate to put in harm's way. He is immediately attracted to the hurting and vulnerable, loving nothing more than to offer his support and comfort in time of need in any way he can. However, Yasu will never, never cross the line with any woman who is not fully willing to, and, young or otherwise, he will, under no circumstances take advantage of anyone.

Background: Yasu started as an upstart Academy student with Big Ideas about the way things really worked, and was always willing to gush said ideas on anyone who would listen... much to the chagrin of his classmates and teachers, who all knew him to be completely wrong. Since those early days he himself has discovered that back then, yes, he was in fact Completely Wrong. However, the courage to challenge the dogma of the Established, along with the foundations upon which his further understanding built upon, are valuable traits that Yasu took with him out of the Academy and straight into the Kidou corps. In the intervening decades and centuries, Yasu has built his functional understanding of Kidou to a level rivaling Specialist Captains in its advancement. While Yasu is technically of an overall level equal (and in some ways far surpassing) established Vice-Captain level, he has refused to involve himself in Division-baseed Politics in any way, and politely refuses nearly all forms of Responsibility requested of him. He explains this as being because any such responsibility would only detract from his personal studies, which is impermissible in his mind, but there may be a deeper reason for his refusal to accept ranking or recognition within his division. Whatever his motivations, he is technically an Unseated in his Division, and likes it that way.

Once, a long time ago, Yasu accepted a position in the Academy teaching Kidou Practice and Theory to students there. However, in addition to detracting from his Research freedoms, this eventually landed him in some sticky situations concerning underage female students, and while he unabashedly enjoyed said situations at first, could not continue in good Conscience and left.

Yasu does enjoy explaining his findings and Theorems to those who are eager to gain more understanding in Kidou, but has long since come to understand that most people grow bored or confused with his more thorough explanations. Usually he refrains from discussion of Kidou at all, for various reasons, and when he is dragged into any level of explanation, he resorts to 'nutshell' analogies to get the basic, basic, basic point across.

Through his travels through the Seireitei, the Mortal World, and even perhaps to Other lands to which Shinigami Do Not Travel (including at least one that the majority of Shinigami do not know exists), Yasu has taken an interest in the capabilities and powers of a variety of creatures, including Quincies, Spiritually Aware humans, and even Hollows, all the way up to Arrancar level (though he has not seen many of the latter in action). A few or more of his own developed abilities were designed to mimic or duplicate effects he has witnessed being used by members of these other factions, to diversify and strengthen his powerset.


Abilities:
Kidou Master: As an Advanced member of the Gotai 13's Kidou Corps, Yasu is extremely proficient with Kidou, and uses it even more than his Zanpaktou when it comes to direct combat. He believes Kidou to be much more versatile and efficient than most Shinigami's Zanpaktou in most respects, but also recognizes the times when his Soul Cutter is the better choice. Through his Self-training and advances in understanding, Yasu has discovered various Short-cuts and Energy-saving techniques that allow him to create a Kidou of equal strength for less energy. This, combined with a great capacity for Kidou to begin with, lets him use many, many Kidou before getting fatigued. Yasu does not claim to have mastered every single known Kidou, nor has he even learned to cast them all quickly enough to be combat applicable, but through his Centuries Yasu has successfully cast every single Hado and Bakudou from 1 to 99 at least once.

Advanced Kidou Theory: This has been Yasu's primary focus for nearly the entirety of his time with the Kidou Corps. He believes that Kidou on the whole is much stronger and has much more potential than the majority of the Gotai 13 understands yet. Yasu has been developing his understanding of Kidou for many years, and the results of this understanding and Practice are wide and far-reaching. In addition to making radical and hugely beneficial alterations to existing kidou on the fly without power reduction, Yasu has learned a startling variety of applications for Advanced Kidou Theory, including the ability to Counter-Kidou in a manner remotely similar to the Hanki (Reverse Demon) technique-- a Kidou technique he claims to have improved upon.

Shunpo Practitioner: Yasu's Shunpo is rather Average in speed and distance, but as a side-effect of his great Control in Kidou, he has a very efficient Shunpo and can execute a very high number back to back before getting tired.

Basic Hand-to-Hand: Yasu has a very basic skill in Hand-to-Hand combat, but is very easily overwhelmed by anyone with even average skill.

Stoneskin: In an attempt to mimic the Arrancar Hierro, Yasu has discovered an (admittedly less effective, but still quite useful) Shinigami variant that protects him from physical damage. Yasu has learned how to maintain this technique subconsciously, meaning it is always active, but can be enhanced with conscious concentration.

Zanpaktou:
Name: Teitoushu (Razor Paw)

Release Phrase: "Listen: Teitoushu!"
Shikai: Yasu is nearly always seen with a simple, standard-looking Zanpaktou on his left hip, the only thing to set it apart from the nameless Zanpaktou carried by Unseated is its reduced length; in all other respects it is a standard Katana, save that the length of its blade is reduced to just over a foot instead of the standard 3 1/2 - 4 foot range most occupy, leaving the handle at least as long as the blade itself. What most people fail to realize is that this simple form is Yasu's Shikai.
Shikai Special Abilities: Yasu's shikai largely lacks combat ability, instead almost entirely focusing on Tertiary Utility capabilities and augmenting Yasu's Kidou versatility. The primary ability is something Yasu describes as being able to 'hear' Kidou happening-- similar to a Dolphin's Sonar or a Bat's Echolocation, Teitoushu's blade reverberates subtly in reaction to Kidou in the area, giving Yasu an instant instinctive understanding of the general direction and distance, nature, and strength of any Kidou used in its area of effect. Teitoushu also acts as a focus for certain Kidou, allowing Yasu to 'anchor' Kidou requiring constant concentration on the Zanpaktou instead, freeing his own attention span to concentrate on other things, allowing him to maintain multiple ongoing effects at once.

Yasu has achieved a level of Mastery over Teitoushu that far surpasses the standard 'Sealed, Shikai, Bankai' tiered release system in terms of control and efficiency. His exact methods of doing so are known only to himself, but he maintains Shikai at all times without strain or even conscious effort.

Sealed Form: In its fully sealed form, which it seldom if ever reverts to, is a completely standard Zanpaktou.
Sealed Abilities: None.

Bankai: Not achieved.

Sucrose
2010-07-13, 10:15 PM
Hayashi Goro, 7th Seat of 10th Division, Commander of Zaraki Patrol

Age: 127

Appearance: Goro is much older in appearance than he has any right to be, as a shinigami. His hair is graying, and worry lines cover his face. His hands are extremely heavily calloused, identifying him as a swordsman to anyone who looks. He has a certain wiry strength about him, and something about the way he holds himself makes one think of a highly compressed spring.

He wears the standard shihakushō of 10th Division, with a badge on his arm to indicate his rank, along with a sakkat (wide-brimmed straw hat). He is very seldom seen out of uniform.

Personality: Hayashi Goro is an extremely dour, duty-bound man. His sense of humor seems to have been surgically removed at a young age, and his attitude toward jollity is one of mild annoyance. He is, in short, exactly the sort of officer that leads to adolescents disrespecting the police.

He is extremely loyal to the laws of Soul Society, as well as those precious few who can tolerate working with him for any length of time. He is devoid of mercy, but not necessarily of compassion, as he seems to have a soft spot for the downtrodden. He’ll arrest a man for stealing bread, but he’ll buy food for the man’s family until he gets out of prison.

Because of his unbending nature, he has been one of the rare 10th Division members assigned to patrolling Zaraki for the last seventeen years, to prevent him from harming the image of the Seireitei in the more ordered districts. This has done little to change his attitude, in fact requiring him to become much more vicious toward threats than he might otherwise be.

Backstory: Hayashi Goro spent several months in District 79 of North Alley, adjacent to Zaraki, before he was found by his relatives in the afterlife, and taken in. The experience has never really left him, as he could not come to grips with the viciousness of life in that region. He became determined to improve the lot of those on the outside.

His elders in the Hayashi family channeled that fervor into a respect for the laws of the Seireitei, and convinced him that the reason for the misery of the outer Districts was due to a lack of enforcement of these laws. To correct this problem, Goro joined the 10th Division. Over time, his initial idealism has begun to wear a bit, but he continues to try to pacify the region, and continues to believe that simply extending proper law and order into the region is the most efficient means of doing that.

Zanpaktou: Wanizame na Satsui (Murderous Shark)
Wanizame na Satsui is a fairly normal-looking zanpaktou, a katana with a shark-skin grip, further wrapped in white silk.

Shikai:
Seek them out, Wanizame na Satsui!
Wanizame na Satsui becomes a knife that resembles the jagged tooth of a shark. It bestows two sharklike qualities upon Goro.

Blood in the Water: Goro is able to sense the location of any individual bleeding within five kilometers. If he has been exposed to the blood before, he can even recognize the individual based on the smell. This varies from a vague directional sense at the outer edge to borderline clairvoyance within ten meters. When reasonably close, he can determine the rough extent of injury by the strength of the smell.

Feeding Frenzy: Whenever he successfully cuts an opponent with Wanizame na Satsui, Goro gains a boost in speed and strength. Accompanying it, however, is a vicious bullheadedness that gets stronger as he gains strength, making it difficult to prevent himself from killing anyone who gets in his way at the upper end. If this went on for too long, it is possible that he could devolve into a murderous lunatic. Because of these limitations, Goro is hesitant to use Murderous Shark’s released form directly in battle. However, he commonly has it released during his time on patrol in Zaraki, for the sake of the Blood in the Water ability.

Zanpaktou Spirit: Murderous Shark manifests as a humanoid shark. It tends to encourage Goro’s ruthlessness, and sometimes suggests that he perform acts of needless carnage against those that oppose him.

Inner World: Hayashi Goro’s mindscape is a lighthouse that is constantly being battered by a stormy sea. Just how well the lighthouse is weathering the storm depends upon Goro’s present mental state.

Fighting Style: Goro tends to use a balanced approach, with emphasis on hakudo and kido. While his talents in Hohō are acceptable for his rank, they’re nothing special, and his zanjutsu is nothing but a strong grasp of the fundamentals. His hakudo is very good, including some of the best dirty fighting in the Seireitei, components of two Higher Hakuda styles (one taught by the Hayashi household, the other self-created) and considerably enhanced strength and toughness.

Higher Hakuda

Unending Waves Style
Darting Shark- A scion of the Unending Waves cannot be exceeded in three-dimensional combat, in air or at sea. By rapidly forming temporary platforms of reiatsu, Goro can turn on a dime, and accelerate unpredictably at a great rate.

Anglerfish Diversion- Scions of the Unending Waves are as unpredictable as the ocean itself. A modified form of Kyokko, this technique rapidly forms an illusory duplicate around the scion's own body, which becomes invisible. The duplicate and the scion can separate by a meter or so, allowing for highly effective mid-combat misdirection.

Five-Tide Style
Five-Tide Style
Water percolates every corner of the world, flowing free and largely without constraint. Yet even it is beholden to the five directions. A practitioner of this style attempts to emulate the five Great Tides - the frigid Northern Tide, the expansive Eastern Tide, the fanciful Southern Tide, the constrained Western Tide, and the calm Central Tide, each a spiritualised ideal of the seas and oceans that surround Japan, though their basis in fact is... questionable.

Central Tide Concentration: The Central Tide pierces the land, weaving its way across it in a thousand streams and rivers. Each is mighty, but compared to the fickle rage of the sea, each is as a still pond. This basic technique allows the stylist to calm and empty his mind, allowing him to throw off mental influence with greater ease.

Nothern Riptide Atemi: Feinting in order to mimic the grinding of ice, the stylist follows his deception with a single powerful blow, reiryoku channelled to numb the target as though they had been submerged in sub-zero water for several minutes.

Eastern Expanse Imposition: No matter how far you swim into it, the Eastern tide never ends. This technique attunes the stylist's motive reiryoku to that of his opponent's. Whenever the target utilises shunpo, sonido or a similar ability, the stylist automatically performs a shunpo of equal distance and speed. However, this technique requires hefty continuous reiryoku expenditure. The stylist may only attune to one opponent at a time, and may not elect to forgo a reactive shunpo whilst maintaining the technique.

Southern Sunlight Reflection: The sun dances on the surface of the Southern Tide blinding and entrancing all who view it. Moving into a series of kata, the stylist flares their reiatsu aura to blindingly bright levels at opportune moments, disrupting the vision of onlookers.

Western Winds Kata: Trapped by land on three sides, the Western Tide does not allow those who sail it to be freer than itself. Channelling reiryoku into their blow, the stylist's attack drives the target away from the force of the attack, regardless of physical laws.

Five-Tide Form: The Five Tides flow and surge freely, though the Central Tide remains still despite all onslaught. This reiryoku-fuelled stance provides two benefits to the stylist using it: first, their reiatsu aura provides very minor cushioning of incoming attacks. Second, they may extend their reiatsu aura out to two feet when making an attack and transmit the full force of the blow through it.
Favored Kido:
Hado 11: Bullet Sho- a specialized personal kido Goro has developed, which concentrates all the force of a Hado 1: Sho into one square millimeter, resulting in an effect almost like an invisible bullet.
Bakudo 9: Hainawa

Beyond that, Goro is capable of Bakudo up to level 30, and Hado up to level 33. All kido above level 20 requires incantations for him.

Vulkan
2010-08-01, 02:55 AM
Mimus
http://i166.photobucket.com/albums/u89/ChibiKite/Avatars/gal15.gif


Information of Mimus




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


Personality:


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

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

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



Background:

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


Zanpaktou:

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


Resurrección: (mīmicus, variabilis)

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

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

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

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

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





Hund Wolfgang


http://img402.imageshack.us/img402/2073/hundulkanfemale.png (http://img402.imageshack.us/i/hundulkanfemale.png/) sorry for the horrid avatar

Information of Hund



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

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

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

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

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



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

Shikai: Das Wolfen Schiene und Mauer (Hunt and feast,Das Tier Schiene und Mauer!)

As Hund goes into Shikai, her shield grows into a kite shield with a large run on it and her sword turns into a Rapier with a hand guard.

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



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



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



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

Shades of Gray
2010-08-01, 10:22 AM
Anita Hart - Fraccion to the Primera

http://i202.photobucket.com/albums/aa279/oliver426/th_g18156.png?t=1280675040

Affiliation: Hueco Mundo (Primera)
Rank: Fraccion
Gender: Female
Reatsu/Speech Color: Sea Green.

Fluff
Appearance: Anita is a rather thin woman with slightly pale skin. Her eyes are a nice, calming blue tone. Her brunette hair is of medium length. Her curves are not that pronounced, especially considering her choice of clothing.

She almost always wears some variety of white or green dress, along with a scarf. Her modest garb is complimented with a large pair of round glasses.

Anita's hollow hole is not immediately visible; it is a small hole through her foot that is usually obscured by her shoes. Her mask fragment is a small hooked-shape piece of bone around her left eye.

Personality: Anita usually keeps to herself, her job as Genoveva's event coordinator and being in charge of inventory gives her little free time. Still, she enjoys her line of work. She is rather shy when it comes to new people, preferring not to make any new friends (though she does truly enjoy the company of people when she gets to know them)

Crunch
Hollow Abilities:

Bala: Anita's Bala are pretty weak, she generally prefers cero.
Cero: Anita's cero are about average for her rank, and are of a dark green colour.
Hierro: Anita's hierro is her best skill, at mid-high espada level despite her rank.
Garganta: Anita has an average Garganta; she is usually able to get to the general area she wants to be in.
Pesquisa: Anita has a very good pesquisa, considering she needs to keep track of tons of people at any given moment.

Zanpaktou: Corazón Ácido (Acidic Heart)

Anita's zanpaktou manifests as a shortsword; the blade is of a light green, slightly metalic hue, and the hilt is of a dark green.

Ressureccion: "Disuélvete, Corazon Corrosivo!"

Long vines now grow from the top of Anita's back and the base of her neck. Along the ends of the vines are small, fan-shaped leaves. The same leaves appear on the sides of her arms. Finally, her mask fragment extends: The top of the hook becomes more leaf-shaped, and the bottom of the hook reaches down an inch or two more. A large leaf grows out of the bottom her neck and reaches over her head, creating something like a half-hood.

Anita can control the vines at will. The leaves are highly acidic, and those touched by them can feel a strong sense of burning.

Kuroimaken
2010-08-01, 11:39 AM
Name: Hasunada Heiaki (name first, surname second)
Age: Officially 56, off-the-record: 90
Sex: Male
Eye color: Blue
Hair color: Ordinarily grey, otherwise brown.
Background:
Hasunada was born in September 12, 1920. He was an ordinary kid with a normal life (with the exception of being orphaned by his mother), until the Japanese decided to invade China. Against his father's wishes, the by then adolescent boy enlisted in the Imperial Army, entranced as he was by patriotic propaganda, in the year 1936.
It is no mystery that war can change a man. When it comes to those who have potential for spiritual awareness, this becomes doubly true. Hasunada spent the majority of his time in service on the front lines of the campaign to take Shanghai. Almost half a year was spent as the troops from both sides engaged in what was primarily urban hand-to-hand combat. As a result, Shanghai quickly became populated with the angry spirits of the deceased, a truly haunting scenario all its own - and the shock that came with the slow, mounting realization that he had blood on his hands combined with that gruesome setting to awaken his spiritual powers. Shortly after the definite fall of Shanghai, Hasunada was discharged and sent home, unable to fight anymore from what was essentially incredibly amped-up PTSD.
It was around this time that he first encountered a Hollow. Instinct took over when the body felt threatened. His spirit fought back when his heart had given up on living. Slowly, Hasunada began to realize the existence of the spiritual word and, for the most part, its intricacies. He also began to realize he wasn't the only one with special abilities. And as tends to happen, he organized his own little motley crew of spirit world do-gooders. Parallel to this second life, he also began to restructure his own, taking up Japanese at the University of Tokyo.
In an attempt to repent for his past as a soldier, Hasunada took up to exterminating Hollows with extreme prejudice. It was his own personal mission, his one great purpose in life.
As tends to happen with those who only see one thing, he became blind to all else. During a hunt for one particularly dangerous Hollow, his right eye was grievously injured. One of his companions died that day - the rest dispersed after the incident. The very same Hollow was eventually vanquished years later, but Hasunada's revenge was empty.
Since then, he is known by those in contact with the spirit world to have "retired" from active fighting, spending his days as a "common" Japanese teacher at Phoenix Town High School.
Personality: He's grumpy and grouchy. Has a nasty smoking habit, though no cough. Though he still hates Hollows with a passion, he leaves Soul Society to deal with most of them now. If he finds that other students have powers, he tries to quietly discourage them from going down a path similar to his, and denies any information they might ask for. If anyone who may be considered a threat to his students enters the school, he tends to call them aside for a nice chat, during which he makes it clear he doesn't like trouble. His students are the only thing he cherishes, and he will do everything he can to keep them safe. Not surprisingly, he's quite the loner.
Description: Typically, Hasunada can be seen wearing a simple black suit with matching trousers and tie, as well as black leather shoes, with a white shirt underneath. He wears an eyepatch over his right eye, and has a thick-ish mustache that's as grey as his hair. Though slightly receding, he is not bald. The only thing that deviates from his otherwise entirely normal business suit is what looks like a bandana tied around his left arm.
Powers: Hasunada has two basic powers. One of them is the ability to summon a suit of oversized "armor" made of concentrated Reiatsu. This suit can either be "worn" or float about freely within a certain radius of him, roughly one hundred and fifty meters in size (if any part of it exceeds this distance, it dissipates; the "suit" can break into separate pieces such as legs, gauntlets etc). However, the most distinctive feature of this power is that it's completely invisible to the naked eye. Each piece as well as the whole suit can be heard, felt, or smelled, but without a particularly acute ability to sense Reiatsu, it cannot be seen. It also retains transparency, however, so Hasunada cannot effectively turn invisible by "donning" it.
His second power is the ability to "steal" Reiatsu from his enemies for his own purposes by touching them either directly or through the suit. This Reiatsu can be used as "rocket fuel" to increase the speed of the suit, either by individual piece or as a whole, which enables something of a jetpack analog, or fired in blasts from the suit itself. As "fuel", it can be "burnt" either in bursts (allowing rapid, if brusque evasive maneuvers) or in sustained form. His ability to "steal" is limited by two factors, however:

1) Hasunada can only "steal" a fixed amount of Reiatsu at a time, proportional to the size of his opponent's Reiatsu. "Stealing" more requires prolonged contact. It also does not weaken the target noticeably until a certain amount of it is gone, at which point the target typically realizes the ruse. Said amount tends to vary by opponent.

2) Hasunada has a "maximum" capacity for Reiatsu. Once he reaches said capacity, he cannot "steal" more until some of it is used (at a minimum, the fixed rate he'd normally "steal" from an opponent). Thus, if an opponent is sufficiently stronger than him, he's unable to "steal" at all.

The overall strength of the suit is proportional to the amount of Reiatsu Hasunaga has in storage. At full strength, it could probably lift an empty school bus.

His powers also have a rather strange side effect. When first activated, Hasunaga's age visibly regresses. If by the time the suit is dissipated he has a certain amount of Reiatsu left, Hasunaga regresses FURTHER, roughly to fifteen years of age, and remains in that predicament for an amount of time proportional in hours to the amount of Reiatsu left. The upside is that while in this "age" his eye temporarily heals, including the scar it would normally have, so he becomes considerably less conspicuous. Usually, when this happens, he feels incredibly hungry.

While technically more of a strange property than a power itself, it bears mentioning. Hasunaga's body is unable to produce Reiatsu on its own. Instead, it needs to absorb ambient Reishi or convert the food and drink he consumes into Reiatsu. Despite the efficiency of the process, the "rate" remains such that he must consume great amounts of food and drink to mantain fighting shape. As a side-effect to this, Hasunaga needs no sleep. (He may feel tiredness and the need to rest, and can fall unconscious, but he needs no sleep.) His body "works" more like a spiritual body in this regard, despite being very much physical.

His more "mundane" skills include familiarity with firearms, expertise in close-quarters combat, and good observational skills despite the lack of depth perception. Despite having a passing familiarity with explosives, he prefers to avoid them.

riccaru
2010-08-21, 10:20 PM
Akio Yama
Age: 118
Rank: 3rd seat of 13th Division
Height: 5‘7“
Weight: 154
Rieatsu: Cold and moist, like wet dirt.
Speech: Yellow green - Impact

Appearance: Akio is a very distinct individual. He has slightly pale skin and waist length flowing silver hair. His eyes are a radiant blue green with a minor vertical slit and he wears a stoic grin most of the time. He wears the standard shinigami uniform with a white obi around his waist, the ends hanging loose on the front to his lower calf.

Personality: As a major power in the Yama Minor Noble Family, Akio takes great pride in his name. Any insult to another member of the family is viewed as an insult upon himself and he will thus do everything in his power to restore the honor of his family. Yuuta’s decision to be in the Kico Corps does not perturb Akio as much as it does other Yamas but he believes Yuuta would be very suited for 11th division, and will remind Yuuta of that fact whenever they meet. Akio fills the image of a stoic noble quite well, rarely if ever confiding in those outside the family or even trusting them. He has great respect for the Hayashi clan and as such views Natsuko with the utmost respect as both his captain and a powerful noble.

Akio sees little sense in worrying about his own life, often seeming depressed to others by the fact he has little regard for himself and a lack of intensity to most personal situations. Couple that with his minor antisocial behavior and his habit of drinking alone, one may start to believe he’s in trouble. Truth is he’d rather drink alone because he trusts no one else.

History: Before the cold war with Hueco Mundo, Akio was a proud member of the family division, 11th. As the war slowly died, so did the fighting of the 11th. After the start of the cold war, Akio transferred to 13th in order to fight the hollows once again.

Zanpakuto:
Sealed: As a sealed weapon, Noble Death is not very extraordinary. Its length is immaculate, polished and a slight metallic blue tint shows on the blade. The hilt is in a fine white silk wrapping and the guard is an hourglass shape of polished brass.
Shikai: Unbind the clock hands of fate so that our power may be as one. Enemies shall quake and the dishonorable shall be redeemed. Bring forth the power of gods, Noble Death!
: Noble Death Forms a perfectly white thin chain to attach to a large wood framed hourglass. The hourglass is as hard as his zanpakuto as well as the chain.
Abilities: Releasing increases Akios power by quite a bit, though gives little else to him. He has the ability to release his rieatsu from along the blade, which seems like blasts of sand.
Bankai: Not yet achieved but in training.

Spirit: Noble Death's inner spirit takes the shape of a guardian angel atop the grave of Akios first kill. rarely ever moves frantically and more often than not speaks cryptically.

Inner World: Akios inner world is dark and foreboding. Inside the wrought iron fence of a cemetery is his sanctuary, the graves representing those he has killed, hollow names filling the entire site. The skies above are always black but give off a little light, just enough to see Akios inner representations of shortcomings gnawing at the bars. These creatures look like large black canines. Akio meditates in his inner world twice daily, no matter what else is happening.

Abilities:
Kido: Average for his seat in Hado but below average in Bakudo. Akio can use up to level 67 Hado with incantation and up to 34 without. Akio can only use up to level 43 Bakudo with incantation and 26 without.
Shunpo: Below average. Akio can only use Shunpo a few times in succession and rarely uses them during battle except to follow an opponent that he knocks away, or one that tries to run.
Zanjutsu: well above average. Akio has devoted his entire fighting style to his blade, and therefore is well trained.
Hakudo: Well below average. Akios use of hakudo fell to the wayside as he trained his sword skills. He uses what little hakudo he does possess to compliment his zanjutsu.

Fumio Santo

Age: 274
Height: 5'11”
Weight: 143
Hair: Dull gray and comes to his jawline at the lowest point.
Reaitsu: Slightly yellow with a nasty habit of bathing the area in static electricity.

Speech: DarkSlateBlue Bold

Rank: Former third seat of fourth division, Current Rukon Clinic Doctor.

Appearance: Fumio has gray hair which hangs down limply in his face. He wears round glasses which he doesn't actually needs, but says it makes him look more “respectable.” He wears a simple gray sweater and khaki pants under a white labcoat whose seams are highly visible, as if stitched together with sutures. A stick of pocky can usually be seen in his mouth, though where he keeps getting them is anyone's guess. His blade is often not carried with him, but if it is present it rests easily on his right hip, as he is left handed. He often looks tired or upset, but always looks like he has something going through his head.

Personality: Santo isn't big on formality, and unless addressing Tsukada or a member of the central 46 will talk to them as if a close personal friend. He does know that this is bothersome to many, but finds it a good way to judge people. Santo always has something going on, whether it be an experiment of some sort or a tough medical puzzle to solve. He will play a game with many of the seated and unseated he sees, trying to convince them they may be ill. Underneath all this, he may be a little bit off, but so far he's been unnoticed in that respect.

History: Little is to be said about Fumio besides that he was always a capable healer and ultimately a great officer. He left the Gotei at about the same time Tsukada took over, though the events were unrelated.

Zanpakuto: Shocking Sin. Santo's blade is simple in appearance, but bears a scratch on one side of a lightning bolt.

Shikai: “Mummify and revive, Shocking Sin.” Santo's blade slowly turns to white cloth and wraps around his arm, much like a boxer would have tape. The cloth goes midway up his forearm as well.

Shikai Abilities: Shocking Sin allows Santo greater control of his own reiatsu through his left hand, allowing his kido to gain a boost in power, although it's not as great as one would think. This allows him to cast up to the mid seventies in kido, all without chant at half power. The more noticeable thing is that he can fire his reiatsu for a short distance, which takes the form of, and properties of, lightining. This can be used to damage enemies, or as he's found out, can shock the recently deceased back to life sometimes. A being with greater reiatsu will be less likely to be revived, however.


Inner World: Santo's Inner World is an endless field filled with lightning rods where the weather is always storming. The grass is blackened from fire in some places and trees have been struck down.

Zanpakuto Spirit: Shocking Sin appears as an attractive woman dressed as a “naughty nurse”. She has pink hair pulled into a bun and always carries a white umbrella to stave off the rain.


General Abilities:

Zanjutsu: Poor. Santo considers himself “ a lover, not a fighter”.

Hakuda: Fair. Santo's entire thought process in an actual fight is to get his left hand into play, so any skill he has in this area is out of necessity. Patients do get unruly, after all.

Kido: Fair. santo can use most kido up to the sixties, but only to 43 without chant. He is capable of all healing kido with great results however.

Hoho: Good. He may not be the fastest person to hit the gotei but he does like a measure of mobility and so he's learned to use hoho. While in Shikai or Bankai he may rival some of the slower captains, but only the slow ones.

Passable Engineer. Santo has a habit of thinking about things differently, so he also likes to take objects and improve upon them. This is also what leads him to be a passable cook as well.

Surgical Expert. Santo has had practice, and so he can name every bone, organ, and muscle in your body. Probably remove them too.

Pianist. Santo has had a lot of time to spend, and so he spent it on playing the piano. He has many hours of practice and can play nearly anything as such.

Removed Bankai since he won't be becoming captain. He could fit in nicely as a vice-captain though. I'll introduce him soon.

Wahrheit
2010-08-27, 02:29 PM
Shizuka Magatsu
(Family, then given name)
3rd Division Vice-Captain

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

Themes:
Main (http://www.youtube.com/watch?v=WtVHe56kcgg)
Battle (http://www.youtube.com/watch?v=k4lvcCklBS8)

Appearance:
http://img.photobucket.com/albums/v20/Kougaji/Magatsurough.png
My apologies for the rough sketch. I'll make a better one eventually.
Magatsu is tall and well-muscled but slightly gaunt, with shaggy bleached-blond hair and extremely pale blue eyes. He has a thin, stubbly beard along the edge of his jaw and a goatee. He dresses in the usual manner of shinigami, making no particular modifications to the standard black kimono or lieutenant's armband, keeping his zanpakutou in his sash.

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

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

Zanpaktou: Eien Uzumaki (Eternal Vortex)

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

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

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

Zanpaktou Unreleased Form:
Eien Uzumaki usually appears as a relatively ordinary to (http://img.photobucket.com/albums/v20/Kougaji/41bc2bes4rzlsl500sv2.jpg), its crossguard in the shape of a stylized spiral with nine spikes protruding around the circumference and curving towards the blade. Its hilt is wrapped in worn black leather, and the blade itself doesn't quite reflect light properly.

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

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

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



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

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

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

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

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

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

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

Tropes
Blond Guys Are Evil (http://tvtropes.org/pmwiki/pmwiki.php/Main/BlondGuysAreEvil)
Dual Octo Wielding (http://tvtropes.org/pmwiki/pmwiki.php/Main/DualWielding)
Glass Cannon (http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon)
Lawful Evil (http://tvtropes.org/pmwiki/pmwiki.php/Main/LawfulEvil)
Pet the Dog (http://tvtropes.org/pmwiki/pmwiki.php/Main/PetTheDog) (Genuinely cares about Daisuke)
Power Floats (http://tvtropes.org/pmwiki/pmwiki.php/Main/PowerFloats)
Power Gives You Wings (http://tvtropes.org/pmwiki/pmwiki.php/Main/PowerGivesYouWings) (Bankai)
Slasher Smile (http://tvtropes.org/pmwiki/pmwiki.php/Main/SlasherSmile)
Storm of Blades (http://tvtropes.org/pmwiki/pmwiki.php/Main/StormOfBlades)
Stuff Blowing Up (http://tvtropes.org/pmwiki/pmwiki.php/Main/StuffBlowingUp)
Sword Beam (http://tvtropes.org/pmwiki/pmwiki.php/Main/SwordBeam)
Technically A Smile (http://tvtropes.org/pmwiki/pmwiki.php/Main/TechnicallyASmile)
Token Evil Teammate (http://tvtropes.org/pmwiki/pmwiki.php/Main/TokenEvilTeammate)
Weapon of Choice (http://tvtropes.org/pmwiki/pmwiki.php/Main/WeaponOfChoice) (Blades. So many blades.)



Rex Irons
Texan exchange student Quincy

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

Themes:
Main (http://www.youtube.com/watch?v=7XCoLrYpVKw)
Battle (http://www.youtube.com/watch?v=jjlWUCbhF6k)

Reiatsu color: Red

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

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

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

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

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

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

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

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

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

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

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

Tropes:
Awesome Longcoat (http://tvtropes.org/pmwiki/pmwiki.php/Main/BadassLongcoat)
The Big Guy (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheBigGuy)
Everything Is Big In Texas (http://tvtropes.org/pmwiki/pmwiki.php/Main/EverythingIsBigInTexas)
Lightning Bruiser (http://tvtropes.org/pmwiki/pmwiki.php/Main/LightningBruiser)
Gratuitous German (http://tvtropes.org/pmwiki/pmwiki.php/Main/GratuitousGerman) (Quincy. Duh.)
The Gunslinger (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheGunslinger)
Neutral Good (http://tvtropes.org/pmwiki/pmwiki.php/Main/NeutralGood)
Nice Guy (http://tvtropes.org/pmwiki/pmwiki.php/Main/NiceGuy)
Nice Hat (http://tvtropes.org/pmwiki/pmwiki.php/Main/NiceHat)
Real Men Wear Pink (http://tvtropes.org/pmwiki/pmwiki.php/Main/RealMenWearPink) (He's a very good cook)



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

Appearance: Asdrubal takes the form of a plain, jagged Hollow mask detailed in black; it seems to form perfectly to any holder's face, and will remain in place with no effort on their part. The mask is currently the entirety of Asdrubal's being.
http://img.photobucket.com/albums/v20/Kougaji/RP/AnbalArriolaMask.jpg


Personality: Asdrubal is malicious, spiteful, vicious, and lives to survive long enough to one day consume every soul in both worlds. He sees almost everyone else as means to that end, though he will show them respect when necessary in the interest of self-preservation. He treats his hosts as well as he can, though, like a craftsman maintains his tools. Asdrubal is very proud of his stealth ability, and enjoys the far-too-rare moments when he's able to offer just the right piece of information to make a system collapse. Deep down, however, Asdrubal is a paranoid, fearful being, aware and terrified of just how fragile his existence is. Almost everything he does is part of some scheme to assuage that fear, even his ultimate goal: by consuming everything, he can finally be sure that he's more than nothing.

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

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

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

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

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

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

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

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

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

Recuerdo (Remember): http://img.photobucket.com/albums/v20/Kougaji/RP/AnbalArriolaResurreccin.jpg
Writhing shadows unravel and slither into Asdrubal's arms, spreading darkness over him that then briefly restores his full Hollow form. The shadows comprising its body writhe with the vague forms and faces of the hosts he's taken. Asdrubal's basic abilities all improve in this form. However, Asdrubal can maintain Recuerdo for only a short time, after which he consumes the soul of his host to replenish himself and renders the host worthless. After Recuerdo ends, Asdrubal's host can still shuffle around similarly to a zombie for about an hour, after which it collapses dead and he is forced back into his mask alone to try snaring a new body.

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

Lobos en el Bosque (Wolves in the Woods): http://img.photobucket.com/albums/v20/Kougaji/RP/AnbalArriolaHounds.jpg
Asdrubal can create up to five shadowy, largely-amorphous "hounds" out of the darkness of his own body that proceed to act independently to pursue and harass his foes. The hounds are not particularly durable, nor are their teeth and claws actually very damaging. However, wounds inflicted by the Wolves feel far more severe than they actually are. The hounds vanish when Recuerdo ends.

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




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

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

Themes:
Main (http://www.youtube.com/watch?v=qJfILkAfYVE)

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

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

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

Zanpaktou: Gensoutenmaru (Phantom Heaven)

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

Theme
Main Theme (http://www.youtube.com/watch?v=TGbwL8kSpEk)

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

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

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

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

Fortissimo: Cha-Cha absorbs several Blanks and uses the provided energy to achieve a much stronger form. The strength of all of her abilities increase by roughly 50% while Fortissimo is active, and she begins to regenerate damage rather quickly. Her appearance remains the same except her eyes glow, fading through the rainbow, her hair and clothes float slightly as if caught in a constant updraft, and she cannot suppress the roses or sparkles of her reiatsu aura.

Sforzando: Cha-Cha charges and stores a Crescendo blast within one of her arms or legs; she can prepare up to four Sforzando at any given time, one within each limb. At a later time, she can release the stored attack with a strike, usually turning a seemingly-simple punch or kick into a much stronger area attack.
Change the Beat: Normally, once Cha-Cha begins her Unstoppable Dance, she can only change tunes either when the battle is over or when a song runs its course. With Change the Beat, she can change the song every 2-3 seconds.
Secret Symphony: Four of Cha-Cha's backup dancers change appearances to duplicate her own; when one of these decoy dancers is struck, it is instantly destroyed and explodes into a spray of Staccato in the general direction of its attacker. Cha-Cha cannot use this ability again until all four decoys are struck, and each use consumes a fair bit of energy from Fortissimo.
Deadly Rave: Cha-Cha's ultimate attack. She changes her background music to a fast-paced techno song and, together with her Blank backup dancers, begins to rapid-fire multicolored beams of energy in a destructive light show. Using this ability ends Fortissimo when the attack completes.

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


SWORD Agent 05, Bjartur Hrafnsson

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

Reiatsu color: Grey with a black outline and white flecks

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

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

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

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

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

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

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

Knife-fighting: Blades are Bjartur's weapon of choice, and he's quite skilled with them.

Kayne650
2010-08-30, 10:33 AM
Koishima Daisuke

3rd division 3rd Seat

Gender: Male
Age (Actual/Apparent): 113/13
Height: 5’ 2”
Weight: 125 lb
Hair: Light brown, almost dirty blond
Eyes: Bright blue
Affiliation: 3rd division
Rank: 3rd seat
Reiatsu: A cheerful Blue

Character Theme (http://www.youtube.com/watch?v=YbV2P6ENOXE)
Battle Theme (http://www.youtube.com/watch?v=qhpisRcYuZw)
Bankai Battle Theme (http://www.youtube.com/watch?v=Xj90Vcq2Kic)

Appearance: Appearing as a boy in his early teens, Daisuke has a friendly face and wide eyes, making him appear younger than he would otherwise. Shorter than most people of his rank, Daisuke has worked hard to make up for what he perceives as a flaw, training his body intensely, giving him a lean appearance. He wears the traditional Shinigami Shihakusho, with little to no modifications, despite the fact that he finds it large and cumbersome.

Personality: Daisuke is a very eager and earnest young man, one who has a distressing habit of trusting most of the people he meets. What most people agree to be his greatest flaw would be his complete devotion to Magatsu, a man so completely opposite from Daisuke as to be laughable.

Though Daisuke is usually open about himself, he has never said why he trusts Magatsu so completely. Daisuke also looks at Sakura, the captain of the 3rd division, with a sort of reverence bordering on worship, despite the fact that her philosophy differs so radically from Magatsu's. He attempts to take after both of them, though if their philosophies conflict (a common occurrence), he usually takes Magatsu's side, though he is reluctant to do so in front of Sakura. He also carries himself with an air of formality and seriousness that belies his young appearance, though he mostly keeps this up in an effort to impress his captain, and to show her that she did not make a mistake by making him her 3rd-seat.

He remembers nothing of his past life as a human, which could indicate that he was a Hollow, but Daisuke doesn't worry about that. Even if he was, he's a Shinigami now, and he's proud of it.

Background: Daisuke grew up with parents and siblings in the Rokungai, and he led a fairly content life. Until one day when a Hollow came running through his home district. It wasn’t a particularly large or dangerous creature, just a single Canny Hollow. Unfortunately, for whatever reason, it hadn’t been caught by any Shinigami, and it was to the sight of the Hollow devouring his family that Daisuke woke up to one morning.

Terrified, he bolted from his bed, just in time to avoid the downswing of the Hollow, who had heard him gasp. He tried to run for safety, but was stopped by the Hollow, who picked him up and began to bring him towards his mask. Struggling, he had just closed his eyes and accepted death when he felt himself falling to the ground. Opening his eyes again, he saw the Hollow’s arm severed at the elbow. Looking around for his savior, he saw a man that he would later call lieutenant standing by the Hollow, hatred blazing in his eyes. He watched in wide-eyed amazement as the man unleashed his Shikai, felling the beast before Daisuke could even blink.

The man approached Daisuke, asking if that was his family that lay on the ground around them. Daisuke had simply nodded, still not comprehending what was going on. He did notice one thing though; the Hollow was not dead. Seeing the Hollow rise up behind the man, Daisuke had grabbed one of the man’s many swords and cut the beast down himself, striking straight through the mask. The man had looked at Daisuke oddly then and asked if Daisuke would like to come with him. Daisuke agreed, and the man known as Magatsu brought him back to the Seireitei, where Daisuke would begin his training as a Shinigami.

Zanpakutou

Inner World: Daisuke’s inner world appears as an ancient Shinto temple, worn away by time and taken over by plants. The grounds are covered by leaves and weeds, appearing in a state of significant disrepair. The entire area has an air of calm about it though, a certain peace that other inner worlds lack. The most striking feature is a single, enormous Sakura tree standing directly behind the main temple. Zetsubougitsune can usually be found running through the surrounding forest, or poking around the temple, eternally curious about the interior.

Zanpakutou Spirit: The Zetsubougitsune manifests itself as a large pale yellow fox with more tails than a fox should have, currently five. What Daisuke doesn’t know and Zetsubougitsune isn’t telling is that the actual number of tails represents Daisuke’s progress towards Bankai, which Daisuke will achieve when the Spirit reaches nine tails.

Powers and Abilities:
Expert Swordsmanship Specialist: As a way to imitate Magatsu, and to make up for his short stature, Daisuke has put his heart and soul into learning the way of the sword, achieving an impressive and almost lieutenant-level of skill.

Flash Step: Daisuke is reasonably skilled at Flash Steps, though he finds that it tends to exhaust his reiatsu rather quickly. He finds it much easier to use during his Shikai, though he’s still not particularly skilled at them. He is able to keep up with Magatsu when not in Shikai, if only just barely.

Enhanced Strength: Daisuke has startling levels of strength, known to be capable of fending off Magatsu’s assaults, assuming he holds his weapons, and doesn’t use his long range skill.

Moderate Spiritual Energy: Daisuke’s spirit energy seems oddly low for a 3rd seat, though some people have theorized that this is because his Zanpakutou takes a portion of his reiatsu and stores it to use in his Shikai. Whether or not this true Daisuke does not know, and Zetsubougitsune isn’t willing to tell.

Kido Expert: Daisuke has proven himself capable of performing level 40 and 50 Hado and Bakudo with incantation, and up to level 30 of both without incantation, though the power levels of both are significantly lowered. After releasing Shikai, Daisuke becomes capable of unleashing Kido of level 70 with incantation and 50 without.

Unreleased sword:
In its unreleased state, the Zetsubougitsune appears as a Wakizashi with a hilt shaped like nine tails, which sprout from the front of the blade and circle around the back.

Shikai: Zetsubougitsune (Fox Spirit of Despair)
Release command: "Mae Dashi te! (Dash forth!)"
Appearance: When released, Daisuke’s blade completely vanishes, hilt and all. In its stead, in a flash of blue flame, Daisuke gains a number of tails, the exact number of which depends on Daisuke’s strength, currently he has five tails (The maximum for Shikai is six tails). Each tail is tipped by a white flame which is actually just reiatsu, so it doesn’t give off any heat, though it does create light. Though he loses his sword, he can wield his tails as physical weapons.

Special Ability: Zetsubougitsune, once released, increases Daisuke’s reiatsu by approximately tenfold, allowing him to perform feats of slightly above ordinary Lieutenant Level. The main power of the Shikai is the ability to physically manifest his reiatsu as weaponry, shaping it into any weapon, though the default form is the tails. Any weapon he creates with his reiatsu is tipped with the same white flames as his tails. The use of any form of reiatsu during Shikai draws from the tails themselves, and Daisuke can actually draw extra reiatsu from the tails to supercharge any act involving reiatsu, from performing chantless Kido of up to level 54 to simple Shunpo. Once the tails have been exhausted completely, the Shikai ends. Afterwards, Daisuke becomes exhausted and unable to fight for the next two hours, though he retains consciousness and is still able to move, but is not fit for battle.

Another interesting facet of the Shikai is its ability to absorb reiatsu, not from its surroundings like a Quincy, but rather from concentrated sources, namely most form of Kido. By blocking Hado with at least two tails or attaching at least three to a Bakudo, Daisuke can draw the reiatsu from the Kido, recharging his tails and causing the Kido to dissipate. At the moment, Daisuke can absorb all Kido of up to level 50 or below, though the more powerful the Kido, the longer it takes Daisuke to draw the reiatsu.

One Last Trick:As a result of drawing Reiatsu, Daisuke's tails can actually become overcharged. Should this happen, Daisuke's tails immediately release all held reiatsu in either a concentrated blast forward or an unfocused blast outward in a spherical radius. Daisuke can control which, but it is difficult for him, and he's still mastering the control of it. The blast is approximately equivalent to an Arrancar's Cero, though much larger. After detonating, Daisuke's tails vanish, regardless of how long he'd spent in Shikai, and the Shikai immediately ends, leaving Daisuke exhausted for twice as long as he would be otherwise.

Bankai (Not yet achieved):Tengetsugitsune (Fox Spirit of the Heavenly Moon)
Appearance: Tengetsugitsune appears similar to the Shikai, though the burst of fire is significantly larger and brighter, ending with the fire retreating to swirl around the tips of Daisuke’s new tails, burning with yellow flames. Daisuke’s usual shihakusho is replaced with a blue-and-yellow coat and pants that offer much more freedom of movement. His body is also surrounded by an aura of reiatsu, which he can control and shape it like he can in Shikai, though he can do it with much more finesse. The main differences between this and Shikai are the number of tails (nine in Bankai), and the increase in reiatsu between the two.

Special Ability: The Tengetsugitsune also gives Daisuke a massive increase in reiatsu, though Bankai increases the boost to almost twenty-fold, which currently brings him to almost captain level, and this release lasts much longer, as the tails take significantly more work to be consumed. While in this form, Daisuke is capable of utilizing the tails to power much more powerful techniques for much longer periods, to the extent of using half of a tail to power a chantless Kido of up to 75th level with no decrease in power, using a small portion of a tail to shunpo across great distances, or of firing a blast of pure reiatsu roughly equivalent to Hado #63 from the tails, which consumes a third of a tail at a time.

These tails can also consume Kido, though with much greater efficiency. In Bankai, Daisuke need only use one tail to absorb a Hado, and two for a Bakudo, and can absorb both of up to level 80, though any higher than that is beyond his ability. Also, it is impossible to overcharge his Bankai tails, instead the tails just grow larger and larger with each absorbed Kido until they tower over Daisuke.

After the tails have been consumed, the blade re-seals itself, though it is currently unknown what kind of recovery time, if any, Daisuke would require afterward. It has been hypothesized though that such a massive expenditure of reiatsu from a body unsuited to it could very well cause severe damage, and Daisuke has been subtly discouraged from pursuing Bankai.

Tropes:
Cute Shotaro Boy (http://tvtropes.org/pmwiki/pmwiki.php/Main/CuteShotaroBoy)
Cheerful Child (http://tvtropes.org/pmwiki/pmwiki.php/Main/CheerfulChild)
Attention Deficit...Ooh, Shiny! (http://tvtropes.org/pmwiki/pmwiki.php/Main/Ptitlem4f37xq499gk)
Beware the Nice Ones (http://tvtropes.org/pmwiki/pmwiki.php/Main/BewareTheNiceOnes)
Don't You Dare Pity Me (http://tvtropes.org/pmwiki/pmwiki.php/Main/Ptitleoe7myb9t)
Hope Springs Eternal (http://tvtropes.org/pmwiki/pmwiki.php/Main/HopeSpringsEternal)
Power of Trust (http://tvtropes.org/pmwiki/pmwiki.php/Main/PowerOfTrust)
Morality Pet (http://tvtropes.org/pmwiki/pmwiki.php/Main/MoralityPet) (for Magatsu)




Caiphus Callisto

Fraccion to the Sexta Espada
Gender: Male
Age: No one knows for sure, probably around a millennium
Height: 6’ 2”
Weight: 187 lb
Hair: Steel gray
Eyes: A dull silver
Reiatsu: A dark smoky grey
Aspect of Death: Sacrifice
Quote: You think that you can defeat my lady? You can’t even get past me.

Character Theme (http://www.youtube.com/watch?v=YxyFFzmIpTI)
Battle Theme (http://www.youtube.com/watch?v=MBgOFEvhmqk&feature=related)

History: Caiphus was an Adjuchas hollow who had wandered Hueco Mundo for centuries. He had enjoyed a fairly successful life as a hollow, consuming the majority of the hollows he came across and avoiding the ones that he couldn’t consume. But it was all boring; there was no meaning to any of it, no purpose. He had been wandering around aimlessly around Hueco Mundo, thinking of this when he saw several Arrancar about to fight.

Most of them were unremarkable, easily forgotten. One of them was the most amazing creature Caiphus had ever seen. A woman wearing armor with a circlet around her head, Caiphus was immediately entranced by her very presence, and knew that he would be willing to give his life for her. He sat and watched her fight until she was down to the last opponent. She looked exhausted, but Caiphus could see that her opponent was still fresh, having stayed out of the battle until then. Caiphus bristled at the disgustingly cowardly tactics of the woman’s opponent, and jumped into the fight himself just in time to block an otherwise deadly blow to the woman, giving her the time to cut the other Arrancar down. What he thought would be his last words were addressed to the woman as his vision grew black: “Thank you for giving me a cause to die for.”

When he awoke, it was to the feeling of power throughout his body, and to the sounds of two people next to him.

“Tell me, Alejwin. Why did you choose him?”

“Because he was willing to give his life for me when he had no power. And because he did not fear me. That is why I chose him.”

The first voice belonged to man, extremely old. The other belonged to the woman for whom he thought he had given his life; he knew that to be a fact. He didn’t know how he knew, but he knew. He opened his eyes and looked at himself, at his new humanoid body, confused at what he saw. He was informed by the woman that he was now her Fraccion, her servant. For this purpose, he had been given the body of an Arrancar, like her. Since that day, he has not wondered. He has not questioned. He has served his lady, and he would gladly die for her.

Appearance: Caiphus is a large man, with enough muscle to be visible but not enough to be startling or excessive. He has short-cropped dark brown hair, and shadowed green eyes that resemble a dark forest. He wears a traditional white outfit, with an ordinary pair of pants that are easy to move in and a sleeveless white shirt. He prefers simplicity in his uniform.

Personality: Caiphus is a quiet, stoic man who prefers to let his actions speak for him. He rarely allows his emotions to show through his shell of stoicism, though anyone harming or insulting Cecilia gets through his shell immediately, eliciting a wrathful response from Caiphus. His lady is the most important thing to Caiphus, and he would gladly die for her, believing that his life already belongs to her. This makes him a terrifying foe, because he would literally do anything for her.



Zanpakutou: Bestia Del Guarda – Guardian Beast

Sealed Form: In its sealed form, Bestia Del Guarda resembles a Nodachi slung across Caiphus’ back, with an ornate hand guard over the handle.

Hollow Mask: All that remains of Caiphus' past is a piece of what looks like a feline face that covers the lower half of his face, from the nose down.

Resurreccion: “Defend, Bestia Del Guarda!”
The mask over Caiphus' mouth grows to cover his entire face and somewhat down his back, giving him an even more bestial appearance, which works as intimidation. The release grants him an immense increase in Hierro, Sonido, and Regeneration, allowing him to either dodge or sustain nearly any blow. It also turns his flesh to something like granite, imbuing his physical strikes with an amazing amount of force.

Segunda Etapa (not achieved yet, will come up with ideas later)

General Abilities:
Sonido: Caiphus’ Sonido is absurdly fast, allowing him to cover a mile in a single movement, and it doesn’t seem to tire him as it should. He uses this speed to guard Cecilia from any possible angle of attack, seeming to be in as many as four places at once.

Cero: Caiphus’ Cero is about moderate for an Arrancar of his level, though it’s more focused than most, appearing as more of a pinpoint beam than an enormous blast.

Garganta: Again, about average. He’s proficient at it, though he can’t perform any special tricks with it. He usually makes Cecilia’s Garganta for her, so he’s gotten rather good at them.

Pesquisa: Better than most, Caiphus can use his Pesquisa almost well enough to not have to use his eyesight, though he prefers to use his eyesight.

Hierro: This is where Caiphus truly shines. His Hierro is strong enough to turn aside all but the blows of a captain, and it can absorb most of those as well. He has trained in this for centuries to get to where he is, and he is rightfully proud of it. In his Resurreccion form, he is almost impossible to harm.

Bala: His Bala, like his Cero, are smaller than an ordinary Arrancar’s, but have the odd side effect of creating massive dust clouds wherever they hit, allowing him to use them for escapes.

Regeneration: Caiphus has also trained this area far more heavily than any ordinary Fraccion, allowing him to recover from even grievous injury with amazing speed. This aspect also doubles in his Resurreccion form.


Tropes:
Cecilia's Dragon (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheDragon)
Battle Butler (http://tvtropes.org/pmwiki/pmwiki.php/Main/BattleButler)
Bodyguard Crush (http://tvtropes.org/pmwiki/pmwiki.php/Main/BodyguardCrush)
Lawful Evil (http://tvtropes.org/pmwiki/pmwiki.php/Main/LawfulEvil)
The Spartan Way (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheSpartanWay)
Charles Atlas Superpower (http://tvtropes.org/pmwiki/pmwiki.php/Main/CharlesAtlasSuperpower)
Made of Iron (http://tvtropes.org/pmwiki/pmwiki.php/Main/MadeOfIron)
Good Thing You Can Heal (http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodThingYouCanHeal)



Yukimura Seiko

Vice-Captain of the 11th Division


Age (Actual/Apparent): 238/24
Height: 5’11”
Weight: 168 lb
Hair: Sandy red
Eyes: Blue so light it borders on white
Reiatsu: A deep, almost bloody red
Affiliation: 11th division
Rank: Vice-Captain of the 11th division

Character Theme (http://www.youtube.com/watch?v=qK0rqxcGqU8)
Battle Theme (http://www.youtube.com/watch?v=Fn5VvobUz7g)
Bankai Theme (http://www.youtube.com/watch?v=pZm2CEPYkcs)

Appearance: Seiko has a long, lithe appearance from his decades of training, which gives him a sort of feline grace. His body is covered in scars from various battles which he wasn’t ready for, particularly with his captain, who he wants desperately to match one day. Beneath the scars however, you can see that he is actually incredibly good-looking, which he is not overly proud of.

He hates the ordinary Shinigami Shihakusho, instead choosing to wear a close-fitting uniform consisting of a dark red long-sleeved shirt, though the left sleeve was torn off in a particularly violent battle and Seiko has never seen fit to replace it, and a black pair of pants. He wears his Vice-Captain armband on his left arm.

Personality: Seiko loves the rush that he gets in the midst of a battle, and tends to get overexcited during it. Outside of battle, Seiko is very easy going, usually found near the fields by the 11th division barracks when he’s not training.

His manner is lax, and it’s actually very difficult to really make him angry, though it’s very easy to annoy or frustrate him. He has very little patience for fools, but he considers anger a wasteful emotion; when a warrior is angry, he loses his focus, and a warrior without focus is not truly a warrior. Most of his energy goes to training and teaching new recruits, leaving him appearing listless and bored on his own. He puts his all into training, constantly hoping to better himself as a warrior.

History: Seiko is the youngest son of a minor noble house, the Yukimura. Unfortunately for Seiko, the Yukimura were and are very focused on the arts, specifically music and dance, which Seiko didn’t really agree with. He found himself with more energy than he knew what to do with, meaning that he ended up throwing himself into practice with reckless abandon, more because he had no other outlets than real interest.

This continued until Seiko had reached his fifties, after he had been practicing Zanjutsu in secret until he was good enough to join the Shinigami, the suddenness of which disappointed his parents more than his choice to join them. This is not to say that they wanted him to join the Shinigami, because they certainly didn’t. He fought his family the entire way until he found the 11th division, which by that point had, under the command of Himura Michiko, had started dancing as a way of improving themselves. Using that as a reason, Seiko managed to convince his family not only to allow him to join the 11th division, but to bless his decision. This changed when they learned that dance was not the actual focus of the division, and was in fact the focus of none of the divisions, and disowned him both for their perception of his "disgusting" practices, and his lie. This happened in the last few years, and he has told no one about this, not even his captain.

Seiko has proven himself to be a capable member of the 11th, both in combat and out. His skills with the blade and the dance floor have made him an invaluable member of the 11th, though his lax behavior tends to annoy the older members of the 11th and in particular the captain, but his skills are undeniable. He has also been known to occasionally play the flute to accompany the dancing of the rest of the division.

Zanpakutou: Maikenoumaru, King of Dancing Blades Maikenoumaru appears as an ordinary katana without a guard. On the handle are designs of multiple blades locked together.
Zanpakutou Spirit: Maikenoumaru manifests as a young man clothed in expensive silks and covered in jewelry, looking like an ancient Arabian prince.

Inner World: Seiko’s inner world looks like an old Middle Eastern market, completely ordinary except that it is completely devoid of people, and all of the stalls are covered in blood. Maikenoumaru wanders the area holding his blades in his hands, though the swords themselves are clean of any blood.

Shikai: “Tsuranuke (Tear through), Maikenoumaru!” When Seiko shouts the release command, the katana morphs into a six-foot long sword-staff wrapped in gold and silver trim (Here (http://myatmarket.com/pics/63500/63500188.jpg)). Each end of the staff is tipped in a serrated blade, like a naginata (Here (http://i153.photobucket.com/albums/s216/phyreblade_blog/Weapons/Dragon%20Naginata/TS-DRANAGINATA22.jpg)), though the staff can still be separated and each half used separately, giving him four blades to fight with. The staff does not separate with a catch or latch, instead Seiko flares his reiatsu to separate the two halves of the staff.

Special Ability: Seiko can detach the naginata blades from the staff, extending them from chains linking the blades to the staff, extending to a maximum of thirty feet from the staff. While detached, Seiko can channel his Reiatsu through the chains to the blades, increasing the cutting power of the blades tenfold and making their movements controllable to a small extent. Channeling his reiatsu also heats the blades, up to about 500 degrees Fahrenheit.

Bankai: Not achieved yet
Onishini no Maikenoumaru, Demon-slaying King of Dancing Blades

In this form, the Shikai explodes in a flash of red light and reiatsu, and when the dust clears; Seiko is seen, clad differently than before. The Bankai changes his outfit from the usual into an outfit more like the Spirit’s: a close-fitting silk garb with twenty gold and silver bangles adorning his arms and legs, five on each limb that stay in the same position on his limbs, though they will shake with his movements. The one main difference between his outfit and the Spirit’s is that attached to each and every bracelet and bangle is a chain, on the end of which is a naginata blade like his Shikai. He can mentally control the length of the chains, anywhere from nonexistent to one hundred feet long, and he can also alter the path of the blades through the air mentally, though he cannot control them perfectly.

Special Ability: Besides altering the length of the chains, Seiko can channel his reiatsu through the chains, which turns the chains red, as if they had been lying in a fire for hours. This reiatsu turns the chains themselves as sharp as the blades, and the speed of the chains and the blades both increase. When channeling his reiatsu through them, Seiko can control the chains with more precision. Also, by shouting the command, “Entomb them,” Seiko can force the blades to wrap around a single enemy, trapping them in the chains and them impaling them with each independent blade.

General Abilities:
Traits: Master Swordsmanship Specialist: as a member of the 11th, Seiko prides himself on his swordsmanship, and rightfully so. His skill with a blade falls just short of captain-level, and his skill also extends to other bladed weapons, though his specialties lie with swords and chained weapons.
Tactician: Seiko has displayed extraordinary skill in coordinating troop movements and deployment. This also includes a charisma of his that makes him very good at dealing with people.
High Reiatsu: As a Vice-Captain, Seiko has an extraordinarily high level of reiatsu, though he only uses it for Shunpo, intimidation, and his Shikai.
Abysmal Kido: Seiko has literally no skill with Kido, being incapable of performing even the simplest of incantations.
Perceptive Combatant: Seiko takes great pride in his ability to analyze opponents in the midst of battle, discovering patterns and weaknesses that he can exploit
General Abilities: Zanjutsu: He is a true expert at Zanjutsu, having trained in it since he could hold a sword, whether secretly or openly. He constantly improves his abilities, believing that he should end each day more skilled than the last.
Hakuda: Though his true focus is Zanjutsu, he is also a master of Hakuda, believing that a warrior is not defined by his weapon, and also understanding the very real possibility of being disarmed one day. Should that happen, he’s ready.
Hoho: Seiko relies very much on his speed, and he believes that dodging an attack is much more beneficial than blocking it. This belief has caused him to hone his movement skills, particularly Shunpo, to astonishing levels, being able to outrun all but the fastest opponents.
Kido: Once again, his Kido is truly awful. It’s unclear whether this is as a result of some manner of deficiency on his part or merely a result of disdain for Kido, but Seiko is completely incapable of it. He has stated that he does not scorn those who do use Kido, it’s just that he finds swordsmanship a far more straightforward and direct means of battle. He just doesn’t like Kido, and that’s all there is to that.

Battle Stats:
Offense (90): Seiko is a master of offense, being very good at pressuring an opponent into giving him an opportunity for a deadly blow.
Defence (40): Seiko’s focus in battle in offense, and he relies on speed to dodge attacks as opposed to blocking them, though his mastery of swordsmanship has taught him something about blocking attacks.
Mobility (80): Seiko’s focus on dancing and speed has made him a master of movement, and quick, precise movements are a staple of his battle style.
Reiatsu Control (10): Seiko has almost no skill with this, and what little skill he does have is devoted to Shunpo and his Shikai.
Intelligence (70): Seiko has significantly above average intelligence, and is capable of reasoning his way out of many problems, though he prefers not to. He can be very creative if he lets himself, allowing him to create solutions where there shouldn’t have been any.
Strength (60): Seiko is very strong, despite the fact that his battle style focuses much more on quick movement and precise strikes. If Seiko wasn’t strong, he wouldn’t have lasted very long in the 11th division.

Tropes:
Big Brother Mentor (http://tvtropes.org/pmwiki/pmwiki.php/Main/BigBrotherMentor) (to the entire 11th division)
Bishonen (http://tvtropes.org/pmwiki/pmwiki.php/Main/Bishonen) (A trait of his family, though he's trying to cover it up with scars)
Sacrificed Basic Skill For Awesome Training (http://tvtropes.org/pmwiki/pmwiki.php/Main/SacrificedBasicSkillForAwesomeTraining)
Undying Loyalty (http://tvtropes.org/pmwiki/pmwiki.php/Main/UndyingLoyalty)
Blade Two Four Blades on a Stick (http://tvtropes.org/pmwiki/pmwiki.php/Main/BladeOnAStick)
Dual Wielding (http://tvtropes.org/pmwiki/pmwiki.php/Main/DualWielding)

Possible connections:
-11th divisioners
-Other Vice-Captains, particularly Magatsu of the 3rd division
-Members of noble houses, though they might not be particularly well disposed towards him.


Cassandra

Warrior of the Samsara

Name: Cassandra
Height: 5’10”
Weight: None of your business
Eyes: Four concentric circles of alternating navy and ice blue, with a royal blue border; no whites
Hair: Right half ice blue, left half navy
Age: Claims to be mid-100s, won’t say more than that.
Reiatsu/speech: A deep purple

Character theme (http://www.youtube.com/watch?v=kPPCKJS5MRw)
Battle Theme (http://www.youtube.com/watch?v=l5O16BqeVlk)

Appearance:

Cassandra is a tall, majestic woman who moves with a distinct grace and fluidity. She wears a navy blue pair of shorts with a white sleeveless top. Over that she wears a long royal blue sleeveless coat that reaches down to her knees, with a slit that ends halfway up in the middle of the back. She also wears long gloves of a bright ice blue, which end in a jagged pattern around her upper arms, between her elbows and shoulders.

She has a lean body with wiry muscles, giving her a very slim appearance. Her whole body seems streamlined, as if to maximize speed. She also has a small mark on the front of her collarbone, needle-shaped like a Blank's head. This is actually purely cosmetic, and is there just to lure opponents into striking her there, bringing them within range.
Personality:
Cassandra remembers only flashes of the memories that theoretically compose her, and this causes her to seem very callous and uncaring. In truth, it’s very hard for her to understand or empathize with people because she can barely even remember how to feel. The only time she truly feels alive is when she causes someone pain, the one sensation that she can relate to. As a result, she has a cruel streak a mile wide. She knows her place within the Samsara, though; the Warrior. She fights to obtain a sense of self, and she fights for the chance to someday be able to feel. But mostly, she fights because she enjoys it.
History:
Cassandra was a bit behind Hango in appearing in the Valley, and appeared in a very odd form: that of a sword. When she was found, it was very confusing. A weapon, found where the Blanks coalesced? However, Big Boss ordered them to leave the blade by the Rosary, and before long, the blade began to take on sentience, and then a human form. It took about a decade for Cassandra to truly form, and once she had, the first words out of her mouth were: “Where is my blade? Where is myself?”

Because Cassandra was near the Rosary for so long before she was fully formed, her memories are a massive jumble, none of which makes sense to her. Her strongest memories are of America and Europe, but even these are only flashes of lives, none of which seem to have anything to do with anything. She has memories of thousands of places and millions of names, but none of them mean anything to her. She has accepted this though, and she has learned to move on.

She currently aims for the position of second-in-command of the Samsara, and she will go to any lengths to achieve it. She will regain her memories, and who she was. Nothing and no one will stop her.

Abilities:
Cassandra is a Samsara, and can use the ordinary powers associated with them.

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

Cassandra’s specialties include using Blanks to create weapons, specifically one-handed swords and guns, usually dual pistols (she also uses Blanks for ammunition). She is skilled enough with this to create weapons almost instantaneously, provided she has enough Blanks to use. Her particular ability is also able to combine Blanks into one cohesive whole to give Blanks a real, corporeal form. She can combine any number of Blanks into any manner of being, though her most common shaping is making copies of herself. She calls this technique “Blank-shaping,” and she mostly uses it to scout, though they can be useful for battle, though the power of each clone depends on the time she spends creating it.

Specific Abilities:

Expert Weapon Specialist : Cassandra is well-trained in the use of just about any weapon, and her ability to create any weapon allows her to keep her opponents off-guard.

Blank Ammunition: Cassandra can use Blanks as ammunition for her guns, and the number of Blanks determines the power of her shots. She can concentrate before firing to increase the power of the shot, and at their strongest they resemble Bala.

Enhanced Abilities : Cassandra’s strength, speed, and durability are all above average, and she can increase them all using Blanks to power herself. She cannot perform actual Flash Steps, though she can move fast enough to simulate them.

Perceptive Combatant : Cassandra is incredibly practiced at finding the weak points of opponents, spotting openings in her enemies guards when no one else would be able to.

Airborne Combatant : Cassandra is capable of combining Blanks onto her back to create a pair of giant wings that allow her to fly. The wings themselves are purely cosmetic, and if destroyed will not result in a rapid descent. The powers of the Blanks are actually what enable flight.

Tropes:
Implausible Fencing Powers (http://tvtropes.org/pmwiki/pmwiki.php/Main/ImplausibleFencingPowers)
Guns Akimbo (http://tvtropes.org/pmwiki/pmwiki.php/Main/GunsAkimbo) (When she uses them)
Click Hello (http://tvtropes.org/pmwiki/pmwiki.php/Main/ClickHello)
Visions of Another Self (http://tvtropes.org/pmwiki/pmwiki.php/Main/VisionsOfAnotherSelf)
Multi Melee Master (http://tvtropes.org/pmwiki/pmwiki.php/Main/MultiMeleeMaster)
Hot Chick with a Sword Weapon (http://tvtropes.org/pmwiki/pmwiki.php/Main/HotChickWithASword)
Complete Monster (http://tvtropes.org/pmwiki/pmwiki.php/Main/CompleteMonster)
Chaotic Evil (http://tvtropes.org/pmwiki/pmwiki.php/Main/ChaoticEvil)
Villainous Breakdown (http://tvtropes.org/pmwiki/pmwiki.php/Main/VillainousBreakdown) (I'm hoping for this in the future)
Fake Weakness (http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeWeakness)



Mayumi Yamashiro

Science teacher and Quincy

Gender: female
Age: 32
Height: 5'6"
Weight: Oh no you don't.
Aliases: Sensei; that woman who gives those impossible tests.

Appearance: Mayumi always has a immaculate appearance, with not a hair out of place. She is usually seen wearing a conservative, though somewhat flowing blue or green dress, elegant in its simplicity. She usually wears knee-high boots, though this is mostly to have a place to put her Seele Schneiders.

Mayumi keeps her long black hair in a tight bun behind her head, and only lets it down in private or in especially difficult battles, for dramatic purposes. Her expression usually ranges from neutral to mild disappointment, though this can soften to somewhat kind on occasion.

Personality:Mayumi's temperament is calm, level-headed, and even. It is nearly unheard of for her to be flustered, surprised, embarrassed, or really to show any manner of emotion. She can be kind, but she doesn't believe in giving compliments just to be nice, and can seem unnecessarily strict at times, though this is as a result of her concern for her students.

She thinks the world of her students, and believes that lying to her students is the worst thing she could do to them. Should anything hurt her students, her wrath would be immense.

Background:Mayumi is the eldest of her generation in the Yamashiro clan, second in authority only to her grandmother, the matriarch of her clan. As such, Mayumi has a great deal of responsibility in her clan, and is one of the foremost Quincies.

She was trained from infancy in Quincy traditions and powers by her mother, who was an even stronger Quincy than Mayumi's grandmother. Unfortunately, her mother is now deceased, having fallen in battle against a recent Hollow invasion several years ago. It was a testament to her mother's skill that she noticed the invasion before it had even happened, allowing her to defeat the entire horde by herself, though the strain and expenditure of energy led to her death.

Mayumi tries to emulate her mother, both in skill and in compassion, and attempts to be the kind of person that her mother would be proud of. So far, she has succeeded.

Powers:
Spirit Bow: Nachtliche Raubvogel (Nocturnal Raptor) Mayumi's bow manifests as a a cross-shaped long bow six feet in length. The two horizontal prongs of the bow are two feet long each, making it four feet in total span. The bow is significantly too large for anything resembling close-range combat, though she excels in long-range combat, specifically sniping. Mayumi is capable of landing a killing blow accurately at a distance of 2 kilometers, and her arrows remain lethal for 5 kilometers, though killing blows are difficult to land at this distance.. Her arrows also move at high speeds, moving approximately 200 MPH on average, though she is able to increase this by increasing her draw time. Her arrows also have the curious property of being able to pass through solid objects at Mayumi's discretion, though if she chooses to do so, her arrows cannot hurt humans and can only harm spiritual beings. She uses this to minimize property damage. Her rate of fire can increase to approximately 100 arrows per second, though this rate of fire lowers the power and accuracy of her arrows significantly, though the speed remains the same.

Ginto: Mayumi has also trained extensively in the use of Ginto, though less so than her archery. She always keeps a bracelet of ten silver beads with her, and each bead is a separate Ginto. She uses Ginto mostly at close range when her bow isn't as effective. ((Specific techniques to come))

Hirenkyaku: Mayumi is a master of Hirenkyaku, allowing her to attain the distances she requires to use her bow effectively. She can also use it to create platforms in the air, though this is difficult in areas of low spirit energy. She uses this to create advantageous sniping positions.

Reiatsu sense: Mayumi is incredibly proficient at sensing Reiatsu, which she uses to locate opponents at ranges of 10 kilometers or less, though any more distance and she gets shaky. She can use this almost as an Arrancar's Pesquisa, and she can use it instead of sight if it is more beneficial for her to do so.

General Traits:
Master Archer: Mayumi has trained in archery her entire life, and has become a true expert as a result. Her skill with a bow is unmatched in her family save for her grandmother. Her skill also applies to arrow creation, allowing her to make blunt and explosive ammunition in addition to ordinary cutting arrows.

Hirenkyaku Expert: Mayumi is a master of Hirenkyaku, being able to cross long distances without tiring, as well as being able to create platforms to stand on.

Quincy Tech Specialist: Mayumi has also been trained in building items infused with Quincy Power, and is capable of creating most Quincy artifacts. She is even capable of creating Sanrei gloves, though this is a process that requires several months of work and the expenditure of an immense amount of Reiatsu.

Increased Stamina: Mayumi is capable of firing her bow more or less non-stop for long periods of time, and she can sustain a high amount of injury before it shows.

Genius Combatant: Mayumi has an immensely high I.Q., and is incredibly perceptive, allowing her to out think opponents that she can't out fight.

Battle Stats:
Offense: 60; Mayumi is very good at pressuring opponents with her arrows, and she has to because her melee combat is severely lacking.

Defense: 30; Mayumi has little defensive ability, though she can defend herself with Seele Schneiders if necessary. She's not very good at it, but if an enemy is within melee range, she's doing something wrong.

Mobility: 70; As a master of Hirenkyaku, Mayumi is almost impossible to catch, which allows her to keep opponents at long-range.

Reiatsu control: 80; Mayumi can create her bow with no effort, store reiatsu in Ginto easily, and create specialty arrows. Her skill with reiatsu manipulation is unmatched.

Intelligence: 90; Mayumi is a genius, and people can tell. This can translate to her overthinking things, though she is usually capable of thinking quickly enough to negate that.

Strength: 20; Mayumi is stronger than ordinary human, but she'd never beat a seated Shinigami in an arm-wrestling contest.

Equipment: As previously mentioned, Mayumi keeps a bracelet of Ginto available at all times.

Seele Schneider: Mayumi is very proficient in the creation of Seele Schneiders, and she always carries at least four with her at all times. Two of these are hidden in her sleeves, and the other two are carried in her boots.

Quincy Cross: Mayumi's Quincy cross takes the shape of a long cross that used to belong to her mother. The cross is made of pure silver, which Mayumi believes increases the power of her bow. Whether or not it actually does is irrelevant, because she believes that it does.

Sanrei Glove: Mayumi is in possession of a Sanrei glove belonging to her personally, passed down from mother to daughter in her family. She has never used it, preferring to grow stronger by her own power.

Quincy Bangle: But in case she does choose to use the glove, she has a backup plan. Her family keeps several Bangles, but Mayumi has one that belongs to her personally.

Hollow Bait: She has it, but she has never used it. She finds the very idea of attracting Hollows to an area repulsive.


Yamashiro Quincy clan
The Yamashiro house is one of the older Quincy clans, able to trace its bloodline back to Feudal Japan. It is also one of the few matriarchal Quincy clans, with the female members significantly stronger on average than the males. The reasons for this are unknown, but it has led to the success of the clan while simultaneously causing other patriarchal clans to be somewhat wary of them.

the Yamashiro are known for their technological savvy, being one of the foremost clans in terms of Quincy technology and creations. Sanrei gloves, Quincy Bangles, variations of Ginto; these creations and more can have their origins traced back to the Yamashiro clan, though each has their own variation based on clan differences. A Yamashiro Sanrei glove will look and act differently from a Yoshimoto Sanrei Glove, for example.

Their Quincies are also known for sniping, being trained in particularly long-range techniques. While their mid-range is generally lacking (though they do have a small squad of archers trained for mid-range combat), their Quincies can strike opponents from an average of 1 kilometer away accurately, and the majority can strike farther than that with relative ease.

The current matriarch of the clan is Shiori Yamashiro, notable for being one of the oldest known living Quincies at 87 years old. Though her skills have diminished with age, she didn't get to be 87 years old by being easy to kill. Her skills far outstrip those of most Quincies, and her power is still a force to be feared. Her daughter, Asuka, recently passed away while singe-handedly fighting off a Hollow invasion, and currently Shiori's focus is on Mayumi, Asuka's daughter and Shiori's granddaughter. Mayumi has two children of her own, a seven year old girl named Hinata and a three year old son named Akio.

Tropes:
Lady of War (http://tvtropes.org/pmwiki/pmwiki.php/Main/LadyOfWar)
Improbable Aiming Skills (http://tvtropes.org/pmwiki/pmwiki.php/Main/ImprobableAimingSkills)
Iron Lady (http://tvtropes.org/pmwiki/pmwiki.php/Main/IronLady)
Glass Cannon (http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon)

KerfuffleMach2
2010-08-30, 09:03 PM
Ivaz Erizo: Arrancar, Fraccion to the Octava

Name: Ivaz Erizo
Gender: Female
Age: Older than you
Race: Hollow - Arrancar
Reiatsu/Speech color: Dark orange, feels like the rush of bloodshed.
Aspect of Death: Pleasure

Looks:
Ivaz stands at 5'5". She has slightly pale skin, light brown eyes, and close-cut hair that is blond to the point of almost being white. She has a full figure body, complete with plenty of curves. Her Arrancar uniform has been greatly modified. The right leg of the pants have been cut cleanly off at an angle, revealing her whole right thigh. Her top has been cut short, just below her breasts. The left shoulder and sleeve have also been removed, making the top of her shirt go from her right shoulder to under her left arm. Her leg, arm, and torso are covered in many white belts of varying width, not leaving much exposed skin between them. Her Hollow hole is just above her belly button.

As for the remnants of her mask, each side of her head has a piece running up and down, just behind her ears. Connecting them together are three pieces that cross the front of her head; one across her forehead, one just under her nose, and one across her neck.

Personality:
Ivaz loves to fight and cause pain. She seems to take pleasure from it. She will toy with her opponents for as long as she can, more looking to injure rather than kill. This does not mean, however, that she won't easily kill somebody. She'd just rather hurt them a bunch first. She gains more pleasure from causing physical pain rather than emotional. She finds it a lot easier as well.

She also loves messing with others. Pushing their buttons. She often flirts with others, regardless of who they are. She almost always wears a malicious grin on her face.

Zanpakuto:
Amante Sádica (Sadistic Mistress)

Her zanpakuto takes the form of a scimitar. (http://www.andreas.blicher.info/images/Scimitar.jpg) There are two curved notches cut into the edge near the end of the blade, with points aimed at the hilt. This means that when she pulls the sword out of somebody, the notches will catch onto them and tear the wound open even more, causing much more pain and damage. Usually, it is held onto her back by straps sewn onto a couple of the belts.

Resurrección:
Tiempo para jugar, Amante Sádica! (Time to play, Sadistic Mistress!)

Her zanpakuto seems to melt away and flow straight to her. Her mask remnants grow to cover most of her face, leaving a slit over her eyes and her lower jaw exposed. The white belts join together, effectively creating a white bodysuit over her. The suit grows over her hands and feet, leaving only her neck and parts of her face uncovered. A pair of foot-long spikes grow from each shoulder, and a spike grows from each elbow and knee. Many small spike grow from the rest of her body, making her body resemble a white hedgehog.

Combat:

In this state, the bodysuit can extend and change shape as needed for her attacks, giving her access to many weapons. Her hierro increases almost five times. Her speed also goes up, but only double. A side effect is that she seems to be more wild in this form. She seems to act more on instinct than anything, which can be good or bad. When she takes damage, she doesn't seem to notice it. But, it'll still wear on her body.

She fights with many quick hits. Each hit itself is not fatal at all. But, because of the speed and sheer number of hits, she can be quite fatal. Her main hits come from claws that the suit forms from her fingers. She tries to get a spike involved in every hits she makes.

Doncella de Hierro - Iron Maiden
Ivaz thrusts her hands forward. The suit around them changes and grows, forming one half of a coffin for each hand. Each half is lined with hundreds of spikes inside. She closes them around an enemy, making the spikes pierce them and causing much pain. The spikes aren't very long, so they don't do any fatal damage. Unless the victim is really unlucky.

Hormigueo - Pins and Needles
Ivaz launches hundreds of small spikes from her suit at her enemy. They have slight homing capabilities, able to round wide corners and such. As with Doncella de Hierro, the spikes aren't long enough to cause fatal blows. But, they hurt. And to her, that's all that matters.

Abilities:
Bala: She prefers these to Ceros, as they allow her to get in more hits before her target dies. She usually fires them from her hand in a sweeping motion, as if simply tossing them at enemies.
Cero: She is okay at using these. The reason she isn't highly skilled with them is her preference for Balas. When she does fire a Cero, she aims her right hand at her target, fingers slightly bent. It charges and fires from her palm.
Hierro: Ivaz's Hierro is a little higher than average. Comes with the fact that she does enjoy close quarters when torturing her victims. And some tend to fight back.
Sonido: Ivaz is fairly skilled with Sonido, allowing her to make many quick hits. Her skill with it increases when in her Resurrección form.
Garganta: Can use it fine, but doesn't use it in battle at all.
Pesquisa: She uses this often when finding new victims to "play" with. As such, she is fairly skilled with it.

Other:
Ivaz, with her zanpakuto.
http://i56.photobucket.com/albums/g162/KerfuffleMach2/img004-1.png

Her resurreccion.
http://i56.photobucket.com/albums/g162/KerfuffleMach2/img005-1.png

Kuroimaken
2010-09-10, 04:51 PM
Nagamichi Soushi, 8th division VC (and resident backstabbing villain)


Name: Nagamichi Soushi (surname first)
Age: Unknown. Began work in Seireitei roughly 300 years ago.]
Rank and division: Vice-captain, 8th division.
Eyes: Normally squinty. Red when open.
Hair: Reddish-brown.
Height: Roughly 176 centimeters
Weight: Sore wa, hi-mi-tsu de-su!
Reiatsu Color: Noxious green
Loves: suffering and pain, when applied to others Chocolate and hot baths
Hates: Shinigami bittersweet foods

Background:Soushi used to be an elusive wild Hollow hiding out in Phoenix Town. Contrary to the "might makes right" nature of such creatures, he commanded a few other wild Hollows in raids that occasionally resulted in various, gruesome deaths (which local residents at the time attributed to a killer on the loose). By coordinating the capabilities of his fellow Hollows, they managed to elude Shinigami parties and sometimes even kill a few of them. At some point, Soul Society decided to send someone much stronger. This mysterious Shinigami managed to wound his companions in all-out battle, despite the fact the period they'd spent feasting on souls had made them considerably stronger. In a desperate move, the other Hollows he commanded offered themselves to their "leader" so he could vanquish the dreaded enemy.

The end result could be considered a draw. Despite the fact the injuries this mysterious Shinigami suffered eventually led to his death, his last blow managed to destroy the Hollow, purifying him and sending him to Soul Society.
But for some reason (perhaps because the shinigami couldn't purify the Hollow completely before dying) he did not forget his previous life's memories. He was now a common soul, and he would never enjoy the taste of a fresh soul's life-force again. All because of the hated Shinigami. But Soushi realized he couldn't hope to bring down Seireitei on his own head-on. Their organization, which was the strength he'd used against them, made Soul Society a force to be reckoned with. And even if he could become a Hollow again, Hueco Mundo was a merciless environment - he was more likely to die than fulfill his goal. So he decided to try destroying Seireitei from within, using their own knowledge against them. Soushi enrolled in the academy and rose quickly through the ranks. He was considered one of the foremost students in the Kidou class and managed to achieve Shikai even before graduation. Then, to everyone's surprise, he requested to be placed in the 8th division, namely Intelligence, where he worked tirelessly, if a touch in the background.
Personality: Soushi is the kind of guy whose thoughts are difficult to perceive. He demonstrates a seemingly unshakable sense of humor, and seems to never become annoyed with anything. He tends to avoid confrontations, but is often good at pushing people's buttons. Overall, he could be considered pleasant company, if one could know what the hell goes through his mind at any given time. Alas, even when someone does believe to have the right of it, that usually turns out to be what he wants people to think instead. Tactically speaking, he seems to favor subterfuge, mixing up unlikely tactics to throw his opponents off while stabbing them in the back
Appearance: Soushi wears what could be considered a modified version of the Shinigami shihakusho. Despite the presence of hakama and gi, underneath the robe proper he seems to wear a cassock of some kind, with the flaps "pouring out" from beneath. This gives the strange visual illusion of his wearing a cape of some sort at waist height. In addition to this, he tucks the hakama's hem inside midcalf-height combat boots. On his hands are a pair of fingerless leather gloves... and on his head, a fedora. Strangely, he doesn't seem to carry his Zanpakutou, suggesting it is concealed somewhere in his body when sealed.
He has hair reaching down to the middle of his back, a rich reddish-brown color. He usually does his hair in a single braid. On his face is a pair of round, slightly oversized spectacles.

Powers and abilities:
Zanjutsu: unheard of. Soushi has never been known to carry a blade of any kind. In fact, he's never been known to use anything but Kidou when in battle - and that's for those who have seen him fight.
Hakuda: Average. Unsurprisingly, he prefers to use Kidou instead. He's known to have thrown a punch here and there, but mostly his hand-to-hand combat skills are for defense.
Kidou: Soushi's area of expertise. His knowledge of Hadou and Bakudou (and some healing Kidou to boot) makes even a few Kidou Corps. members jealous. Capable of both rapid-fire and incantationless casting, this makes Nagamichi more than a force to be reckoned with. His absolute limit is level 80, while he may cast Kidou with no incantations up to level 60.
Speed/Shunpo: While not particularly fast, Soushi could be considered above average in both respects. His tactical analysis capabilities, however, often lend his opponents an illusion to his being much faster than he actually is. The fact he doesn't need to mantain sword-reach for attacking makes his defense all the more superb...
Defense: ...however, he's a bleeder. Hit him well and you get him good. He tries to make up for this with his Zanpakutou's ability (see below).
Zanpakutou: Kyuuseiki
Release command: Gouka no michi aruite, Kyuuseiki. (Walk the path of purgatory, Life-drinking Demon.)
Shikai: Contrary to all expectations, Kyuuseiki's shikai form is... a book. It is the constant release kind, but can be resealed into the form of a dagger if needed be (mostly to avoid prying eyes.) It enables the following capabilities:
Reiatsu enhancement: Kyuuseiki increases Soushi's ability to control and manipulate his own Reiatsu. He can use it as a means to increase his Reiatsu output (thus making his Kidou/Bakudou stronger) or diminish its "presence" (in order to make it more difficult for an opponent to locate him by Reiatsu "radars" alone).
Precast Kidou: By writing a kidou's name on it, investing the necessary Reiatsu, and saying the Kidou's name, Soushi may instantly cast Kidou up to his limit from the book itself. It doesn't require specific inks, though the name must legible. While he may "pre-write" kidou on the book's pages, any Reiatsu invested in it cannot be recovered unless he casts the spell in question or commands the book to let it go. Spells dismissed in this fashion must be re-written. Soushi cannot invest more Reiatsu than he can generate in this fashion. The book does not run out of pages, and pages torn from it can still be used (although the pages themselves disappear once the casting is complete, or after a few hours if no spell is written on them). Soushi may establish a condition for the spell to go off, but it must be written before the spell's name, making it a poor combat tactic to use on the fly (but see below).
Blood control: Kyuuseiki allows Soushi control over his own blood. He can thicken it, thin it, change his own blood type or even imbue it with Reiatsu and use it as a weapon (though it obviously hurts like hell). This enables him to close serious wounds by forcing the blood to clot (though they cannot close per se) and stop hemorragies, or dissolve blood clots. It also makes him effectively immune to practically all poisons, which work with the bloodstream to deliver their payload (few act directly over muscles or organs without using the bloodstream in some fashion). The most fearsome aspect of this, however, is that Nagamichi can control his blood even after it has left his body by using his Reiatsu to manipulate it. Unless the Reiatsu itself is dissipated (by means such as forcing one's own Reiatsu against his) he retains control of the blood even if it's inside someone else's body. Typically, he uses this ability to burst one's blood vessels from the inside out or harm internal organs. He retains control as long as his zanpakutou remains released, but even if his blood is in several other people's bloodstream, he can only focus on a given amount at a time.
Bankai: As far as is known, he doesn't have it yet. (I haven't figured out a good way to do it. More to come later, if it becomes necessary.)

Shades of Gray
2010-09-14, 07:14 PM
Gwen Pryce - Wandering Arrancar

http://i202.photobucket.com/albums/aa279/oliver426/g10471.png?t=1284508802

Affiliation: None
Rank: None
Gender: Female
Reiatsu/Speech Color: "DarkOrange"

Fluff
Appearance: Gwen appears as a young woman, no older than 17. Her hair is done in a hime/princess hair cut, but is much shorter. One wouldn't call her attractive, but likely beautiful instead. Her figure is quite impressive for her average age, though one would likely stare more at the small, nonfunctional, batlike wings located above her hips and devil-like tail than her assets. Her hair hides two very small horns on her forehead.

Her wardrobe doesn't change too often, as she doesn't have the luxury of going to buy clothes.

Gwen's hollow hole is on her collarbone, to the left; it is a small hole. Her mask fragment is not all that prominent, being a single white fingernail that is slightly longer than the other nine.

Personality: Gwen is not used to dealing with many people, so she can often come off as rude. She also complains a lot, much to the chagrin of her traveling companion. She can act like a spoiled brat at times. Still, she possesses compassion and is always willing to help someone, even if she complains about it. Because of her naivety she often gets into trouble without her knowing, and "Post-San" has to help her.

Gwen is scared of the dark. Incredibly so. This is why she carries the lamppost.

Crunch
Hollow Abilities:

Bala/Cero: Gwen's Bala and Cero are incredibly weak. The only unique trait is that they seem to be brighter than the average cero.
Hierro: Gwen's hierro is not impressive either.
Garganta: Gwen's garganta is hilariously bad. The universe is cruel to her, always popping up in the worst places possible.
Pesquisa: Gwen's pesquisa is not trained at all, though she can always locate her lamppost.
Sonido: Gwen's only competent standard hollow ability. Her Sonido is above average.

Zanpaktou:Splendid Brilliance

Gwen's zanpaktou is believed to be the lamppost she always carries. Its ability is unknown.[/COLOR]

Lord_Asmodeus
2010-09-19, 07:55 AM
Botsuraku Kishi


Gender: Male
Age Real/Appears: Unknown/Mid-late 30's
Rank/Affiliation: Rogue Shinigami, Mercenary
Hair: Brown
Eyes: Gray
Reiatsu: Black and almost solid

Appearance:

Botsuraku is tall, but not inhumanly so, standing 6'6", he has a solid frame, and haunted gray eyes. He wears armor like a Knight, though it is somewhat banged up. He usually wears a helmet, it is a somewhat classic knights helm, with a pointed grill and a black plume on top, when he's not wearing his helmet his face appears as that of a healthy, well-built middle aged man, with a scar that runs to diagonally across his nose and forehead, left to right from bottom to top, he also wears what appears to be a bearskin cloak on his back.

Personality:

Botsuraku is a stolid, reticent man. He does not speak much if he does not have to, preferring to keep his peace. His outlook is what some might describe as bleak, though he would not see it that way. Botsuraku thinks of himself as a realist, he left Soul Society somewhat early on in his training because he felt it was out of touch with reality, completing his training on his own, he works for whoever can pay his price, though what his price is is entirely Dependant on his mood, and he will turn down offers he would agree to, if he doesn't agree with the motives of those hiring him.

History:

When alive, Botsuraku was a Knight, a son of a royal family, intent upon rulership, however his kingdom fell and it's conqueror was determined to destroy the Noble's of the kingdom he had conquered, Botsuraku was forced to flee and become a mercenary, dying after many battles with a broken sword and a lance through his heart. Botsuraku Kishi is not actually his name, but he has either forgotten his true name, or ignores it completely.

Zanpaktou:

Kudaku Taikun, Broken King

Release Command: Buki o Toru, Kudaku Taikun; Take up Arms, Broken King

Unreleased: The Broken King takes the form of a broken broadsword held in a sheath at Botsuraku's hip, it is broken into two halves, with Botsuraku usually only using one half, though he will fight with one half in each hand. It appears as an ordinary broken broadsword, with no real ornamentation, though it has a black leather grip with iron wound around it, to keep grip.

Shikai:

Kudaku Taikun becomes a mace and a shield, the maces is flanged, with the flanges being made up of shaped pieces of a sword, the shield is a kite shield, and it's edged by a single long blade, running it's entire length.


Bankai: (not yet learned)

Anata no guntai o shuushuu, Kudaku Taikun; Gather your Army, Broken King

Kudaku Taikun becomes an ethereal castle, from whom a phantom army gathers, to fight for Botsuraku. They are appear as shades of warriors and soldiers throughout history, fighters bearing all manner of weapons and armor, for every one slain another literally rises to take it's place. Each one is more than a match for lower ranked shinigami or hollow, and together they can take on opponents of much greater strength.

Inner World:

The Inner World of Kudaku Taikun is a massive stone fortress, which is itself essentially an endless maze. It's surroundings are gray and featureless, and it is manned by shadows of soldiers Botsuraku has fought with, and against.

Zanpkutou Spirit:

The spirit of Kudaku Taikun is twofold, to reflect it's broken nature, the Queen and the Seneschal of the Shadow-Castle that is it's Inner World, where they rule in the absence of Botsuraku.

Basic Abilities:

Hakudo: Moderate, Botsuraku has learned to fight fairly well with his gauntleted fists, preferring to end most fights without drawing his broken Zanpkutou if he can.
Zanjutsu: Strong, Botsuraku's strongest ability is the ability to fight with his Zanpkutou, either in it's unreleased or Shikai form, he has trained hardest in the ability to fight with his weapon, a pride in his own combat skills is something he's kept since he was alive.
Kido: Weak, Having left early on in his training, Botsuraku knows almost no Kido, and he doesn't ever seem to use what he did learn. Whether it's some lingering Knightly sense of nobility keeping him from using these supposedly magical abilities, or simply a lack of ability in the area, his abilities here are essentially nonexistent.
Hoho: Moderate, Botsuraku is fairly agile in combat, able to move around on the ground and the air with a fair amount of speed, but it isn't his strong point. With his heavy armored suit he is unable to keep pace with faster opponents, generally relying on his solid fighting abilities and his suit of armor to make up for any deficiencies in his speed.


Caballos Boca

Name: Caballos Boca (Horses Mouth) The One and Only Horseman
Rank: Fraccion of Alejandro
Aspect of Death: Denial
Appearance: A young middle sized guy, wouldn't look a day over 20 about 5'8" light brown hair that grows to his shoulders, with a ponytail in the back. He has hazel eyes, He looks fair, but what looks he may have are often off-put by the remains of his hollow mask. He has the jaws of a horse over his mouth, both of them, which move when he speaks. He often looks curious, friendly, and more than a little confused.
Personality: Caballos is a somewhat quiet guy, usually because he tries not to say anything stupid that might get him in trouble. He will, however, repeat the words of a superior officer with little or no fear, with the utterly naive hope that whomever he is speaking to will refrain from shooting the messenger. He is not afraid of those he feels are his equals or inferiors, and is more open around such people than his superiors.
Cero Color: Royal Blue
Sealed Zanpaktou: Destrozar
Sealed Zanpaktou Appearance/abilities: Destrozar is a wide bladed war axe, a two hander, it's handle is a horses thigh bone with leather straps like a belt wrapped around it haphazardly, it has no spear tip.
Name/Command for power release: Costo, Rey Destrozar! (Charge, King Destrier)
Release description: Caballos' horse jawbones grow to cover his whole face, giving him a horses skull for a head, his chest flares out and is covered with bone shaped like a horses chest, his arms get longer and his hands become hard like hooves while keeping the digits, his waist gets thinner and his legs become a horses, with horses hooves for feet, his blade becomes horseshoes on his hooves. Caballos becomes stronger physically, able to do more damage than he could before, but more importantly he becomes much, much faster, a greater boost in power is sacrificed for a huge boost in speed. Most of his strength is focused in his legs, and he lashes out with powerful kicks, aiming to crush a foes bones to dust.

General Abilities:
Hierro: Medium, Hierro is not Caballos' strong suit, but he isn't too weak in this area, his skin is strong enough to turn some blades, but determined attacks by fairly powerful opponents will cut through his skin, he does not rely too heavily on his skin's ability to deflect attacks, but he has high endurance, able to keep fighting for extended periods of time, he can outlast some enemies despite their greater strength
Sonido: Strong, Speed is Caballos' most powerful tool, he boasts a speed and agility greater than many Arrancar, even besting much more powerful opponents in the area of singular speed, he can run circles around larger more stolid opponents
Pesquisa: Decent, Caballos himself is a decent judge of strength, and when he focuses he can gauge accurately the strength of his opponent, but he is not the most skilled in this area, and is no better than most Arrancar
Garganta: Low, Caballos can create a single dimensional gate that will allow himself to slip through, but he cannot create large gates, or more than one, others would be better off opening their own gates than trusting his ability to carry them through.
Cero: Caballos has a fairly strong Cero, and will use it as an opening salvo, but it is not his preferred ability, relying instead on his great speed to carry him through fights, mainly using his initial attacks to distract his enemy so he can maneuver around them and gauge their responses, agility, and defense.

Kuroimaken
2010-09-26, 09:28 AM
Name: Mitsurugi Reiji (alter-ego: Hakusai, Yuurei no Kamen, among other nicknames)
Age: 27
Sex: Male
Eye color: Blind. (Red in his other guise)
Hair color: Dark red.
Description: A tallish man in his late twenties, Reiji can always be seen in an impeccably clean white suit with a matching shirt, trousers, shoes and a red tie. When it rains, he often adds an equally impeccable white trenchcoat. He is also never seen without his red shades and cane, while his assistant is usually the one to carry his briefcase. He has a beautiful smile that he doesn't show often and complements his youthful, finely chiseled face. His long, dark red hair is tied up in a ponytail that he usually hangs to his right side. When without his shades, one can see a scar crossing both his eyes and the bridge of his nose. It's rather unsightly, and for this reason alone he is usually permitted to keep them on while in court.

His alter-ego guise is much less inviting. Clad in black from neck to toe, the only respite of "color" is a rounded white helmet-like mask with a chin-guard protecting his entire jaw. There do not seem to be holes out of which one could stare, nor insets for lenses. Witness accounts mention occasional bright red flares of light coming from where the eyes would be, however. The bodysuit itself looks like it's bulked up from muscle underneath, giving him the appearance of a lean but fairly strong individual. From the waist down, what looks like a half-cape flows to about knee-height, with another manteau with a closed neckline that comes down to the middle of his chest.
Background: Reiji's father Ryuichi used to be an exceedingly successful prosecutor in Phoenix Town. Given its size, crime wasn't exactly a big issue in it, so the city was fairly prosperous. This made it a prime target for Yakuza expansion. The bulk of their violent campaign took place during Ryuichi's career as a district attorney. He was known for being very hard on organized crime, which earned him the wrath of more than a handful of enemies.
It all came to a head after he'd managed to successfully convict a major lieutenant of the local Yakuza's gumi of murder. Unheeding the repeated threats, Ryuichi got around a veritable cascade of underhanded defense tactics designed to get him off the case. The death threats were fulfilled - Reiji's mother and father were killed before him, and the sadistic assassin even blinded the by-then 5-year-old boy so he could not be recognized.
Some seventeen years later, Reiji returned to Phoenix Town. Appointed as the local district attorney, he took over where his father had left off. His conviction rate was nothing short of amazing - his cases were somehow almost always airtight. Evidence that would seem irrecoverable by any means would turn up at a lot of trials he was present in. Unlikely suspects would be found guilty beyond reasonable doubt. It got to the point that some criminals wouldn't bother pleading not guilty because, the way they figured, they'd have an easier time of it if they just confessed right away, earning Reiji the court nickname of "Inquisitor".
Not an year after Reiji returned, rumors started flying around the seedy underbelly of Phoenix Town of some strange "spirit" in black clothes and a white mask that would sabotage large-scale criminal operations. He was seemingly impossible to harm - bullets fired at him would simply disappear in thin air, then be fired back. Motolov cocktails would burst and burn around him. And, of course, none could actually hit him in hand-to-hand combat. He gained several nicknames: "Hakusai" (White Judge, supposedly his self-chosen handle), Yuurei no Kamen (Ghost's Mask), etc.. Many consider him an urban legend, as the criminals themselves were often the only witnesses to his appearance, which is not to speak of his supernatural nature.
Behind all this was Reiji's awakening as a medium, which dated back to the murder of his parents. He could see them. Speak to them. Knowing all the while that he would never truly be with them again. Their constant presence slowly strengthened his budding powers. As fate would have it, their loss gave him the means to do justice in their stead. Those means were his powers and a sense of purpose. By negotiating with Plusses, Reiji was able to unearth information that would be seemingly lost with their deaths. His determination quickly carried him through Law school, as thankfully his father's spoils were somewhat considerable. Once he figured he was ready, he made his triumphant return to Phoenix Town, where he lives to this day.
Personality: In public, Reiji often displays a cool, detached demeanor. Despite his politeness, those who know little or nothing of his private life are prone to consider him cold and uncaring. This is a facade that Reiji puts up on purpose. Despite the fact that, unlike his father, he has the ability to protect the people he loves, Reiji is deathly afraid of connecting to people in a meaningful way for fear of them being targetted. The only ones he seems to display significant emotion or warmth towards are his team of spiritual "investigators", and that might be because they're in much less danger than anyone Reiji knows. Deep inside, he figures he will only be able to truly rest when there's no such thing as crime in his town - which is to say, never.
Powers:
Hoo boy.

Reiji's seemingly only power is the manipulation of the electromagnetic radiation that we commonly refer to as light. However, this ability is manyfold.

Light sense: This ability is what essentially allows Reiji to function despite being medically blind. For all effects and purposes, he can see - though this part of his power goes beyond that. Effectively, in a 100-foot radius, he knows practically every detail of anything that interacts with light (color, fine detail, etc.). If someone is effectively invisible in an area where light exists within that radius, he knows. Because light itself travels, mundane shadows do not deny this ability (but absorbing or bending light does). He is not effectively blind beyond this radius, but he can only "see" as well as a regular person after that - as, again, light travels, and it eventually reaches his field. The field itself is not interrupted by physical obstacles. (Spiritual obstacles such as a Kidou-powered wall or Sekkiseki do, however).

Light bending: Reiji can bend light around objects or make them intangible to light (making it go right past them). Visually speaking, this means he can turn himself or other things invisible (or, for creep effect, make it so a mirror no longer shows a reflection, selected or otherwise).

Light intensification: Reiji can intensify existing light by using his Reiatsu. He cannot create light where there is none (such as empty space).

Light 'absorption': Reiji can also concentrate light in certain spots in order to create effects. Visually speaking, this creates an area of "shadow" covered by a vague luminescence. The light doesn't actually disappear or 'go' anywhere - it's merely focused and visually changed.

Light constructs: By bending or absorbing light in the manners described above, Reiji can create shapes and effects that he controls at will. He can fire laser blasts, or create lightsabers, or even make actual constructs. He cannot make anything with exceedingly complex parts (so no light cellphones or light computers. Light motorcycles? Sure, all he needs are two wheels and a seat). These shapes and effects are freely manipulated in space within the 100-ft. radius of his ability, but after they escape that radius he cannot regain control (and since he cannot instill sentience in them or continue to keep them cohesive after that, they tend to dissipate after a while of leaving said radius, though their behavior depends on what they are and how much energy they have in them. As a general rule, the more complex the construct and the farther away from the radius, the quicker it dissipates). These constructs can exert force or impact in a manner and shape appropriate to their size and energy (so in order to lift, say, a bus, Reiji would need to use a bus-sized shape, or focus enough energy into the shape that it could lift a bus). By making a construct of bent light, Reiji can make it seem like he has telekinesis. These constructs are capable of fine manipulation and can, themselves, be finely manipulated into other shapes. Think telekinetic Play-Doh. the Green Lantern's ring, only using ambient light as its energy source. :smalltongue:

Equipment: Reiji carries a pair of pocket flashlights and a lighter with him at all times. In addition, when in his alter-ego guise, he also often carries magnesium/phosphorus flash bombs and what he calls a "flash gun" (a battery-powered, gun-shaped revolver of sorts that briefly flashes a very bright light whenever the trigger is pulled).

Allies: Reiji has a team of Plus investigators recruited either from Soul Society or among the wandering themselves that act as his unseen eyes and ears in town. They're fairly numerous, but are also noncombatants - their function is information gathering.

Lord_Asmodeus
2010-10-02, 04:35 PM
Name: Amore Love
Age: 134 (20's/younger)
Gender: Male
Race: Arrancar
Rank: Fraccion to Edward Callahan, Segunda Espada
Hair: Sharkskin Gray
Eyes: Black
Cero: Ultramarine Blue
Aspect of Death: Loss

Description:
Amore is an attractive but small man, barely topping 5 feet tall, he looks to be quite young, and somewhat girlish in appearance, often being mistaken for a younger female, and his somewhat subdued personality reflects this, often sheltering himself behind superiors and friends, he appears somewhat shy. Amore's Hollow Hole is in his stomach/lower back. Amore dresses more as a servant or a janitor, he wears the uniform colors traditional to Las Noches but it is cut down into a vest and baggy pants with curl-toed shoes. Overall Amore is very thin and willowy, not looking very strong at all. The remains of Amore's hollow mask appears as bony ridges along his spine, and bony fan-like fins over his ears

Personality:

Amore is shy, and somewhat withdrawn, he is also somewhat of a germophobe -slash-perfectionist, always working to keep his room and surroundings clean, and he is often upset if the cleanliness of his surroundings is disturbed, especially by battle, and he will often try to fix things. He does not appear strong, and often relies on those around him to help him out, painting himself as somewhat of a coward in the eyes of some, however Amore is not afraid to help his friends out if he thinks that they're in danger.


Background:
Amore Love has always been somewhat small, weak, and more than a little bit effeminate, at least physically. He was able to survive Hueco Mundo by traveling with more powerful Hollow, one of which in particular he became attached to, and who also became rather attached to him. He fought beside this friend, or perhaps more than friend, for years, becoming more powerful largely through his help, but their friendship was not to last. Eventually, they faced an opponent they could not defeat, and both Amore and his friend fought as hard as they could against their foe, but to no avail. However, as the battle seemed finished, Amore discovered his ability to aid his friend by boosting his strength, but by then it was too late. Already weakened and broken, his friend fell to the more powerful hollow, but Amore was lucky, if it could be called that. The one who defeated his friend noticed his talent, and allowed him to live if he would use his abilities for him. Reluctantly Amore agreed, but this alliance would not last either. And so, Amore went from Hollow to Hollow, until Amore rose to the level of Menos, and finally, Adjuchas, always tagging on to more powerful Hollow until they, in turn are defeated. Eventually, one of the many he was to attach himself to faced the possibility of joining Las Noches, of becoming an Arrancar, but sadly in the end, he too fell. However, Amore's abilities would once more avail with him with the means to survive and to raise himself up, for his peculiar abilities were noted and valued, as a means of attributing more power to other Arrancar. Amore has become afraid to become committed to any one friend or relationship, always afraid he will have to face the loss of someone he had become attached to because they would be destroyed by another.

Abilities:

Zanpaktou: Remora Custodia
The Remora Custodia appears as a long wooden zen rake with long ocean-like patterns carved into it's sides, the wood is at least as resilient as steel, and the wood is of a somewhat grayish caste, and appears like driftwood.
Ressureccion: Adservio, Remora Custodia
Amore's Resurreccion makes the ridges on his back grow, and the fins on his ears to grow, his body also shrinks in size, and he continues to change until he appears as a somewhat large, bony Remora. As well as boosting his abilities and making him hard to target, Amore can attach himself to one of his teammates. Amore's main ability in Ressurreccion form is to give a substantial boost to the powers of his host, while also benefiting from this boost, making him tougher and harder to hurt, as well able to keep up with his host. He can also project defensive fields of cero around himself and his host, either a complete bubble with it's power spread over it's whole form, or smaller area's with far greater strength.

Cyborg Mage
2010-10-03, 07:27 AM
Name: Noboru Arata
Age: 112 (Appears as 17)
Gender: Male
Race: Shinigami
Rank: 3rd Seat (2nd Division) and head of Omnitsukidō's 5th section.
Hair: Jet Black
Eyes: Hazel (Dark Steel in Bankai)
Reiatsu Colour: Grey

Description:
Arata is slightly shorter than some of his peers, standing around 5' 9'', and overall quite a wiry build. He almost always has a serious, scholarly look on his face, and lets his black hair grow to about shoulder length. His face is somewhat angular, and generally stern looking. In his gigai, he usually dresses in a tidily-kept high school uniform, although this can vary depending on the circumstances.

Personality:
Arata takes things very seriously, and is an incurable perfectionist. He can be very hard on himself, find it hard to take a joke and always feels he has to be the best of his peers. He can agnowledge that this isn't always possible- albiet grudgingly- and trains heavily in both his intelligence and combat skills.

Backstory:
Arata was always an intelligent, scientific man. He didn't actually believe in most stories of superstition and folklore, whether he quietly doubts it or openly opposes believing it. Strange blackouts? Adverse weather conditions somewhere else on the grid. Mysterious, brutal murders? Equally brutal and mysterious killers. Some of the less academically gifted of his school believed it was ghosts, dark spirits come to bring death and chaos. He didn't believe them, he was detirmined to show them their ideas were just misguided superstition. They brought him to the town's Russo-Japanese monument at midnight, they remained there for a few hours before fleeing, they felt some dark aura descend around the place. He stayed, confident that his was the truth. It wasn't. When the hollow appeared, it made a hole straight through his shoulder, and made a huge gash along his chest. He was almost unconsious from blood loss when the hollow began feeding, and even then he saw only the mask, a mask that would haunt his nightmares for the rest of his life. He barely survived the attack, and the shinigami who saved him noticed this. Not many people survive a direct attack from a hollow. Still, he was dying. It wouldn't matter if he survived or died in the process, he wouldnt survive anyway. But he did. Noboru Arata's life ended- and began again- at 17.

Zanpakutō-Hayai Ryoute (With both swift hands):
Inner World:
Hayai Ryoute's inner world appears as a large dojo floor at the top of a tall pagoda-shaped structure, perpetually grey-skied and, in times of percieved danger, raining. The floor is littered with broken swords and pieces of training dummies, and contains multiple weapon racks and targets, which the spirit of Hayai Ryoute can be seen training at frequently. It also has a shogi table in the centre, in which the pieces can sometimes change to represent people.

Zanpakutō Spirit:
Hayai Ryoute appears as a animated set of shinobi clothes, bearing a featureless steel mask with two eye holes, containing dark grey lights. He commonly carries an ornamental sword, cracked in multiple places, and also bears a large number of sheathed weapons.

Powers and Abilities:
Flash Step: Arata is very skilled in Flash Steps (At least, for such a new shinigami), a talent which is further augmented by the Hayai Ryoute, allowing him to create multiple techniques invilving them.

Gust of Blades: Both Arata's and the Hayai Ryoute's fighting styles revolve around fast, precise attacks. Arata's flurry of blows often provide him with the upper hand in offense, although this technique can also be used defensively, whether it be through fast blocking maneuvers or by spinning his blades in a windmill motion.

Kido Skill: Although many of the combat techniques involving the Hayai Ryoute become too fast-paced to perform kido, Arata does show a significant proficiency in it, especially in binding and attack spells.

Unreleased Form:
In its unreleased form, the Hayai Ryoute appears as a pair of light wakizashi, with a hilt decorated with the image of a storm.

Shikai-Bureidosutōmu (Bladestorm):
Release command: "Unleash a thousand wounds!"

Appearance:In its shikai form, the Hayai Ryoute form into a single katana, which is now a silvery colour with a red inlay, while the image of a storm becomes a more intense occurence, now displaying flashes of lightning and powerful waves reaching into the clouds.

Special Ability: Once released, Bureidosutōmu enhances Arata's speed and agility significantly, allowing him to make up for the loss of a second blade, and achieve new levels of fleetness. This heightened speed allows him now to almost reach the speed of a flash step in normal movement, run up walls and even provides a limited degree of teleportation. It also provides him with the ability to percieve the world normally while travelling at these speeds, without which it would be basically impossible to see or hear at maximum speed.

Bankai (Not yet achieved)- Mugen Tsubasa (Infinite Blades):Appearance: Upon achieving Mugen Tsubasa, the blade of Bureidosutōmu takes on an unnatural reflective property, while depictions of gods and demons appear in the hilt decoration. Most noticibale, however, is the fact that the metal of the blade extends down the handle and onto Arata's hand, from which it extends and forms a pattern of lines across his body and face.

Special Ability: At this point, Arata's agility reaches its peak, even walking becomes a movement too fast for most to see clearly. It also provides him with sharpened vision, an expanded field of view, and the ability to see flash-stepping shinigami/Arrancar normally.

He also, gains the ability to achieve a state of near-frozen time, or at least move so fast that time appeaars to be stopped. In this state, an attack from him could be stopped, though the target would have to know what Arata is going to do, where he is going to move to stop him. This ability, however, consumes a huge ammount of reiatsu, and will almost always force him to occupy his gigai to recover.

ThreadOfFate
2010-10-09, 12:37 PM
Minuet, Vice-Captain of 5th Division


Gender: Female
Age (actual/apparent): 134/19
Height: 5' 3”
Weight: 120 lbs
Hair: Dark brown, cut to above her eyes, but to around her jawline everywhere else.
Eyes: A piercing gray-green
Affiliation: Formerly 10th, currently 5th Division
Rank: Formerly 3rd, now Vice-Captain
Reiatsu: Green.


Appearance:
Minuet has all the appearances of an attractive young girl. She stands under most people and wears a sword that's longer than she is, giving a most misleading appearance. Her features are somewhat soft, and she usually has a small smile on. The occasional freckle dots her cheeks and nose, and she has an athletic body type that has managed to preserve some curves. She's cute, but not hot, to use a phrase.
Her usual attire is the shihakusho.

Personality:
Minuet is an inquisitive and cheery girl, often humming or generating some upbeat song as she goes around Soul Society. She's about as close as you can get to a chatterbox without actually speaking any words, and she can keep up a decent conversation by the use of sounds and musical cues alone. For times that require actual words, she always has a small notebook and a pen on her. She's friendly and open, but when business is business, she's serious and determined, though she'll occasionally offer a sarcastic sound or wry musical snippet when the occasion calls for it.
She enjoys being a Shinigami more than she enjoyed her life back in the mortal world, and she always attacks her jobs and duties with a ferocity. Though the incident with the Hollow cat has somewhat disgruntled her when anyone mentions her former posting at 10th Division, she still finds enough fun in her work in 5th Division, particularly in delivering messages to recipients, where she takes some pleasure in playing guessing games (unless it's a critically important message).

History:

Minuet's story begins in District 33 in East Rukongai. Actually, no, it begins way back in the mortal realm, where Minuet was born a mute. During her life, she learned alternative ways to communicate, including sign language, whistling, and often music. She learned to play both the acoustic and electric guitar, and was pretty good at it.

An important event in her life was a trip to Japan she took when she was in college. While there, she was going on a tour of the shrines in the Kansai region, and one of them caught her attention: When the wind would blow, the bells and chimes would all sound, creating a beautiful cacophony of aural intensity, and she sat on the steps to the shrine the entire rest of the day, listening to the natural and ambient sounds created by the wind.

Life, though, is not without a sense of irony. She died of throat cancer at 38, having never used the damned thing for speaking, and she found herself tethered to the shrine where she had her favorite afternoon. There, she remained for a few years, making music with the wind and bringing smiles to the few visitors who could hear her harmonizing.

A passing Shinigami noticed the increased level of spiritual energy and investigated. Finding Minuet, he gave her a proper soul burial, and she was reborn into District 33 of East Rukongai, Soul Society. This was confusing to her, as she was dead, but still unable to speak except by her usual means. She was soon found by another Shinigami, and after she made it known to him that she was hungry (by scratching out an obvious I'M HUNGRY into the dirt), he escorted her to the Seireitei and enrolled her in the Shino Academy before going off to kill Hollows and save orphanages. You know, Shinigami stuff.

At the Academy, she met a good friend in the form of Daisuke Koishima, who was somewhat interested in the quiet new girl. Attempting to strike up a conversation, he was a bit surprised when she responded not with a fellow “hello”, but the sound of a ringing doorbell. Continuing on the conversation, if you could call it that, he gave her the name of Minuet (to which she sounded a ding ding ding!), and the nickname Mini (to which she replied with a buzzer).

He still calls her that, to which she replies with a crack of thunder.

After graduating when her six years were done, she was sent to 10th Division to aid in internal investigations and to protect Soul Society from the internal threats, where her high hakuda and kido skills aided her in finding the truth and beating the crap out of it, if she had to. She was placed in the 3rd seat thanks to her impressive perceptive skills and combat abilities.

Currently, though, she is the vice-captain of 5th Division following a strange incident that she and anyone who was involved refuse to discuss. No one else is really sure what happened, but it involved the sound of a foghorn, several bouquets of flowers, a garden hose, a bar of soap, some freshly chopped lettuce, and a cat.

A Hollow cat, mind you.

Since then, she does her duties for 5th Division as best she can, but she also does her own digging and investigating from time to time, finding her old habits hard to drop.

Zanpakutou (The Sound Of Silence):

Inner World: Minuet's inner world is a vast, rolling plain, occasionally punctuated by tall towers filled with bells and chimes, and long, twisty rock formations that create low whistles and noises when wind blows through them – which is all the time, naturally. The central area is a flat grassy field, perfect for sparring and fighting in. The arena is surrounded by 108 bells of various sizes, some up on pedestals, others sitting discarded and broken on the ground.

Zanpakutou Spirit: The spirit will most often take the form of a songbird that rests on Minuet's shoulder. It can speak, but it also represents Minuet's ability to say many things in little or no words. It will more often than not give her encouraging advice or thoughtful koans to ponder. Very few of them are of the ice cream variety.

Unreleased: In the unreleased form, her zanpakutou takes the form of a nodachi, which she finds ridiculously inconvenient and unwieldy in battle. It cannot be said that her zanpakutou spirit does not have a sense of humor. Because of that, Minuet prefers to keep it in released form when she's actively in combat, where it takes the form of...

Shikai: A pair of fingerless combat gloves: brown, leather, and unadorned. Incredibly durable, these gloves can block blades and withstand large amounts of punishment, up to and including being set on fire (which, considering some of the hado Minuet uses light her hands on fire, is a useful thing). As a bonus feature, they have small whistles on the back of them, so when she punches or moves her hands at high-speed, small whistling noises are heard.

Release command: The sound of glass breaking, generated by her.

Ability – Dischordant Melodies: When released, Minuet's zanpakutou gains one of two abilities, chosen by her, for the duration of release. The first version stifles all generation of sound within earshot of her, reducing the power of any and all abilities that require incantations to activate. The degree to which the power is reduced depends on the reiatsu level of the individual, with more reiatsu being a smaller muffle, though certainly very noticeable. This is equivalent to a 35th level Bakudo, and if an opponent is using a higher level kido, the effects are still reduced. This reduction shrinks as the kido being suppressed gets higher and higher level. Any kido that is 65 or above is either unaffected, or the effects are negligible.

The second version amplifies her personal sound generation, almost narrating the fight with sound effects and theme music, audible to any within earshot. This has the side effect of enhancing her physical abilities to twice their normal level. Any damage (physical and kido-inflicted) she takes, excepting one-hit knockouts and utterly crippling attacks, is essentially ignored until the completion of the fight, at which point all the damage is taken at once. This is good, because she fights at more-or-less top shape, but bad, since after the fight she can go from mildly injured to completely crippled.

Bankai (not yet achieved): When released with the sound of an electric guitar chord, an actual electric guitar made entire of reiatsu appears in Minuet's hands. As with her shikai, it was two versions. The first, The Power Of Rock, acts as an amplified version of the first version of her shikai, only it completely stifles and any all sound, except that which is generated by her. Only kido of level 60 or above are able to be used by any enemy, and those are at a large drop in power. Meanwhile, her physical abilities grow to twice their normal level, her reiatsu levels and capacity double to account for her increased casting, and she substitutes guitar solos for her incantations. She can now use up to level 70 kido. These solos are similar to her primary method of activating incantations, but the casting time is shortened for any incantation to about 3/4 the normal length. She can also beat the opponent upside the head with it, if all else fails, though this method requires her to use zanjutsu and is therefore mostly worthless. Each attack hits with the power of a level 40 hado, approximately.

The second, Bass Battle, forms a bass guitar that plays itself according to Minuet's will. In this form, Minuet's physical abilities are at seven times their normal levels, and she and the guitar can use kido independently of one another, leading to dual attacks. In addition, the guitar can use kido on her.
The guitar can use kido up to 10 levels lower than herself, and is mostly used to distract the enemy, buff Minuet, or combine attacks.. The guitar pulls energy from Minuet, so while this form has the potential to be an offensive powerhouse, it has a much shorter time duration than The Power Of Rock, since the chance of running out of reiatsu is much stronger.

Powers and Abilities:
Sound generation: By using a tiny portion of her reiatsu, Minuet can create sounds from thin air, ranging from simple click or ambient noises to complicated musical symphonies and the sounds of an entire crowd of people. These sounds can vary in volume and pitch, and she can even create sounds that the human ear cannot register. She rarely uses this ability to make words, preferring to using songs, pop culture references, and noises to get her meaning across. Her true voice has never been heard (yet).
Expert hand-to-hand skill: True to the old adage, Minuet has found that actions speak louder than words, and has become quite proficient in close-quarters combat, able to pummel fighters much larger than her into submission.
Enhanced strength: Minuet has an uncannily-high level of physical power for her size and stature, and she uses this hidden advantage as much as she can.
Enhanced dexterity: Abnormally quick reflexes give her an upper hand in close-quarters, and she can move faster than most when it comes to avoidance and first strikes.
Above-average Spiritual Energy: Minuet keeps an avid supply of reiatsu about her at most times.
Perception and Investigation: Minuet is rather perceptive, noticing small details and tiny aspects of both situations and people. She's also fairly good at following leads and tracking down information from her days in the 10th Division.
Shunpo: Minuet, though quick, is not able to flash-step nearly as well as most at her level, cutting down on her maneuverability on the field.
Zanjutsu: Minuet has spent little time learning the way of the sword, finding her natural weapons to be more efficient anyway, and she cannot be disarmed of them (except literally). She knows a few very basic sword techniques, but that's it.
Kido: Minuet's kido skills are pretty good, and she has an advantage that few have: Since she cannot speak, she has developed alternative methods for activating them, and as such, she can skip long incantation times for even high-level spells, cutting down severely on their activation time in return for decreased power. In addition, what kido she is using is virtually impossible to recognize, since there's no verbal incantation, only aural.
However, this advantage is also a weakness: Due to the fact that whistles and clicks do not hold the full power of specific words, her kido abilities are rather underpowered unless she takes the time to “clarify” the kido, which raises the casting time to a little bit more than the usual casting time.
Baukdo and Hado: She can cast kido of around level 60 with an incantation, and she's found that she usually has no need for performing them without an incantation, since which one she is using is unidentifiable until it's already been cast, and since she can always just cut them off early if she's going for speed over power. Kido of up to around level 20, however, require little more than single-note whistles, trills, or a few clicks of her tongue.
Wu Wei: Since she's been shunted to the 5th Division, she's become proficient in the use of Wu Wei techniques.

Tropes:
The Voiceless (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheVoiceless)
The Silent Bob (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheSilentBob)
Most, if not all, of the Sound FX Tropes (http://tvtropes.org/pmwiki/pmwiki.php/Main/SoundFXTropes)
Generous useage of Stock Sound Effects (http://tvtropes.org/pmwiki/pmwiki.php/Main/StockSoundEffects)
The Power Of Rock (http://tvtropes.org/pmwiki/pmwiki.php/Main/ThePowerOfRock)
Theme Music Power Up (http://tvtropes.org/pmwiki/pmwiki.php/Main/ThemeMusicPowerUp)

Kuroimaken
2010-10-13, 05:06 AM
Rouga Sougami, Privaron Espada number 000


Age: ALMOST as old as Von Geister.
Eye color: Murderous gold.
Hair color: Gray
Height: 2,15 meters
Weight: 95 kg
Animal: Wolf
Aspect of Death: Leadership
Reiatsu color: Deep sky blue
Background: Von Geister has been the ruler of Hueco Mundo for longer than almost anyone can remember. But no one is born into such a position. By subjugating the strongest Hollows, the Ghost King made himself into what he is today.
Long before Las Noches existed, what few Hollows didn't murder each other tended to band together for protection against the greater predators. Perhaps not unlike Von Geister, Rouga was one of the first Hollows to attain Arrancardom. He was the leader of one such pack.
As such, he was in the way.
The fight between the two of them made Hueco Mundo tremble. Back then, Von Geister was not at the height of power he is in today. Rouga proved a more than capable adversary amongst the few that managed to go toe-to-toe with the would-be Ghost King. Being possessive of a determination that bordered on nonsensical fanatism and a regenerative capability that put many directly beneath him to shame, Rouga dragged on the fight, intent on defeating Von Geister in a war of attrition. Von Geister realized this strategy, and did the only thing he could, since it was nigh-impossible to annihilate his opponent at once - he gave Rouga a grievous, persistent wound, one that despite his impressive regeneration powers, he should never be able to heal. Being fairly exhausted himself however, and unwilling to risk a last ditch effort by his opponent, Von Geister didn't give him the final blow.
Unfortunately, "never" is too long a time.
As it turns out, after a few millennia of rest, Rouga managed to somehow overcome Von Geister's wound. In the process, however, he lost much of his power. He spent the next few centuries consuming other Hollows to regain the strength he'd lost, and set out in search of his foe, intent on defeating him this time.
However, millennia of relentless pain dulled Rouga's sense of the passage of time. He had not realized how long he was out of the 'game'. It was with wonder, thus, that he discovered Las Noches. And now, he's out there, intent on making his way to the Ghost King, though his murderous intent seems to be gone...
Personality: Rouga is brazen, tactless, more than a little bitter, and perhaps more than all that, fun-loving. He doesn't lend trust easily (though less carefully than Hollows do), but when he does, one can count on his aid. It's kind of hard to tell EXACTLY what's on his mind, perhaps because he projects the image and facade of a simpleton with such ease.
Powers: Hoo boy.

Cero: Very dangerous. Rouga's Cero is much slower than the norm for Cero, but has a wide blast radius and focuses significant amounts of energy. Direct impact should be avoided at all costs.

Bala: Rouga's Bala doesn't have any significant differences from usual Bala, except that it pierces and slashes rather than use blunt force. It is relatively fast, but he can't fire that many in rapid succession.

Pesquisa: Average. Rouga has, however, the ability to "smell" Reiatsu in much the same manner a wolf does its prey. The "scent" of Reiatsu is difficult to mask, but if reduced enough, it can severely hamper his efforts of detection, or keep him from detecting altogether.

Garganta: Capable. No abusable uses. :smalltongue:

Regeneration: Scary good. Below a certain threshold, Rouga doesn't even register wounds. It is, however, not constant. While he is capable of rapid regeneration, the more grievous the assault, the more his regeneration slows. The spot over his heart, where he sports the scar given to him by the Ghost King, has the lowest level of regeneration, and constitutes a weak spot. Being fully aware of this, Rouga protects his heart even more than his own head.

Hierro: Along with his regeneration, his strongest suit. Rouga's Hierro is capable of completely ignoring low-level Kidou and equivalents (up to level 20) and, more often than not, signifies brutal backlash upon unarmed combatants (and even unseated-level Zanpakutou). It has the strange capability of increasing its strength the more wounded Rouga is, making him more and more dangerous the worse he's hurt (but since wounds tend to slow a warrior's speed and reflexes, his attacks also become less likely to land).

Sonido: Slow to average. Rouga's skill at Sonido is almost inexistent.

Shield aura: The reason Rouga's Hierro is a threat. The Privaron has the ability to extend his Hierro like an aura that "rejects" outside elements. The closer to the center of the aura (Rouga himself), the stronger the "rejection". Up to a certain point, it can slow projectiles and assault somewhat, though not in a very noticeable manner. Further in, it acts like an invisible "wall" of sorts (albeit one that can be broken through). Past the "wall", the "rejection" is so strong as to be physically harmful, as it tears at anything and everything that tries to come close, not unlike a breeze made of knives. Rouga can project this in three different ways: as a sphere centered on himself, as a cone-shaped emanation, or as a line. This makes it possible for Rouga to use his Hierro as a weapon, though the further away from the target, the less effective it becomes. He cannot choose who will or will not be affected in any case. For this reason, he tends to prefer projecting his aura at point-blank range. All that said, it's still Hierro - therefore, it can be pierced with sufficient force. The absolute limit he can extend his aura in this fashion is 50 meters, though he can extend it to a lesser distance if he wants to. The strength of the aura itself is proportional to the strength of his Hierro, and the distance at which each effect happens is proportional to the distance to which Rouga extends the aura.

Ressurreccion:

Destroza la voluntad de vivir, Emblema del Horror. (Shatter the will to live, Emblem of Horror)

Appearance and abilities: Emblema del Horror makes Rouga look like an armor-plated, white werewolf with large claw-like nails. His sword, normally a nodachi, becomes his tail, like a segmented scimitar. In this form, Rouga can extend his Shield Aura further than normal (up to 100 meters), and also experiences a significant increase in both his Hierro and regeneration. At this point, he can completely ignore mid-level Kidou and equivalents (up to level 50).

Binding Howl: When in Ressurreccion, Rouga can emit a howl infused with Reiatsu that causes numbness (or temporary paralysis, if the target is weak enough) upon whoever listens, up to a maximum range of 200 meters - the further away from him, the less effective it is and the more quickly it dissipates. This ability is the equivalent of a level 65 Bakudo, and can be overcome by projecting Reiatsu, protective Kidou, or sheer willpower (a certain component of fear is present, though it doesn't induce fear per se, which makes this slightly more difficult than it appears). It must be heard to take effect, though simply plugging one's ears is only likely to diminish its effects.

Segunda Etapa: Guess what? I haven't thought of it yet. :smalltongue:

Tayrin
2010-10-13, 09:35 AM
El-Ibin Hazzarad (Former name, forgotten, now simply called Tayrin) friends in Soul Society knew him as Ibin.
Age: 227 (Apparent age, mid twenties)
Height: 5'9"
Weight: 170lbs
Eyes: One very light blue, one very deep emerald
Hair: Long, and black
Reiatsu: Orange, but shimmering as if heat waves are raising from it
Faction: Unaligned, formerly Soul Society, former 6th Division, one the way to single digit seated officer

Apperence:
Physically, Tayrin is 5 feet, 9 inches tall, and weighs roughly 170 pounds. He has long flowing black hair, generally tied in a tail at the nap of his neck,, then doubled up under itself, and tied again under the original tie. It still comes down between his shoulder blades. One eye is light blue like the edge of the sky on a noon day, and the other is a deep emerald green. He wears loose fitting robes like a desert warrior, tied around his waist, with knee high tan leather boots, and leather gloves. The robes are forest green in color, with a black headwrap that completely covers everything below his eyes when is raises the front. Most of the time, he leaves his face exposed when not in combat.

Personality:

Past

Ibin was a fairly mercuiral character, prone to extreme mood swings. He was fiercely loyal, and dedicated to becoming a a true Shinigami warrior. He never gave up, but also knew that discretion is the better part of valor, and would withdraw if he knew he was outclassed.

The sole exception to this was if his friends or comrades were in danger. He fully believed someone must always be the rearguard, and was fully prepared to take that role on his own shoulders, even if the rearguard is usually just code for 'die so we can get away, please.'


Outside of his offical role as a Shinigami, and in a more relaxed setting, Ibin was willing to let go of his 6th Division Shinigami persona, and cut loose. Not a drinker or partier, he just enjoyed the company of close friends. His sole vice was gambling on games of skill, such a poker, chess or stones. He never liked games of luck like dice, however. The problem was he was generally terrible at cards. He owed a lot of dish nights to his comrades. He was know for his quick wit and sharp mind. He could often be found giving sword lessons to less advanced members of any division.


Present:

Tayrin is far calmer than his his previous life. He's calculating and very observant. He does not know how he came about his skill, and his first memories are those of black robed warriors attacking him, along with a floating beast with claws and a white mask provoking them. He saw those robes matched his own, as well as the 6th Division sigil on all their arms, and assumed he was betrayed by his comrade in arms, and this has colored his outlook on life since then. He's slow to trust, and as cold as a stone to most people. He prefers to be alone. Tayrin is drawn to areas of strong reiatsu as he searches for answers about his past. He still battles Hollows, having witnessed them terrorizing and devouring souls since his accident.



History

Life and Death

El-Ibin was the son of a rich oil tycoon from the Middle East. When he was 7 years old, his father moved to Japan to enter more of a business market, since the oriental countries needed oil, and did not truely have reserves of their own. Ibin was educated in the best private schools money could buy. He was decidedly interested in kendo, and his father humored him by hiring a private instructor even in that field, saying the disicpline would serve him well for the rest of his life. When he was 18, his family was killed by the Yakuza for refusing to pay the bribes they required to operate anymore. His father was a man of strong principles, and those prinicples cost them all their lives.


Rukongai

Ibin stood out in the primarily Japanese Rukongai. That standing out made him a target for thugs, since he had the misfortune of appearing in a less than savory area. After a few go-rounds of getting his face kicked in, Ibin decided he had enough. He prepared his battlefield before hand, and when the bullies showed up again, they found themselves outclassed by his wit and speed. He had hidden various weapons about the allyway, and used them to beat the thugs into submission, playing off the surprise that was generated.

An older man suggested that a boy of his talent and intellect should apply to the Shinigami Academy. After doing a little nosing around, Ibin decided that the idea of defending the weak against the strong appealed to him, and entered.


Academy

It didn't take his instructors long to discover that Ibin was a natural. Ambidextrous, fast, and with a gifted mind he was able to grasp his lessons the first time, nearly everytime. He preferred the use of two shorter blades in his lessons, and moved like a dancer. He understood most of kido, even if he was less than skilled in most of it. Top it off with the fact that he could grasp most battle tactics. What made him truely stand out was not all of his skills, but the fact he did not lord his talent over anyone, instead going out of his way to teach others when he could. This made him many friends, and a good number of enemies as well.


After graduation, and the 'accident'.

After he graduated, Ibin decided to join the 6th Squad, feeling more at home in a group of people there were considered the most well rounded, and the backup group as well. He rose quickly through the ranks, attaining Shikai only 3 years after his graduation. He was under consideration for a Seat in the Division when it was decided a test would be needed. Since he was still fairly new to the Shinigami ranks, exercising caution was the path chosen.

When reports of a Hollow in the Mortal World appeared, he was assigned the duty of handling it. He was given two junior members to lead, and sent out. Intel had reported that was it a strong Hollow, but not unreasonably powerful, and three Shinigami, particularly one with a strong Shikai could handle it easily. Unfortunately, Thought Eater had already editted the memories of the scout before sending him back, wanting something more than a single Shinigami for itself.

When Ibin and his two helpers arrived, they found a medium sized Hollow, shaped like a lion, only its mane seemed to be made of tentacles. He sent out the other two left and right, and attacked straight forward himself to draw its attention. Thought Eater blasted Ibin back with a sudden Cero from its mouth, and entangled the two junior members with its tentacle attack. After editted their minds, they believed they must protect Thought Eater, and attacked. Ibin was forced to kill his junior Shinigami, during the course of the fight, and Thought Eater entangled him and began to devour his memories.

Before he could be finished off, he thrust Afrit into Thought Eater's face and murmured "Shatter to the Winds, and Burn from the Hells, Obsidian Sand Blast", and for mere seconds, he accessed his Bankai, blowing Thought Eater to peices.

When the investigation group arrived at the location, they could only find the reiatsu of the Hollow, far stronger than they anticpated, the corpses of the two junior members (dead to sword slashes) and Ibin was gone.



Zanpaktou, the Twin Furies of the Desert, Sirocco and Afrit

Zanpaktou Spirit

Sirocco and Afrit are actually two aspects of the same spirit. Currently the spirit has decided that the best way to teach Ibin/Tayrin the skills needed to excel as its weilder, it will sub-divide itself into two sub spirits.

Sirocco appears as a 8ft tall Dust Devil with a pair of pale blue eyes facing outward. Sirocco represents the punishing desert winds. When she takes a human shape, it is that of the your typical gypsy dancer, with flowing robes and a full set of bangles on each wrist. A scimitar rests on her left hip, and she has pale blue skin

Afrit normally appears as an 8ft tall pillar of fire, with a pair of obsidian colored eyes. Afrit represents the punishing heat of the desert. Afrit's human shape is simiar to that of Sirocco, being that they are twin spirits. The scimitar is on her left hip, and her skin is deep red in color.

When they are recombined into their natural single spirit state, they are known as Incendius, the Fury of the Desert. Incendius has the same outward human appearance as Sirocco and Afrit, only her skin is a blend of the blue and red colors as they swirl up her arms. One eye is obsidian black, and the other is pale blue.


Inner World

Tayrin's inner world is a vast endless desert. A strong wind blows across the sands all the time, but not a single grain ever moves. The sun is always directly overhead, and there is not a single drop of water to be found.


Shikai

Before the accident, Ibin released Sirocco and Afrit with the call phrase "Dance upon the Desert Winds, and Burn under the Desert Sun! Sirocco! Afrit!". Now both swords are in a state of constant release, appearing as a matched pair of scimitars at his waist. Sirocco is on his left hip, and Afrit on his right hip.
Pic of Afrit, Sirocco is similar, only inverse the blade colors (]http://www.wizards.com/dnd/images/wl_gallery/90263.jpg)



Powers; Sirocco

Wind Shear: Slashing Sirocco while focusing his reiatsu, Tayrin can create a sharp line of pressurized air from the tip of his blade. The air lashes out at sonic speeds directly ahead of him. He can blast apart stone, and slice through most Hollows with this attack. He can currently fire two of these attacks at the sametime, and they have a maximum effective range of 100yards.

Desert Devil: One of Tayrin most powerful attacks, it is also his most restricted. He summons forth a small tornado from the desert, bringing the damaging winds and cutting sands along with it. Rotating at over 300 miles per hour, the wind and sand is capable of carving a human into a skeleton in a matter of moments, and its very capable of killing almost any Hollow it touches. Unfortunately, this attack can only be summoned in a stationary location, and it does not move. It lasts a mere 15 seconds, and it normally takes at least five minutes before Tayrin can conjure another.



Powers; Afrit

Flame Wall: By slashing a solid surface with Afrit, Tayrin can leave behind a line of reiatsu. The line can be up to 10 feet long. With the command "Erupt!" he can cause this line to burst forth in a sheet of flame up to 70ft tall and as wide as the line is long. Tayrin can currently place and maintain up to three of these lines for up to 2 days. He can have them release all together or at once. The fire itself is reenforced with his own spiritual pressure, and capable of deflecting weaker projectiles


Powers; Combined

Dessication: Afrit and Sirocco create an aura of the desert, banishing any moisture in the area. Enemies hit by either of the swords during this attack immediately feel the area in question dehydrate, and multiplte strikes can lead to mummification. The air around him becomes difficult to breath, as it is so dry it feels like breathing dust. Water based spirits and zanpaktou are particularly vulnerable to this attack. He has been known to combine it with Wind Shear to try and force the super dry air over an enemy.



Bankai

Tayrin has not actually achieved Bankai yet. During the fight with Thought Eater, he was able to access a single ability of his combined swords, reaching a pseudo-Bankai for a few seconds. His memory of doing this is a little fuzzy.

Pseudo-Bankai Power:
Obsidian Sand Blast: Tayrin Shatters Afrit, during it into a seemingly endless stream of obsidian glass sand. The sand is extremely sharp, the edges being sharper than a surgical scalpel. He then uses the power of the wind to hurl this glass in a long stream at hurricane force winds directly forward. The sole time he used it, he was able to reduce a Adjuchas-class Menos to nothingness. He was rendered so weak after the attack that he fainted. Afrit took 7 days to reform, and during that time Sirocco was sealed, and his own spirital power was reduced to near nothing.


Other Skills

Swordsmanship: Tayrin is an excellent swords fighter. He's capable with both one and two blades. He was widely considered a swordsman genius, able to quickly adapt his fighting style around his foe.

He's not particularly physically strong (adverage for a Shinigami) but he is exceptionally fast, able to physically dodge kido attacks, and even able to parry and deflect attacks from other dual-zanpaktou weilders with one sword. His twisting and spinning also flare out his robes, hiding his hands and making it very diffcult to read his movements.

Shunpo: Tayrin is not able to shunpo great distances (150m, tops before needing a breather) but he is able to chain short hops for a considerable amount of time (40m jumps up to 7 with only minor pauses)

Hand-to-hand: Not overly impressive. His lack of physical strength really left him at a disadvantage. When unarmed, he avoids and attempts to find something to fight with. Or run away

Kido: At one point, he was considering proficient, but he has since forgotten all his kido abilities. With training, he could reach the level 40 circle in kido at max.

KerfuffleMach2
2010-10-14, 03:39 PM
Name: Zaluxa (Zay-lux-a)
Gender: Female
Age: 500, looks in her early thirties
Race: Shinigami

Looks:

Zaluxa is of average height and build. She has brown hair that falls to waist length, though she usually ties it in a ponytail so it only reaches just past her shoulders. Her eyes are of a dark gold color. She tends to wear loose fitting, long clothes. Usually cloth pants and long sleeved shirts. She also wears a golden hair ornament in the shape of a single flame. This is worn right where her hair is tied. Her expression is usually a smirk of some kind, as if she were planning bad things.

Personality:

Zaluxa is a schemer. She takes pride in the fact that she has the means to seeing an end to Hollows. She is not one to give mercy often, and always prefers to kill her opponents, instead of capturing them. This goes for any opponent, be they Hollow, Shinigami, or Mortal. She isn't one to question the motives of others, as she really doesn't care. If she deems somebody as having done wrong, then, to her, the only option is termination. This didn't sit well with others when she was a part of the Soul Society.

History:

Zaluxa was a former member of the 11th Division. She rose quickly through the ranks, showing much skill with both Hado and her Zanpakuto. However, she was often found acting without orders, simply going off on her own and doing what she thought of as the appropriate way to deal with the targets. She was reprimanded often, and demoted many times. Eventually, she left the Gotei 13. Not long after that, she left the Soul Society, seeking to find her own means of carrying out what she thought was justice.

She has been living in the Mortal World for a little over fifty years now.

Zanpakuto:

-Hi no Ikari (Rage of Fire)

When sealed, her Zanpakuto is similar to a standard katana. The guard takes the shape of the flame ornament in her hair, and the wrapping on the hilt is a red leather.

- Zampakuto Spirit: Hi no Ikari himself takes the form of a large, dark red, Asian-style dragon.

- Inner World: Her inner world is a very large, underground cavern. It is lit by many bright green crystals that are scattered everywhere. The cavern has no entrances, so one cannot leave it.

- Shikai: Destroy the enemy, Hi no Ikari!

When released, her zanpakuto seems to become bright blue flames. One end moves out from her hand, while the other moves up her sleeve, only to reappear out of her other sleeve and stretch out. The flames then die out to reveal its Shikai form.

In its released state, Hi no Ikari takes the form of a pair of ten-foot long chains, each with ten small blades attached to them. Each blade can swivel freely on its attachment point. The chains measure ten feet from Zaluxa's hands, though they seem to also travel up her sleeves. The chains stay out until she reseals her zanpakuto.

When released, Hi no Ikari not only gives Zaluxa ranged melee capabilities, but it also increases the power of her Hado. The blades on the chains are able to penetrate into any surface, allowing Zaluxa to use them to grab onto anything. However, they cannot penetrate into a barrier made from any kind of energy. Zaluxa can mentally control the movement of each chain. When she fights, she swings her arms in addition to controlling their movement. This allows her to put more power into each strike.

Abilities:

Zaluxa is fairly skilled in a few kinds of martial arts, allowing her to fist fight when she needs to.

She is also skilled in Hado, though she only prefers the use of a few select spells. She tends to use the quick casts over the more powerful ones. All of her fire spells produce blue flames, though they perform just like the normal version would.

- 4. Byakurai
- 11. Tsuzuri Raiden
- 12. Soren Byakurai
- 31. Shakkaho
- 33. Sokatsui
- 34. Fiery Whip
- 54. Haien
- 63. Soren Sokatsui
- 64. Twin Fiery Whip

Artemis Dreamer
2010-10-17, 11:16 AM
Mila ‘Massacre’ Rosethorn - Fushichou High-School Student (Class 2-3) and Spiritually Aware Human

Speech Color - Dark Red
Age - 17
Height - 5‘7“
Weight- 129 lbs.
Occupation - Student, Amateur Hollow-Hunter and Part-Time Waitress at the Lucky Cat Restaurant
Theme - Saying Goodbye: Sugarcult (http://www.youtube.com/watch?v=iLq5n3-gCgM)


Appearance – Mila is somewhat taller than an average Japanese female, and this combined with her fair, lightly tanned skin marks her as an outsider – An individual who is not native to Japan. She is slender but still rather muscular, and has a fairly feminine build, with modest C-cup breasts, sloping shoulders and narrow hips. Her limbs are quite curvaceous, though their unusual and excessive length can make her appear gangly at times. Her hair, though actually auburn, has been dyed black, and is streaked with electric blue and lime green. Roughly two inches of undyed roots are visible at the crown of her head, and her jagged, uneven bangs, longer on the left side than the right, are tinted blonde. Her bright eyes are an unassuming chocolate brown, and framed by sceptical, finely plucked brown eyebrows. Her nose is tiny and pert, though not upturned, and her lips are full and pouty, naturally tinted in a shade of pale pink. Her face is an elongated oval with high cheekbones and a pointed, foxlike chin, which is too sharp to be truly attractive. A silver hoop is threaded through her left eyebrow, and her lower lip is pierced with silver stud “snakebites”.

Mila’s style of dress varies greatly depending on whether she is in school or alone in the privacy of her own apartment. When at school, she wears the standard uniform, but with considerable modification. Not only is the skirt severely shortened, reaching her mid-thigh, the blouse is also quite tight-fitting, with the top buttons open to expose her cleavage and the frilled edge of a brightly-colored camisole. The sleeves are pushed up to her elbows, and the lapel area is adorned with an eclectic collection of obscure band buttons and gothic pins. More than half a dozen bracelets, including spiked bands, chains, lacy cuffs, ribbons and brightly-colored rubber bands adorn her wrists, and a cheap cocktail ring adorns each finger. A thin black leather belt is fastened around her waist, from which dangles a small pink wallet and several superfluous lengths of chain. A cruciform necklace and a small choker hang around her neck, occasionally supplemented by a plaid tie. Forgoing traditional footwear, she wears an oversized pair of buckled black platform boots, and gartered fishnet stockings that reach to just below the hem of her skirt, and are secured with pink and black ribbons. A pair of large silver headphones are often clamped over her ears or left dangling around her neck, for which she is renowned as a musical aficionado, and are connected to a small silver MP3 player, often stored in her cleavage. While at school, Mila wears excessive amounts of eye makeup and overly bright lipstick, and her hair hangs loosely around her face, flat ironed and teased to perfection.

At home, however, Mila removes this gaudy makeup and ties back her hair in a sensible ponytail, with her bangs clipped to one side. All of the jewellery is removed saved for her piercings and choker necklace with its unique rectangular charm. She wears plain, unrevealing tank tops or simple band t-shirts, as well as plain sweatpants or conservative jeans, as the occasion demands. Her headphones remain in place, and she dons a more practical pair of military boots in place of her ludicrous platforms. When hunting, she slips into a pair of khaki cargo pants which are stained with a substance that seems suspiciously similar to blood, and her favourite “Osaka Panic!” tank top. A plain leather belt serves as a holster for her MP3 player, and a shoulder bag, the strap of which is studded with band buttons, is slung across her chest. The shoulder bag contains a rudimentary first aid kit of antiseptic and bandages, as well as a package of cigarettes and a lighter. A pair of fingerless gloves and a loose, oversized beige trench coat tied about the waist completes the ensemble. A concealed pistol is strapped to her right forearm, as well as a band of spare bullets, though she does not actually utilize the weapon unless dire need arises, having no formal training in its use. The final touch is a tempered steel nodachi with a slightly rusted blade and a wooden hilt wrapped in stained white linen. A small luck charm fashioned from red cord and beads dangles from the end of the hilt, an ironic contrast to the kanji for “ruin” that is carved into the butt of the hilt. Besides, when hunting, no luck charm could provide her with more security than the sensation of a smouldering cigarette between her lips, and it is a fact that she is rarely seen without one when “on the job”.

Personality - Simply put, Mila is the sort of individual that must always be the center of attention. With her purposely rebellious fashion sense and attention-grabbing antics, she is constantly trying to make herself noticed. She craves attention, be it positive or negative, and thrives on compliments and the jealousy of others. With her impolite mannerisms, blatant overuse of profane language and gestures, and frequent tantrums, she can be somewhat intimidating and overbearing, but despite this, she is still in the midst of most every social uproar. Mila is adept at causing frequent tense, dramatic social incidents that end with her being left in a positive light, and the reputation of another student being utterly destroyed. She is the undisputed Drama Queen when she is at school - She is almost always the loudest, the most talkative, the most extreme and the most controversial. Unsurprisingly, she has never had a long-term committed relationship, with most of her romantic experience coming from her occasional ‘one-night-stands’. She has many so-called friends, who constantly attempt to leech off of her apparent popularity, defame her or sabotage her in some way or another, because, in the words of one embittered individual, “...she is the girl that all of the boys want and all of the girls want to break.” Most of these attacks are verbal or social, with very few straying into the realm of blatant physical assault, and none seem to have changed her status as the most controversial, best known and easiest girl in school.

What none of her peers have discovered, however, is that Mila’s personality is all an act, the work of a liar talented enough to deceive even herself into believing that her actions are true to the insecure young woman that she really is. Due to her rampant insecurities about every aspect of her appearance and personality, as well as her overwhelming fear of being ignored and her desire to be popular and loved, Mila has crafted a shell of loose morals and sensationalist actions to ensure that she will never be out of the spotlight. She is actually a very weak individual who is easily insulted, cannot withstand the unkind remarks of others and cries easily, though she goes to great lengths to suppress this aspect of her personality when she is masquerading during her school life. She is naturally very shy and quiet, and it causes her a great deal of discomfort and mental strain to be so outgoing when in the public eye. Her spiritual awareness only exacerbates this problem, as she must constantly hide any sign that she can perceive the spiritual beings around her, though this is more out of a fear of being thought of as insane more than anything else. Mila wants nothing more than to be a Shinigami, as it would mean escape from the cycle of lies and make-believe that is her life, but would never admit it, even to herself, save for in her wildest daydreams. It is this desire that has driven her to engage in her weekly ‘hunts’, evening jaunts to nondescript corners of the city where hollows reside, during which she destroys as many of them as she can, making peace with herself and becoming that much more similar to those that she envies. Mila has a nicotine addiction and frequently smokes cigarettes when not in school, hiding this perceived ‘weakness’ from her peers. Finally, though she plays the part of the idiot when among her peers, Mila is of above-average intelligence, and it pains her to purposely fail assignments for the sake of her charade. As it stands now, however, her fear of slipping into anonymity far exceeds her fear of failure, so it is unlikely that she will demonstrate the full extent of her understanding in her schoolwork.

Abilities - As a spiritually aware human, Mila possesses no unusual abilities save for her ability to perceive spiritual beings, including all pluses, hollows and Shinigami, as well as being able to sense the strength and origin/relative location of spiritual pressure (though not the type of said pressure, be it Hollow, Shinigami or other). Physically, she possesses strength and speed which are perhaps slightly above average for a human woman, but which are still ultimately unremarkable. Her reflexes, however, are quite a bit faster than average thanks to the extensive range of her peripheral vision, her own innate sense of self-preservation and the year-and-a-half of kendo training through which she has suffered. She also possesses extraordinary balance, particularly when balanced upon moving objects, and is completely unafraid of heights and falling. In terms of combat, Mila relies upon the aforementioned year-and-a-half of (incomplete) Kendo training, and her basic knowledge of self-defense techniques from an in-school course. Her skills are mediocre at best, and she occasionally deviates from them or supplements them with her own ‘invented’ moves, but she has found them to be adequate for defeating the weak hollows which she routinely encounters on her hunts. When Mila defeats a hollow, it should be noted that the soul or souls that created it are immediately returned to the cycle of reincarnation, bypassing the soul society, rather than being purified or destroyed, and that no trace or evidence remains of the hollow, save it's blood on her sword/body as the creature simply disintegrates as usual when it has sustained a mortal wound.

Other notable ‘abilities’ possessed by Mila include her remarkably high tolerance for pain and physical abuse, as well as the strength of her immune system – She has not had a cold or similar illness in the past five years. Finally, and perhaps most strangely of all, she possesses a very strong resistance to the spiritual pressure of others. This means that she cannot easily be crushed by the pressure of another’s riatsu, and is able to shrug off all unseated-level pressure without so much as registering it’s presence. When it comes to seated-rank spiritual pressure, she may be inconvenienced somewhat, but not incapacitated. Only vice-captain or captain level riatsu has the potential to incapacitate her, but even then it cannot cause her much in the way of physical discomfort. This incredible resistance does not allow her to overcome heirro or counteract any other riatsu-based effects, nor does it give her any resistance to physical or spiritual attacks – Her body can still be rent apart just as easily as that of any other mortal. It is believed that this resistance correlates to her psychological desire not to be dominated or overwhelmed by others, though why it has manifested in this way remains uncertain. It should also be mentioned that Mila’s own riatsu is entirely unremarkable. Though she possesses the riatsu signature of a spiritually aware human, she has only marginally more of it than an average, unaware human, and she cannot control or shape it in any way.

History - Mila Rosethorn was born in Japan to a wealthy stock broker, James Tannenbaum, and his wife, Esther. As their names suggest, they were not natives of the country, having moved there from London solely to facilitate the expansion of the Asian branch of James’s multinational corporation. Less than three months after Mila’s birth, the corporation was bankrupted, and their family was left in a financially challenging state – Though they were not destitute, they no longer possessed a reliable source of income. Due to the emotional and psychological stress of their situation, and the strain which it placed on their marital ties, the couple divorced five years later, with Esther returning to London to find solace with her family shortly afterwards, leaving James to raise Mila alone.

As expected, James proved to be a far less than competent father, often leaving his young daughter alone for days on end while away pursuing various business endeavours, all of which have since failed spectacularly. As a result, his daughter became more and more isolated and neglected, which led to her eventual development of the chronic fear of being ignored, which still plagues her to this day. She grew to disregard the rules as she discovered that it brought her more attention, but she could not entirely erase the shy and reserved nature which she had clung to for the first decade of her life. She became increasingly rebellious as she entered her early teens, and after the development of her spiritual awareness at the age of fourteen, she became entirely uncontrollable. More isolated than ever, she broke every rule possible in an effort to be noticed, led by the misguided hope that attention would lead to acceptance. At the age of fifteen, her father, finally tired of her antics, disowned her and left her to make her own way in the world. It was at this time that Mila first encountered the Shinigami, having been rescued from a rogue Hollow by an unseated member of an unknown squad. The Soul Society believes that her memory of the incident was erased, but the procedure was, in her case, unsuccessful, as she retained a complete and accurate recollection. This sparked her obsession with the Shinigami, and she endeavoured to learn everything possible about them from this time on.

By lying about her age and generally being dishonest about her credentials , Mila has worked through several part-time jobs, including stints as a waitress, social secretary, salesperson, and assistant to a light arms dealer, as well as occasionally supplementing this income with sales of her intimate attire and outgrown uniform items to a burusera located not five streets down from where she currently resides. Thus, she has managed to maintain rent for a run-down, single-bedroom bachelor apartment, as well as managing to purchase enough food to survive. Most of her clothing is from thrift shops, as she lacks the budget for anything more extravagant. When it comes to other, less legal purchases, such as weapons and cigarettes (she is, after all, underage), Mila turns to the black market, in which she has established a suitable contact and a generally nondescript standing. In the case of her nodachi, however, Mila obtained the weapon herself, stealing from the house of her former kendo instructor on what was supposedly a social visit. Over the course of the last three years of her high-school education, she has established a name for herself as one of the most controversial students, treading the fine line of expulsion on a near-daily basis, though of course this is only a façade. During the last year, she has also begun hunting, in an attempt to emulate the behaviour of the Shinigami, and has successfully defeated upwards of forty weak hollows to date.

HirokatsuGoto
2010-10-20, 12:17 PM
Hirokatsu Goto, Vice Captain of the 9th Division


Goto Hirokatsu (family, given)

Vital Stats:
Gender: Male
Age: 649
Height: 5'10
Weight: 165lbs.
Hair:
Has dark black hair tied back in a kind of traditional short pony tail off the back of his head which goes upwards, with big long black eyebrows and a long moustache along with a slight curled and turned up chin beard. Grey hair has started to invade his temples and moustache and eyebrows.
Skin:
Has skin which has been tanned quite dark before, though has faded over time to be somewhat less than tan due to his Shinigami duties keeping him indoors.
Eyes:
Light blue and almost silvery in hue
Reiatsu:
Dark black thick reiatsu which is heavier than normal for those in its presence
Rank:
Vice Captain of the 9th Division

Appearance:

Traditional Shinigami male, wears a short black haori with a purple inner lining over his short sleeved black Shinigami robes, which both cover tattoos on his upper body and arms showing images of beautiful women, flowers, fresh fruit and other things which embody the concept of “vanitas”. He wears his Vice Captains badge wrapped snugly around the left side of his white Shinigami belt. He carries an open Japanese umbrella (Bangasa) whenever he goes outside day and night, keeping the umbrella tilted in such a way that it occludes his eyes and face from whomever he chooses He is never found without sheets of paper and pen+ink/pencil inside of his robes.

He is rarely seen rushing anywhere, yet is never late for anything. His voice is soft and smooth, yet no one ever mishears him. He has beautiful eyes, yet hides them from all but a chosen few people. When not on a mission, he can be found doing paperwork in his Division barracks, in the Shinigami Archive, at the Shinigami Academy teaching courses (including "Paperwork and the Art of Note Taking", "Advanced Calligraphy"), or at his family’s residence in the Rukongai 15th District training his family members. It is rare to find Hirokatsu taking personal time for relaxing with others, as he is not a very social man, and it is even rarer to find him training, he works very hard to keep his Zanpaktou training private.

Personality:

Hirokatsu is an embodiment of familial duty and brings that characteristic to his duties in the Gotei 13. He values trust and loyalty over most any other thing and while laws can be changed, they are to be followed until that time. He demands respect and honor for himself and of his subordinates onto others and will not often let even the smallest moment of disrespect go unpunished (especially when referring to the way in which Shinigami refer to their superiors). He is very intelligent and spent time on Earth before he entered the Shinigami Academy, though much of it outside of Japan.

He did not join the Shinigami Academy until later in his life while in the Soul Society per his familial dogma, so was and is very more aged than most of his peers in his Academy class. His desire for organization, truth and accuracy led him to being promoted from the 1st Div. to the 9th Division Vice-Captaincy where he has worked diligently with his new Captain to make the 9th Division and its reconnaissance duties efficient and forward thinking. As head of the Goto family (not a noble house, but a respected one) he also carries much responsibility and care for his own family and their well being, to the point where he still travels to the family residence each month to deal with family business.

Hirokatsu will never be found drinking or eating anything that did not come personally from his family’s homestead (he carries tea and small foods with him in his pockets). He also is rarely seen being treated by the 4th Division when receiving injuries, choosing to heal on his own unless the situation is dire. A constant fear of poisoning and/or trickery has led Hirokatsu to be less than trusting when it comes to his personal well being, something which can at times seem hypocritical for someone who demands such trust from his subordinates and peers.

History:

Hirokatsu Goto is a typical and yet not so typical member of the Goto family (a very highly respected non-noble family within the Rukongai’s 15th District whom keep to themselves for the most part). While he on the one hand is much like all the other male members of the family (for some reason no women from the Goto family ever make it to SS), receiving many years of training in the their family’s residence waiting in line to become the next member of the Goto family to be in the Gotei (the family has strange dogma concerning membership in the Gotei only allowing one member to be in it at a time), but on the other hand he is very unlike many of the others as his spiritual power is much higher than any other in the Goto known history, which has helped get him rise to Vice Captain (no other Goto members achieving a rank that high ever).

He knows little to nothing of his time on Earth before coming to Soul Society, and he was found by his family on his first day he appeared in Soul Society. He trained for 300+ years at the Goto residence in subjects like; law, history, etiquette, basic physical and combat training, spiritual awareness, tactics, writing, etc., before advancing in his family’s line of succession to the Gotei 13 to 2nd in line where he was given a Goto family ancient gift. This gift is of access to a special Senkei Gate, communication device, and special Reiatsu hiding Gigai, which has been passed down through generations of the Goto family and is to be used by the 2nd in line (only), to travel to the Earth realm to study and observe until they are to move to the 1st in line (having to report in every day with the communicator and physically come back once a month). This gift was given to them by an ancient and powerful Captain Commander of Gotei 13, who had a connection to the Goto family and would often use them for guidance during his reign (many believe the high respect the Goto family still retain comes from this ancient relationship).

On Earth, Hirokatsu traveled far and wide for about 50 years, not spending much time in Japan, until a tragedy occurred killing the 1st in line and the current Goto Shinigami which forced Hirokatsu to be moved straight from 2nd in line into the Shinigami Academy. On Earth Hirokatsu learned of this before a communication was sent out because a Japanese umbrella he was holding in his hand got extremely heavy, and as Goto legend says “the spirit of the Goto family passed on” (which has something to do with an ancient relic of the Goto family which lies hidden in a secret place within the Goto family residence that stores the collected knowledge, experiences, and even personality of each Goto family member while they are in Soul Society) of the, which into Hirokatsu and his Zanpaktou (which became the umbrella as he did not carry a sword on Earth for it to pass into).

Being rushed back to Soul Society and into the Shinigami Academy was a frantic and painful moment in Hirokatsu’s life but he soon rose above it. He excelled greatly in most courses at the Academy, and despite his social insecurities (being much older than the others, and arriving midterm) he finished his schooling in about 1+1/2 years, which is a testament to the Goto family education he received. He struggled in Kido more than many, but as was the case and still is this case to this day, Hirokatsu found ways to excel despite whatever deficiencies placed in front of him (such as him being considered a “prodigal master” of Bakudo #4 Crawling Rope despite his ineffectiveness in most other Kido).

He graduated into the 1st Division (like every other Goto family member before him), and worked hard in his duties, going above and beyond more often than not. After many years of hard work, he was promoted to 3rd Seat of the 1st Division, upon which his family celebrated him deeply culminating in him being named the Head of the Goto family. After this promotion Hirokatsu, became much more assertive with his observation and training with his Cpt Commander and Lt, learning as much as he could about leadership, as well as getting to know the rest of the Gotei 13 officers and various dignitaries (a unique and positive byproduct of being in the 1st Division).

After many years in service to the Cpt Commander and the 1st Division, Hirokatsu began to eye the vacant 9th Divison Vice Captaincy (due to the 9ths Recon and Intelligence duties, being very enticing to Hirokatsu), and while he never out loud shared his desire to move up into that spot, his tireless work, attention to detail, leadership qualities, and combat skills were validated to be worthy as he was thus promoted to the position to serve under the Captain (name here).

Hirokatsu has served many years as Vice Captain of the 9th Division, continually striving to keep it moving forward and become more efficient. He happily does practically all of the paperwork for his Captain, and motivates the lower seated members to keep up with theirs as well. He allows no disrespect of his Captain to be made, and is quick to reprimand any Shinigami whom shows it in any way. Hirokatsu continues to be a model Shinigami in the Gotei, balancing familial and Gotei duties with an outwardly apparent ease. While few have negative things to say of Hirokatsu, some Shinigami fear Hirokatsu and his fellow recon/intelligence officers and the seemingly endless amounts of eyes and ears they have in the Seretei. This has led to Hirokatsu not being invited very often to social events and a general air of worry or suspicion exists when others are around him, this of course becomes a rather positive side effect for Hirokatsu and his temperment.

Zanpaktou "Goto"

Zanpaktou Spirit:

The form of "Goto" is that of a human-like form wearing an impossibly black cloak which extends far behind like a watery shadow, which reaches out and darkens the area all around it. Underneath the cloak is a bright yellow-white light, which radiates out when and where the cloak is open, the face and body areas are where it is often seen to radiate. Two small black slit eyes can be seen in the light near the "head". Goto is much faster than it seems and has no constant solid form, begin able to collapse into the ground and then reform in other places. Goto strikes with its cloak which as often as it is pliable and soft, can be hard and sharp as well.

Goto first spoke with Hirokatsu in a very strong tone, though as Hirokatsu trained their conversations became calmer as Goto came to realize Hirokatsu was fulfilling his potential in power and mind. Though as they spoke more at length Hirokatsu came to learn he could communicate with the past members of the Goto family, using Goto as a conduit to speak through. (This communication only achievable after intense training and focus, resulting in the Goto spirit allowing Hirokatsu access to the ancient Goto family relic which contains the collected shared knowledge, experience, personality of each Goto family member during their time in Soul Society. Also, this information seems to degrade in its ease of access as time passes, the most recent members being easier to communicate with and the more ancient the less easy and the less information being able access, all of which depending on the power level of the user trying to access it).

Inner World:

Hirokatsu's Inner World is a bleak white place devoid of all color, a vast expanse with no hills or inclines. It is an infinite expanse allowing for no perception of distance travelled or time spent, only a high white sun against a white sky at the top of its path (like high noon) could be seen, though no matter how far travelled in the world the sun was still at the top of the sky. The only "form" in the expanse is Goto himself, whose voice can be heard at any point in the world.

Early on Hirokatsu was not sure Goto had a form at all, but after much time spent in the inner world searching the seemingly empty place he came across Goto. Goto explained how he was always close form the first time he entered the inner world, but only after Hirokatsu accepted that the ends of finding Goto was not the point of the inner world, endeavor TO search was the point, and once this was apparent to Hirokatsu would Goto appear, who appeared by slowly closing his black cloak around the sun and floated down, the white sky being the inside of the cloak, this then revealed a black sky filled with stars offset against the white ground.

Sealed state physical appearance:

More than any other characteristic, Hirokatsu's zanpaktuo "Goto" in its sealed form, a traditional Japanese umbrella (Bangasa), is undeniably Hirokatsu's most identifiable trademark. Goto is a family Zanpaktuo and as legend says, its core spirit is passed down from one user to the next, though is itself unique to each family user in every way (powers, strength, manifestation, etc).

While the umbrella is its primary look, and as such functions as a typical umbrella, the Zanpaktou's blade is hidden in its hilt and is housed in the shaft of the umbrella making it serve as an unconventional sheath. A small skull adorns the hilt of the umbrella/sword and the double edged blade itself is slender and has a flat sharpened tip. The structure of the normally wooden umbrella is a pale bone material with an extremely durable (never seen to be break or flake) black rice paper top with a white edge.

The shadow the umbrella casts is strangely darker than normal, occluding Hirokatsu’s facial features and eyes especially, something Hirokatsu emphasizes often for effect. While rare that anyone else would be underneath it, if so they would hear very faint almost eerie voices speaking indiscernible words.

Sealed state fighting style:

Hirokatsu rarely fights and only in the rarest of cases has he even drawn his sword. His fighting style when in sealed form is one based on surprise, speed, and effectiveness. When in its closed form, Hirokatsu uses his umbrella like a wooden practice katana (Bokken), and is often seen in his barracks practicing sword techniques with his umbrella closed. When he would have his umbrella open, he would tend to use it more like a shield, using its large surface area to block and deflect attacks. On the very rare occasions where he will draw his sword from the umbrella's hilt, Hirokatsu will fight in a very light and almost acrobatic way, using his umbrella as a balancing tool at times giving him the ability to strike from odd angles. A two handed fighting style, whether opened or closed, his "sheath" umbrella would be in his left hand and is used for parrying and blocking, while his long slender double edged sword is used for offense.

A signature move (insert fancy name here) Hirokatsu perfected, is when he will use the drawing motion of the umbrella opening up in front of an opponent as a screen for pulling out the blade in the hilt, which Hirokatsu would use to strike with before the opponent knew he had drawn his blade.

Sealed state special ability:

Other than being extremely durable as an umbrella, the Goto spirit also made the umbrella serve another purpose for Hirokatsu. As many would know, Hirokatsu, whether in daytime or night time would keep his umbrella over his head, and many believe that this is just a curious quirk of Hirokatsu, but in fact he did this for a very important reason. Hirokatsu’s umbrella is the sheath for his Zanpaktou, and as such it is a part of his Zanpaktou and its powers. Even in its sealed form it carries a unique qualities/power.

The power it has is the ability to help focus and direct Hirokatsu’s spiritual pressure, and instead of keeping it inside him all the time Hirokatsu has learned that he can release his heavy spiritual pressure freely around him, and if his umbrella is open above him, it will not spill out onto anyone else. Hirokatsu uses this as a kind of ongoing training for himself (it does not conceal all of his reiatsu and as such he is sensed normally by others but only as a fraction of his total power). Much like wearing weights on your legs to build strength and speed, Hirokatsu uses his heavy spiritual pressure under his umbrella to do the same with his whole body. Hirokatsu’s high Hoho is thought to be result of this, as well as his slow pace in normal situations. He also uses this change of pace in weight and speed difference as a combat tactic.

When the umbrella, is closed Hirokatsu can control his spiritual pressure as would any other Shinigami (indoors Hirokatsu always keep his umbrella shut and controls his reiatsu normally), however he has shown the ability to let it be loose and use his Reiryoku to control it in various ways.


General Skills:

Zanjutsu:

As a Vice Captain of the Gotei 13, Hirokatsu’s prowess with the sword is at a high level compared to most of other 1000’s of Shinigami, but compared to other Vice Captains he is not of the upper echelon with regards to pure swordsmanship, and tends to use his other skills or talents/tricks to diminish this inferiority on the battlefield. He tends to look for small effective strikes with his sword rather than use brute strength to take down an opponent, something of which Hirokatsu is definitely lacking in.

Hakuda:

Hirokatsu has minor skill with hand to hand combat, and only his high spiritual power tends to enhance his skill in hand to hand combat. While being unarmed he is of little combat use outside of his limited kido talents, he is rarely found unarmed and his high degree of skill with his closed umbrella as a cane or stick weapon makes up for his lack of hand to hand combat skill in times where a sword's edge is not needed.

Hoho:

For all his limitations in other abilities, speed is not one for Hirokatsu. Though it would be tough to believe due to the slowness with which Hirokatsu walks and moves in general, Hirokatsu is perhaps the one of the fastest Shinigami in the Gotei, eclipsed only by Captains and perhaps a few others. His shunpo tends to not leave even a blur when he moves with it, and dust remains practically unmoved by his speed (depending on the perception skill of those viewing). He is able to surprise and strike those of similar rank and higher even at in their heightened state of awareness during battle. (basically he is as fast or faster than other VC's and potentially faster than a very slow Cpt)

Kido:

Hirokatsu’s skill with Kido has always been something he strived to better himself at, though through all his past and continued hard work at it, he struggles to this day. Still a master of Bakudo #14 “Crawling Rope”, as he was in the academy, he is far from a master at all but the most basic Kido techniques. He has the knowledge and spiritual pressure to perform all the highest Kido spells, but he lacks consistency with his incantations and control of them so he is wary to attempt them. It is a sore subject for Hirokatsu and one he tries his hardest to rise above, going as far as requesting private lessons from the Kido Corps to help him.

Reiryoku:

While Hirokatsu often gives off a demeanor of frailty or gentleness, being a Vice Captain his spiritual power is vast and heavy at times, yet he has shown a remarkable control of it and perhaps an even greater acute sensitivity for it.

Hirokatsu has shown a greatly heightened ability to control his Spiritual pressure outside the normal use. Hirokatsu is able to control it and use it in its raw state (manifested as a thick black rain like reiatsu) in a variety of ways, such as: using it to press down on the shoulders of lower ranked Shinigami to punish them for disobedience, using it to strengthen his voice for emphasis, and even once in a small barracks fire he expanded his spiritual pressure around him and pressed down on the air itself to extinguish the flames by pushing the oxygen out of the area.

He has also shown an extremely high sensitivity to Reiatsu, being able to sense subtle changes in it within his immediate vicinity and even over vast areas when in deep focus. He has shown the ability to sense out the comings and goings of individual Shinigami when needed (if close enough), though this ability seems lessened greatly when such individuals are less known by Hirokatsu (i.e. the more he has been around you the better he can sense you).
(to do this Hirokatsu must be still and focusing, the exact distance of this is somewhere around 2.5miles out in a direction from his standing point, if moving it is cut down to 1/4 the distance and in a run it is 1/16th, due to not being able to concentrate clearly enough when moving. Also, at the sensing information received is more clear the closer the individual is to Hirokatsu, at the extreme distances it will always be vague.)

Hirokatsu spends much of his personal time in training in this endeavor, often standing at the Barracks window with his eyes closed reaching out to the Seretei feeling out the changes in spiritual pressure ebb and flow.


Shikai:

Command:

“Bring forth the aid of the heavens…Goto!!”

Shikai state physical appearance:

After the command phrase is said, a flash of heavy black reiatsu comes crashing down over Hirokatsu enveloping him with a deep boom for a short time then the darkness would dissipate slowly to reveal Hirokatsu and the new form his Zanpaktou has taken.

“Heavenly Protection”(shield)
Swirling black reiatsu will remain for a few moments longer around his left forearm where his umbrella “sheath” once was held; instead a shield of bone is now seen. In the center, a large flat skull extending from wrist to elbow sits. Protruding equally around its edge are 1ft long bones with a small skulls at the end of them. The brownish colored bones are somewhat gnarled and uneven though do not look brittle, the deep black eyes and mouths of the skulls seem endlessly deep.

“Heavenly Redemption” (sword)
Swirling reiatsu swirls around his right hand and dissipates to reveal the new form of his blade. Held backwards normally (blade against his forearm), the Goto Zanpaktou has changed from a long and slender flat ended sword into a very short, flat ended, wide blade extending just past his elbow in length. About 6 inches in width, yet extremely thin, it look like a rectangle sharpened on all four sides as it sits in its boney handle/grip. A rather unnerving look, it likens itself more to a meat cleaver than a traditional sword. The handle/grip are bone just like the bones on the shield on his left forearm, a small skull adorns the hilt the total length of the grip being around 1ft making the entire sword around 2+1/2 ft long.

Shikai state fighting style:

Based on the Okinawa Kobudo weapon, “Tinbe-Rochin” or (small shield and slashing spear), the fighting style Hirokatsu employs while in this form is one based on speed, endurance, agility. Small, fast strikes, combined with deflecting and quick counter attacks is the means by which Hirokatsu fights most of his battles. Striking appendages, as well as the neck and other vital areas with small cuts is Hirokatsu’s normal style as it suits the unique power of his Zanpaktou. He uses his speed to stay away from large foes then uses his endurance and shield to absorb and deflect attacks, and finally using his quickness to make quick strikes in vital places.

While this is his main fighting style, Hirokatsu will employ a more traditional fighting style if the situation dictates. He rarely trains his division members while in his Shikai form, though when a student has shown the need for that type of training he will oblige. It is rare for Hirokatsu to even go into his Shikai state let alone use its unique power.

Also of note is that Hirokatsu tends not to wear his black haori when in Shikai, removing it before hand, usually folding it neatly and handing it to a subordinate to keep safe. Though he has been seen to remove it quickly as a means to conceal his movement or surprise his opponent. As was stated earlier, his under Shinigami robe sleeves are cut very short towards the shoulder, which furthers his flexibility in his fighting style while in Shikai.

Shikai state special ability:

Hirokatsu’s Shikai ability is one of uniqueness in the archives of zanpaktou powers in the Gotei. His zanapktou is “family” based when he talks of it to the few who would be allowed to hear of it, but the matter of truth to it is that his zanapktou is a “time” based zanpaktuo, and the Shikai ability it reflects that.

When the Zanpakuto strikes a foe the first strike is nothing but just that, a first strike of whatever strength however minimal. However, each subsequent strike after that is where the true power of the Goto Zanpakuto exists. As the 2nd strike connects, it connects just as the first strike did, at whatever strength large or small on the foe. However, as the 2nd strike connects, the 1st strike will re-strike the foe without Hirokatsu having to do so physically, a simple one inch deep cut to an arm for the first strike becomes a two inch deep cut on the second hit, etc etc. The 3rd strike much the same, except when it strikes both the 1st and the 2nd strike will re-strike the foe. This continues with each subsequent strike until the foe is vanquished or retreats beyond the reach of Hirokatsu’s spiritual power.

In essence each strike no matter how small can become deadly. Hirokatsu needs only make any strike to recreate earlier strikes. This power is one which allows its foe to see the pain of their actions, to see the consequences before they continue. The enemy must constantly be reevaluating their course of action, do they choose life by retreating or continue and to almost certain death and dismemberment. Hirokatsu has trained to endure a long battle, his shield on his left arm can allow for even more protection, he has the agility and speed to make small cuts, and as such has learned for himself that he can endure the pain of watching someone kill them-self through their own course of action. It is a rather painful and brutal Zanpaktou, one that uses the power of the “family” to basically allow him to recreate his own history on a foe as long as the present continues its course of action.

For example:
Hirokatsu sees an Arrancar, and makes a quick 1inch cut to his neck, only a scratch for the beefy Arrancar who recognized it was no killing blow and thus believed his opponent weak. Then as Hirokatsu’s next strike is deflected to only nick the upper leg of the Arrancar, the 1st strike re strikes on the same spot as before, that 1 inch cut now being two inches deep. Grasping his neck he thinks Hirokatsu having tricked him, and attacks wildly. Hirokatsu takes the brunt of the attack on his shield, and stabs up through his shield only striking very lightly on the forearm of the Arrancar. In a burst of blood from his neck, the 2 inch cut is now 3 inches and his upper leg wound has now deepened. Slowly figuring out what is happening the Arrancar now has a choice, continue and let his 8 inch thick neck and thus head be cut off in only 5 more weak strikes, or retreat and rethink his actions as hollow.

“Cleansing” a soul takes on an additional meaning with Hirokatsu’s Zanpakuto power, one of redemption. Destroying the Arrancar is a necessary end if the foe is unwilling to reconsider its choices and cleanse itself. For as brutal as this power is and can be, it is also perhaps the most compassionate and fair power to its foe.

("high speed regeneration (*and healing techniques) is able to negate some of the cumulative damage, depending on how fast it is while hierro is applied to each physcial strike and/and-not the 'cumulative damage'")


Bankai: "Goto"
(Achieved)


Zanpaktuo Bankai state physical appearance and fighting style:

-the weapon will be a large (maybe 12ft tall), arm bone, which is pretty much dull, though it has rough edges so a jagged rough cut could happen if struck right. It has the ball joint on one end and a bone end on the other. On one end is a long two stranded piece of black ribbon or material

----armbone (http://c.photoshelter.com/img-get/I0000ZMDdLgGNLbY/s)

-a ghostly apparition of a large middle aged man (the large armbone is his arm bone for size) would surround him

-he will fight with it mostly using the okinawa kobudo "Eiku" or (oar) style of fighting, which is basically a form of staff fighting. But he would also use it as a big two-handed sword as well
------EIKU 1 (http://www.dallen.ca/Quickstart/ImageLib/Bloodwood_Eiku.jpg)
------EIKU 2 (http://www.paw.hi-ho.ne.jp/ryukyu-kbujut/eiku1.jpg)
------EIKU 3 (http://www.kenshin-kan.com/images/theeiku.jpg)


Bankai state physical appearance:

-After saying "Bankai" in flash of black energy pouring down from above. His Shikai form will disappear revealing Hirokatsu standing holding a large arm bone vertical like a staff which is much taller than himself in length. He will also be wearing no shirt at all and only the pants of the Shinigami uniform (possibly tighter leggings..i havent decided)

-Hirokatsu will look like he did when he was roughly 18-22 years old looking, with a very clean shaven face (maybe a really short mustache/goatee) and short hair.

-Along with his youthful appearance, his hands and feet will be dark black up to the ankle or wrist where it will fade to a normal skin tone

-His skin will also look very bone like



Bankai state powers:


Bankai state basic powers:


-heightened speed, strength, blah blah blah like everyone gets

-his bony skin will act like a "hierro" or some similar style of skin bone armor

-the longer he is in Bankai the more of his body will grow blackened, once it engulfs his whole body he will revert back to Shikai. (looking as he did when he went into Bankai)

-he will also age as he stays in Bankai, as he approaches the limit of his Bankai he will look closer to his age when not in Bankai

-the parts of his body which are blackened are not protected with that "hierro" type bony armor.

-As he gets better with the Bankai the blackening will take longer to encompass the rest of his body ,as well as the beginning points will be less (from hands...to fingers...to finger tips)

-I think of this whole time limit thing like Toshiro's diamond indicators on his Bankai form, or Ikkaku's Dragon thing kind of


Bankai state special ability 1 (Father's Hands):

--As opposed to pure bone breaking, i decided to make this a bit more "aging" and "time" related, a gradual effect. Think of it as Barragan's spewing aging black mist thing "lite". The effect still has the ability to be a demoralizing type of effect from a strike, making the opponent rethink their desire to fight. It is similar to his Shikai form but much more absolute in its effects.

--When the bone weapon strikes an opponent it will instantly age and crumble whatever it touches (confined to the bone region of where it strikes, therefore if i strike the upper arm, it will only effect the area of that upper arm)

--This effect is limited by the layering of what is on that spot. The layering as i see it is as follows (from innermost to outermost):
Bone
Muscle
Skin
Hierro (if applicable)
Clothing (all clothing is one layer) (if applicable)
External armor (if applicable)

--example--Hirokatsu strikes his Arrancar opponent's exposed upper arm with his Bone weapon. Beyond the damage it would inflict based on the strength of the strike, it would also instantly age and crumble to being non-existent the hierro covering the upper arm of the Arrancar revealing the skin below. After more fighting, the bone then would strike the upper arm skin exposed area of the Arrancar which would cause for the skin to instantly age and crumble to dust and expose the muscle underneath. Continuing on this would happen to the muscle exposing the bone, and then when only bone is left exposed, it would destroy the bone rendering the opponent armless.

--so all areas of the body would have at minimum 3 layers of protection if a bone was underneath it (ears only have skin and muscle no bone i guess) before absolute destruction (skin, muscle, bone)...and at most 6 layers...if for some reason you are struck in the eyeball...then just as if someone struck you in the eyeball with a sword...it would be gone, so i see no problem with this

--normal damage does apply as the big bone weapon is gnarled and has little rough edges, so blunt force trauma and tears due to such a strike still effect the user if the strike lands

--this does not age or effect Zanpaktuo... a hand held shield or something serving as a shield over the body (if not part of a Zanpaktuo) would be destroyed as if it were the "Armor" layer.

--this ability does not work on objects not being held or on the body of someone (so it doesnt work on a wall someone is hiding behind, unless they picked up a piece of the wall and held it over their head as a shield)

[/I]

Bankai state special ability 2 ("Mother's Embrace"):
--When holding the bone upright next to him (maybe grasping it with both arms like holding onto a merry go round post or something), he would be enveloped in the ghostly form of a woman embracing him (the arm being the arm of a beautiful woman for size).

--When in her embrace he could not attack or use the first ability in any way, he would not be able to move much but could talk though not cast Kido

--He would be very tough to harm when using this ability

--while in her embrace he would heal very rapidly (any kind of physical injury, not psychological injury though, unless it was caused by physical trauma)

--However the longer he was in the embrace, he would physically age very fast...so he cant stay in for very long

--Due to using this ability that it physically ages him faster in his Bankai form (therefor pushing him closer to reaching his Bankai limit and therefor kicking him out of Bankai)

--the rate at which he can heal himself using this ability is the speed at which the injuries can only be healed halfway if used to the extent at which the Bankai ends due to it aging him in Bankai to the point where he can not stay in Bankai any longer (basically giving him the ability to heal himself from any injury to the point of healing it halfway, as well as the additional expense of losing access to his Bankai form for the day)

--The healing is always subject to the extent of the injury, the severity of the injury does not take precedence...(so even if it is only a scratch it would still only heal him half a scratch if he used it to the maximum, though eh could choose to only heal it partially...see next point below)

--He could use it less than the maximum, if he wanted but only in increments of 25% (so if he had a 4 inch scratch on him, using 100% of the ability and therefore a 50% healing making it into a 2 inch injury would kick him out of Bankai because it would age him to the point of his current age)...(or if he wanted to only reduce the damage to 3 inches it would mean using his ability at 50% which would allow him to stay in Bankai after completion but would age him to the point where he had only 50% left of what time in Bankai he had left after healing it to that degree)

--this all comes down to he has the ability to mend his wounds not entirely recover from them, and even maximum use of this ability only heals him 50%

--He can only use this ability once per 2 days, no matter the amount he has used it for

--When leaving Bankai form he would return to his current age

--***-- (this is not required but i thought it might be interesting) i thought if he wanted to use this ability to heal past 50% of the damage it would require him permanently aging at an extreme rate (something like if he wanted to get to 75% of his wounds healed it would take off another 25% of his remaining life, 100% healing would require 50% of his remaining life...since age is so hard to determine and additional expense of this would be the permanent reduction of his strength and speed by 25% if wanting 75% healing, or 50% if wanting 100% healing......i believe this would be such a dramatic cost it would not be used at all except in a case of such heroic...and therefore plot important or centered...reasons which would result in the necessary cost being inflicted...ie: such a horrible thing may happen where he needs to be at full strength to save the day and has no other option...he may choose to sacrifice his future for the immediate...even at the cost of his future effectiveness...again, only a major and important storyline event type of behavior)

Frozen_Feet
2010-11-06, 08:13 AM
Mihail Yashin


Age: 25
Gender: Male
Height: 6'1"
Weight: 176 lbs.
Eyes: Green
Hair: Dark brown
Skin: Pale
Nickname: "Bas Celik" ["Real Steel"]
Rank: SWORD Correspondent

Appearance: Mihail sticks out in japanese crowds like a sore thumb. Nothing shouts "Gaijin!" louder than being taller than most everybody and pale as paper, and his relative ignorance of many japanese sensibilities doesn't do much to help. While it's clear he can't be that old from his smooth skin, people generally estimate him to be notably older than he really is.

Mihail is muscular and generally of heavy build, has large and rugged hands, and gaunt, masculine facial features. His lips are always squeezed tight and slightly downturned, and his eyes wide open and unblinking. If he has another expression, it is not known to man. His body language is stiff and forceful - he's the kind of person who always walks in a straight line, expecting others to have good sense to move out of the way before he just brushes them aside. It's pretty much impossible to get any reading of what he thinks or feels if Mihail himself doesn't take effort to make it clear.

His voice is stern and demands attention - something that effects young women the most, curiously. His speech tends to be terse due to him being unsure of his Japanese - he's more wordy in other languages.

If you ever have (mis)fortune of watching Mihail's bare chest, you might notice extensive scarring across the left side of his torso, as well as a metal plate with few light diodes over where his heart should be - this is because Mihail's real heart has been replaced with an artificial, metallic one.

Personality: Mihail is as stoic as his appearance suggests. From love and happiness to sorrow and pain, his feelings are subdued and not something he displays openly. It's easy to mistake his behaviour for contempt, but he generally reserves such feelings for his superiors.

He holds no great commitment to SWORD and their cause, considering them arrogant in their ambition - he's, simply put, in for the money. He gets money for sending them his observations of the spiritual world, and that's perfectly fine with him. He sees their resources as an opportunity to benefit his studies of the occult and martial arts, as well as to seek his own path of spiritual development.

There are two major undercurrents to his personality: first, even when he was young and weak, he felt he had born to wrong place and time. He considers himself a warrior first and foremost, and finds it frustrating he only found the chance to further himself on that path after he was already an adult. He yearns for a chance to test his skills in real battle.

Second, he feels detached from and dead to the world. He has no close friends, and part of him believes he should have died in the accident few years back. World of the living holds nothing to him - this is why he hopes to find his place in dealings with the dead.

History: Mihail was born in Russia to a Serbian mother. He barely had time to learn the language, though, since early in his childhood his family emigrated to Finland. His parents always teetered on the brink of poverty, but it didn't really reflect badly on him. Much more influential was his time in school - as he and his friends grew older, they began bullying him for being a "ryssä", and he was very hurt by being ostracised so. When it became clear violence would only alienate him further from them... he learned to just stay put. In time, the bullies stopped, because where was the fun of prodding the small weakling who didn't even flinch?

During his teenage years, Mihail took to practicing Karate and Judo, as well as weight-lifting. He graduated from primary school with good scores all around, and was expected to continue to high school, but instead he opted to go to a vocational insitute, ignoring coaxing from both his parents and teachers. He graduated with a degree in HVAC technology. Like most male citizens of Finland, he went through military conscription, coming out of the army as a NCO with the rank of sergeant. After that, he spend some time doing odd jobs and raising funds, before leaving abroad.

Walking the earth often caused him more trouble than it was worth, and took him to strangest of places, most notably Transylvania, Romania. It was there where he first met a SWORD member, communing with spirits; they were surprised when Mihail displayed ability to see and recognize them. After meeting some more people from their organization, this lead to Mihail's collaboration with SWORD - they made a contract that ensured him insurance benefits and financial wellfare in exchange of his astute observations of the ghostly realm.

Three years back, Mihail had the misfortune of being involved in a bank robbery. He was shot to the chest, causing extensive damage to his heart. SWORD, reluctant to lose a valuable informant, financed a cutting-edge artificial heart for him. In only a year, Mihail recovered, and resumed his martial training with greater enthusiasm than ever before.

Mihail long dreamed about travelling to Japan and Okinawa, home craddles of the arts he had practiced so much, and during his recovery he studied the language extensively in the case that dream would ever come true. One year back, sponsoring from SWORD finally made this possible. Recently, he was requested to move into Phoenix Town, which had become of great interest to SWORD. He was more than happy to comply. From newspapers, he's picked up that the town school is missing a janitor, and is keen to apply for the job.

Mihail has seen spirits from age of four. However, he's never had to fight a Hollow himself - psychopoms of the sparsely-populated North were not as overworked as their japanese counterparts. He has seen and met Quincies and Shinigami alike, and can recognize them with moderate ease. Due to his greater interest in conventional spirituality, one could say he's more knowledgeable of them than many higher ranking SWORD associates.

Conventional skills:

Military training; Mihail has basic firearm proficiency, first aid and navigation skills, and leadership training. He can also drive a tank, but how likely that's going to come up?
Extensive Martial Arts training; Mihail has black belt in three martial arts and has dabbled in several more. He is physically in peak condition and his reflexes are well-honed. In overall combat ability, he probably surpasses some Unseated Shinigami.
Skilled craftsman; Mihail is a proficient welder, solder, smith and a mechanic. If there's something wrong with say, school air conditioning, electricity, or your car, he can fix it.
Keen eye for detail; Mihail knows where you put those keys. He saw where you put that secret letter, and no, she isn't going to date with you. Your hair is not really red, you dye it. He's someone you can depend to have an answer, and at the same time, you really shouldn't lie to him - he'll know.
Multi-lingual; Mihail can read and write Finnish, English and Russian. He understands spoken Japanese and Romanian well, but doesn't trust his vocabulary to speak much himself. He's not very good at writing or reading Kanji, even though he's passed official language tests; he usually has a dictionary with him.
Folklorist & Occultist; as if his physical training didn't leave him with little enough time to socialize, Mihail has devoted those hours to studying various mythologies, religions and occult beliefs. He's remarkably knowledgeable for a layman, and eager to draw parallels between old tales and reality of spirits.


Tools:

Mihail has no access whatsoever to SWORD resources besides money, and holds none of their spiritual technology with him.

Spiritual Abilities:

Piercing sight: to call Mihail spiritually aware would be an understatement. He can see all sorts of spiritual creatures plain as day, and what's more, he can focus to shut off ordinary, physical objects from his sight to discern without fail which things are spiritual and which are not. He can even see things made of or containing Reishi through walls within 350 feet.

This ability has nothing to do with detecting Reiatsu, and everything to do with spiritual particles being visible in a different way than normal ones. As such, abilities that hide or block Reiatsu do nothing to curb this ability, unless they otherwise cause the user to be hidden or invisible (like Kyokko). Of course, Mihail's normal field of vision limits this ability.

Reiryoku: Mihail does not give out Reiatsu, and cannot be discerned from ordinary mortals with Reiatsu detection. As such, he does not attract Hollows either. However, any spiritually aware creature touching him physically can tell a great amount of Reiryoku is building up within him - this makes him burning cold to touch for such creatures.

Future plans:

If you didn't guess it already, Mihail will hollowfy sometime during the plot. When introduced, he supposed to be lagging behind on the power curve a bit, and eventually rise to the level of other shool staff members.

I don't have his full abilities worked out yet, but they will be based on the myth of Bas Celik, a creature with steel wings who achieved immortality by hiding its heart on a mountain, inside an egg, inside a bird, inside heart of a fox, who is weakened when deprived of water.

He will probably serve as a minor antagonist towards the students.


Hollowing:

First change is Mihail's skin becoming opaque white, akin to porcelain. His nails become long and black, and black lines run from his joints towards them. He gains extremely powerful Hierro, near-unbreakable by physical blows. He can also turn his nails, shins or forearms razor sharp, making them as dangerous as any weapon.

He can only transform further by turning immaterial first. Barring Shinigami apparrel or someone pushing him out of his body, he can also achieve this by drinking three mouthfuls of water.

Second change is him growing two large, smooth steel wings from his back. They too have sharp edges and are extremely durable. They are fully functional, allowing Mihail to fly. While in the air, he can gradually accelerate to speeds greater than average Sonido and keep it up for very long time, but can't hover or change direction abruptly; he needs to atually flap his wings to stay afloat.

Third change is initiated by Mihail tearing a hole where his heart should be and ripping out his life essence. Flesh will burn away from the wound, leaving a neat round gap, and a beating steel heart will form within it. The essence will take form of a glowing white orb that pulsates in the rhythm of his heart. As long as this orb is kept safe somehow, Mihail cannot be killed for good. Destroying it will make it impossible for him to return to a mortal state, reducing him to an ordinary Hollow.

General abilities:

Mihail is much stronger than normal humans and possesses reflexes quick enough to keep track of inhumanly fast opponents. Combined with his knowledge of martial arts, his combat ability is roughly equivalent to a lower Seated Officer Shinigami. He is incapable of Cero or its derivants, Sonido, Pesquisa and Garganta.

Special abilities:

Anathema

Mihail's spiritual power is inherently unusable and harmful to anyone else. Attempts to absorb his energy will cause more harm to the attacker than him. His Reiatsu sticks into wounds he causes, suppressing regeneration and making healing Kido extremely difficult; Kido might seem to work for a while before failing, and thus much greater attention and effort must be spend to mend a wound.

Even his mere touch leaves a mark when he's manifesting his power - his hands will leave black stains on any bare skin he touches. This isn't harmful in itself, but the stains usually take a day or two to fade on their own, unless they are violently removed. Other effects of this ability fade with similar pace.

Heal

In exchange for a mouthful of water given to him by someone else, Mihail can heal injuries of a single person. The subject will be restored to a stable condition, with all life-threatening wounds mended. However, this ability cannot regenerate lost extremities (though it can reattach them), nor does it restore Reiryoku or consciousness. A person who is knocked out or fatigued will remain so. Mihail can't use this ability on himself.

Shatter

Once per night, if Mihail can grab hold of a sealed Zanpakuto, he can cause it to shatter, denying the owner any releases he might normally be capable of. This works for Shinigami and Arrancar Zanpakutos alike. Any blade destroyed in this manner returns to normal after one day. In addition, if he can grab hilt or blade of Shinigami Zanpakuto in Shikai, he can supress any powers it grants for as long as he can keep hold of the weapon. (Any sort of detachments or projectiles created by a Shikai are not affected.)

This power has variant uses for other physical manifestations of spiritual power as well. Mihail can sweep off a Vizard's mask, lock a Bount doll in one form by holding on to it, or dispel a Quincy's bow. However, these supressions are much more brief, the powers often returning as soon as their wielders call them or when Mihail's hold slips


Needle of Sorrow

Mihail's greatest ability, usable only in his third and final form. It manifests as a black stinger emerging from his right wrist, then growing to the lenght of a longspear before severing from the root. The tip of the weapon holds horrible concentration of power, smoldering with a flame of unlight, and is capable of piercing strongest of Hierros and Bakudos with Mihail's strenght. The shaft, however, is safe for anyone to hold. Mihail has to extinquish the tip of the spear with his left hand to dispell the weapon, and it remains in existence untill he does so or it is (somehow) destroyed. He can only manifest one at a time, but can create a new one if the spear is broken. A broken spear holds no power.

Sato Hachirou
Gender: Male
Age: 313
Height: 5'10"
Weight: 160
Reiatsu: Feels like hot desert wind, accompanied by faint orange luminescence.
Rank: 13th seat of 13th division

Appearance: Hachirou is a fit man, seemingly nearing middle-age. He has light brown hair and rugged, light complexion. His eyes are greenish blue, with mild heterochromia as the left one is notably darker than the right. He usually wears thin-rimmed angular eyeglasses due to slight nearsight; they tend to tilt to left due to the shape of his nose. His gaunt face seems permanently stuck in a strange half scowl, half smile, which indicates he's listening to your business but would rather be strolling in the park feeding pigeons or home with kids (if he had any). Otherwise, he has the bearing of an ordinary, boring office clerk.

Despite his vocal opinion that Gotei should modernize its uniforms, on-duty Hachirou is usually content to wear a traditional Shinigami outfit, only unusual thing being that he tends to carry two swords. Off-duty, especially when in gigai, he can be seen wearing anything from modern military outfits to clown suits.
Personality: Generally deadpan, with snarky tendencies. Strives to be helpful and easy to deal with, but is prone to ranting when he knows a lot about something. Keeps his distance from his co-workers when off-duty; regarded as bit of a hermit. Likes to take long walks in the mortal world in gigai whenever he has free time. When sufficiently annoyed, will go wildly off the rails, often making everyone around deeply ashamed, for one reason or another.
Zanpakuto: Jin (ジン) - DjinniCurrently, Hachirou uses a standard katana-shaped asauchi. His own Zanpakuto's unsealed form is that of a falchion (http://upload.wikimedia.org/wikipedia/commons/7/7c/Falchion.jpg), but it's currently broken; he still carries a sheath containing the pieces wherever he goes. The blade got broken when Hachirou fought a gillian few years back; why he hasn't bothered to fix it, or why the blade hasn't fixed itself is anyones' guess.
Inner World: A vast desert scorched by a black sun dangling above. A vast mountains are looming in every direction, though trying to reach them is in vain. Hachirou surmises there might be oases hidden somewhere, but he's yet to find any that aren't just mirages.
Zanpakuto Spirit: Curiously absent. If asked about it, Hachirou will generally answer that he's "not in speaking terms with the bastard".Jin is a mischievous spirit made of smokeless fire; it can take almost any form it desires, but prefers the figure of attractive young human of ambiguous gender (Think Envy (http://www.freewebs.com/fullmetal-alchemist_shrine/30.jpeg) from FMA). Hachirou currently has it sealed inside an oil lamp (http://static.open.salon.com/files/genie_lamp1229298039.jpg) and buried deep under the desert of his mindscape, thus forcing it to communicate by whispered words carried by desert winds or a low voice reverberating from deep underground.General Abilities:Hakuda expert - Unarmed combat is Hachirou's greatest area of expertise; especially now that his own sword is broken, he much prefers punching and kicking to using a sword. When unseated require hakuda training, he's one of stock persons to get the command.

Bakudo expert - While generally well-versed in Kido, Hachirou excels in bakudo; he can use them up to level 80, and can use eishohaki with lvl 40 and below spells without notably diminishing their power.

Poor Zanjutsu - Bluntly put, Hachirou sucks at using a katana; while this is partly because he's used to a shorter weapon, it's also known that lately he's been neglecting his sword training. This has netted him some nasty glares from his superiors.
Shikai: Not available.
"Spirit them away, Jin!"

Powers of Hachirou's release are rather obscure and hard to pin down at a glance, as neither him nor his blade undergo any readily visibile changes. Those who've witnessed his shikai in action generally think or say it shoots blasts of hot air, but truth is much more complicated than that.

When Hachirou releases Jin, the blade of the falchion becomes a two way portal to his inner world. Should someone pay attention to reflections of the blade, he'd notice that it doesn't mirror the reality around it, istead displaying the desert of Hachirou's mindscape. A particularly curious or weakminded person might find himself accidentally whisked into the barren realm, though no-one has fallen for this trick twice. Hachirou can also let other Shinigami visit his inner realm if he feels like it. To the outside world, beings trapped in Hachirou's mind seem to disappear into thin air; while getting back is usually a matter of wandering around for a while, or just asking Jin or Hachirou to be let out (much stronger beings can just will themselves out), it is possible to get lost and theoretically die from thirst or starvation.

Obviously, this also lets Jin out to cause commotion; outside the falchion, it is wholly visible and tangible only to Hachirou. It's presence can be felt as a breeze of hot air or seen as a faint flicker, and it can talk with barely audible whispers if it wants to; it can also be sensed by pesquisa and similar methods with some effort. It won't suffer lasting damage from attacks, though sudden shock or pain can scare it away. Bakudo can be used to halt it, but due to its slippery nature vigilance and layered spells are recommended - this is part of the reason why Hachirou is so good with that branch of Kido. While it can't exert pressure with enough focus to cause deep stabbing or slashing wounds, Jin is very strong and fast - it can knock back, halt, punch or otherwise affect physical objects. Against physically weaker opponents, its favorite tactic is to pick them up and carry them, which to outside observers looks like a sudden gust of wind blowing the hapless victim away. Jin can also travel between 'real world' and Hachirou's inner realm at will, sometimes taking people with it.

Unfortunately, beyond spoken words Hachirou has little control over it. With their personalities contrasting each other, their team dynamic is often a bit strained; their current schism is due to Jin trapping a Gillian in Hachirou's inner world, just because it "felt lonely". As you should see, he didn't exactly appreciate that.
Possible connections:
Other 13th members
Other Shinigami of the same age
Substitu Shinigami?

Hannibal Magalhăes

Height: 6"
Weight: 185 lbs
Age: 666
Reiatsu: Steel grey, reeks of blood and sulphur
Rank: former captain of 11th division
Theme music: Judas Priest - Angel of Retribution: the whole damn album. Well, expect for Loch Ness.

Appearance:Hannibal is a stoutly build male with bronze skin. He has light brown hair and purple eyes. His face is angular and ugly, resembling a troll from some fairy tale or another. White, spiralling tattoos surround his eyes, and similar designs can be found everywhere on his body. He wears an uniform similar to those of other Shinigami but it's crimson rather than black; this is supposed to be a warning sign. As a foreign soul, he doesn't quite get japanese footwear and uses a pair of military marching boots made of black leather instead.
Background:During "good old days", when 11th was just a bunch of bloodthirsty of madmen, Hannibal was noted for being maddest of them all. Despite his insolent and violent nature, he was generally tolerated because he did more damage to enemies than friends, and he was strong enough to keep the other madmen in line. On one dangerous mission, he fought a powerful Adjuchas one-on-one, suffering grievous injuries as a result. He was victorious (for a certain value of victory), but instead of being carted off to the 4th division, the 12th wanted to try some "experimental" healing techniques on him. And healed he was (for a certain value of healing), but the drawbacks were so bad he went on a rampage and destroyed a whole wing of the research building before being restrained.

For a better picture of what happened two centuries ago, see here. (http://www.giantitp.com/forums/showthread.php?t=153407)

Central 46 considered executing him, but 12th divisioners persuaded to let him live a while longer so they'd see what after-effects their method had. Seeing that Hannibal was safely locked up at that point, they went "Sure, why not", and the former captain was sent to Maggot's Nest, where he remained until terrorist strike committed by Kujo and his crooks caused it to collapse.
Personality:While a jerk through and trough, Hannibal has had lots of time to "mellow out" while rotting in prison. He's had far more time for introspection than he would've liked. He still revels in the thought of wanton violence and destruction, threatens and curses at people for little reason, but seldom goes from words to deeds. It might help that all plans of freeing him, even temporarily, include rigging his skull with explosives...
Zanpakuto: Espírito de Ferro - Spirit of Iron
Espírito de Ferro's sealed shaped is straight two-handed sword with a long, green wooden handle; the pommel has Hannibal's personal seal on it.
Inner world: A vast cavern illuminated by faint light from rivers of lava running trough into a large crevice. The floor is soaked in blood and various armaments, ranging from swords to catapults, dot the landscape. It's the kind of place you find a picture of in dictionary, besides "Hell".
Zanpakuto spirit: Espírito de Ferro takes the form of a cloud of thick, superheated mist rising from the crevice where the rivers of molten rock flow down. It sometimes approximates humanoid figure, but by nature it's shapeless.
General Abilities:Out of Date, Out of Shape: "I've been rotting in prison for two hundred years. Give me an effin' break here!"

Hakuda & Zanjutsu Master: Give Hannibal a weapon, and he'll kick your sorry ass. Don't, and he'll rip you a new one for being stingy.

Hoho Expert: Hannibal isn't the fastest guy around, but for his size he's very agile and can be very stealthy if he so wants to.

Abysmal Kido: Hannibal can release his reiatsu as a massive burst to break some weak bakudo and intimidate enemies... that's about it.
Shikai: "Choke and imprison, Espírito de Ferro!"

In shikai, Espírito de Ferro's blade dissolves into mist. At will, Hannibal can change it back to a sword, or axe, club, bow or chain. Arrows shot or blows struck with the weapons are all burning hot. However, each weapon only lasts for few blows or parries before dissolving again, though even the mist can be dangerous if inhaled. There's a small pause between forms before Hannibal can give Espírito de Ferro a new shape.
Bankai: Not achieved, never will be. When Hannibal became 11th's captain, he simply strongarmed the position from the previous loon holding it, no fancy (well, fancier) superpowers needed.
Future plans:
Inner Hollow: Orcus. A being of pure, mindless rage and slaughter. Lacks even a hint of restraint, fear, respect, remorse. Obeys only brute force. Hannibal threw him into the crevice of his mindscape years back, and is hoping the thing will never crawl back from there.
Hollow mask: A leering, three-eyed oni head with golden horns and crimson markings. When he puts his mask on, Hannibal's reiatsu becomes extremely opressive; one can almost hear the death screams of enemies he's slain.
Resurreccion: This. (http://hanoicd.com/images/categories/games/role/g964.jpg) In resurreccion, Hannibal's already considerable strenght increases tenfold, and if he wants to, he can keep Espírito de Ferro in one form as long as he likes. He also gains extremely potent Hierro, and can keep functioning after sustaining injuries that would be lethal to other beings. Once he leaves it, his body will suffer all the pain he ignored in this form, possibly knocking him unconscious for weeks.

Possible connections:
Captains etc. who were around 200 years ago.
Other psychos in Maggot's Nest.


Mori Souta (Deceased... this time for good)
Name: Angry Janitor, formerly known as Mori Souta

Appearance: Will describe when the character enters play.

Background: The students might remember Souta as a short, graying old man who was responsible for maintenance of the school's estate. He was a gruff geezer, always wearing the same worn and dirty overalls in work, smoking cigarettes at work which probably could've given rocks lung cancer, and shouting expletives at the sligtest provokation. Still, he did his job well and despite the rough surface was generally kind to everything and everyone. He was the source of many wild rumours, stories and jokes, and for that he was even idolized by some rowdier students.

He died from a heart attack during summer break. Sadness ensues.

Unfortunately, it seems like Shinigami haven't been doing their jobs well enough lately. Souta has lingered around his grave for months, and he isn't appreciating it. Who's going to rake the yards? Plumb the toilets? Change the broken lightbulbs? No-one. There's work to be done, and death is no excuse to stay out of work! If only that damn chain wasn't holding him back...

Powers:

Inhuman strenght and endurance: Twisted form of the Angry Janitor can overpower and outlast normal humans easily.

Exhale Smoke: The Angry Janitor can blow a cloud of thick, noxious smoke from its mouth. It's impossible to see through and makes eyes water, and anyone who smells it will retch and gag because of the horrible stench.

Genius Loci: Angry Janitor knows the school grounds inside out, and holds minor control over the very structure of the place. He can open and close doors and windows, or turn electrical equipment on and off with thought. He has minor Pesquisa, which he can use to sense people within this home terrain. As he can also walk through walls and knows shortest routes everywhere, outrunning him within the school grounds is very hard.
Lalita Tandon
Gender: Male
Age: Less than a century
Height: 5'11"
Weight: 155lbs.
Hair: Blonde
Eyes: Grey
Reiatsu/Speech Color: Crimson / Cyan
Aspect of Death: Wrath

Appearance: Lalita looks like he's ripped from the pages of Hindu scripture - he's so androgynous it's hard to tell what gender he is with a casual glance, and some don't care because they're too busy drooling for him anyway. Even though he prefers modest and covering clothes (a kimono and hakama made of white silk, usually), they do little to hide the inherent grace of his well-toned body. Oh well, it's not like he minds the attention.

Lalita's Hollow hole is rather inconspicuous, as it goes through the flat of his left foot. His mask fragment is a bone circlet around his forehead.

Personality: Outwardly, it's easy to dismiss Lalita as a slacker. It's hard to spot him doing anything besides lounging on a rooftop or some other odd place, watching the clouds and chewing whatever delicacy he's managed to nick from some unfortunate sucker. However, this is because he makes of point of completing given jobs as quickly and efficiently as possible, so chances are you just missed something. He's sneaky like that.

Otherwise, Lalita is cheerful to annoying extent, and likes to play tricks on people. He often seeks out kindred souls to help in causing mischief. He tries his best to be polite, but often his attitude makes it hard to tell whether he's just mocking people. It might even be intentional, who knows.

It's just the surface, though. Hidden within is a joyless, deeply malicious entity who'd very much like to see all of Las Noches burn. Spitefulness and cruelty are defining traits of this persona.

History: There isn't much to tell about Lalita. He came to Las Noches few decades ago, mask broken, and blend into the crowd. Well, as well as someone like him could. If asked about his time as a hollow, his answer usually is: "Eh, I was born from the bitter souls of a thousand warriors. But after a while of being angry about it, I just kinda felt being such a stick-in-the-mud is not my style. So I came here."

His recent actions have been motivated by his increased bitterness and secret pledge of allegiance to the Primera. He seems to have become the Decima largely to spite Pico Kurazume.

General Abilities:

Close combat skill: Formidable. Lalita was born from deceased warriors, and thus few styles and techniques are unknown to him. His reflexes are excellent and despite his fine frame he is very strong. He's very apt in using all his four limbs to strike his opponents, and excells in catching his opponents off-guard with sudden, fast motions.

Hierro: Moderate. Protects from shrapnel and glancing blows, but cannot be used to reliably block a head-on attack; one or two direct hits are enough to get through it.

Sonido: Very fast, but not very maneuvrable. If running in a straight line, Lalita compares favorably to most other Espada, but his inability to stop or turn at short notice limits close combat utility of the ability.

Garganta: Lalita can use Garganta, but takes a while to open a portal. He rarely uses it for anything in combat, unless he can totally blindside an opponent.

Pesquisa: Lalita can detect spiritual beings from even a mile away with some effort, but his ability isn't very precise. In battle, he relies on more mundane senses.

Cero & Bala: Lalita can fire both in remarkably rapid succession, and can even charge several at once (six Bala, two Ceros). On the other hand, they aren't all that powerful, and even a weaker opponent can often take several hits without life-threatening injury. He is, however, capable of Gran Rey Cero in his sealed form, so if he really wants to obliterate something, he usually can.

Zanpakuto: Sol Inclemente

In sealed form, consists of a pair of Wind-and-Fire Wheels (http://superiormartialarts.com/images12/W044-T%5B1%5D.jpg). Each wheel is a flat metal ring approximately 38 cm (about 15 inches) in diameter. One quarter-segment has a padded grip with a cross-guard; the other three segments have protruding flame-styled blades. With one wheel in each hand, the practitioner can slash, stab, parry, or disarm an opponent. Lalita can shrink these weapons to miniscule size, and often uses them as earrings.

Resurreccion: "Scorch, Sol Inclemente."

During his time in Las Noches, Lalita hasn't shown his Resurreccion to a grand total of three people. He's more accustomed to fighting in his sealed form, and usually tries to settle violent arguments without releasing.

In resurreccion, his clothes burn away, making room for a strong armor of bone plates. The wheels of Sol Inclemente combine into one, large hoop with handles on the inside and flame-like protrusions evenly distributed along the whole lenght of the outside. The armor comes with two extra pairs of hands that can be used ot grasp the handles, and should he want so, he can roll around like a cartwheel whithin the hoop. In a pinch, the hoop can be broken up so that each third can be used akin to a large, curved sword.

Lalita's mask turns into a three-pronged crown, and his pupils become shaped like pointed crosses. However, the most notable change is in his face. Objectively, very little changes; it's so subtle it could be said just to be a shift in expression, but the effect is considerable - his beauty goes from "attractive" to "horrible to look at", something that almost literally burns the eyes of those who look at him.

In resurreccion, Lalita's reiatsu pours out as a continual torrent, sticking on to and burning away things like ghastly flames. The flames seem to possess some rudimentary instinct and intelligence of their own, capable of pursuing dangerous enemies or dodging things that would extinquish them. Lalita can shape these flames at will, often opting to craft them into things his enemies fear.

Lalita can extend this power to Ceros and Balas, giving them temporary life so they can better harass his opposition. These living mirages are partially physical and can be grabbed or blocked... doing so just isn't wise, as they might explode any moment.

Past abilities:
General Abilities:

Close combat skill: Formidable. Lalita's reflexes are excellent and despite his fine frame he is very strong. He's very apt in using all his four limbs to strike his opponents, and excells in catching his opponents off-guard with sudden, fast motions.

Hierro: Moderate. Protects from shrapnel and glancing blows, but cannot be used to reliably block a head-on attack.

Sonido: Very fast, but not very maneuvrable. If running in a straight line, Lalita can beat some of the Espada, but his inability to stop or turn at short notice limits combat utility of his ability.

Garganta: Lalita can use Garganta, but rarely does, and none of his combat abilities revolve around its use.

Pesquisa: Lalita can detect spiritual beings from even a mile away with some effort, but his ability isn't very precise. In battle, he relies on more mundane senses.

Cero & Bala: Lalita's energy attacks are strangely lacking. He can fire both with remarkable speed and can charge multiple at once, but can't put much punch in them no matter what. They're still his greatest asset, and often what tips battles in his favor.

Resurreccion: "Scorch, Sol Inclemente."

During his time in Las Noches, Lalita hasn't shown his Resurreccion to a single person. He prefers to solve violent arguments in his sealed form, and as things stand, he's arguably stronger without releasing.

In resurreccion, his clothes burn away, making room for a strong armor of bone plates. The wheels of Sol Inclemente combine into one, large hoop with handles on the inside and flame-like protrusions evenly distributed along the whole lenght of the outside. The armor comes with two extra pairs of hands that can be used ot grasp the handles, and should he want so, he can roll around like a cartwheel whithin the hoop. In a pinch, the hoop can be broken up so that each third can be used akin to a large sword.

Lalita's mask turns into a three-pronged crown, and his pupils become shaped like pointed crosses. However, the most notable change is in his face. Objectively, very little changes; it's so subtle it could be said just to be a shift in expression, but the effect is considerable - his beauty goes from "attractive" to "horrible to look at", something that almost literally burns the eyes of those who look at him.

In resurreccion, Lalita's reiatsu pours out as a continual torrent, sticking on to and burning away things like ghastly flames. The flames seem to possess some rudimentary instinct and can pursue dangerous enemies or dodge things that would extinquish them; they are also affected by Lalita's emotions, and often take forms of horrible beasts to intimidate his enemies. Lalita's ceros and bala's also take on these qualities, and this makes them much harder to deal with than usual.

Currently, though, Lalita's released form isn't very impressive. The armor is bulky and ramshackle, and Lalita clearly isn't used to moving around in it. The flames aren't burning very bright, and their attempts to be scary are rueful at best. The whole thing just doesn't seem to suit him at all.

Yamamoto Sayuri
Gender: Female
Age: 221
Height: 5'3"
Weight: 110 lbs.
Hair: Dyed black as Von Geister's heart.
Skin: No telling through all that make-up.
Eyes: Pale blue, as cold and sharp as needles of ice. She usually wears thin-rimmed eyeglasses with semicircular lenses.
Reiatsu: Invisible, but easy to notice from temperature dropping a good 20 degrees when she's nearby. Or so they say.
Rank: Vice Captain of 1st division
Theme Song! (http://www.youtube.com/watch?v=Tl8WisCQ2m8)

Appearance: Sayuri is a very thin and small woman, so her body pretty much disappears within the confines of he Shihakusho. She tries to make up her lack of shapes by moving in an exaggeratedly feminine, dance-like manner.

Sayri keeps her hair in a tight bun, and dyes it so black it seems to drain away light from the room around her. Her hair is naturally blonde, but she's firmly on the opinion that such color would detract from her professional image. Whether it's related she also uses absurd amounts of make-up, especially white powder, is up in the air. Still, there's certain elegance in her fine face which might make her attractive... if it weren't for the angry frown that's perpetually stuck on her face. That makes her look like about two thousand year old furious dragon that is considering how to dispatch you in the nastiest manner possible.

Personality: Sayuri takes her job seriously... very seriously. Any orders or forms that pass through her are at least triple-checked, and woe betide anyone who misses a column or makes a typo. If you ever have to request anything from her, make sure you've filled all appropriate papers flawlessly and have at least ten copies. Half-assed attempts just don't get past her.

Her perfectionism doesn't end there - she always does all she can to ensure her appearance is flawless, that she's always in time for her duties, and that all lower ranks can look up to her as an example of what a Shinigami should be. Should she fail in any aspect, she can go to absurd lenghts to chastise herself. Once, she spend a month without any day off, and worked overtime at least for two hours every day, just because she was late from a meeting.

Unfortunately for other 1st divisioners, she has no qualms about holding others up to her high standards. And if someone falls short, she'll be upset. Very upset. She rarely says anything on the spot though, instead favoring overly polite and elaborate written complaints mailed either to the Commander General or the person in question. (Quite often, Ryouichi is the person in question, though.) The "failures" will usually notice this as a strange omnipresent feeling that someone wants their heads badly. Sayuri's venomous stare can reportedly pierce a seki-seki wall and still burn holes in someone's back. Figuratively speaking, that is.

It's no surprise many personnel have rather vocal opinions that she should, uh, ease off a bit. Not that most people (read: anyone) has guts to say anything like that to her face.

History: Sayuri doesn't remember her mortal life - maybe she had none, or died so young even the faintest remnants of it have been wiped from her mind. As a child she was adopted by a minor noble family, whose matriarch considered her blood heirs as lousy failures. Sayuri was quite clumsy and a bit hyperactive back then, but her never-ending determination to better herself made her stepmother quite proud. Her half-siblings were less than smitten with her, though.

She was noticed for her potential and picked up by the Academy roughly two centuries ago. Through chance encounter, she bumped into Shirakawa Kiku, who'd entered the Academy a bit earlier. Impressed by her "cool" demeanor, Sayuri immediatly latched on the older girl and began viewing her as kind of a big sister. Even though she didn't always admit it, she often strived to be as much like her idol as was possible.

Kiku graduated a year or two before Sayuri and went to serve as unseated in the 9th Division - naturally, in time Sayuri followed in her footsteps. The two served in the same squad for a few decades, and their friendship grew ever stronger. However, things began changing when Kiku discovered her Shikai, and instead of pursuing a career as a Seated officer, decided to transfer into Kido Corps. Sayuri, realizing this could separate her from her best friend, decided to follow... again.

While in the Corps, Kiku became increasingly obsessed with some of the more esoteric principles of Kido. She no longer had much interest or time for poor old Sayuri, who started to feel a bit alienated. Sayuri tried to keep on understanding her old friend and helped Kiku to her best extent, even drawing some of Kiku's tattoos for her, but eventually the women drifted apart. Sayuri became a Cell leader, while Kiku became increasingly consumed by her studies.

Eventually, Kiku snapped out of it, and resumed a laxer life. Sayuri, on the other, did not - Kiku's over-serious attitude had left a mark in her, and whatever epiphany the other woman had had, she had not shared it. Even after they re-established contact, they realized they didn't have that much in common anymore. Thus, some 70 years ago, when 1st Division of Gotei 13 offered Sayuri a place as a seated officer due to their need for Kido-proficient people, she accepted and left Kiku to the corps, no longer feeling tied to her "onee-san".

Back in the Gotei, Sayuri was well-noted for her diligence and skill - what she lacked in raw power, she made up with making things work. Under the command of the previous Commander General, she rose to the rank of 3rd Seat; after the horrible incident with Public Enemy #1, there was little question who'd become 1st's Vice-Captain as Tsukada Ryouichi assumed position as Commander General.

This is not to say her relationship with her superior has gone without a hitch. As noted, Sayuri has some rather... strong opinions on how a Shinigami should be, and poor Ryouichi doesn't always manage to fullfill them as well as she'd like (read: demand).

Zanpakuto: Namae no Ataenushi (Giver of Names). In it's sealed form, Namae no Ataenushi is a masterwork tachi with a blue handle, dark blade and a silvery sheath.

Zanpakuto spirit: Namae no Ataenushi is a tall phantasmal woman who is invisible unless Sayuri calls for her. She wanders around the meadow, writing words into thin air; the words then give birth to the various plants found in Sayuri's inner world.

Inner World: Sayuri's inner world is a lush meadow under a starry night sky, with a lone tree sitting on a small hill in the distance. The air is slightly cold and moist, reminescent of early summer nights. It's a very quiet and serene place.

General abilities:

Zanjutsu Expert: Sayuri's skill with swords is excellent, and she's known as one of the fastest strikers in Seireitei. Her defense is somewhat lacking, as she lacks strenght to utilize some blocks and counters, but she makes up for that with her great agility and grace.

Hoho Expert: Sayuri is very adept in Shunpo, and can rival fastest captains for short periods, though she lacks stamina to use such speeds very often. She's also very agile and can move without a sound if need be.

Masterful Kido: Sayuri's knowledge of the Demon Arts is exemplary: she can use up to level 70 Hado and 81 Bakudo without a chant, and up to levels 40 and 50 respectively without diminishing their power notably. She was beginning to study spells past level 90 prior to her transfer from Kido Corps to 1st division, but her work has prevented her from completing the training.

Poor Hakuda: Sayuri isn't very strong and her slight frame generally lends itself badly to unarmed combat. Without a weapon, she rarely can stand up to a larger opponent. She's rather ashamed how lacking her skills are in this area, and is secretly happy that her current position doesn't really require much skill there. Not that she'd ever admit that.

Nearsighted: Sayuri can't see very well without her glasses. While medics in 4th could likely fix her eyes, the idea of surgery, even with kido, appals her. She also dislikes contacts, and uses normal glasses unless ordered to join combat missions or other tasks where perfect sight is constantly required.

Shikai: "Define reality, Namae no Ataenushi."

In shikai, Namae no Ataenushi turns into a quill made of feather of a swan. By concentrating and drawing symbols in the air, Sayuri can write on any surface she can clearly observe. The quill is sharp enough to leave a mark in steel and the ink is magical, so texts written with it are usually permanent unless Sayuri wishes otherwise. Combat utility of the shikai might seem non-existent, untill you realize she could poke you in the eye from a half a mile away. Sayuri can also write symbols in thin air, which makes it possible for her to effectively "chant" a kido spell without actually speaking. If she can focus properly, she can even write one chant while speaking out another, casting two spells at once.

Bankai: Not achieved.

KnightDisciple
2010-12-04, 04:45 PM
Mortal World Character Post 1
(Soul Society Characters (http://www.giantitp.com/forums/showpost.php?p=8157596&postcount=3), Hueco Mundo Characters (http://www.giantitp.com/forums/showpost.php?p=8583141&postcount=46), Mortal World Characters 2 (http://www.giantitp.com/forums/showpost.php?p=11042990&postcount=106), and Organizations & Miscellaneous Things (http://www.giantitp.com/forums/showpost.php?p=11946820&postcount=111))

Watanabe Kaito, Spiritually Empowered Mortal
Name: Watanabe Kaito (last, first)
Gender: Male
Height: 5'6"
Weight: 115 lbs.
Hair: Black
Eyes: Dark Brown
Age : 16
Reiatsu/Speech: Dark Slate Blue

Appearance: Kaito is short and skinny. Some might say he's in danger of being underweight, but he's actually rather healthy, albeit definitely not an athlete. His hair is kept short, but with no definable style beyond that.

While at school, he wears his uniform (obviously). Outside of school, he tends to dress a bit more professionally than many of his peers. He almost never wears shorts, instead wearing jeans or casual slacks, with some sort of polo or buttoned shirt.

Personality: Kaito loves knowledge. He's an extremely intelligent young man, and thus he tends to read and learn voraciously. However, he hasn't let that intelligence make him arrogant. Instead, he tries to help his friends and classmates out in their studies, being something of an amateur tutor. Often, he'll only work a couple of "sessions" with any one person, as he can often explain things so they can continue on their own.

However, this intelligence (and the "tutoring") have made it difficult for Kaito to make friends. Not because he has a negative personality; rather, he's very cautious about someone genuinely wanting to be his friend. In his younger days, he experienced his share of teasing; while that's essentially gone away in high school, he hasn't quite forgotten it. He often can't fully shake the suspicion that others want to get close to him merely to use his intelligence. Thus, while friendly with most all students, he's not necessarily friends with any of them.

Generally speaking, Kaito is polite, quiet, neat, and observant. He has some interests in modern entertainment, but derives as much or more entertainment from classic literature of all kinds (both local and international). His music tastes tend towards the classical. He has a habit of sometimes correcting the grammar of someone he feels has notably violated traditional grammar.

History: Mother: Hinata
Father: Akira
Kaito has always been an extraordinarily intelligent boy. Some wonder why he wasn't put on a faster track for his education. His parents respond that they wanted him to live life with peers of the same age group. Kaito typically appreciates this, though the teasing he got in his younger days made him question his parents on this. He has always worked hard to not only excel inside of school, but in his own personal learning, supplementing his education with outside material (mostly in the sciences and literature).

While he has the makings of a driven academic, he hasn't chosen a true direction for his life yet. He finds himself able to excel in many fields, and he enjoys studying all of them. While he could likely manage a couple of majors at college, he knows he can't do everything. Thus, he is left worrying about his future from time to time. It doesn't help that his parents often push for him to follow in their footsteps in some manner. His father is an inspector for the Phoenix Town Police Department. His mother is in the Criminal Investigation Bureau, in the financial crimes department. Kaito isn't sure what he does want to do, but he knows he doesn't want to go into law enforcement. This has caused some minor friction at home.

Powers: Kaito can currently see vague outlines for most spiritual entities. He excuses these as optical illusions of varying kinds, ignoring them as much as possible. Kaito will eventually develop telekinesis. At first, it will be only be rough control, allowing him to lift moderate size objects (between the size of larger books and small cars) with varying degrees of difficulty. He cannot exert fine control with his powers; he is able to pick things up, and move them in general directions, but he cannot (for example) turn the pages of a book that he has picked up.
Further down the road:Kaito will develop both the power and refinement of his powers. He will be able to simulate "super-strength", create a "force-field" around his body (although it can only stop physical attacks; energy blasts such as kido or cero would not be stopped), fly at sub-sonic speeds, exhibit very fine control of physical objects (turning pages on a book, pick up an egg, manipulate controls of a vehicle he's sitting inside of), and project telekinetic force against opponents, simulating nearly the same force he exhibits with his "super-strength". "Physical" here applies to mortal and spiritual objects, so he can stop anything from mortal bullets to zanpakutou to Hollow's claws.

Other Abilities: Kaito is extremely intelligent. He is knowledgeable in a multitude of fields, including computers (aka hacking). He has an incredible memory.

He speaks Japanese, English, German, Russian, and Arabic. He is fluent in Japanese and English, and of moderate skill in the other three.

Possible Connections:
Other Empowered Mortals at school
Limited Contacts at Police Department
Others?


Josiah Kane, S.W.O.R.D. Agent 06
Name: Josiah Kane
Organization: S.W.O.R.D.
Rank:Agent 06
Code Name: Dynamic Steel
Age: 35
Height: 5'11"
Weight: 150 lbs.
Hair: Dark Red
Eyes: Deep Blue.
Speech Color: Dark Orchid

Family: Lilianna Kane (wife), Stephani Kane (daughter, age 4)

Appearance: Josiah's long hair long is kept in a ponytail to about mid-shoulder blades, while his face is clean shaven. His overall build is the very fit and muscular side of "average". His face is lean, but without any true "sharp edges", lending itself to a youthful, vibrant look.Josiah has 4 metal interface ports along his spine (base of skull, bottom of neck, mid-back, and just above the waist); these ports appear as 1-inch circles of metal with very small slots around the outside edge (roughly half a millimeter wide per slot) that are typically closed when he's not in armor, and with a central slot approximately 1mm wide (again, typically closed when not in armor).

Most often, he is dressed in a polo shirt and jeans, typically covered by a lab coat, and possibly some sort of protective apron or other gear. He has only been seen in a suit a half-dozen times total; every time he has been in a suit, it was for a meeting with Agent 000 or 001 (and not even every meeting with 001).

Personality: Compared to some of his fellow S.W.O.R.D. agents, Josiah is a relatively well-adjusted human being. He's never engaged in acts that would have him arrested and/or condemned by an ethics committee. He bears no deep-seated ill will towards Shinigami. He simply believes strongly in S.W.O.R.D.'s mission: making the Mortal World self-sufficient.

Mr. Kane realizes that, at some point, he may have to undertake more questionable acts, but he is determined to keep such efforts to a minimum. Josiah has a motivation stretching back to an ancestor from old Colonial American times. One who, as the stories say, fought back the darkness with strength of will and his own meager talents. Josiah heard many tales of this ancestor, and hopes to one day surpass him, albeit with a bit more science on his side.

Besides his iron resolve to make the world a better place, Josiah has a passion for science, research, and technology. He can often be found whiling away hours in his lab, losing track of the time of day. If someone gets him talking about a project, he can go for hours on end.

Beyond this, Josiah is a somewhat reserved, occasionally energetic (very occasionally to the point of being manic), but generally personable fellow. He is quick to lend a friendly hand to people in his life, and treats most everyone with respect by default. However, if someone does something enough to earn his disfavor, respect does not exist for that individual.

Josiah's one major quirk revolves around his family. More specifically, his ridiculous adoration and devotion to them. If he's sitting around chatting, it's almost guaranteed he'll pull out his smart-phone and show a new picture or two. Mostly it's of his daughter, Stephanie, doing something cute and child-like. Simplistic crayon drawings cover one wall of his lab, and Josiah can sometimes be found staring at said wall, perhaps shedding a tear or two. He doesn't gush as much about his wife, though he does occasionally show off pictures (nothing too racy, mind you). His bragging about her is a bit more subtle, but probably something that would cause her to smack him if she caught him doing so. Despite this, his bragging is born from nothing but a deep and abiding love for his family. They're the reason he works so hard at S.W.O.R.D., as he doesn't want them to ever face threats from either Hollow or Shinigami, be it in life or in death.

History: Josiah was born to a happy family in Rhode Island, USA. By the time he was 15, he was already graduating from high school, attending MIT (http://en.wikipedia.org/wiki/MIT) at age 16, and graduating with a Double Doctorate (Materials Science & Engineering, and Engineering Systems) at age 22.

At first, he went to work for an East Coast technology firm, focusing on ways to repair or bypass injured spinal cords. Josiah focused on ideas like exoskeletons and the machine part of a man-machine interface.
It was during this time that he experienced the "best day of my life in the history of ever's ever", when he met a young librarian named Lilianna. The two struck up a fast friendship, which soon blossomed into romance. Between their two energetic personalities, they didn't drag out the romance. In a little over a year, they were married (age 24 for Josiah).

That same year, Josiah saw his first ghost. Not a slip of white in the corner, but a fully visible, clearly defined human being. It was a 7-year old boy with a strange metal plate on his chest, a severed chain hanging from it. Moments after he first saw the boy, he saw a man in an odd black uniform, holding what looked like a Civil War era pistol, walk over and gently press his glove-encased palm to the boy's forehead. Almost immediately, the boy seemed to peacefully disappear from the world.
Josiah spent the night pondering what he had seen, not telling his wife his concern. Had that man in black helped or hurt the boy?

He soon made it his mission to try finding out more. He created automated programs to patrol the Internet, seeking out what relevant information they could. A couple of these programs brought the attention of S.W.O.R.D. to his life. It wasn't long before they contacted him, "testing the waters". Soon after that, he was hired on to work with S.W.O.R.D. in America, continuing the research he had started, but finding new ways to apply it to the secret war that was on the horizon.

Lilianna was kept unawares of his connections with S.W.O.R.D., instead being led to believe this was simply another company conducting similar reasearch. When they moved to Japan 3 years ago (age 32 for Josiah), she was led to believe it was simply a way for him to work with fresh minds on his projects (which at this point were presented as "helping the lame walk" and "better protecting our brave soldiers and policemen around the world", among a few other small projects for "alternative energy" and the like). Most likely, that was one of the main reasons he was able to convince her that a move just 1 year after the birth of their daughter was a good idea.

In the time since, Josiah has settled nicely into Phoenix Town, with Lilianna finding a job at a local library that gives her flexible hours (to accommodate her raising little Stephani). S.W.O.R.D. greased the wheels on that job.
Josiah had to spend a bit of time explaining the implants on his spine, but his "cover story" (which still bears a measure of truth) gave him enough weight to keep it from getting out of hand.

So we come to the present, where Josiah is now spending a lot of time in his lab, trying to surpass the invention of his greatest creation. What time he doesn't spend there is split between family, basic needs (food, sleep, hygiene), and just a bit of time...testing his gear.

Equipment:
ToolsAssorted Hand Tools: Josiah often has a couple multi-tools upon his person, allowing him to perform a wide variety of tasks whatever the situation.
Scanner: These pair of glasses have an intelligent computer that recognizes patterns and analyzes opponents for their weak points. (Styled as auto-tinting non-prescription lenses)
Spirit Shock: Harnessing power similar in theory to a seele schneider, this unique glove steals spiritrons from the air as well as opponents, physically draining them, and storing it in the glove for use with his other tools. It glows red when in use.
Shield: This armband uses the spiritrons from the spirit shock glove, producing a large wall-like barrier in front of the user. The shield is more or less powerful depending on how much power is put into it. It can also create a temporary, but stronger stationary barrier.

WeaponsHandgun: Josiah typically carries a modified Beretta 92 Elite 1A (http://upload.wikimedia.org/wikipedia/commons/4/44/Elite1A.jpg), modified with spiritual technology to be able to manipulate spiritual energy as a supplementary force to normal bullets, or to actually create bullets.

Dials:
Josiah, as Agent 06 and a researcher of S.W.O.R.D. spiritual tech, has full access to dials. Typically, he carries 2-3 basic Dials on his person, but has been known to shift the variety somewhat.

Other: It is rumored that Mr. Kane has been working on a power armor of some sort, as a proof-of-concept. However, these rumors have yet to be confirmed except to the highest levels of agents.

These rumors not only hold truth, they underestimate the truth. Josiah hasn't just been working on a power armor, he has built one.

The Dynamo Power Suit is a marvel of S.W.O.R.D. engineering (http://images4.wikia.nocookie.net/__cb20100309174306/marveldatabase/images/4/42/Invincible_Iron_Man_Vol_1_25_Textless_Variant.jpg) .

Suit Construction: Armor Plating:Composed of a bleeding-edge composite alloy, giving it resistance to damage from both physical and spiritual attacks.
As well, the outer skin of the armor is coated with a new type of "smart paint", which allows Josiah to modify the paint scheme on the fly (though not with a speed to render it anything like active camo; only enough to generate passive camo patterns within about 30 seconds).

Exoskeletal Structure: The inner framework of the armor is composed of a similar material as the armor plating, with high-efficiency shock absorbers installed around key joints, and extra absorbers present in the legs (which tend to bear the brunt of much of the suit's weight).

Motive System: The Dynamo moves and interacts with the world via next-generation electroactive polymers to create "artificial muscles" that generate several times the strength of human muscles, while still being lightweight and requiring minimal charge run through them to activate. As well, they have been fine-tuned to provide the same level of control as human muscles, only to greater degrees. Josiah can gently pick up an egg without cracking it, or tear a sedan into pieces without breaking a sweat.

Power System: The biggest breakthrough in the Dynamo is its ability to network several methods of giving itself power. First, a series of compact, high-efficiency Dials are installed throughout the suit, sometimes connecting to sub-sections of the surface of the armor. Some of the dials draw power from kinetic energy (be it simply moving around, or impact from physical combat); some from sunlight and other ambient energies; and some (including the largest one in the center of the chest plate) draw power directly from spiritual particles in the air. As well, a good deal of his armor plating incorporates the same systems as Spirit Shock gloves, allowing him to draw in even more power. Finally, the suit utilizes and advanced "distributed battery" system, allowing it to store up large amounts of power, meaning whatever the Dials and Spirit Shock Grid draw in does not go to waste. These batteries can be charged from mortal power generators, but this requires much more time, as said power has to run through special converters.

Flight Systems: Josiah has yet to find a way to replicate the air-walking ability of the Shinigami. However, he has found a way to induce flight in the D.P.S., with some of the Dial systems actually reducing his apparent in-flight weight (meaning less strain on his systems), while other very specialized Dials provide super-efficient propulsion with an effect somewhere between jets of air and traditional rocket/jet engines. Smaller Dials provide maneuvering jets, as well as an array of compressed-air jets (with special micro-compressor air-scoops to keep their supply topped off in-flight) and control flaps across the suit.

Sensory Systems: The helmet contains updated versions of the sensors that go into Scanner and Tracker glasses, as well as a few other items that Josiah came up with himself, giving him a full-spectrum sensor suite that can even do preliminary examination of a crime scene. The sensor suite includes computer-assisted targeting.

Defensive Systems: The Dynamo Suit can, during combat, active a force screen that further protects it from harm, especially against non-physical attacks from spiritual beings (such as Kido and Cero). However, this system is power-intensive, meaning it cannot be used in conjunction with flight, large-scale sensor use, upper-level heavy lifting, or the suit's integrated weaponry.
Beyond that, the suit carries an array of ECM gear, as well as several dispensers for micro-flares and small packages of anti-radar chaff (used only in flight battles where such a thing might come into play), helping it to stay undetected by mortal authorities. Or at least let it avoid capture by said authorities.

Weaponry: The D.P.S. is, at its base, rather sparsely armed. The palms of the hands have multi-purpose Dials installed, which can calibrate on the fly to either provide motive thrust, or a concentrated blast of force energy, vaguely like a "shove", except much more powerful and concentrated.
However, Josiah purposefully designed the suit to allow it to interface with specially-designed modules at various key locations over the suit. Most often, Josiah attaches extra weaponry or equipment to his forearms and shoulders/back. Theoretically, he could design an armor package for the armor, but that's still in the drawing stages.
Almost all of the modular weapons Josiah attaches maintain their own power supply in one way or another, be it batteries, special spirit particle collectors, or specialized Dials. Rarely does Josiah carry the same loadout twice, as he is constantly seeking to modify and upgrade all of his equipment.
Add-On Weaponry:M-137: A handheld, if bulky, gatling gun. Can either be supplied with bullets, or a spirit dial. Typically attached to a shoulder harness.

M-3: A flamethrower that can have a spirit dial attached to supply energy. If an element dial is attached, depending on the element, it can create an alternative blast. Typically attached to an arm mount.

Laser Rifle: This futuristic-looking cannon can only be fired with a sufficient amount of spiritual energy. It creates a long wave of destructive energy depending on how long it's charged. Typically attached to a shoulder harness.

Brant SRL: A large gun with a long, glowing barrel, reminiscent of a rocket launcher. Fires rockets that absorb reiatsu to create an explosion. While it scales with stronger opponents, it caps at about the level of a mid-level kido without incantation. Typically attached to a shoulder harness.

MRLS 12: A device Josiah designed expressly for the Dynamo Suit. This weapon appears to be a 3-foot long rectangular box that rests on his back when not in use. When activated, it slides up to his shoulder and allows him to launch up to 8 missiles in the span of 3 seconds. It only holds 16 missiles total, but can use dedicated dial systems to swap in "spiritual" ammo. The physical ammo is treated so that it can affect spiritual beings, and the tracking system is top-notch; each missile does damage similar to a chantless level 12 Hado. The spiritually-generated ammo has only basic seeking properties, and does damage similar to a chantless level 6 Hado (but is effectively infinite, so long as the launcher's systems continue to operate).

Machine-User Interface: A system as complicated and ground-breaking as the Dynamo Powered Suit required ground-breaking interface methods. The muscular control reads the body's natural movements and electrical impulses, seamlessly converting them into movement from the suit. The more complicated systems are activated by a combination of voice commands and a special neural interface system designed by Josiah himself. It required the implantation of four interface points on his spine (base of skull, bottom of neck, mid-back, and just above the waist), but it allows incredible control of his suit. Josiah understands the inherent risks of such a system, but accepts them as part of progress and innovation. The interface system also requires a special "interface suit" to be worn to operate at peak efficiency. As well, the Dynamo includes a "dumb AI" to facilitate handling some of the basic systems that require attention, but would distract Josiah from actual combat operations.

Suit Weaknesses: First and foremost, the suit's armor is not unbreakable, and its power supplies are not infinite. Any opponent who plays their cards right could outlast the D.P.S. However, there are a few more glaring weaknesses.
First, the suit is vulnerable to traditional electromagnetic pulses, though it takes a fairly powerful pulse to do more than momentarily glitch the systems.
Second, as it takes moderate damage to the armor, some of the external power-gathering systems may be damaged. Given enough damage, the Suit will rapidly start to rely on battery backups, forcing Josiah to quickly exit the scene.
Third, a large enough pulse of spiritual energy in a brief enough time will overload several of the systems, giving a result similar to an EMP.
Fourth, any weapons outside of his palm blasters are much more easily disabled or destroyed, due to their non-integral nature. This can often leave Josiah intact but outmatched in a fight.


Battle Stats:
Non-Armored StatsPhysical Strength: 10 (Josiah has the strength of an average human of his build who keeps himself in good, but not perfect, shape.)
Offense: 10 (Josiah is trained in basic self-defense, and has some basic knowledge in the use of firearms.)
Defense: 10 (Josiah is trained in basic self-defense, including various grapple breaks, dodging skills, and the like.)
Mobility: 10 (Josiah is fit, able to run decently fast, and has some escape and evasion training)
Intelligence: 100 (Josiah is an absolutely brilliant young man who has invented several of the cutting-edge devices S.W.O.R.D. has taken to using in recent years)
Reiatsu: 5 (Josiah is spiritually aware, but has no powers of his own; his tools provide all of his spiritual weaponry.)

Armored StatsPhysical Strength: 40 (In his armor, Josiah demonstrates incredible strength, enough to lift an average 4-door sedan over his head.)
Offense: 50 (The Dynamo Suit has a wide variety of offensive weaponry available to it, though it is limited in how much it can carry at any one time.)
Defense: 40 (The D.P.S. has a wide variety of defensive systems that offer excellent protection, but they can be worn down over time, or quickly with the right methods.)
Mobility: 40 (The armor allows Josiah to run at approximately 100 miles per hour, or fly just under the speed of sound. It cannot replicate something like Shunpo or Sonido, though.)
Intelligence: 100 (Josiah is an absolutely brilliant young man who has invented several of the cutting-edge devices S.W.O.R.D. has taken to using in recent years)
Reiatsu: 5 (Josiah is spiritually aware, but has no powers of his own; his tools provide all of his spiritual weaponry.)

Shades of Gray
2010-12-07, 01:16 PM
Asuka ( 明日香).


Age: 16
Race: Human
Height: 5'3"
Weight: 110 lb.
Reiatsu/Spiritual Color: Green.

Appearance: Asuka has a slight frame and an average complexion. Her eyes are green. She dyes her hair a pale blond. She looks to be in danger of becoming underweight, but this is not too surprising. She does not get too much exercise due to being in a wheelchair.

Personality: Asuka, despite her condition, manages to remain positive. She doesn't see her illness as a weakness, she has learned to live with it. She enjoys helping others despite their protestations. She ignores cries of "No don't worry, I'll get it myself." or "Don't strain yourself." They can get on her nerves sometimes, but she doesn't let it show. She knows they are trying to help.

Abilities: Asuka can detect and see spirits, and has a small spiritual aura.

Other information: Asuka suffered a spinal cord injury as a child, she cannot remember the exact event. Asuka enjoys playing the flute and arranging flowers. Her lucky number is 4. She was born on April 4th, 1994.

Viera Champion
2010-12-10, 06:45 PM
Akawa Shiro (Family, Given) Ghost
Age: 13
Gender: Male

Appearance: Shiro is 5 feet tall and is much too skinny for someone of his age to healthily be. His hair is pure black except for the blonde highlights he insisted on getting when he was still alive. And his large round eyes are a hazel color of sorts, giving the appearance of roasting almonds.

Personality: He is very friendly, but not the bravest of kids. He tends to run away from most dangers, unless someon even weaker then him is in trouble. He can be fairly emotional at time, even to a silly level, and is also VERY immature and childish. Especially when it comes to his humor.

History: Shiro lived a fairly average death, up until the day he died in a fire. The rest of his family managed to escape the fire alive. His soul is attached to the ruins of his house, but not so much so that he can't wander a small distance away. He has about a month or so before he becomes a hollow. He misses his family and only "sees" them when they come to visit a small memorial/cairn type thingy built near the charred ruins of their old house.

Frozen_Feet
2011-01-23, 05:38 PM
Consolidated post for certain past characters. This is mostly for archival purposes, so few events of the stroy can be better understood. They're mostly dead or gone; those that aren't are open for NPC usage.

Kujo, Rogue Shinigami (Currently playd by Frozen_Feet) (Deceased)
Age: Unknown

Reiatsu: Black

Appearance:
Kujo appears to be fairly young, compared closely to a mortal ranging from 25-30. However, his skin is sickly pale, nearly white in color and topped off with a matted and tangled mess of white hair, with some parts of it apparently dyed black. Whether it is actual dye or just simply dirty hair is unknown. Kujo's eyes seem to be set far back into his skull, surrounded by black borders on his face which appear to be paint or make-up of some kind. The black recesses upon his face only draw more attention to his dark purple eyes, which seem to glow in the darkness with an eerie light. His lips are also a strange shade of purple, as if he was being deprived of oxygen, but the look never seems to leave his face regardless of his breathing.

Kujo usually stands with his neck slightly hunched forward, casting even deeper shadows on his eyes. He wears a long, black robe-like coat that has thick, black fur lining the collar. A wide sash is worn around his waist, which tapers down into a point on both the front and back. More black fur runs down from under the sash and down each side of his coat and around behind his legs, reaching down about to his ankles. His zanpakutou is usually carried at his side, though he has been known to carry it by hand, or upon his back on occasion.

Personality:
Kujo is... Not a nice person. If anyone can be called "evil," it is this Shinigami. He revels in death and destruction, often killing just for the sake of a laugh. The man lives for the sake of planting the seed of chaos anywhere he can find and cannot be trusted at any cost. Anyone that might call themselves an ally of Kujo will find themselves subject to his mental instability, either patting them or stabbing them in the back at any given moment. He also has a number of habitual ticks, such as quickly shifting his eyes back and forth and often playing with his hair as if he were trying to straighten the tangled mess. He even tends to stutter when he speaks and can be quite twitchy with his body movements as well.

Despite his apparent simplistic nature, many denizens of Soul Society believe that he is vying for something more. However, anyone who has ever tried to uncover an ulterior motive has failed in their attempts. Cracking the mind of a madman is a fool's errand, after all. His mind has already cracked.

History:
Very little is widely known about Kujo. There are legends, rumors and stories surrounding him from anyone that might know about him, but separating them from fact is a difficult process. Some even say that he murdered the previous Commander-General in a single hit, then vanished into obscurity. For those few who have ever come in contact with the man, he has given conflicting reports of his origins, ranging from a boy growing up in Rukongai to being a Substitute Shinigami recruited into the Seireitei.


Zanpaktou: Ranmyaku (Chaos)
Sealed Form: Ranmyaku appears as any other standard katana with jet-black wrapping around a silver hilt.

Zanpaktou Spirit: The spirit of Ranmyaku only ever speaks to Kujo in very rare cases, and when it does, it only appears as a disembodied voice. In all his years as a Shinigami, Kujo has never seen the spirit of his zanpakutou.

Shikai: Although to release his sword, Kujo must speak its name, the activation phrase seems to change with every release, making it nearly impossible to predict.
Ranmyaku changes little in its appearance upon releasing. In its shikai form, the weapon does not change shape, but the entire weapon changes color to a deep black, which appears so dark that even light itself seems to avoid it. While its appearance may not be overly unique, its abilities make it stand out as the most unpredictable zanpakutou in the history of Soul Society.

Ranmyaku is the embodiment of pure chaos. Whenever Kujo swings the blade or strikes it upon another object, something happens. While that seems vague, it is the only real way to describe its effects. Anything can happen. Perhaps it will generate a massive explosion big enough to destroy all of the Seireitei... Or perhaps it will only result in a puff of smoke. Perhaps it will heal Kujo's injuries... Or perhaps it will heal everyone else's. Perhaps it will do nothing at all. Or perhaps it will simply kill the person it is pointed at.

Despite what others may think, Kujo cannot actually predict Ranmyaku's effects, and often acts just as surprised at the results as those they are being used on. To quote Kujo himself on his zanpakutou, "I never let the blade touch the ground. I'm sort of afraid that it'll turn the world into a... a walnut or something."

Bankai: Not yet revealed. It's unknown whether or not Kujo can even use Bankai, given such little information present on the man.

Miyako Akimoto, 2nd Division; 12th Seat and Member of the Onmitsukidou
Age: 204

Gender: Female

Reiatsu/Speech Color: #273b5c

Appearance:
Miyako could easily be described as "beautiful." She comes from a well-known noble family, one that greatly encourages her to maintain her beauty. Long, raven-black hair flows from her head and with the help of a dark blue ribbon, it is tied into a large, single braid that reaches down to the middle of her back. Her pale blue eyes only add to her good looks, which is what makes it all the stranger that she is never seen without a mask that covers the entire lower-half of her face, including her nose and mouth. She also is known to wear blue, knee-high boots under her hakama rather than the traditional waraji sandles and a pair of simple, blue gauntlets around her forearms. Otherwise, she tends to wear the standard-issue Shinigami robes with little variation.

However, under her robes, Miyako also wears a tight, one-piece outfit that is in fact connected to her mask. The outfit is quite revealing, as it is slit down the middle with only a translucent veil covering it and has no legs, leaving her thighs and upper-arms fully exposed. The outfit is for her own benefit in combat, allowing her to move much faster without any of the excess weight of the baggy robes. Given her slender form, the outfit can also double as a... Distraction when fighting male opponents.

Personality:
Miyako is a noble-woman. While not the head of her family, she still holds her family's traditions very close to her heart. It is an Akimoto family tradition for the women to wear masks when in military uniform, to hide their beauty and avoid revealing their emotions to those they face in battle. Growing up in such a traditional home, Miyako was raised to believe in honor and nobility whenever possible, and eventually joined the Onmitsukidou for the specific purpose of upholding her family's beliefs.

She is calm and level-headed, but also stern and uncompromising, especially in combat. When facing single opponents, Miyako demands to fight alone, even if it means ordering her fellow Shinigami back (whether or not she outranks them). She is well-versed in martial arts and close-combat fighting, and while she is somewhat capable with Kidou spells, she prefers to let her blades do the work for her. Given that she spends long hours every day training, she tends to fight almost as if she was dancing, preferring to strike quickly and effectively but she only rarely removes her shinigami robes to unleash her full potential, especially given her ideals that her beauty is something to hide from an enemy. However, if it means completing her task, she will do what is necessary of her, making her a very reliable and trustworthy ally to have at one's side.

History:
Miyako, as mentioned, grew up within a noble house. She had two younger sisters and two older brothers. Both brothers joined the Gotei 13 as soon as they were able, which spurred Miyako herself to follow in their steps, much to the protest of her parents. However, while protecting a district of Rukongai during a Hollow attack, her oldest brother Kazuma died in the line of duty as a 4th seat. The sudden death in the family only made Miyako want to join that much more and take up the place of her fallen brother. Eventually, her parents realized there was little they could do to stop her ambitions and she was sent off to the Shinigami academy.

She excelled in many of her classes, though she showed a great deal of promise in her practicing of Hakuda and Hohou. This eventually caught the attention of the Onmitsukidou and upon her graduation from the academy, she found a home within the 2nd Division. As she continued training and patrolling as her duties required, she was eventually promoted to the position of 20th seat, and at the same time, was officially inducted into the Onmitsukidou as a member of the patrol corps. As she continued to dispatch Hollows, she found herself being promoted again and again and now sits as a 12th seat, though she shows little pride at the notion, believing that she must still yet live up to her unrealized potential and honor her lost brother, both as a Shinigami and as a sister.


Zanpaktou: Hishou no hime (Princess of Flight)
Sealed Form: Hishou no hime in its sealed form takes the appearance of two small tantous, strapped to each side of her body on the inside of her robes. The hilts of both blades are a black with a deep, blue wrapping around them, while the guards have a zig-zag pattern that points in toward the blade.

Shikai: "Dance upon the winds, Hishou no hime!"
Miyako holds both blades out to her sides, then swings them forward as she activates her shikai. The blades seem to flatten out, and at the apex of her swing, both spread out to reveal two large, folding fans with a series of bladed tips jutting out the other side. She can use the fans both in their collapsed and unfolded forms as effective weapons, although they are usually too delicate for actually blocking straight attacks. She can use the fans as shields from small projectiles, but when faced with another sword strike, she has learned to either dodge the attack completely, or simply redirect it. In desparation, she can collapse the fans and use them to block, but they are not nearly as sturdy nor as reliable as an actual sword would be.

Her shikai gives her few outside abilities. Being that she prefers to fight in close-combat, it is more of a passive buff of her abilities, allowing her to move faster than she normally would be able to. She can also control small gusts of wind with waves of the fans, allowing her to knock her opponents off-balance or provide brief distractions when necessary. Finally, she can also throw the fans as spinning projectile weapons either one at a time, or attach them at the base and throw them as one disc.

Bankai: Not yet achieved.

Ryouta Tadayoshi, Quincy; Local Museum Curator
Age: 48

Gender: Male

Reiatsu/Speech Color: #9ac2c8

Appearance:
A tall and rather intimidating figure despite his average build, Kazuo only adds to the image by keeping his blue eyes hidden behind a pair of stylish sunglasses most of the time he spends in public. He has long, silver hair that reaches down to his neck and sometimes appears with the slightest tinge of powder blue in the right lighting. Upon the tip of his chin is a tuft of facial hair, giving him a bit of a gruff appearance to top it off. The clothes he usually wears are of high quality material, usually sticking to business suits and long trenchoats in varying shades of light gray, blue and white.

Around his neck, on a thin silver chain is a square, celtic cross. The silver trinket that bears his Quincy bow is always hidden from sight.

Personality:
Kazuo is the kind of person who wants things done his way, and will fight for it as long as necessary. Of course, his days of actual fighting are long behind him, and he now spends most of his time tickling his interest in art as the curator of Phoenix Town's local museum. Despite his appearance as a harsh businessman, he is still a loving father of two children, and will also fight to protect them at any cost. Of course, Kazuo has a history that he is reluctant to share with anyone, including his own family, trying to protect them from the fears that haunt the back of his mind, regardless of how true they might be or not. Only his wife knows most of his past, and even she is missing some details.

Nine years ago, Kazuo radically shifted his perspective and completely denounced the Quincy. He gave up his uniform and swore that he would never use his powers again, however it was a decision that was entirely of his own crafting. He was simply tired of trying to raise a family in the atmosphere they were in, and decided to put it all behind him, even if that meant turning his back on everything his ancestors had passed down to him. At the end of the day, he simply wants to keep his family safe and hopefully lead as normal of a life as he still can.

History:
Kazuo was raised as a pure-blooded Quincy warrior, and it showed. As he grew, he gained exceptional skill with his bow and the various other methods employed by the Quincy. In his late teenage years, he began taking training in certain martial arts, which continued throughout his time in university. Kazuo graduated with a degree in art history, and soon after married the woman he had met in school. They had a daughter and Kazuo was suddenly struck with the responsibility of looking after a family. For a time, they struggled with their lives, but eventually came to a sort of equilibrium. However, upon learning of another baby on the way, Kazuo knew he needed more of a stable life for his family, and thus turned to a newfound opportunity.

Little is known about what exactly Kazuo spent his time doing, since he rarely shares the information with anyone, including his family. However, he did spend long periods of time away from home, and often returned scarred and injured time and time again. He also turned back to his Quincy powers and spent a great deal of time in training, likely for whatever his new job was, which was well-paying at least. Unfortunately, Kazuo was not satisfied with how much time he was spending away from his family, and combined with other troubles with his job, he made the decision to retire and put that chapter of his life behind him. He has spoke almost nothing about it, but it may be for the best, as he tends to avoid the conversation whenever possible and has done away with any possible contacts he may have had. He even buried his own Quincy powers into his body, and refused to ever let his hands summon his bow again, thus denouncing his heritage entirely.

Despite his retirement, his employers seemed fit to set him up well enough, placing him in a prime position to buy the rather prestigeous museum in Phoenix Town. With his new position as curator, he has done everything in his power over the past nine years to make the museum as recognizable as he can. Thus far, he has collected a number of works of art, though he tends to focus in those depicting historic events. He even has quite a collection of artifacts that can be traced back in some ways throughout the Quincy bloodline, although one would have to be quite well-versed in the history themselves to notice. It is unknown why Kazuo tended to collect Quincy artifacts, given his own disposition on his heritage, but it simply cannot be a mere coincidence.


Abilities:
Scarlet Robin upon a Broken Branch - Although never used by him in recent years, Kazuo's bow takes the shape of an English Longbow, standing well over six feet tall. It is similar to most other Quincy bows in that it is made from their trademark blue energy, but it is also unlike many other bows in that it is built very thin. He cannot fire off very many arrows at once, usually only one at the time, but the arrows that he can fire travel very quickly over a tremendous distance. He is built as a sharpshooter of sorts, and can fire arrows with surprising accuracy over long distances, each one packing quite a punch as well.

Ginto - Kazuo has average ability with the art of Ginto, though he shows no particular excellence with it as well. It was never the focus of his training, and given his refusal to use his powers after nine years, it is likely that the skill he had has waned.

Hand-to-Hand - Kazuo is well versed in various martial arts, including Jujitsu, Akido and Shaolin Kung-Fu. Although he is by no means a master in any one, he knows more than enough to defend himself should the need arise.


Kotone Shinohara, Reporter for Fushichou TV
Age: 30

Gender: Female

Speech Color: #9e2aa8

Appearance:
Kotone's default expression is one that is easlily described as "determined." One look at her and it's more than obvious that one shouldn't cross her path. When in the middle of her reporting, she often bears mischievious eyes with a matching grin, but yet somehow maintains a flawless performance whenever she is in front of a camera. Her hazelnut hair is usually tied up into two small buns on the back of her head, with loose bangs in front covering her forehead and framing the sides of her face as well.

Her posture is always straight and stern, matching her personality. Given her job, it's hard to find her wearing anything less than professional-looking suits and skirts along with a heavy application of make-up to top it all off.

Personality:
Kotone is obsessed with being the best reporter the city can handle, and will stop at nothing to grab the best stories she can, even if it means wading into the middle of certain death. She is fearless (and often rumored to be insane) in her pursuit of news. She is fiery and unstoppable once she gets going, though if she is interrupted, she is known to have a lightning quick temper. She has screamed at her camera men more times than most people care to count, and is often seen dragging them around more like pets than other employees. Few men have ever made it past a month of working with her, though there were a few exceptions.

History:
Kotone has a rather unremarkable history, compared to the other characters taking the spotlights. She grew up and attended school like any other average girl in Pheonix Town, eventually making her way to college and spending a number of years earning a degree in Journalism. She began an internship at Fushichou TV and after a few years spent writing, she was finally given the chance to stand up before a camera to make or break her career. Fortunately, the opportunity paid off immensly, landing her a spot as a primary reporter for the station, competing with the other reporters to earn enough prestige to one day be considered by the larger Networks for employment. It's all about moving up in the world.

Kotone is well-known around the station for being one of the more... unsavory reporters to work with, but she's also well-known as one of the best. Although she has gone through countless camera men and women throughout her time, she was recently teamed up with a young, American boy who managed to get used to her quirks (as used to them as one can be, anyway). Quirks like continually calling the boy "Jimmy-san," as a reference to Jimmy Olsen from the Superman mythos, despite his protest and pleading that she use his real name. A name which she has, of course, still not remembered.


Abilities:
None, other than access to local news equipment and a fearless attitude.

Quote:
"This is incredible!! Are you recording this? What?! What do you mean you can't find a tape?! Who the hell still uses tapes in this day and age?!"


Hotaru Kageki, Senior Member of the Kido Corps; Twin Sister to Mai Kageki (Dead)
Age: 94

Gender: Female

Reiatsu/Speech Color: #929772

Appearance:
Despite her actual age, Hotaru appears no older than a thirteen-year-old girl with a short and slim build. She keeps her silver hair relatively short, usually down to her chin, with two thick braids that run down each side of her face slightly longer than the rest of her hair and each one topped off with a small, green bow. Her facial features could easily be described as "gentle" or "innocent," likely a trait given by her large, light-hazel eyes.

She is often seen wearing the usual black, Shinigami robes when she can, though she isn't afraid to dress up in the Kido Corps' more formal attire should she need to. While the black robes themselves are largely unchanged, she replaced the usual white obi with a wider, green one of her own, matching the bows in her hair. Ever since her sister's death, she is rarely seen without a small, white rose pinned to her hair in rememberance.

Personality:
Hotaru's personality was once one of playful fun and innocent exploration, but she has since withdrawn considerably since the death of her sister. The event scarred her rather dramatically, and she has since struggled to regain even splinters of her former self. However, with time, she has slowly started coming back to the girl she used to be. She often spends her time alone and in contemplation and is still quite reluctant to speak openly about much of her own life, but is known to spend time with her friends and certainly have some fun on occasion. It will still be a long time before she is back to any semblance of her "normal self," though.

History:
The history of the Kageki sisters is a heart-wrenching tale that Hotaru has never fully shared with anyone. Hotaru and her twin sister Mai were born in Rukongai to unknown parents. They spent their entire lives as orphans wandering the streets and using each other to survive. As such, they grew quite close and eventually managed to catch the attention of a Shinigami recruitment officer. The girls were accepted into the academy despite their background and quickly found their way into graduation. They took a particular liking toward Kido and as such, were picked out by the Kido Corps for their skill. There they trained and studied as Junior members for many years. While Hotaru was never able to achieve Shikai in that time, Mai managed to release her own Zanpakutou and explore some of its abilities.

Just a little over two years ago, Mai was called out into the mortal world along with a patrol of other Shinigami looking for leads on the criminal known as Kujo. The patrol was discovered soon after as dead, except for one who was declared missing; Mai. She remained in an unknown status for several months as Soul Society desparately searched for her, though they never did find any tracing leading to her kidnapping. That is, until she reappeared in Soul Society some time later with Kujo in tow. Although the reports are mostly conjecture, it is assumed that Kujo needed a discreet way into Soul Society, and used a member of the Kido Corps (in this case, Mai) to manipulate his way through a Senkai gate and enter the seperate plane. Hotaru was unfortunately tending to the same gate that Kujo used to enter and was the first to see her sister's tortured body return home.

In a fit of rage, Hotaru's Zanpakutou sprang to life for the first time and she did everything in her power to stop the man. Despite all her efforts, however, he was too clever. With her Shikai being young and confusing to the girl, Kujo ultimately overpowered her and forced her to watch as he went to work on her sister. Mai put up such a little fight that it was nothing more than a sickening massacre, with Kujo sitting atop her and plunging her own Zanpakutou blade into her body again and again until she finally went limp. Hotaru should have immediately fled for help, but found that she could only sit and stare in pure, unbridled horror at her sister's death. A death that would go on to carry itself upon her shoulders forever. Kujo, meanwhile, knowing that his entrance was covered safely by Hotaru's shock then proceded to call out the Commander-General and slay him in a single swing. Hotaru was only discovered afterward and could barely even talk about what had happened. It was a dark time in Soul Society, and one that will never be forgotten. The reports filed by Soul Society are the only way that anyone actually knows about Hotaru's scarred past, since she very rarely speaks of it to anyone, even her closest of friends. She collected every posession of Mai's she could after she died, including her Zanpakutou (that strangely did not vanish with her spirit) and locked them away in a cabinet, where they have remained ever since. Until she can claim revenge on Kujo for her sister's death, she swears that she will never again open the cabinet, which is also perhaps why she claims to be haunted by Mai's vengeful spirit at times.

However, she has taken some responsibility for the attack, even if she never necessarily blames herself. Soon after, she was promoted to a Senior member in the Corps, and she took up a personal project with special permission from the Commander himself. In the two years since the attack, Hotaru has spent much of her time in Rukongai, setting up a massive and complex web of Kido spells to act as a "first warning" just in case any intruders make their appearance and trip the net. Although she has covered several districts, there are still many more that await her touch, and she works tirelessly to complete her work in the hopes of keeping anything like Kujo's attack from ever happening again.


Zanpaktou: Boushiranpu (Spinning Lamp)
Sealed Form: Boushiranpu takes the shape of a rather unremarkable katana, bearing a dark gray hilt and white trimming in its unsealed form.

Shikai: "Light the path of truth, Boushiranpu!"

In its released state, Boushiranpu appears as a long, jagged staff with a curved top. Hanging from the tip of the curve is a square-shaped paper lantern, which glows with a mesmerizing yellow light which seems to flicker like a candle, but at the same time appears as solid a light-source as a simple light bulb. While it does not appear to be a very useful weapon in combat, its true potential is unknown to Hotaru. She has only managed to see it released once in her life, and despite her best efforts, cannot repeat it. As such, any abilities the Zanpakutou might have are shrouded in mystery.


Bankai: Not yet achieved.

Mai Kageki, Former Member of the Kido Corps; Twin Sister to Hotaru Kageki (Dead)
Age: 94

Gender: Female

Reiatsu/Speech Color: #1e0a3b

Appearance:
Mai is nearly identical in every feature to Hotaru Kageki, which comes as no surprise since they are twins.

Personality:
In life, Mai was very much similar to her twin in personality, though she did seem to be a little more commanding. It is likely such a trait that allowed her to release her own Zanpakutou before her sister. She was also known for having a strong spirit, which might explain why her Zanpakutou remained behind after her body was destroyed. However, it may also explain another mystery about the girl...

History:
Mai's history is the same as Hotaru's, though after her death, her history seems to deviate.

For a long time, it seemed that Mai was gone forever, leaving behind only her posessions that were quickly locked away by Hotaru. Some time later, there were some strange reports of a black-cloaked figure hunting innocent souls in the outer rings of Rukongai, using a Zanpakutou and abilities strangely similar to that of Mai's own. Hotaru heard the reports, and while she didn't want to believe it, began wondering if perhaps the figure was somehow the ghost of her sister come back to seek vengeance. Her fears were soon confirmed when the "spirit" appeared to her in her own home, calling her out and demanding that justice be brought to her murder. Hotaru has tried to suppress the "ghost," but nothing seems to work, all while reports continue to pop up of the same figure appearing in Rukongai and taking more and more lives.

Whether or not the spirit is in fact Mai or some other phenomenon entirely is yet unkown, but Hotaru is determined to look into it and find whatever kind of answers she can. She simply wants nothing more than for her sister to rest in peace.


Zanpaktou: Meian no Gai (Victory Song of Light and Darkness)
Sealed Form: Meian no Gai takes the shape of a rather unremarkable katana, bearing a dark purple hilt and black trimming in its unsealed form.

Shikai: "Sing to the shadows, Meian no Gai!"

In its released state, Meian no Gai takes the physical shape of a large, two-handed scythe. It is all such a deep black that it at times, almost appears purple. The blade itself isn't very sharp, but its power is not one that lies in pure offense. Instead, it bears a rather interesting ability. While it can be used as a physical weapon, Meian no Gai is far more effective if used in tandem with plenty of shadows. If the blade strikes the shadow of an opponent, they will feel the strike upon their own body as if they had been hit physically. The ability also extends to Kido spells, allowing Mai to cast Bakudo or Hado spells upon the shadows of her opponents, even if she has no other direct line of sight to them. The effects of the Kido are somewhat dimished in that case, but it is still a dangerous tactic.

Before her death, Mai managed to explore some of the more advanced techniques of her weapon, which included actual manipulation of the shadows themselves for her own protection, but her progress was unfortunately lost along with her life.


Bankai: Not yet achieved.


Chen Shengdi, Previous Kido Commander (Deceased)
Reiatsu: Cherry blossom Red
Height: 5’ 4’’
Weight: No one lived to tell

Appearance: Chen Shengdi was a small woman well into the elder years of her life and showing it. Despite this, tales speak of her once impressive beauty, having been called the envy of the Kido Corp and Gotei 13 alike. Her hair had just started showing the lingering gray of age, wrinkles creasing her face

Personality: Along with the title of the most beautiful Shinigami in Soul Society, Chen Shengdi held another. The Crone. Even in her younger years, behind her back the whispers of such a name could be heard. Such nicknames were earned from her strict adherence to the Kido Corp.’s stories and text, her adherence to the rules and will of Soul Society and her own style of punishment earned her many more nicknames never dared spoken aloud. Alongside her zealous and honorable nature, Chen was found of physical discipline, often times beating her opponents with only her feet. Chen viewed most non-Kido Corp. members as little more than unenlightened or willfully ignorant brutes, extending direct aid to the Gotei 13 when it was absolutely and fully required or demanded she do so.

It was also rumored that no Captain in Soul Society that still lives had ever seen Chen Shengdi’s zanpakuto fully released, save for Captain Osuma. If this is true or merely another legend placed on the shoulders of the already legendary woman, it is uncertain.

Contributions to the field of Kido

Shunko: Chen Shengdi was the inventor and first user of the powerful art known as Shunko. While many speak of her near legendary uses of the art, the full extent of what she envisioned for the power is lost with her death.

Forbidden Kido: It was rumored that Chen Shengdi created over one hundred forbidden kido spells, though Kitano Takeshi has supposedly laid this rumor to rest at only twenty such spells, though Kitano Takeshi is a renowned liar when it comes to sensitive information not only about Chen herself, but the inner workings of his relationship with her.

The Grid: Not completed in her lifetime, the Grid was an over arching information that could be linked up to any member of the Kido Corp who had access to his or her spiritual power. This would have been a databank of all newly created Kido, news updates for the Corp. itself, bulletins and work schedules, along with several personal functions. Its true capabilities sadly have been left in the dark at the death of Chen.

Another stated use for the Grid was a Kido Corp. Ground sized defensive network of alarms, traps and sensors that could keep watch over the grounds and support the Golden Topiary. This over zealous network was in thanks to Chen Shengdi’s own rampant xenophobia. Due to the complexity of The Grid, it has been formally and offically stated Kitano Takeshi is unable to complete it at this time, if ever.

Kayne650
2011-01-24, 09:41 AM
Vincent Bochinsky, S.W.O.R.D. Agent 09

Name: Vincent Pryce Bochinsky
Organization: S.W.O.R.D.
Rank:Agent 09
Code Name: Hidden Steel
Age: 42
Height: 5'8"
Weight: 137 lbs.
Hair: Jet black
Eyes: Deep hazel, though they have been known to flash deep blue occasionally
Speech/Reiatsu Color: Navy
Family: Claudia Abel (distant cousin)

Appearance:A tall, almost skeletal man in his early forties, Vincent's obsession with his work has prevented him from obtaining any muscle mass, and long experiments that leave him without food or sleep have left him rail-thin. He is always seen with a spotless lab coat and a pair of thin glasses that occasionally slip down his thin nose. His black hair is cropped short, but grows quickly, making it get shaggy after particularly long periods spent in his lab.

Personality:A very quiet and reserved person by nature, Vincent usually avoids social contact whenever possible. As a result, he's usually in his lab, working on whatever he works on. However, in social situations, his manners are always friendly and jovial, though there's always an edge of fakeness about him, as if he's just pretending.

History:Growing up in a Quincy family, Vincent had always known about the spiritual world. As such, there was always one thing that bothered him. There was one Shinigami that had reasonably constant contact with his family, and as Vincent went to his grandparents funeral, and saw humans around him die, he noticed that the Shinigami never aged. He never changed. Even as Vincent grew, the Shinigami never changed. Why was that? Why did the Quincies, who had spiritual power, not have the same privileges as the Shinigami? What was different about them? What made the Shinigami better?! He knew that part of it was that they were spirits, but even the spirits of humans age. A Shinigami of 100 years could have the mind of a 20 year-old human, but an 80 year-old human will have a weary spirit, having grown ready for death. How could the spirits and bodies of humans resist time like Shinigami's?

And so Vincent made it his goal to find the difference. No matter what he had to do. No matter who he had to go through. And so he left his family and went to Phoenix Town, where he had detected high levels of reiatsu and spiritual presences. He was found by S.W.O.R.D. and found funding for his research, so long as he gave them a certain amount back. And he's closer now than he ever has been.

Equipment:
The most important part of any Quincy, Vincent is well equipped with Ginto and Quincy tools, and has in fact achieved a great deal in Quincy research.

Cross tattoo: One of his greatest achievements in weapon technology, Vincent has found a way to implant the same reiatsu gathering properties of a Quincy cross onto a human's skin directly, creating a tattoo with the same properties of a cross. This prevents a Quincy from being disarmed, and allows a Quincy to access his bow at any time. Unfortunately, bows created in this fashion tend to be unstable and have an annoying habit of self-destructing, much like Quincy bangles, which is a flaw he is working on correcting. However, should the bows self-destruct, they can be rematerialized, though this costs a Quincy precious seconds in battle. Vincent currently has three tattoos, one on each forearm and one large one on his back. Each creates a different bow.

Left arm: Verwustend Adler (Ravaging Eagle): A short bow of glimmering reiatsu that materializes in his left hand, this bow has a relatively short range but an amazingly high rate of fire, allowing Vincent to fire up to approximately one hundred arrows a second with it. This is the current maximum, and attempting to fire more will cause the bow to self-destruct. The bolts have no particular power, having no more strength than an ordinary arrow.

Right arm: Abbrechend Adler (Demolishing Eagle): A wrist-mounted crossbow that materializes on Vincent's right arm (leaving both hands free), this bow's strength lies in its immense power. Its rate of fire is horrendously slow for a Quincy bow (under one per second), but each arrow hits with the approximate force of a level 35 Hado. It can also be fired without his left hand, but it causes recoil. Attempting to raise the bow's power further causes it to self-destruct.

Back: Gottlich Adler (Divine Eagle): The culmination of his weapon research, Vincent has used all of his knowledge to create the perfect Quincy bow. This four-foot tall longbow materializes behind Vincent, then flies in front of him, waiting for him to hold it. This weapon combines the best features of his other bows, capable of firing arrows at a rate of up to a maximum of two hundred per second at a strength of a level 4 Hado, or one per five seconds at the power of a level 54 Hado. Firing the bow takes an immense amount of spiritual power, and quickly exhausts Vincent if he's not careful. This bow has a high probability of self-destructing with each high-power shot (the rapid-fire shots do not carry this chance), so Vincent rarely uses it.

Reiryoku gathering glove: Called the Spirit Magnet, Vincent wears one of each hands. They work as an opposite of the Sanrei glove, making reiryoku easier to collect and gather. These make Quincy bows significantly easier to fire, and they are the only reason he can use the Gottlich Adler.

Ginto Necklace: Vincent has found a way to miniaturize Ginto, compacting the reiryoku into a smaller space, though this causes the reiryoku within to have a slightly lesser effect. Vincent keeps a necklace of about twenty strung ginto at all times, allowing him to easily access Ginto techniques. He need only put his finger on one to activate it. He has so far never had an excuse or need to use them, but he insists on wearing them.

Glasses: Vincent's glasses are also infused with spiritual power and technology, allowing him to use it to "scan" opponents, determining if they are human, Shinigami, Hollow, Quincy, or Bount, as well as approximate level of reiatsu.

Dials: As a researcher and top agent of S.W.O.R.D., Vincent has full access to Dials.


Battle stats & Abilities:
Physical Strength: 5 (virtually nonexistent, as Vincent lacks all but the barest muscles.
Offense: 45 (not his focus, but his bows and variety thereof help)
Defense: 5 (he may not be an ordinary human, but he is most certainly squishy)
Mobility: 30 (he's not particularly adept at Hirenkyaku, though he can perform the basics)
Intelligence: 100 (An absolute genius, he has spent decades educating himself)
Reiatsu: 50 (though his own reiatsu, as a Quincy, is virtually nonexistent, he has excellent control over reiryoku)

Archery: As a Quincy, he has trained extensively in this, though his actual skills are severely lacking. he makes up for this with the inherent power of his bows.
Ginto: He has created several techniques himself, and is currently working on a way for ordinary humans to use Ginto.
Movement: He can use Hirenkyaku, but only for actual movement. He's working on it.
Hand-to-hand: Ha! Melee combat is for the slow and the stupid.

Sun Wha, 4th Division 5th seat
Gender: Female
Age (actual/apparent): 83/21
Height: 5’ 5”
Weight: 115 lb
Hair: Jet black
Eyes: Light brown
Reiatsu: Light red, with the feeling of a warm, gentle breeze

Appearance: A slim young woman, Sun Wha has a innocent appearance that belies her experience. Her small face is framed by her hair, which is worn short but loose, and her narrow eyes always seem to be searching for something.

Personality: A kind woman (you have to be to be in 4th), Sun Wha tends to be quiet and soft-spoken in front of large groups. In smaller gatherings, she is known to speak her mind often and loudly, and subtlety is not and never will be her strong suit. If she feels that something is wrong, she will let you know. Especially if it’s you.

Background: Hailing from deep in the Rukongai, Sun Wha comes from the 72nd East district. While by no means the worst district of the Rukon, it was still a lousy place to live, and Sun Wha’s life was not easy. She was born to a family of doctors, and her life reached a low point when a group of raiders that had been refused service by her family decided to burn her house to the ground. Sun Wha barely escaped with her life by running away, but her family wasn’t so lucky. Since that day, Sun Wha has had two missions in her life: to find the people that killed her family, and to ensure that no one she cares about gets hurt like that again. Her determination carried her through the academy and the ranks of 4th division with nearly unparalleled speed, and she has no intention of stopping now.

Zanpakutou: Seihabara (Dominion Rose)
Zanpakutou Spirit: Seihabara appears as a tall woman garbed in a flowing robe of blood-red. She is extremely well-mannered, though the merest hint of disrespect sends her into a rage. Around her shoulders is a large wreath of roses and vines, though the thorns never pierce her ivory skin.
Inner World: Sun Wha’s immediate inner world is a lovely little two-story house, decorated as though a perfect family lives there. It is there that the spirit of Seihabara makes its home. Inside the house, everything is perfect and serene, in direct contrast with the world outside; an exact replica of the 72nd district, but eternally ablaze, the building and landscape forever burning, never extinguished or burning itself out. Sun Wha never ventures out of the house for very long.
Shikai: “Bloom, Seihabara!”At the command, Seihabara’s tsuba shifts from its usual four-seed pattern into four rose blossoms, and the blade lengthens slightly. When the roses blossom, they begin emitting spores that are the blade’s true power. When someone inhales the spores, Sun Wha can use the spores to gain a slight amount of control over that person’s body. This is usually used for healing, where Sun Wha can use the spores to enhance and quicken the body’s natural healing processes, but it can also be used for offense, as the spores can be utilized to emulate the effects of various diseases, though none are debilitating. The spores are released at a constant but low rate, and their flight cannot be controlled by Sun Wha, though she can influence their direction by swinging the sword. As a side effect, Sun Wha is instantly aware of the physical condition of anyone with any number of spores inside them. The number of spores inside someone directly affects Sun Wha’s control over their body, though currently her influence can only be strong enough to moderately control the body’s processes.

General Abilities:
Zanjutsu: Due to her background, Sun Wha trained rather extensively in Zanjutsu to keep herself from every being helpless. However, her lack of experience and natural talent keep her at a rather low level of skill.
Hakuda: She attempted to train in this, but her slight frame and low strength keep her from excelling in it. She knows the basics, but not much else.
Hoho: But the girl can move. Sun Wha is excellent at Hoho, and can use Shunpo to traverse a battlefield in just a few strides. Her speed is excellent, though her maneuverability is lacking at best.
Kido: Where Sun Wha truly shines. Her mastery of reiatsu control is astounding, and though she has a relatively low volume of reiatsu, her precision is such that she can make it last significantly longer than it should. She can perform Hado up to level 50 with chants, and 35 chantless, though with a 35% loss of power for level 30 or above. She can also perform Bakudo of up to level 45 chantless, and up to 61 with chants. She is also a master of Qi and Wu Wei, and can perform Hanki to cancel most low-level Kido.

HirokatsuGoto
2011-02-09, 09:44 AM
Izanagi Aso, Freelance Photographer, Spiritually Aware Human
(given, family)


Physical Appearance:
Age: 28
Height: 5'9"
Weight: 160
Eyes: Blue
Hair: Black and cut short, but long enough to look like a mess when he has wore a hat or just gotten out of bed
Skin: a very slight tan

Appearance:
Izanagi is always on the go, and is athletic but not through a gym regimen. He carries his photography equipment everywhere he goes in a messenger type bag he wears diagonally across his chest.Diagonally the other way across his chest is his camera, very high tech and expensive, with one of many different lenses always on it ready to go. Around his neck and tucked into his jacket are large headphones connected to his phone/music player which he wears while he shoots, especially when he does not want to be bothered (he primarily listens to Hip hop when not working and classical music while he shoots).He wears solid colored t shirts with with solid colored long sleeve underwear shirts underneath,over it all he wears a high tech (warm, wind and water proof) yet utterly worn out black hoody jacket. He wears naturally distressed and worn out dark blue jeans, with day hiking boots meant for urban or rural settings. He wears an almost disgustingly worn out Yomiuri Giants baseball cap very low over his eyes of which he wears constantly flipping it around to wear it backwards when he is taking photographs.

He is not a dirty man or unclean, only he is always on the go and running around trying to be in the right places at the right times, which leads to him looking disheveled most of the time.He is rather handsome, but is definitely out of place when having to dress up for any kind of function.

Beliefs:
Izanagi is an idealist, and believes in the best of people and himself, however, he is no saint and will gladly bend or break laws in order to get the "right" shot. He has seen things he can not explain, and no one has ever believed. He trusts what he can see, and believes if he can bring to the eyes what others can't see, then he is doing his job as a human.He believes we have a duty to help open the eyes of our fellow man onto the world around us. Each of us viewing it different and therefore bring something new to each and every person we come in contact with.

Behaviour:
Izanagi is always on the go, and whether he has something scheduled to do or not he is always busy. He doesnt like to stay in one place for very long, and is constantly looking for a new shot, however it is NOT unlike him to be captivated by something small or particular setting and stay in it shooting pictures for long periods of time as he can get "caught up" in the moment. Because of this he has little knowledge of popular culture or fashion etc. (outside of what he needs to know for a particular assignment). He is very quick to get to the point with his conversations, and often comes across as "too forward" with others as he is usually trying to "direct" them as if they were a subject in front of his camera. He is very inquisitive and will not hesitate to investigate his curiosity.

Izanagi is not the most social person, but not because he doesnt appreciate the company or like people. He usually just finds that being around other people all the time takes his focus away from what he can find to shoot.

Likes/Dislikes:
Izanagi likes photography, and art...a lot. When he is in a social situation he will often talk about art or art history or art theory or just philosophical ideas in general. He is very intelligent and went to grad school for art history paying for it with his freelance photography. He likes manga and often reads manga at the newspaper and magazine stands instead of purchasing them, though it is not uncommon to find in his bag old issues. He also enjoy music, listening to American Hip Hop (though he cant understand the language) and Classical Music the most. The only popular culture thing he is extremely in tune with is baseball, specifically Yomiuri Giants Baseball, as well as American Baseball. When not listening to music while he shoots he will often be listening to a baseball game, and it is not uncommon for him to yell out things while he shoots which pertain to the baseball games, often making it awkward for those around him. He also is very fond of women in general, but particularly beautiful women, and while he is not a very good person to be in a relationship, he is often a very fun guy to be around if you can keep up with him and deal with his demeanor.

Izanagi does not like to be bothered while he shoots. He does not get angry, but he does get frustrated when he cant the shot he wants because someone else deters him. He also is not very good at waiting in lines. He will rock back and forth, tap his foot, chew his cigar, whatever he can to get through the wasted time.

Goals:
Izanagi's main goal is to prove to the world that he is not only a great photographer, but also that there are spirits around them all, some protecting and some not so much. He wants to show the world this world they can not see. While this initially was his desire of the seen world and that which he would show through his photography, it has extended into the spirits he sees.

He has not yet found a solution to show and prove to the world these spirits exist. But he is always searching for any ways he can, and though he cant get the spirits to show up on his camera he still often will take pictures of where they are despite this fact, believing perhaps some day someone else will see what he saw.

Reiatsu:
He has such little power it is not seen, but for those extremely sensitive it would be a pale yellow

History:
Izanagi grew up in a lower middle class home in Tokyo with no sisters or brothers. His parents both worked and left Izanagi alone as soon as he was able to fend for himself. His father gave him his first camera when he was 8 and he used it to escape the world which he was left alone in for long periods of time.

He could see spirits from a very early age, around 5 or so. With his parents never around he as well as his parents came to think of them as "imaginary", and never paid it much thought. He eventually stopped talking about them with anyone as no one believed him, though in his heart he knew they were real and vowed early on to prove them all wrong one day.

In his last year of high school, his parent were both killed in a train accident, and he took what little money they left him after the home was paid for and sold (it was in a mortgage), and went to college. Izanagi always wished he would have cried at their death, but he never could bring himself to do it. For some reason, he felt they were never gone.

After college and graduate school, he had accumulated enough contacts to keep taking photos for a living, which he did.He shoots for anyone and everyone who find him (he passes out business cards and fliers everywhere he goes). While not famous in any way, all the newspapers in Tokyo and the surrounding areas knew he could get the shot they needed and as such came into more money by pitting the newspapers against each other for money and exclusivity for his shots.

He has just recently moved to Phoenix Town as a means to spread his wings and get some new clients. While he is well known enough by the papers to support himself (along with his savings), he hasnt found the extra money as easy to come by in Phoenix Town and as such has had to take many more odd photo jobs to fill the time, like weddings and shoot school portraits. He is not a fan of school portraits as they are boring and require him to have to dress slightly nicer, but they pay well and are never in short supply. He has decided to stay in Phoenix Town and deal with the menial jobs because he has never seen more spirits than he has there, and his interest has never been more piqued than now

Abilities:
Izanagi has no special abilities other than being to see spirits. Up until this point he had only been able to see them, and when the spirits that noticed he could see them found out he couldnt HEAR them, and help them in some way, they left him alone. He has never seen a Shinigami, as far as he knows, and only seen a Hollow once as he happened upon one as it lay dying in the street with cuts all over it.

As he enters the RP, the first spirit he sees he WILL be able to hear them, and thus will open a brand new chapter in his curiosity and striving towards his goals.

Future Abilities
I do not really plan on Izanagi ever getting more powers, but i do want him to somehow obtain a means to take pictures of spirits that will be able to be seen by non spiritually aware people. I thought it may come in the form of some kind of "spirit camera" he could obtain from the Urahara like shop in the town. We saw in the Bleach anime (maybe the manga) that in Soul Society they have cameras that show Shinigami etc., i thought perhaps one of those would get modified for use by mortals to use and see the images on Earth.

As either a part of the powers of the camera itself or some powers within Izanagi coming through the camera i would like for him to gain the ability to "trap souls" in some manner. Kind of like the old concerns on photography and that they would "capture your soul" if you let someone take a picture of you. I thought it could be akin to a pretty low powered type of kido or something, or at its highest level a high level type of kido. Maybe something more unique to the photography world, like shrinking them into a polaroid type image or something until they are let loose or a time limit or they bust out.



Great drawing of Izanagi by the wonderful Kasanip!!http://i1015.photobucket.com/albums/af275/umbrellako2/6356da31.jpg

HirokatsuGoto
2011-02-09, 09:45 AM
Yaago Duarte, Fraccion to Genoveva, the Primera Espada
Gender: Male
Age: 165
Height: 6'8"
Weight: 286
Reiatsu: Blood Red
Aspect of Death: Mutilation
Rank: Fraccion to the Primera

Appearance:
Yaago is large hulk of a man, massive muscles and bald head. His Hollow hole is through the back of his mouth and can be seen form the back of his head or when you look through his mouth when he talks. The remnants of his hollow mask is on his forehead and is a large horn like bone which curves backwards over the top of his head and the rest liek a mask extending down over the rest of his forehead to the tops of his eyes and then lower around the temples like sideburns.

He wears a solid white outfit with black piping around it. Most of the time however it is stained with his or others blood so much that it makes the white seem invisible. His arms are bare with multiple scars riddling their landscape. He has scars and wounds everywhere and is rarely found not bleeding from some self inflicted wound to which he makes no effort nor shows any desire to heal or have healed. He allows it to trail behind him wherever he goes, and often cares little about what messes he makes. When it is required of him he finds underlings which he forces to clean up his messes, however it is rumored he has a pet arrancar cat that he has trained to lap up the blood.

Personality:
He is a wretched and horrible man, he cares little for anything other than following the Primera's orders, which he does without question. He LOVES blood, and if he can find others blood, he will self mutilate to get his fix of blood. He bathes in it, drinks it, lays in it, whatever he can.
He has no sympathy for anyone and will pick on any being no matter their power. He would kill a human baby, or old man without hesitation and drink their blood in front of them as they bled out. He loves hearing the cries of those as they die and will often laugh and yell with them as he takes their blood. He LOVES it in every way, seeing it, smelling it, tasting it, feeling it, hearing it gush out. He is an addict and he loves every second of it.

History:
Yaago wandered the deserts of Hueco Mundo for a long time, before he first tasted blood. But after a long fight where he struggled to survive where he was left bleeding, his blood and theirs all mixed together he tasted it in his mouth and once he tasted it he couldnt get enough of it, searching out weaker opponents and defeating them, or more powerful ones large in size filled with blood, even feeding on himself at times. He grew stronger and stronger so he could get more blood, new blood, all he wanted was blood. The Primera found him in the deserts destroying hollows and literally bathing in their blood, she offered him the opportunity for NEW kinds of blood a NEW taste. Mortals, Quincy, Shinigami, it all was unknown to him and as he never tired of the hollow blood, he was unwilling at first until she took him to Earth and had him kill and feed on a mortal. That was all Yaago needed, it was so different tasty and good and if she offered this and even more, he had little to concern himself with. He gave her his loyalty from that point on and he would follow her unquestioning, that is, until the blood stopped flowing.

Zanpakuto: Sangre Latigo (Blood Whip)
Sangre Latigo takes the form of a large and wide claymore like sword he carries most of the time over his shoulder or dragging behind him. It has serrated edges along both its sides up to about 1ft from the tip where it is a normal double sided blade. It is particularly sharp on all the serrated edges, and Yaago spends much time sharpening it. It is meant to produce horrible scars and wounds. It is also ALWAYS dripping with blood on some part of it, whether his blood or someone else's as he doesnt want it to ever forget what it desires.


Resurrección: "Mi vida es tu muerte, la lluvia látigo de sangre hacia abajo!!!!" (My life is your death, blood whip rain down!)

Upon its release, his entire right arm will be incased in a boney like structure which is sharp and serrated at points and is larger than his Claymore which this seemingly has taken the place of. It would drag on the ground or he could carry it on his shoulder, he has no hand on this arm at this point either. A thicker armor will also appear on his shoulder and legs, and his hollow mask remnant will cover more of his face down to his nose and jaw. He also will grow in size to 10ft tall and ad another 200lbs to his weight.

The large right arm weapon also would exude and drip blood from its center slowly down the shaft of the weapon. Yaago can control the speed and amount of this blood as well letting it gush out or trickle if he desires. He can even shoot it out (to about 50ft) in small doses.While the weapon itself is capable of acting like an enormous sword Yaago tends to use it like a whip of blood, letting the blood gush over it as he then would whip the weapon towards an opponent throwing the blood at them in large doses.

"La Sangre de la Muerte"(Blood of Death):
The blood itself is EXTREMELY acidic and would cause sever burns and pain. It is also very sticky and is not easy to get off. However once the blood comes into contact with the opponents blood it will cease to be sticky and can be wiped off with ease. The blood is in a sense searching out the blood of its foes, trying to eat through its opponent so that their blood mixes and is let out.

High Speed regeneration: In resurreccion, Yaago has a very high speed regeneration, which allows for him to recover from all the blood he loses in his attacks. He even allows for attacks to land on him so he can enjoy his own mutilation, only to regenerate himself and do it all over again.

Enhanced Strength and Size: In his resurreccion form Yaago is a behemoth when it comes to physical strength and stamina, he also grows to 10ft tall and his weight rises to around 500lbs

General Abilities:

Bala: Yaago uses bala very well as it produces a more physical effect on the opponent (namely as it is a physical attack it can make it more bloody), and one specific trick he has in resurreccion is to throw a lot of blood in the air and then shoot a bala through it, thus taking the blood to the target and inflicting blood damage.

Cero: Yaago detest ceros and has only rarely ever used it, as such he is not good at it and its power is very weak, when he does do so it forms at his chest.

Hierro: Yaago's hierro is quite thick and tough, but through self mutilation has become thinner at areas like the wrists and upper legs where he likes to cut himself.

Sonido: Is not a very fast moving Arrancar over distances, but is quite agile for his large size in close combat.

Garganta: Can create Gargantas and prefers to have his own blood burst out of the mouth like openings whenever he appears anywhere.

Pesquisa: Very below average sensory skills, except when it comes to sensing blood as he can smell it from far off, even being able to identify the types of it.

HirokatsuGoto
2011-02-09, 09:46 AM
Taro Banzuke, 3rd Seat of the 10th Division


Banzuke, Taro (family, given)
(Ring name (close friends may call him this or those only remembering him from the Sumo ring): “Banzukewaka”)

Vital Stats:
Gender: Male
Age: 150
Height: 6’11
Weight: 400lbs.
Hair:
Has dark black hair tied back in a traditional sumo hairstyle called “Chonmage”. Additionally he wears it in a more extravagant “Oicho” style, which is rather rare. He still wears this hairstyle despite him being inactive in the Soul Society Sumo wrestling federation (normally once retiring you snip off the topknot), something which makes his fans believe he will make a comeback some day.
Skin:
Very pale, but tough, white skin.
Eyes:
Green
Reiatsu:
Light blue with dark blue border
Rank:
3rd Seat of the 10th Division

Appearance:

Taro is a very large man, monumental in size, and his past profession as Sumo wrestler is obvious in his looks and dress. He wears the traditional black Shinigami robes, however he wears the top of the robes extremely open showing much of his chest. Around his belly he also wears some fabric under the robes on which are colorful and have significance to his Sumo wrestling days. He also does not wear the normal Shinigami shoes instead being barefoot at all times. He is a handsome, but large man. He is just as in shape as he once was while in Sumo, and is extremely physically strong and imposing and very rarely is able to hide in a crowd.

Personality:

Taro is a rather laid back individual though not a fool, and even as a young and famous Sumo wrestler he has always been rather modest. Loyal to his fans he never hesitates to sign an autograph even after he entered the Gotei 13. He is a free speaker, when given the opportunity, and is very observant and quite the detective. He joined the Gotei 13 after he decided to stop competing in the Soul Society Sumo Wrestling Federation, something his entire family was against. He gave no reason other than he felt his talents could be better served as a Shinigami rather than in tournaments. He enjoys sake and will spend his free time in the various bars in the Seretei and Rukongai, and despite his size he has never been found lacking to find an open seat. He also enjoys eating in general and especially sweets (Earth doughnuts being his favorite), a common scene in the morning will find Taro with a box of doughnuts and a mug of coffee in his hands as he does his patrols. He uses his large size to his benefit in his job with the 10th Division, often being able to stop fights just by showing up to a brawl or ruckus. He is rather shy around ladies, though has many female admirers (old and young) from his time as a Sumo wrestler.

History:

The Banzuke family is a family of Sumo wrestlers, every male has been an expert and famous Sumo wrestler and Taro is no different achieving the Yokuzuna title very early in his career. His early life was spent training and wrestling, watching his brothers and fathers all wrestle. When it was finally his time, he entered with a flourish and to this day he still holds the record for consecutive bouts without a loss (115-0) in the SSSWF (Soul Society Sumo Wrestling Federation) in the 25-50 year old age group, which gave him the celebrity status that he still holds today.

After wrestling for some time Taro found himself bored with tournaments and at the same time he felt his spiritual power rising. He began to slack on his training and bailed out of many tournaments, getting caught up in his celebrity status and developing a drinking and partying problem. One night he was at a bar drunk when a thief tried to steal from him and he lashed out at the thief with his hand. Only wishing to knock the man down, he was surprised to find out he had almost killed the man as he had added spiritual power to his hand attack without knowing due to his drunkenness. Taro was immediately put on probation from the SSSWF, his family almost disowning him, and he himself falling into a deep depression. After, cleaning up and training again he re-entered the SSSWF and competed for a short while, but he had lost all desire for competition, and as such he left the organization and joined the Gotei 13. His family was appalled by this and has since never went to see him since he joined.

His natural talents in Sumo, and celebrity status got him in despite his rather reasonable amount of spiritual pressure. He was not the best student at the Shinigami Academy, and as such it took him five years to complete the coursework and training, but at the end of those 5 years he was far from the young man who had entered the Academy. He had control of himself, his spiritual power, and had learned the basics of the Shinigami craft. He excelled at hand to hand combat (Sumo) as well as his observation and critical thinking aptitude tests and as such he was placed in the 10th Division (Military Police), where he felt his hand to hand skills could best be served.

He serves his Captain without question, and works hard for him doing whatever is asked. He trained well and moved up the ranks quick, even achieving Shikai early on.Joining the Gotei and achieving something other than tournament wins has brought Taro back to being a confident Soul, one who relishes his duties as well as his free time, even regaining his love for drinking sake in excess at times. He still, is somewhat bothered by his family not speaking to him, especially when the Sumo tournaments are happening.

Zanpaktou "Nomi no Sukune"

Zanpaktou Spirit:

The form of Nomi no Sukune is that of a large 20ft tall man made of a rocky material with a long beard. He is a boastful and egotistical man, calling out Taro for being a wimp all the time, challenging him to wrestle in his Inner World to prove he is worthy of his help outside of it.

Inner World:

The Inner World of Nomi no Sukune is that of a large white marble quarry hexagonal and stadium-like in shape, with multiple tiers rising into the sky. Black sand covers the ground, and Nomi no Sukune sits on a throne of marble as he talks to Taro. The air is always whipping in the “stadium” and it has even rained and thundered on some of Taro’s visits.

Sealed state physical appearance:

Taro carries a simple katana with a hexagonal tsuba, and light light blue grip, which he carries on his left side tucked into his white belt. It looks rather small on such a large man, and he rarely uses it in this form, choosing to rather fight hand to hand or in Shikai form.

Sealed state fighting style:

As was said before, Taro rarely fights with his Zanpaktou in its sealed state, choosing to fight hand to hand or in his Shikai form. When he does, he is competent but not very fluid in his movements.

Sealed state special ability:

None


General Skills:

Zanjutsu:

As 3rd Seat in the Gotei 13, Taro can wield his sword very well, however due to his size and the size of his sealed Zanpaktou it is clumsier than perhaps his rank should allow for. He is more than capable of holding his own with a sword, but it would be a far stretch to consider Taro a skilled swordsman. When Taro is in Shikai form his Zanpaktou takes the form of a sharpened War Fan, something he is far more skilled in wielding (though focusing on deflection and blocking).

Hakuda:

Taro is one of the most masterful hand to hand combatants within the Gotei 13. Regardless of rank, his skill especially in Sumo is unparalleled. Due to his immense size and spiritual pressure, he is a force to be reckoned with in this arena of combat. He is proficient in most Martial Arts, those due to his size he tends to focus his talents on grapples, locks, throws, and hand strikes.

Hoho:

Despite his enormous size, Taro moves rather quick, but this still ranks him at the bottom end of his 3rd Seat counterparts when it comes to speed of foot. Taro prefers to fight on the ground if at all possible, as he says it is a waste of spiritual pressure to fight in the air if it can be avoided.

Kido:

Taro was at the Shinigami Academy for 5 years, it could have been 2-3 years if he would have picked up Kido faster. When he graduated he was competent enough, but it was obviously his least proficient skill, and is still so today. Per training in the 10th he has focused primarily on binding Kido, as the jobs of his division have required it of him, but his offensive Kido is rather non-existent past only the most basic of spells.

Reiryoku:

Taro is an enormous man, and even as such his spiritual pressure makes him even bigger. Still training to utilize it best, Taro has embraced his size and his spiritual pressure. He channels his spiritual pressure into his hand to hand combat often, this combined with his hand to hand combat skill provides for a truly imposing figure on the battlefield. His punches and slaps are legendary (heightened by his celebrity status obviously), in a spar once he even knocked the East Gate Guardian to his knees in one punch, after they argued over who was the more immovable man.


Shikai:

Command:

“Hand of fate, your fingers spread wide!”

Shikai state physical appearance:

After speaking the command and drawing his Zanpaktou form its sheath, his sword would turn into an extremely large black Japanese war fan with sharpened edges.Kanji written in red ink on both side reads “fate”.

Shikai state fighting style:

Taro wields his War Fan in mostly a defensive manner, blocking and deflecting attacks, but he also will strike with its flat edge to incapacitate or strike with its sharpened edges in slashing maneuvers.Taro tends to fight with his fan in one hand while he uses his hand to hand combat to grapple his opponent, and bring them closer so he can strike them with the fan or its special attacks.

Shikai state special ability:

Taro’s Shikai power allows for him to strike the ground (or air) in front of him which will then cause one of two things can happen:
- A massive explosive light blue energy beam to extend in the either direction the words on his fan are pointed, to a distance of no more than 50 yards. The farther it reaches the less powerful the beam of energy is. Taro can choose which ever direction he wants, as “fate” is written on both sides this allows for fighting him to be rather hard to get behind and surprise. He also can decide to choose both directions, however this will reduce the power of the explosive beam by half on each side.
- From the edge of the fan will extend light blue energy with a dark blue border like a large shield. This will extend for about 8ft around the fan. This serves as a energy shield able to withstand several blows. It can stay up as long as Taro wants it to, though it weakens as Taro weakens. Also it may be used in conjunction with the first abilities on "one" side while firing the energy beam on the other. This will reduce both the beam and shield to be half as powerful. Along with this the shield side, when both are used at the same time will NOT be able to block from the side the energy beam extends.

Bankai:
(Not achieved as of the insertion of this character into the RP)

Bankai state physical appearance:

(Not achieved)

Bankai state fighting style:

(Not achieved)
Bankai state special ability:

(Not achieved)

HirokatsuGoto
2011-02-09, 09:47 AM
Eiji Ito, 4th Seat of the 1st Division


Ito, Eiji (family, given)

Vital Stats:
Gender: Male
Age: 124
Height: 5'8
Weight: 130lbs.
Hair:
Messy dark black hair that lays swept over his right eye most of the time. He will pull his hair back into a very short pony tail on top of his head messily, when writing for long times.
Skin:
Lightly tanned skin
Eyes:
Very pale green
Reiatsu:
Pale red, though it is only seen at the rarest of moments.
Rank:
4th Seat 1st Division.

Appearance:

A very skinny young man, attractive to the ladies of all ages. He is fit enough though it is obvious his talents are not aggressively physical in nature. He wears a traditional Shinigami uniform, though he wears it open and loose at the chest where he keeps loose paper of all kinds and writing and drawing implements tucked inside. Wears a green gripped katana on his hip at times, it is not his actual zanpaktuo, but that is not common knowledgel.

Personality:

Eiji is perhaps the most highly regarded and talented artist/calligrapher in all of the Gotei. His portraits are beautiful, his landscapes eloquent, his calligraphy awe inspiring. He is a natural and artistic prodigy when it comes to the pen arts. (However when it comes to poetry and prose he is "less" than highly skilled) He comes from a Lesser Noble house and was raised in a high degree of luxury. He is well aware of his talent and the constant demands from the Gotei, Noble Houses, Lesser Nobles, merchants and general citizenry have on him and his unique artistic gift.

He is not fond of fighting nor really much physical exertion at all. He is fit enough to pass the base level tests for combat, though is wary to contribute. He enjoys training in martial arts but does it privately as he is highly critical of himself. One of the reasons he joined the 1st Division was so that he could work less in the combat duties of the Shinigami.

He tries to act like the fame and notoriety of his artistic success is beneath him, but he will often be found at restaurants and bars drinking and eating on other people's dimes. A scribble on a napkin or quick signature in his hand has gotten him many a favor. It is even said there is at least a 1 year wait by wealthy women alone for services of producing a portrait done by Eiji.

He is a charming young man, he is confident about his abilities and quick to leave a situation he is bored with. He is never lacking for money and takes every opportunity to wear the finest clothes, drink the finest drink and eat the finest food. He also never hesitates to share his money and wealth on his friends an those around him, which has made him popular not only within the Gotei (as he has helped fund many barracks repairs or upgrades) but also in the restaurants and bars (as he voice is often heard saying "a round of sake for everyone!!!")


History:

Eiji has no knowledge of his life in the mortal world, and grew up in the Lesser-Noble Ito household from as far back as he can remember. He was told he was only a baby when the Ito house adopted him, and he has been a consistent source of pride and joy for the Ito family.
He grew up in wealth and was taught for many years in the arts of history, reading, writing, etiquette, philosophy, but almost as soon as he could lift a pen it was noticed he had artistic talent (some of his childhood drawings fetching the largest sums of money for his work on the art market in the Soul Society).

While his studies in other areas were still taught, the Ito family pushed him more and more towards his artistic skills. He had little worry in his life and knew and cared little for the Shinigami and the Gotei. As he aged he spent his time drawing, writing, and fraternizing with women.

The Ito Family over the years had provided many members to the Gotei over its long history, and Eiji was not on its radar until an older member of the Ito family, a Shinigami in the Gotei, returned to the family for an extended period of time due to nearly fatal injury. Over that time he took an interest in Eiji after sensing his growing spiritual pressure. They were fast friends and he told him many stories of the adventures he had been on, as well as the attractive talented Shinigami women in the Gotei. The older Gotei member once healed begged Eiji to join the Gotei and enroll in the academy, but Eiji saw little interest in joining.Only once word came of the elder member tragically dying to save a family did something deep inside of Eiji come forth. He packed up his pens and papers, and after a beautiful scroll was written to his family about what he was doing, he marched to the Academy and enrolled.

At the Academy he was less than a stellar student as he was more interested in the girls and his art than the coursework.Even getting higher scores it is said for his beautiful writing on his tests rather than his answers.He also did not enjoy the physical work either.He was not so fond of the sword, and was more interested in the calligraphy of the Kido books rather than the memorization and incantations. He wasnt particularly sensitive to spiritual pressures, his shunpo was VERY good, and he was reluctantly talented in hakuda, but it is obvious he is not a combatant first.

DUring his 6th year, Eiji had just finished working on meditation, and had found nothing to come of it. He always found meditation to be so boring. He was considering going out on the town when he felt an urge to do some calligraphy. As he sat in front of the paper and worked, he found quickly that the words he was writing were coming quicker than he could think them. It felt like someone else was saying them. The words flew out of him faster and faster, his arm got quicker and quicker and the words were like they were talking with him. Eventually it became apparent that Eiji had NOT come out of his meditation and in fact he was speaking with his Zanpakuto. The conversations escalated more and more and eventually it concluded with the Eiji yelling "what is your name!!" of which the Zanpakuto then exclaimed loudly ""Eregantona Shinjitsu!!" (エレガントな真実!!, Elegant Truth!!)". This was his Zanpakuto's name, and as he said it his pen in his hand glowed red and got hotter and hotter and hotter until it could barely be held on to, then in a flash of red energy it transformed into a beautiful black and silver pen. He looked at it, then it wrote more out on the paper in front of him, it did not feel very fast any more in fact, he felt like it was slow and pushed it go faster, which it did with no hesitance. It began to read that it gave him the ability to write fast, and that in time it could allow him to do more. Then as fast as the words came, they stopped and Eiji came out of his meditation and where his practice sword once lay across his lap, now only the black and silver pen remained.

Eiji also could tell there was something different about himself as well. He was stronger and felt more enlivened. He picked up the pen and began to write, and it was fast. VERY fast. Faster than he could think it seemed. He had never been able to write this fast before, nor draw. It was as if his mind and his hand were linked together and in concert with one another.

At school the next day all the other student and the instructors could tell walking in that he Eiji was glowing with spiritual power. He was taken aside and he explained what had happened and showed them what he could do. He was then made aware that he was in his Shikai form and that it looked as if his Zanpaktuo was a constant release type. His future seemed very apparent. He was destined to utilize his skill with the pen, in the 1st Division.
A scribe of this skill was extremely useful and his calligraphy skills would only further benefit the 1st division's more diplomatic publications.

So he did indeed graduate to the 1st Division, and spent his time doing clerical work often times seemingly faster than he could receive it. Getting his work done quickly was always a good thing, and for the artistically and female minded Eiji it was even more useful as he had much more free time. His fast and high level of completing his work combined with his fame and talent raised him to much popularity in the Gotei and as such he went up in rank quickly. He wasnt a normal leader, but he did find himself being able to direct and organize other note takers and scribes quite well.

He now spends most of his time finishing his work quickly and spending as much time as he can on his art or in the bars and restaurants with women. He has little desire to complete his training with his zanpakuto and learn any further skills from it.

Zanpaktou "Eregantona Shinjitsu" (エレガントな真実, Elegant Truth)

Zanpaktou Spirit:

Take no physical form, but instead guides Eiji's hand as he writes talking to him through those words. The words will be written in various ways as to show the emotion or intensity of the Zanpakuto words. what is being written on is a matter of what is in the vicinity. It may be parchment, it may be a tree, it may be a window, it may be blood etc..

Inner World:

The inner world of Eregantona Shinjitsu is an exact copy of wherever Eiji is at the time he enters it, just empty of any other souls.

Sealed state physical appearance:

Eregantona Shinjitsu has NO sealed state. However if knocked unconscious, I guess it would return to the form of a standard katana with a green hilt, until Eiji awakened. However, Eiji will at times wear a practice katana with a green hilt if the attire is called for, and keep his zanpaktuo in his shirt pocket.

Sealed state fighting style:

As it has no sealed state, unless Eiji is unconscious therefore it has no fighting style. However, Eiji will at times wear a practice katana with a green hilt if the attire is called for, and keep his zanpaktuo in his shirt pocket.

Sealed state special ability:

None


General Skills:

Zanjutsu:

His swordsmanship is very lacking, while he knows the skills and is capable enough for his rank if pushed to do so, he loathes swordsmanship and the training in it. While he wears a “fake” zanpaktuo for appearances, he hardly unsheathes it and has left it behind at restaurants or bars quite often. While his swordsmanship is quite lacking he did receive additional training with knives in the Academy through his Hakuda training in various martial arts. And is quite adept at close combat knife and dagger fighting.

Hakuda:

When first taking Hakuda courses at the Academy Eiji struggled somewhat with the varying techniques.However, once his Shikai awakened and the power of his Zanpaktuo manifest in him at all times. He came to learn Hakuda rather quickly and became quite good at it.The speed of his hand to write and draw at superior speeds made simple parallel to hand to hand combat. He is very above average in hand to hand combat, and of all combat types for a Shinigami to employ, Hakuda would be the one Eiji would be most likely to use. Eiji tends to focus on hand and arm focused hand to hand fighting as well. Boxing, Karate, etc. While Eiji, is quite skilled in Hakuda he rarely trains with anyone in it and tends to do so privately. He himself is very self conscious about his skill in it, as it is a skill he has such a high degree in but is not something he was born with (like his writing an art), he takes great pride in his hand to hand training and as such he holds himself to a much higher standard than anyone else would. He often even talks down about his skill in Hakuda, when anyone who had gone to school with him and seen him fight in it or seen him by chance training it would know quite the opposite.

Special Hakuda (name here of his personal style of martial arts)
Eiji’s Shikai is not intended to be used for combat, but with his Hakuda training and his Shikai’s ability to allow him to write and draw at extreme speeds has led to him utilizing a very stylized fighting style of his own, combining knife fighting and calligraphy to form a kind of ballet of high speed strikes and thrusts which match with deliberate kanji strokes.

Hoho:

Being in constant Shikai, his Hoho is increased at all times, though it tends to be pushed mostly towards his hands speed. He was very adept in the Academy with Hoho, and was very fast, learning shunpo rather easily, and trait he has continued to hone and get better at as he ascended the ranks. As skilled as he is at it, he rarely is found rushing anywhere.

Kido:

Very below average, only knowing a few incantations well enough to use them without incantation. Was more interested in the writing of Kido rather than the use of it while in school. He could write out any incantation in the book, however casting it would be very difficult.

Reiryoku:

He has a good amount of spiritual power and his sensitivity is well enough for someone of his rank, but he is not adept at pushing it or using outside the normal ways.


Shikai:

Command:

“Eregantona Shinjitsu!! (Elegant Truth)" (was only said once when first manifest as it is a constant release Shikai)

Shikai state physical appearance:

Eregantona Shinjitsu takes the constant form of a thin pen. It is black and silver and is very thin and perfectly fitted to Eiji’s hand. Its silver tip is quite sharp and its edge extends up the pen somewhat in the center. Eiji could strike with it if he wanted as a small dagger or very short cutting knife, but the look of it would not indicate it could be used as such.

Shikai state fighting style:

Eregantona Shinjitsu is not meant for fighting as far as Eiji has trained with it. He has trained in his martial arts work to fight with knives and daggers as a means to utilize his Shikai’s form. Eiji’s Shikai is not intended to be used for combat, but with this training and the Shikai’s ability to allow him to write and draw at extreme speeds has led to him utilizing a very stylized fighting style of his own, combining knife fighting and calligraphy to form a kind of ballet of strikes which match kanji strokes at high speeds.

Shikai state special ability:

Eregantona Shinjitsu is a constant release Shikai and has one primary ability, the ability to enhance Eiji’s speed when writing and drawing, and as an extension do anything with his hands utilizing these skills (i.e. his personal style of martial arts). The best way to describe the ability is to liken it to allowing Eiji’s hand and thoughts to be linked together in such a way that they are practically in sync. If Eiji can think it, it can be written at the same speed. It allows him to be without question to be the fastest writer in the Gotei, and this speed does not hinder Eiji to be as artistic with his strokes as he would like to be. It does not force him to do this activity fast if Eiji does not desire it.



Bankai:
(Not learned nor does Eiji have any desire to learn it nor have any knowledge of what it may offer at this time, but this could change within RP after beginning playing the character)

Bankai state physical appearance:

(Not learned nor does Eiji have any desire to learn it nor have any knowledge of what it may offer at this time, but this could change within RP after beginning playing the character)

If ever achieved his black and silver pen would slightly become longer into more of paintbrush with a very long streamer attached to it. Still very sharp at the tip and on its side.

Bankai state fighting style:

(Not learned nor does Eiji have any desire to learn it nor have any knowledge of what it may offer at this time, but this could change within RP after beginning playing the character)

His fighting style would not change very much, however Eiji would likely train to find a way to enhance his personal style of martial arts to include the extended reach of his new weapon.

Bankai state special ability:

(Not learned nor does Eiji have any desire to learn it nor have any knowledge of what it may offer at this time, but this could change within RP after beginning playing the character)

Upon the command of “Bankai” Eregantona Shinjitsu would transform itself and would allow Eiji to “draw” or “write” out things which would make them come into reality for short periods of time. Eiji’s heightened speed is not lost in this new ability. The zanpaktuo would leave pale red marks in the air like a floating “sketch” until its completion. These items can be as intricate as Eiji can imagine, even allowing for mechanical items if done and depicted correctly. They would only last as long as Eiji was in Bankai form and even then no longer than 5 minutes at a time. While constructing a living thing would seemingly impossible, Eiji can depict a living thing, but for much less time. Only one minute maximum. He would have to depict the item and then write on it in Kanji its basic abilities. There is no limit to how long Eiji takes to construct one of these items, but it is limited by him having to be in Bankai to construct it and must be done in one sitting. If Eiji had the desire to produce a living thing depicting every detail of the anatomy of such an item, it could last for 5 minutes, however any mistake would be catastrophic to the depiction and its movements.

2 Examples:

1:
For a steel wall to block an attack, Eiji would draw in the air the wall in its size desired, then adding kanji to it for its property for being “steel”. Once done, it would materialize and stay in existence for 5 minutes.

2:
For a nameless Shinigami to stand at the doorway of an office to make it look like there is a guard, Eiji would draw to the size wanted the look of the Shinigami and all the clothes and accessories, then adding kanji for any properties of the Shinigami. In this case: breathing motion, random blinking, move head from right to left every 3 seconds, if someone is within 5 meters the eyes would look to the person and the figure would say “halt” and grab its sword at the grip. All of this (and more if desired) would have to be written out in kanji before it would be materialized. Then it would only last for 1 minute as this form assumes to much intricate movement to be depicted by Eiji’s hand.

Kuroimaken
2011-03-14, 09:56 PM
Subject 1864

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.

Draken
2011-03-15, 07:45 PM
Separate post for a couple more minor characters.

Clovis, Royal Jester of Las Noches

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.

Appearance:
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.

About:
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.

Personality:
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.

Powers:
Clovis is a fraccion-level arrancar.

Arrancar Abilities:
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.

Parlour Tricks:
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.

Zanpakutou: Taumaturgo (Wonderworker)
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 (http://www.d20srd.org/srd/spells/prismaticSpray.htm) 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.

Appearance:
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.

About:
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.


Personality:
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.


Powers:
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 (http://www.youtube.com/watch?v=TV1cNwVztB8&feature=related)

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)

Appearance:
http://i235.photobucket.com/albums/ee260/Draken_album/Yukari.jpg
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.

History:
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.

Personality:
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.

Powers:
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.

Drone Form:
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.


Infante Damien, Royal envoy to the Octava Espada.

Infante Athos, Royal envoy to the Decima Espada.

Gralster, Agent of Las Noches
Theme Song. (http://www.youtube.com/watch?v=7UzfCyHmVk0)

Heigh: 6 feet.
Weight: 600 lb.
Reiatsu: Sienna.
Type: Hollow.
Rank: Minion.

Appearance:
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.
Personality:
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.
History:
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.
Powers:
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.
Battle Stats:

Gralster:
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.
Shrimps:
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"

Appearance:
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.

Personality:
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.

Attributions:
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.

Naraku, Deranged Modsoul
Theme Song (http://www.youtube.com/watch?v=oopXymmft-4&feature=related)

Age: Irrelevant
Reiatsu: Black, with a tint of Dark green.

Appearance:

Naraku is a modsoul. He resembles a small white sphere, similar to a candy.


Personality:

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".


History:

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.


Powers:

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.

Kuroimaken
2011-04-04, 10:37 AM
Tsukikage Shishiou, 5th seat of 13th Division


Name: Tsukikage Shishiou
Age: 175 (appearance: 17)
Gender: Male
Eyes: Blue (golden when fighting; normally keeps them closed)
Hair: Moss green
Height: 1,59
Weight: 45 kg
Seat: 5th

Background: 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.

Personality: 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.

Description: 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. (http://greghornjudge.com/images/Large/4%20Magazine%20art/SubZero_Black_Flash.JPG) His eyes are constantly closed, except when he fights seriously...

Powers: 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)

Zanpakutou
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).

Shikai: 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.

Nicklance
2011-05-12, 09:58 AM
Konpaku Aya, 魂魄 文 (family, given)

4th Seat of the 10th Division. Captain of the 4th Execution Squad "Seekers".

Theme Song 1 (http://www.youtube.com/watch?v=VzEUeWnV73U) Theme Song 2 (http://www.youtube.com/watch?v=gDT9lWzpOY0)

Imagehttp://img864.imageshack.us/img864/6803/tomiacosplaytogamekatan.jpg

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
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
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
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.

General Skills:

Zanjutsu 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 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 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 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 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 Sealed Appearance: Hakumujou 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

Zanpakuto Spirit: http://1801.img.pp.sohu.com.cn/images/2010/8/23/22/16/12b52b0601eg215.jpg

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 [b]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 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.

Battle Stats

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.)

Additional History
History with Kitano Takeshi (http://www.giantitp.com/forums/showpost.php?p=10991955&postcount=601)

Nicklance
2011-05-17, 09:27 AM
Primero Espada

Theme Song (http://www.youtube.com/watch?v=2kxJ7UjDqO4&feature=related)

Cuerva de Sangre, Empress Dowager of the Dark Flight

Imagehttp://img98.imageshack.us/img98/7071/869b5fa687f4374e00de9e6.png

Vital Stats:
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.)

Physical Description:
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
Resurrecction Form (http://imageshack.us/photo/my-images/64/b75bc152b8a7f20b99b5f44.jpg/)
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)
http://img28.imageshack.us/img28/1148/exrumia.jpg
(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.

Lesser Spells:
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.

Greater Spells:
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.

Horrific Spells:
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
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.

Storm Legions
The recruitment and training of the Storm Legions are to ensure complete air superiority in any environment against any foe.

Hierarchy (power/rank):
Commander (Fraccion/Privaron)
Second Commander (Numero)
Lieutenant (Arrancar minions)
Sergeants (the mooks of the Legion are at least Sergeants)

Specialities:
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
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.

Extra information/history/details:
Past expanded a bit more (http://www.giantitp.com/forums/showpost.php?p=11028847&postcount=1398)
And then some. (http://www.giantitp.com/forums/showpost.php?p=11872766&postcount=331)

Nicklance
2011-05-21, 09:52 PM
Keeper of Chronicles - Samsara Librarian and Strategist

Image
http://cdn.myanimelist.net/images/characters/5/26921.jpg

Information

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.

Abilities:

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.

Ability: Plagiarism
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.

Shinigami Abilities
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).

Kitano Takeshi (http://www.giantitp.com/forums/showpost.php?p=11111472&postcount=714)

Ammutseba
2011-05-22, 04:38 AM
Hikaru Shin
Name: Hikaru Shin
Race: Shinigami; Reiatsu: None
5th Division, 20th Seat.
Age: 285; Apparent Age: 22
Eyes: Hazel; Hair: Dark henna
Height: 6’ 1”; Weight: 174 lbs

AppearanceHikaru 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.
PersonalityShin 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.
Abilities
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.
Zanpakuto
A white ceramic 4-go nihonshu bottle, just short of 12 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 nihonshu bottle, and all of its and Shin’s reiatsu simply vanished without a single trace.

Limitless Libations: The bottle is filled with a nearly white, purple-red, daiginjo nigorizake with a subdued, floral honey-like taste. Whenever the bottle is stopped, it slowly fills itself with more wine, until the liquid inside the bottle reaches a point just beneath its shoulder. As a daiginjo nizorizake, Suikazura Shinzui's nihonshu tastes best when served chilled.

In a padded satchel adjacent to his zanpakuto's sleeve, Hikaru carries four ceramic cups, with designs that match the bottle's construction. White ceramic around the outsides, and a bluish-grey lacquer within each cup.

Bankai: Not yet achieved.
BackgroundAt 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.

Personal Characteristics
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.
Physical Characteristics
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
Mental Characteristics
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.
Emotional Characteristics
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.”

KnightDisciple
2011-05-22, 09:15 AM
Mortal World Characters Post 2
(Soul Society Characters (http://www.giantitp.com/forums/showpost.php?p=8157596&postcount=3), Hueco Mundo Characters (http://www.giantitp.com/forums/showpost.php?p=8583141&postcount=46), Mortal World Characters 1 (http://www.giantitp.com/forums/showpost.php?p=9895324&postcount=82), and Organizations & Miscellaneous Things (http://www.giantitp.com/forums/showpost.php?p=11946820&postcount=111))

Cackling Oni, Insane Criminal Mastermind and Foe to White Judge
Name: Cackling Oni Shimizu Daichi (Family Name, Given Name; Secret known only to a handful)
Age: Unknown
Apparent Age: Early 30's
Sex: Male
Eye color: Bright Purple
Hair color: None
Height: 5'9"
Weight: 155lbs.
Reiatsu/Speech: Bright Purple

Description: 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 (http://i474.photobucket.com/albums/rr102/KnightDisciple/White20Suit.jpg), 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 (http://i474.photobucket.com/albums/rr102/KnightDisciple/Red_Hood_Jason_Todd_02.jpg), but still pure white.
Oh, and he has a mask (http://i474.photobucket.com/albums/rr102/KnightDisciple/RH0002.jpg) 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 (http://i474.photobucket.com/albums/rr102/KnightDisciple/large20mask20blu-ray204brd.jpg) 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.

Background: 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...

Personality: 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.

Powers: 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 (http://i474.photobucket.com/albums/rr102/KnightDisciple/classgreenarrow004_edited.jpg). 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".

Equipment: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 (http://i474.photobucket.com/albums/rr102/KnightDisciple/kusarigama.jpg). 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.

Abilities:
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.

Allies:
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.

Kuroimaken
2011-05-23, 12:34 PM
The Four Horses of the Apocalypse

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.

War: 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: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: 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.


Death: 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.

horngeek
2011-05-24, 06:44 AM
Inoue Hotaru, 4th Seat of the 13th Division
Age: Appears 18, chronologically 90.
Gender: Female
Height: Petite
Weight: Lightly Built.
Reiatsu: Metallic

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.

Personality: 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.

Other Abilities
Zanjutsu Practitioner
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.

Expert Hoho
As a former 2nd Division member, Hotaru is, naturally, very skilled in Hoho. It's probably high 3rd-seat level.

Hakuda Master
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.

Advanced Kido
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.

Nicklance
2011-05-24, 05:09 PM
Bishop Angelo Damiano (given, family), S.W.O.R.D Agent 08

Image
http://img691.imageshack.us/img691/2393/d8691c60fe0df98d3919ed0.jpg

Information
Gender: Male
Age: 26
Height: 190cm
Weight: 90kg
Reiatsu: Silver with golden tracings and highlights
Faction: S.W.O.R.D
Codename: "Palladium Messenger"

Apperance
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.

Personality
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.

History
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.

Fullbring Powers
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.

Spiritual Powers
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.

SWORD Equipment
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.

Skills
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.

Mina Kobold
2011-05-28, 12:37 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.

Backstory: 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.

Zanpakutou Spirit:
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.

Inner World:
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.

Shinigami Powers:

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.

Nicklance
2011-07-26, 08:58 PM
Fujiwara Akira - Captain of the 4th Division

Image:http://img808.imageshack.us/img808/4715/201017235653.jpg

Vital Stats and Information:
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

Appearance:
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.

Personality:
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.

History:
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.

General Skills:
Zanjutsu: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.

Hakuda: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.

Hoho: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.

Kido: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.

Reiryoku: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)
Sealed Appearance:http://img196.imageshack.us/img196/7241/angelalitasword.jpg

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.

Zanpakuto Spirit:http://img96.imageshack.us/img96/7852/bbc987543dc5d251dbaabff.png

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.

Inner World:http://img26.imageshack.us/img26/1701/201017235649.jpg

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)
Shikai Appearance:http://img841.imageshack.us/img841/2918/tessen20original.jpg(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.

Shikai Ability: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)
Bankai Appearance:http://img36.imageshack.us/img36/605/600fullrebirthofmothrai.jpg

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.

Bankai Ability: 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.

tgva8889
2011-07-26, 11:17 PM
Character Post 1 (Soul Society Characters) (http://www.giantitp.com/forums/showpost.php?p=8165513&postcount=13)

Kina Yoshimoto, Beginner Quincy

http://i1015.photobucket.com/albums/af275/umbrellako2/8057f8fd.jpg
Picture provided by the ever-talented Kasanip.

Name (Family, Given): Yoshimoto Kina

Position/Allegiance: Quincy

Vital Stats:
Age: 16
Height: 4' 10"
Weight: 115 lb.
Reiatsu/Spiritual Color: Sea Green
Health: Healthy

Appearance
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.


Personality:
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.


Backstory:
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"

Position/Allegiance: None

Race: Bount

Vital Stats:
Age: Unknown, probably 250-300
Height: 5' 9"
Weight: 163 lb.
Reiatsu/Spiritual Color: Dark Red
Health: Healthy

Personality
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.


Appearance
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.


Style/Abilities:

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.

Techniques:

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.

maximus25
2011-08-22, 09:25 PM
Junichiro Michishige, 20th seat of squad 3.


Gender: Male
Height: 6'0
Weight: 145 pounds
Hair: Rust Red (Shoulder length, very shaggy, unkempt)
Eyes: Brown
Age (actual): 100
Age (appearance): 20
Reiatsu color: Blood red
Division: 3rd
Rank: 20th seat.


Appearance:
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.

Personality:
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.


History:
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.


Zanpaktou: Sekika
Unreleased:
When unreleased it looks like a generic zanpaktou. No variations yet.


Shikai
http://www.faqs.org/photo-dict/photofiles/list/2028/2643rapier.jpg (Here)


Kind of this look, but with a larger hilt. The end of the hilt is roundish, and there is a gauge on the side showing the current reserves of blood.

Release: Hikidasu Soto (Draw out), Sekika (Blood Mosquito.)

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.




Skills:
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.

maximus25
2011-08-29, 09:25 AM
Absalon Herrera
Affiliation: Hueco Mundo (Primera)
Rank: Fraccion
Gender: Male
Reaitsu/Speech Color: Royal Blue
Aspect of Death: Lonliness


Personality/Appearance
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.

Abilities
Hollow Abilities:
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.

Zanpaktou:

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.

Each shuriken looks roughly like this: Shuriken (http://2.bp.blogspot.com/-MYU1NdiD5FQ/Tjrv01dgsQI/AAAAAAAAIdw/kfZ4XF-H9_k/s320/Shuriken+%25288%2529.jpg)

History
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.

Nicklance
2011-08-30, 08:23 AM
Adam Gale, Quincy, Ward of Cuerva de Sangre

Personal Data
Age: 16
Gender: Male
Reiatsu/Speech Color: Blue

Appearance
http://img851.imageshack.us/img851/3558/4a525b3c122d4cf66856c5e.jpg

Personality
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.

History
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.

Spiritual Awareness
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.

Hirenkyaku
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.

Enhanced Durability
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.

Reiatsu
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.

Other Equipment
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.

maximus25
2011-09-07, 04:09 PM
Takeru Kojima


Gender: Male
Height: 5'4"
Weight: 132 pounds
Hair: Brown (Short, well kept)
Eyes: Green
Age (actual): 120
Age (appearance): 30
Reiatsu color: Olive green
Division: 9th (Hopefully)
Rank: 5th seat (Aspiring for captain position.)


Appearance:
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.

Personality:
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.


Zanpaktou:
Unreleased:
A regular sword but the sheath is pure white while the blade and hilt is pure black.


Shikai:
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.

Bankai
Not achieved yet.

Idea:
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.


Skills: 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.

Terry576
2011-09-07, 04:34 PM
Mortals
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.


Appearance:
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.

Image:

http://i.imgur.com/gE1QL.jpg
History:
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 (http://www.giantitp.com/forums/showpost.php?p=11853767&postcount=483), 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.

Personality:
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.

Unreleased Zanpakuto:
Sora's two swords take two distinct appearances - Amoracchius is a 33.5 inch hand and a half sword (http://images2.wikia.nocookie.net/__cb20110208233431/dresdenfiles/images/thumb/0/0f/Cold_Steel_Hand_and_a_Half_Sword.jpg/300px-Cold_Steel_Hand_and_a_Half_Sword.jpg), which can be used to manipulate a silver flame that the blade creates, and Meciel, which is more of a short sword (http://images.knifecenter.com/knifecenter/cas/images/242gl.jpg), 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.


Inner World:

A single room, colored violet. The room plays a scratched record consistently, and looks like a lounge.


Zanpakuto Spirit:

Amoracchius:

Personality:

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.

Appearance:

A small, cobalt-haired girl, about seven, with a pair of flaming wings.


Meciel:

Personality:

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.

Appearance:

Meciel is a tall, shapely brunette woman, with bright silver eyes, who wears a simple white dress that accentuates her body well.



Resurrecion:

Release Command: "Forged in fire, Amoracchius; and wrought in bone, Meciel!"

Appearance:
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.

General Abilities:

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.

Tropes:

Dark Is Not Evil (http://tvtropes.org/pmwiki/pmwiki.php/Main/DarkIsNotEvil)
Hidden Depths (http://tvtropes.org/pmwiki/pmwiki.php/Main/HiddenDepths)
Anti-Hero (http://tvtropes.org/pmwiki/pmwiki.php/Main/AntiHero)
Hypocritical Humor (http://tvtropes.org/pmwiki/pmwiki.php/Main/HypocriticalHumor)
Good Is Not Nice (http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodIsNotNice)
Mathemetician's Answer (http://tvtropes.org/pmwiki/pmwiki.php/Main/ptitle3zaap0y7ym6o?from=Main.MathematiciansAnswer)
Heroic Sociopath (http://tvtropes.org/pmwiki/pmwiki.php/Main/HeroicSociopath)
Hates Everyone Equally (http://tvtropes.org/pmwiki/pmwiki.php/Main/HatesEveryoneEqually)
Jerkass Facade (http://tvtropes.org/pmwiki/pmwiki.php/Main/JerkassFacade)





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.


Appearance:

http://www.cosplayhouse.com/images/D/Cecilia_Alcott%5B1%5D.jpg
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 (http://img262.imageshack.us/img262/4306/infoiconrawkv5.png) 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.

History:

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.

Hollow History:
ERROR. FILE NOT ACCESSIBLE WITHOUT HIGHER LEVEL ACCESS CODES IN THE SPIRITUAL WORLD ORGANIZATION OF REINTEGRATION AND DEFENSE (Codename: S.W.O.R.D).

Personality:

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.


Inner Hollow/Mask:


Inner World:
A bustling casino.

Name: "Zero"

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?"

Mask:
http://i617.photobucket.com/albums/tt257/YourRudeAwakening/Bleach%7CVizardMasks-20.jpg

Abilities:

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.




Equipment:

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.




Possible Connections:


Most Of The Other 10
The School
Yakuza
Mafia
Various American Mobsters





Amusement

Andrew "Jimmy-San" Smith, Camera-Man for Fushichou TV
Age: 22

Gender: Male

Speech Color:Dark Orange.

Appearance:
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.

Personality:
"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.

History:
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.

Abilities:
None, other than access to local news equipment and knowing Kotone.

Major
2011-09-29, 07:47 PM
Soul Society

Orimoto Ranoue-Sixth Seat First Division

Name: Orimoto Ranoue
Race: Shinigami
Allegience: Soul Society: Squad One
Age: Appears 21
Gender: female

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.


Combat Skills:

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.


Zanpakuto:
Sealed: Typical Katana

Shikai:
Melee-type
Ketsumei
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.

Bankai:
She just obtained Shikai, you really think she has a bankai?

---------------------

Background:

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.

KnightDisciple
2011-09-30, 09:43 PM
Organizations, Miscellaneous
(Soul Society Characters (http://www.giantitp.com/forums/showpost.php?p=8157596&postcount=3), Hueco Mundo Characters (http://www.giantitp.com/forums/showpost.php?p=8583141&postcount=46), Mortal World Characters 1 (http://www.giantitp.com/forums/showpost.php?p=9895324&postcount=82), and Mortal World Characters 2 (http://www.giantitp.com/forums/showpost.php?p=11042990&postcount=98))

8th Division Writeup
The 8th Division
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."

DutiesStrategic 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 (”http://en.wikipedia.org/wiki/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.

Necessary Skills
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.

Promotion
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.

Previous CaptainsNishimaru 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 HouseSize/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.

Family History: 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.

Main Family: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)

AnimeKid
2011-10-11, 08:05 PM
Atabane Jiro, 11th Division, 5th seat

Theme Song (http://www.youtube.com/watch?v=SLUOyRbLZzw)


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

Appearance
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.


Personality
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.

History
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)

Zanpakuto Spirit
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

Inner World
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.

Unreleased State
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.

Shikai
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.


Favored Kido
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.
Others
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.

Battle Stats

Physical Strength: [70] 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: [80] 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: [30] 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: [80] 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: [30] 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: [75] 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.
Total:365

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

Appearance
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.

Personality
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


Zanpakuto:Ragunaroku
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.
http://images.sodahead.com/polls/000300195/polls_Black_Dragon_4529_833099_answer_4_xlarge.jpe g
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.


General Abilites

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.


Battle Stats

Strength: [40] 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: [85] 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: [100] 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: [30] 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: [100] 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 [20] 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.

AnimeKid
2011-10-21, 04:08 PM
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.

Okay first

Koga Suzaku

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

Apperance:
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.

Personality

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.

History

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.

Abilities

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

Chase Suzaku

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

Appearance

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.

Personality

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.

History

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.

Abilities

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.

LibrarianHuntar
2012-01-20, 09:50 PM
I will wait

Frozen_Feet
2012-04-15, 09:51 AM
Angerona AKA Elder AKA Őta Yui

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 (http://www.youtube.com/watch?v=SvZyfYjuLdU)
Organization: Usually solitary

Appearance: 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 Őta Yui (http://i1015.photobucket.com/albums/af275/umbrellako2/frf.jpg). 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 (http://desmond.imageshack.us/Himg845/scaled.php?server=845&filename=color4k.jpg&res=medium). It’s that of a tall and broad-shouldered woman (http://desmond.imageshack.us/Himg851/scaled.php?server=851&filename=reunionv.jpg&res=medium), 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.
History:
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.
Personality:
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.
Zanpakuto:
Angerona’s Zanpakuto is two-handed blade reminiscent of a Dacian Falx (http://www.geocities.ws/franksmaling/zwaarden/Falx001.jpg), 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.
Base abilities:
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 (http://img850.imageshack.us/img850/4163/color3small.jpg) with partly (http://img13.imageshack.us/img13/3695/color2small.jpg) 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.
Old Bio:
Gender: ???
Age: Arbitrarily old.
Height: Varies.
Weight: Varies.
Reiatsu: Transparent grey, reminescent of salty water.
Aspect of Death: ???
Rank: Its own boss.
Theme song! (http://www.youtube.com/watch?v=SvZyfYjuLdU)

History: 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.
Appearance: 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 Őta 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.

http://i1015.photobucket.com/albums/af275/umbrellako2/frf.jpg

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.
Personality: 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.
Zanpakuto: 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.
Powers: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.

Tropes:Did We Just Have Tea Witch Ctulhu? (http://tvtropes.org/pmwiki/pmwiki.php/Main/ptitlewbt6s033?from=Main.DidWeJustHaveTeaWithCthul hu)
Affably Evil (http://tvtropes.org/pmwiki/pmwiki.php/Main/AffablyEvil)
Noble Demon (http://tvtropes.org/pmwiki/pmwiki.php/Main/NobleDemon)
Fallen Angel (http://tvtropes.org/pmwiki/pmwiki.php/Main/FallenAngel)
She Who Fights Monsters (http://tvtropes.org/pmwiki/pmwiki.php/Main/HeWhoFightsMonsters)
Cloudcuckoolander (http://tvtropes.org/pmwiki/pmwiki.php/Main/Cloudcuckoolander)
Pride (http://tvtropes.org/pmwiki/pmwiki.php/Main/Pride)
Even Evil Has Standards (http://tvtropes.org/pmwiki/pmwiki.php/Main/EvenEvilHasStandards)
Christmas Cake (http://tvtropes.org/pmwiki/pmwiki.php/Main/ChristmasCake)
Stealth Mentor (http://tvtropes.org/pmwiki/pmwiki.php/Main/StealthMentor)
Sink Or SwimMentor (http://tvtropes.org/pmwiki/pmwiki.php/Main/SinkOrSwimMentor)
Weather Control Machine (http://tvtropes.org/pmwiki/pmwiki.php/Main/WeatherControlMachine)
Power Gives You Wings (http://tvtropes.org/pmwiki/pmwiki.php/Main/PowerGivesYouWings)
Good Wings Evil Wings (http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodWingsEvilWings)
Healing Factor (http://tvtropes.org/pmwiki/pmwiki.php/Main/HealingFactor)
Blob Monster (http://tvtropes.org/pmwiki/pmwiki.php/Main/BlobMonster)
I Am A Monster (http://tvtropes.org/pmwiki/pmwiki.php/Main/IAmAMonster)
Food Chain Of Evil (http://tvtropes.org/pmwiki/pmwiki.php/Main/FoodChainOfEvil)
No Sense Of Direction (http://tvtropes.org/pmwiki/pmwiki.php/Main/NoSenseOfDirection)