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Thread: BleachITP Reborn Character Registry

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    Bugbear in the Playground
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    Jun 2007

    Default Re: BleachITP Reborn Character Registry

    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."


    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.


    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.


    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.


    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.


    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.



    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 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 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.


    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.

    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 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.

    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.


    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.


    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.


    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.


    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.

    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.


    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.


    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.


    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.


    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.


    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.



    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.
    Last edited by Dorizzit; 2011-09-12 at 07:36 PM.
    Truly awesome Ark Tamaeus avatar by Bryn. Full size version here.