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  1. - Top - End - #31
    Ogre in the Playground
     
    Sucrose's Avatar

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    Default Re: BleachITP Reborn Character Registry

    Allighiero di Antonio
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    Faction: Enclave
    Position: Hunter
    Speech color: Sienna
    Height: 5'9
    Weight: 150 lb.

    Appearance:
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    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:
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    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:
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    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:
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    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:
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    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.
    Last edited by Sucrose; 2010-05-15 at 01:08 PM.
    My Unitarian Jihad name is Brother Rail Gun of Sweet Reason. Get yours!

    Thanks to Cealocanth and PersonalSavior for my avatars!
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  2. - Top - End - #32
    Bugbear in the Playground
     
    Boo's Avatar

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    Default Re: BleachITP Reborn Character Registry

    Himura Michiko: Captain of the 11th Division
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    Gender: Female
    Age: 723 729
    Height: 5'8"
    Weight: 142
    Reiatsu: Memorable
    Rank: Captain of the 11th squad

    Appearance:
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    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:
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    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:
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    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.

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    Don't read... yet.
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    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:
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    Subtle as it is, Himura's own zampakuto is permanently in a state of Shikai.
    Inner World:
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    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:
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    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:
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    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
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    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:

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    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:
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    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 Magalhães


    11th Division:
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    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 Magalhães 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 Magalhães: 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 Magalhães" 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.
    Last edited by Boo; 2010-06-05 at 06:18 PM.

  3. - Top - End - #33
    Barbarian in the Playground
     
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    Detective Henry Rheims Coleby, Sharp-Eyed Investigator
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    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

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    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
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    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
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    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)
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    "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
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    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
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    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

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    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

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    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:
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    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:
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    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:
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    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
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    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:
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    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
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    Appearance: A battle-worn halberd, with an elongated tip which makes the weapon look more like a pike.

    Resureccion
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    "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)
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    "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

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    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
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    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
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    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.

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    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
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    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
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    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

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    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
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    "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
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    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
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    Gender: Male
    Age: 56
    Height: 5' 9"
    Weight: 150
    Reiatsu: Green
    Faction: S.W.O.R.D
    Codename: "Steel Resolve"

    Appearance
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    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

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    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
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    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
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    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
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    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.
    Last edited by Steilos; 2011-11-10 at 06:03 PM.
    Solomon Yeager by the exceedingly talented The Architect.
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    Quote Originally Posted by Kuma Kode View Post
    Steilos
    Class: Thief
    Promotes to: Ninja

    Skills
    Vantage - Allows the character to post first in all threads.
    Insight - Allows the character to see threads at a greater distance.
    Ah, mon petit choux fleur.
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  4. - Top - End - #34
    Pixie in the Playground
     
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    Default Re: BleachITP Reborn Character Registry

    Ren Zenimoto, Student and Living Shinigami
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    Gender: Female
    Age: 17 (why rock the boat?)
    Height: 5'3"
    Weight: 133 lbs.
    Reiatsu/Speaking Color: Dark Orange

    Appearance:
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    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:
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    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:
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    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:
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    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:
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    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:
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    • 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
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    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:
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    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:
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    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:
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    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)
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    Sealed Form:
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    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."
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    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: Unachieved
    Souten Ai, Shinigami and 3rd seat to 12th Division
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    Age: 465
    Height: 5'4"
    Weight:Varies
    Speech/Reiatsu:Violet, Violet(rather sparky)

    Appearance:
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    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:
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    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:
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    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:
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    Ai's augmentations:
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    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. 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:
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    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:
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    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..
    Last edited by Free Hand; 2010-06-16 at 10:23 AM.

  5. - Top - End - #35
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    Default Re: BleachITP Reborn Character Registry

    Sereg Arturo, Espada Septima

    Tears in the Rain <- theme song?

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    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

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    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

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    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:
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    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:
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    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:
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    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
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    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:
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    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:
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    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:
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    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'.



    Suzume "Ama" Kimi, Follower of Kujo

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    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.



    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:
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    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.


    Spoiler
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    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


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    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.

    Spoiler
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    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.

    Spoiler
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    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:
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    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.

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    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.

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    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.

    Spoiler
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    While hollowfied, Alexander's speed increases greatly, while being supplemented by sonido.
    Last edited by riccaru; 2011-09-21 at 10:37 PM.
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  6. - Top - End - #36
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    Default Re: BleachITP Reborn Character Registry

    Pan, Arrancar and Novena Canditate
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    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:
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    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:
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    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:
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    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)
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    Sealed Form:
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    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."
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    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.
    Last edited by Free Hand; 2010-05-13 at 09:12 AM.

  7. - Top - End - #37
    Dwarf in the Playground
     
    CMOTDibbler's Avatar

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    Default Re: BleachITP Reborn Character Registry

    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

    Spoiler
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    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 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.

    Last edited by CMOTDibbler; 2012-09-09 at 05:44 PM.
    Nunc id Vides, Nunc ne Vides ("Now you see it, Now you don't.")

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  8. - Top - End - #38
    Ogre in the Playground
     
    BlueKnightGuy

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    Default Re: BleachITP Reborn Character Registry

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


    Vicente, Fraccion to the Cuarta Espada
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    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:
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    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, citing a light case of farsightedness. These glasses occasionally seem to reflect available light, 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:
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    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:
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    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:
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    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).
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    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. 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:
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    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)
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    Appearance:
    Spoiler
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    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.)
    His ability to turn his head remains, as does his overall field of vision.


    Specific Abilities:
    Spoiler
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    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:
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    Pellets:
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    • 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.) 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:
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    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. 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:
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    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:
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    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:
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    -Ghost King Von Geister
    -Cuarta Espada
    -Victims


    Tropes:
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    Lawful Evil: He's a bad guy. But he's orderly about it.
    What is Evil: Doesn't care about such labels. Just power. And hunting.
    Cool Chair: Has one in his lab.
    Utility Belt: Of Course!
    Grappling Hook Pistol: Helps sneak around.
    Smoke Bombs: In a couple of different ways.
    Crazy Prepared: Or at least he hopes so.
    Properly Paranoid: Las Noches is kind of a scary place...
    Stealth Hi Bye: Between his cloak, and his unusually silent movements, Vicente can pull these pretty easily.
    Evil Twin: Maybe he's an alternate universe one of Satoshi?
    The Combat Pragmatist: Always.
    Pragmatic Villainy: 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: Of Course!
    (OOC:More to possibly be added later.)
    Last edited by KnightDisciple; 2011-09-30 at 09:51 PM.
    BitPRR Characters: Entries Masaru, Chuck, Thomas, Turiel, and Masamune

  9. - Top - End - #39
    Dwarf in the Playground
     
    Neknoh's Avatar

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    Jun 2009

    Default Re: BleachITP Reborn Character Registry

    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

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    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:
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    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:
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    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:
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    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
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    "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.
    Last edited by Neknoh; 2010-05-30 at 06:05 PM.
    I'll top the bill, I'll earn the kill, I have to find the will to carry on, with the show, with the show.

    (thanks Prime for awesum avatar, and thank you to all of the original BleachItP cast, it was great RP'ing with you)

  10. - Top - End - #40
    Bugbear in the Playground
     
    DrowGirl

    Join Date
    Sep 2007

    Default Re: BleachITP Reborn Character Registry

    Kenichi Kurohoshi, 3rd Seat of 9th Squad

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    Gender: Male
    Age: 276
    Hair: Red
    Eyes: ???
    Height: 6'6"
    Weight: 215 lbs.
    Reiatsu: Olive
    Rank: 3rd Seated officer of Squad 9


    Appearance:
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    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:
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    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:
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    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:
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    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:
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    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):
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    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:
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  11. - Top - End - #41
    Orc in the Playground
    Join Date
    May 2010
    Location
    What means location?
    Gender
    Male

    Default Re: BleachITP Reborn Character Registry

    Here be where my characters are.

    Pico Kurazume, Espada
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    Name: 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:
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    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. 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:
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    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:
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    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:
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    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:
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    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. 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:
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    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:
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    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, Hollowing
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    Name: 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:
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    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:
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    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…:
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    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:
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    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:
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    So far, her Hollowing nature only manifests in her left arm.

    Brazo del Puño 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:
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    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:
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    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
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    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:
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    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:
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    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:
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    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:
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    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
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    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:
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    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:
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    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)
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    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:
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    Not known if he has one.


    Carmelia, Yuki-Onna Hollow:
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    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:
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    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:
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    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:
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    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:
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    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:
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    Courtesy of Frozen Feet

    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...
    Last edited by InyutheBeatIs; 2010-10-31 at 04:54 PM.

  12. - Top - End - #42
    Ettin in the Playground
    Join Date
    Sep 2005
    Location
    ...

    Default Re: BleachITP Reborn Character Registry

    Just so I can easily find this stuff...

    Genoveva's Realm
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    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.

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    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
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    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
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    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 Captains
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    As 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

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    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.

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    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
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    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.
    Spoiler
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    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.

    Spoiler
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    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:
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    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
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    Gender: Female
    Age: 343
    Height: 5'10"
    Weight: 131 pounds
    Reiatsu: Teal
    Division: 4th Division, Vice-Captain candidate

    Appearance:
    Spoiler
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    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:
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    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:
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    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!
    Spoiler
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    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:
    Spoiler
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    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:
    Spoiler
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    • Other shinigami
    • Other 4th Division members
    • Mortals


    Tropes:
    Last edited by Callos_DeTerran; 2011-10-15 at 04:30 PM.
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  13. - Top - End - #43
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    Name: Silva Rai
    Age: 183 (Looks about 21)
    Gender: Female
    Race: Bount

    Appearance:
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    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:
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    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:
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    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:
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    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:
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    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.
    Last edited by KerfuffleMach2; 2010-06-11 at 10:15 PM.

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  14. - Top - End - #44
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    Kyasarin Shihan
    (first then last)

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    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:
    Spoiler
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    Personality:
    Spoiler
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    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:
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    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:
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    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:
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    A pair of sai with red ribbons coming out of the butt of each. Perfect for quick blows, deflecting attacks, and disarming people of their weapons.


    Shikai:
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    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)
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    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:
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    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.
    Last edited by Viera Champion; 2010-06-30 at 05:33 PM.
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  15. - Top - End - #45
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    Default Re: BleachITP Reborn Character Registry

    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.
    Last edited by DoomITP; 2010-06-13 at 11:29 PM.
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  16. - Top - End - #46
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    Sixth Division

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    The Sixth Division
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    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

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    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
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    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
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    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
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    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
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    Sancho
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    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
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    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
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    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
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    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 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
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    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

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    Name: Sumiko Tokudome
    Height: 5' 10"
    Weight: 156
    Eyes: Electric Blue
    Hair: Black
    Age: 47 (looks 19)
    Reiatsu: Yellow.

    Appearance
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    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
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    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
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    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
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    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
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    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)
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    "Rage, Shichibai Arashi Ryu"
    Sealed Form
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    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
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    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



    Wind Dancer Higher Hakuda Style

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    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

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    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:
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    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:
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    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
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    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

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    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.

  17. - Top - End - #47
    Orc in the Playground
    Join Date
    Apr 2010
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    Male

    Default Re: BleachITP Reborn Character Registry

    Serazel Guerrero, Fraccion to Mei
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    Name: Serazel Guerrero
    Age: Indetermined
    Aspect of Death: Protection
    Animal: Crow
    Background:
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    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:
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    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:
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    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:
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    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.
    Last edited by Kuroimaken; 2010-06-14 at 12:32 PM.
    The Void, the Cold Steel, the Just Sword courtesy of Prime32.

    AWSUM

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    This one's new.
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    I met a girl with a really pensive look. I walk up to her, put a fifty cent coin in her hand, "For your thoughts. I know the going rate is supposed to be one, but I figure you play hardball."

    She gave it back, "Keep it. Pretty sure a guy with your charm can find a way to have them for free anyway."

  18. - Top - End - #48
    Ogre in the Playground
    Join Date
    Apr 2008
    Location
    The UK
    Gender
    Male2Female

    Default Re: BleachITP Reborn Character Registry

    Sören Stein, Bount and High School English Teacher (First Name, Last Name)
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    Reiatsu: "Pale Turquoise."
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    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 – 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)
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    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.

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    Garoux "Roux" Lobosolo, Numero #12
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    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. [COLOR="DarkSlateGray"][FONT="Palatino Linotype"][B][/B][/FONT][/COLOR]
    Aspect of Death: Obstinacy.

    Physical Description
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    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
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    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
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    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.


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    Hubert Fiorentini, Agent 07 (First Name, Last Name)
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    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
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    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.
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    History
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    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
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    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
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    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
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    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
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    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
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    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.

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    The Concierge
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    Name: The Concierge

    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. [B][color=#555555][/color][/b]
    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
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    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
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    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
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    Daikuma 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
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    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
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    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
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    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
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    Infernal Monster Style
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    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
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    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.
    Last edited by Edge; 2011-08-04 at 07:03 AM.

  19. - Top - End - #49
    Pixie in the Playground
     
    Free Hand's Avatar

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    Default Re: BleachITP Reborn Character Registry

    Souten Ai, Shinigami and 3rd seat to 12th Division
    Spoiler
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    Age: 465
    Height: 5'4"
    Weight:Varies
    Speech/Reiatsu:Violet, Violet(rather sparky)

    Appearance:
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    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:
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    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:
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    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:
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    Ai's augmentations:
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    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. 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:
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    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:
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    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

  20. - Top - End - #50
    Pixie in the Playground
     
    Artemis Dreamer's Avatar

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    Default Re: BleachITP Reborn Character Registry

    Naruhi Ziha – 19th Seat, 9th Division
    Riatsu: Dark Slate Blue
    Age: 123
    Weight: 110lbs
    Height: 5’0”

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    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 -
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    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 -
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    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 –
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    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.

  21. - Top - End - #51
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    Yama, Yuuta: Vice/Acting-Commander of the Kido Corps

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    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
    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

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    Artistic inspiration:
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    Reiatsu: Navy
    Height: 6'0''
    Age: Ancient
    General Theme: Whisper Of The Apocalypse
    Climatic Battle: Segunda Etapa

    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.
    Last edited by Hadrian_Emrys; 2014-01-11 at 11:29 AM.
    Avatar by Zarah
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    Quote Originally Posted by Innis Cabal View Post
    Toho has retroactive powers of awesome. He makes things that he hasn't done, and have already happened, better by his existence
    Quote Originally Posted by Ganurath View Post
    If anything, the term should be What Would Toho Do?
    Of course, in all situations the answer is Be A Badass.

  22. - Top - End - #52
    Ettin in the Playground
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    Default Re: BleachITP Reborn Character Registry

    The Black Huntsman, Zamiel
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    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!

    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. 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:

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    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)
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    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
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    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:
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    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:
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    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:
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    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 Magalhães. Currently, she's back to 6th, and wondering about an internship in 3rd...


    Zanpakuto: Shinkagenja 実化賢者 (R"eality-warping sage")
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    Shinkagenja looks, at a glance, like a chipped nodachi. 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:
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    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:
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    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:
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    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:
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    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:
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    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
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    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!

    Appearance: A fairly ordinary, steel lamppost.

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    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 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.

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    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:
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    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:

    Spoiler
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    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.
    Last edited by Frozen_Feet; 2012-04-15 at 09:36 AM.
    "It's the fate of all things under the sky,
    to grow old and wither and die."

  23. - Top - End - #53
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  24. - Top - End - #54
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    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")

    Spoiler
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    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 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

    Spoiler
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    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.
    Last edited by 13_CBS; 2010-06-26 at 09:25 PM.

  25. - Top - End - #55
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    Name: Alysha Sietka
    Gender: Female
    Age: 200, looks 23
    Race: Shinigami

    Looks:
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    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:
    Spoiler
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    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:
    Spoiler
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    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:
    Spoiler
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    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:
    Spoiler
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    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:
    Spoiler
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    Alysha, with her zanpakuto.
    Spoiler
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    Detail of her zanpakuto and its Shikai form.
    Spoiler
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    Last edited by KerfuffleMach2; 2011-02-07 at 06:28 PM.

    Quotes and goodies:
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    You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here! - Jayne Cobb

    I swear by my pretty floral bonnet, I will end you. - Malcolm Reynolds

    Because I'm allergic to things I don't wanna do. *coughcough* - Caboose
    Photos from the 2014 Woodward Dream Cruise.

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    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")

    Spoiler
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    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 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 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 (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 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
    Last edited by 13_CBS; 2010-07-06 at 09:47 PM.

  27. - Top - End - #57
    Jadakiss
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    Landa~Ora Septima Fraccion
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    Name: 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.

  28. - Top - End - #58
    Troll in the Playground
     
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    Default Re: BleachITP Reborn Character Registry

    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.

    Su Risa Apesta a Asesinato = His Laughter Stinks of Killing)

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    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.

    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. 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.)
    Last edited by 13_CBS; 2010-07-09 at 10:22 PM.

  29. - Top - End - #59
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    Zeikobuburakku (He goes by Zeiko) Arrancar: Numero #22
    (I decided to make his name follow a more Japanese sound...

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    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.
    LGBTitP
    The CHALLENGE|My Poetry|My Short Stories
    Fantastic FFTA Assassin Viera avvie by the fabulous Jokasti
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    Snow Flake: My Little Toshiro Hitsugaya Pony by Smuchmuch


    Kyasarin Shihan drawing by the talented Moon Wolf

  30. - Top - End - #60
    Barbarian in the Playground
     
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    Ryoichi Yasu, Senior Member, Kido Corps
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    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:
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    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.
    Deo Soli Sit Semper Gloria

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    Its offical. Overwilliam is Duke Devlin.

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