Junichi Terada

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Igawa

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Name: Junichi Terada

Gender: Male

Age: 128 years (appears as 23)

Height: 5'11"

Weight: 160 lb

Appearance:

After leaving the Gotei, Junichi decided to try and get a fresh start by finally healing the damage to his face. He now looks like he should have for the past few years, which is mostly unknown to the people he had worked with during his time in the Gotei. He's still kept the claws and sharpened teeth, but his new face lets him blend much easier into a crowd than before.

Eye color: Dark Brown



Persona: Few people would recognize his personality as one formerly belonging to the captain of the 9th. He isn't as outgoing as he used to be, and has developed a distinct dislike of unfamiliar places and situations. Nor is he as emotional as before, preferring to watch and weigh the situation before he acts. He is rather aloof, preferring to stay with the friends he already has than try and seek out new ones.

Equipment: His left hand is prosthetic, having lost it during a mission. It is rather heavy, but he has become accustomed to the extra weight. He cannot feel anything from the hand either, making it a little difficult to keep track of if he isn't looking at it. By increasing the amount of reiatsu he puts into it, the hand can grip harder and harder, making it a dangerous close combat weapon.

Weaknesses: Junichi gets angered quickly if someone underestimates him because of his injuries, and his fighting often gets affected by that. When he gets angered, especially by mindless killing or useless death, he has little concern for anything else besides the person who is responsible. His anger can make him a terrifying opponent one on one, but his excess concentration on one man can be dangerous to himself.

Division and Seat: Rogue

Zanpaktou:
--Basic: 34" basic Katana. The guard is completely wrapped in black leather. The tip tapers more like a long sword than a katana. To release say "Pressure them, Kuuatsu!"

--Shi Kai: Kuuatsu (Air Pressure)

Shi Kai Form: The sword melts down over his hands, forming a pair of blood-red gauntlets up to just below his elbows. The gauntlets are flawless and even, without any joints or weak points. If he wants to move his fingers, the zanpakutou's shape will change to his will. This lets him lock the fingers up completely when attacking and still gives him full range of motion without weak points.

The ability of the gauntlets is that the fingers, which each taper to a point about three inches long, can extend very quickly out to stab at enemies from afar. The speed of the blades is determined by Zanjutsu, and the opponent's ability to dodge or block is determined by hohou/zan respectively, making it a very deadly weapon if the enemy isn't paying attention. If he wishes, he can morph the tips of the fingers to be half-inch wide blades, which he can extend to let him slash from afar, increasing the power of the strike the further the enemy is.

To effectively block all 10 blades, the opponent must have 3x his zanjutsu, to block five he needs only 1.5x. To dodge them all, hohou must be more than 2x Junichi's Zan score. The range of the blades is his connection divided by 200

Shi Kai Technique
Air Destroyer (2000 Connection)

Air is compressed in the palm of the hand to 2000 psi and held together by a ball of spirit energy. This ball can be thrown at enemies or used in place of a regular detonation charge. At the user's command, the spirit ball can be instantly destroyed, allowing the compressed air to explode outwards. In confined spaces this technique is devastating, causing anything not very securely fastened down to be thrown around. Also causes overpressure, causing windows to explode. In open spaces it can be thrown and then detonated as the enemy dodges, still keeping them in the torrents of wind that come from the ball. If the enemy has wounds, being caught within 3 feet of the explosion can be fatal from embolism. The balls can be used in place of regular explosive charges when flammable material is present, as well as for launching projectiles, similar to the gunpowder in bullet cartridges.

Pressure of the air(in psi)=connection/5. The balls can be various sizes depending on how much air is compressed. Smaller balls are naturally less taxing to form. It takes 5 seconds to form one ball, and it is relatively taxing. The blast of air will not affect Junichi, it will simply curve around him. However, heavy objects that might not be sucked along with the current moving around him can still hit him.

The closer the enemy gets to the huge pressure waves created by these balls, the more likely they will suffer other side effects, such as disorientation and sometimes even deafness from the powerful pressure changes acting on the inner ear.

Eimin Kuuatsu: Gekirin no Tatsumaki

Form: Junichi's zanpakutou takes on a white sheen before erupting out of the hilt towards the sky, a long thin line extending into the sky. Clouds pour out of the tip of the sword as a pair of alabaster spikes erupt from above his shoulder blades, followed by another four pairs of spikes which grow downwards from the original pair, producing a wing-like array of alabaster. High winds whirl around the spikes, and by controlling the speed and direction of each flow, Junichi can use the 'wings' for fast aerial movement. The sword, meanwhile, has fallen from the sky loosely into a coil of thin, shimmering white rope, which is used as a whip with a 100 meter reach.

Ability: The ability of the bankai is control of immensely high speed winds. As with the 'wings' created above, the zanpakutou itself is now a thin rope of supersonic, high-pressure winds, rotating at immense speeds within a thin barrier of reiatsu. In addition, he can create a small spheres of air around him, which contain high winds infused with reiatsu. He uses these to absorb and deflect oncoming projectiles, as the spiritual pressure infused with the winds deflects both energy and physical attacks.

Attack: Attempting to touch the rope is often a fatal mistake. It immediately begins tearing away clothes, skin, flesh, bone, whatever it is in contact with, with alarming rapidity. This is because the rope itself is little more than a thin column of highly compressed air rotating at a speed exceeding several times the speed of sound. The impacts of the tip have enough strength to crack bloodstone, and being wrapped in the white rope is as deadly as the strongest of binding kidou.

By 'unraveling' the barrier which contains the immense power within the whip, Junichi can instantly transform the whip into a F5 tornado, powerful enough to crush the strongest of structures and turn flying debris into deadly missiles. Upon release, the tornado will remain in the whip's original position before starting to shift towards the sky. Junichi can still pull it around and twist its funnel at will by pointing the zanpakutou hilt at where he wants it to go. Placing himself within the funnel by simply lifting the hilt of Kuuatsu towards the sky, all but the most immense projectile attacks are rendered useless, as the reiatsu within the winds has the strength to deflect or completely destroy both physical and energy attacks.


Manifestation:



Stats: End of week 60

Junichi Terada -- Captain of the 9th Division
Grade -- 0
Reiatsu: 12,642
Kuuatsu - ~15,169~
Eimin Kuuatsu: Gekirin no Tatsumaki - ~25,282~ (3 turns///*10%*)

Zanjutsu: 9,276
Hakuda: 3,154
Hohou: 11,015
Kidou: 2,008
Bougyoudo #20, Saint's Indulgence
Chiyudo #54, Temperance
Bakudou #25, Razorwire Restraint
Hadou #33, Soukatsui
SLOT
SLOT
SLOT

Connection: 33,516
Items:
(3)Elixir of Regeneration
One of Zeitgeist's throwing knives
Hollow Mask
 

Igawa

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Right, Feats and Techs post here

Feats:

Quiet Power

A truly effective leader wields his power subtly and quietly. Those who know him well would understand what the slightest words and gestures can mean, and those who do not can be shocked when they find out how deep his power really runs.

As a master of reiatsu control and manipulation, Junichi can compress his spiritual pressure much farther than normal shinigami can. This feat gathers up his reiatsu which would normally be putting pressure onto others and pulling it tighter to himself. Even if he's using full non-shikai power, barely any increase in his reiatsu presence can be felt or seen, though within one foot the pressure begins to increase drastically.

In Shi Kai and Ban Kai, instead of the immense power and pressure given off from the shinigami, only a fraction of it is felt. However, within 2 feet in Shi Kai and 4 feet in Ban Kai, the pressure is tremendous, and unless the enemy is prepared for the blast and the power, they'll be hard pressed to keep up their attack.

In the area of effect, Junichi's spiritual pressure density is 5% higher normally, 10% higher for Shi Kai and 20% higher for Ban Kai. Outside the area, his radiant spiritual pressure is reduced by 80%. This makes his true strength harder to gauge, however, it makes him more vulnerable to a large attack, such as a charging Hollow, as there's no thick shield of reiatsu between himself and the Hollow to help slow it down.


True Soul

Level 1: Junichi can now disassociate the spirit particles comprising his body while maintaining complete control over them. Regular weaponry, such as swords, including zanpakutou, can simply pass through his body. Hollows also cannot physically attack him, though he can be hit by kidou and other non-physical attacks.

When this feat is fully activated, his skin turns white and a slight halo of water vapor floats around his body. If he wants a physical attack to be rendered useless, the part of his body which is being attacked fades out slightly, then reforms as the weapon passes through. He can still be injured if he gets taken by surprise or gets attacked by a wide-angle ability or fire/wind kidou. This feat uses up a considerable amount of spiritual pressure, using up 1/4 of his strength every 10 uses. The ability is dependent on his current strength, and the weaker he is, the slower the ability works. Once he learns more about the feat, he will be able to gain control of his entire body's shape and composition, letting him change his body's form at will, as well as gain the ability to take spiritrons from the air to add to his body at a cost of SP.

Level 2: Junichi's body completely disperses, disappearing into thin air. In this level he cannot attack at all, nor can he be attacked by anything other than elemental area attacks, such as fire and wind kidou and abilities. Using this level has serious penalties, however, so he only uses it for escape purposes or highly dangerous scouting missions. If he enters this form and reverts back to normal within 2 hours, he loses 90% of all stats, which he cannot regain for several days. The penalty decreases 5% every hour thereafter, with an 8 hour time wait until his strength can return fully. The minimum stat loss is 20%, which means he has to stay in this form for at least 14 hours, and even then suffers the 20% stat penalty, which still takes 8 hours to wear off.

Every particle of reiatsu comprising his body is bound together by his mind and willpower, and he can only be hit by elemental attacks if they are 3 times his base spiritual pressure, and cannot be hit by physical attacks altogether. The particles are spread across an area of 60 feet square, making him nearly impossible to damage significantly. He can move, however slowly, to escape or move around and observe. He can still speak in this form, but it is little more than a whisper. If he wishes, he can bring the reiatsu particles back together, creating a ghost-like image of himself in the air.


Equipped Techs:

*Shikai no Shirei Nukeura
Sunaheki
Kakusan
Atozukeru
Sakuganki
*** Haryuu no Fuuin

Learned Techniques:

* [ Shikai no Shirei Nukeura ] -- "Shikai Command Bypass" (Aur/-/-)
After achieving Ban Kai, the release phrase for Shikai is no longer necessary. This Technique allows the user to simply release his Zanpakutou instantaneously.

[Attained when Ban Kai is acquired.]


[ Atozukeru ] -- "Trace" (Aur/-/-)
Based entirely on the reasoning behind meditation, this Technique is performed solely through the control and focusing of the mind. It is a specialized ability to "trace" Spirit Pressure. This includes the basic form of being able to sense where people are, but in battle, Atozukeru is used to trace and learn "patterns" in movement (by tracing smaller patterns of energy movement, like the wave of an arm, for example), both within the opponent (e.g., footwork, hand to hand combat) and also for the Zanpakutou (e.g., swordsmanship). It enables the ability to "see" these patterns so openings for attack and opportunities for defense are increased. A small, but steady amount of the user's Spiritual Pressure is drained within the duration of Atozukeru's effect.

[Attained when 1,500 Spiritual Pressure is reached. Optimum efficiency for Atozukeru is reached at 2,200 Spiritual Pressure.]

[ Kakusan ] -- "Diffusion" (Aur/-/-)
This Technique is designed to counter Atozukeru, however, it is also useful in its own right. As a counter, it enables the user to "diffuse" their energy patterns, and at higher levels, the user is able to diffuse patterns so much so that they may become untraceable by those with less Spiritual Pressure. As a unique Technique (and a higher level one), Kakusan enables the "throwing" of energy patterns so as to distract or confuse opponents by resting patterns on sound waves (e.g., echoes). When this Technique is mastered, Kakusan can be used to form "clouds" of energy around opponents which dull their sense abilities by 10%.

[Attained when 2,000 Spiritual Pressure is reached. Optimum efficiency for Kakusan is reached at 2,500 Spiritual Pressure.]

[ Sunaheki ] -- "Sand Break" (Atk/Aur/-)
A Technique which compresses Reiatsu around a limb or weapon and releases it upon impact. The ensuing expansion of the coiled energy is violent in nature, but is directed outward from the user's weapon. In turn, the release causes a jarring impact that breaks the guard of a defending opponent or increases the damage done on an open one. Timing is important, since the strike must be made the instant Sunaheki is activated. Otherwise the Technique evaporates and loses form. Additionally, if two objects under the influence of Sunaheki come into contact, the one with more Reiatsu wrapped into it nullifies the effect of the lesser. Each successful use drains a quarter of the Reiatsu used in the Technique, whereas a failed use drains all of it. Lastly, Sunaheki can also be used to wrap certain projectile Kidou spells with Reiatsu in order to increase its potential damage, but also drains Spiritual Pressure as if it were a failed use.

[Attained through training with a Sunaheki practitioner. Requires 3,000 Spiritual Pressure.]

*** [ Touitsu Sensen ] -- "United Front" (Bst/Syn/-)
In battle, two characters who have spent much time with one another and are fighting together against an adversary receive a +20% stat boost to two stats of their liking (except Connection). Outside of PC vs PC battles (Sou Kyouko, direct duels, etc.), Touitsu Sensen does not take up a slot in either the List or Allocation. However, in order to be used in PC vs. PC fights, Touitsu Sensen must be equipped, and takes up an Allocation slot.

[Attained after 30,000 words have been written together. Currently has it with Shiggtyluffluff, Saint, Tengen, Drag, Tenshirou. Increasing SP and Zanjutsu

*** [ Haryuu no Fuuin ] -- "Seal of the Feathered Dragon" (Mov/Aur/--)
It is often believed that divine dragons reside only within realms concealed behind clouds. Those seeking the power of the Dragon offer their homage to the high clouds above in order to attain the privilege of flight. The Seal of the Feathered Dragon is singed upon both of the user's arms and posterior shoulder regions in glowing coils. The seal then charges for at least three turns, rapidly absorbing any visible cloud formation in the immediate sky. By the end of that turn, the seal illuminates with a brilliant, almost tangible, feathered formation of light that unfurls outward. With that, the user is given the ability to fly at speeds relative to his/her current Hohou stat. This seal automatically cancels out any usage of Shunpo-like abilities in the air.

The duration of flight time is equal to the amount of turns used up for the charging process (longer charging times equal longer flight durations). After that duration is used up, the seal consumes 4% of the user's Spiritual Pressure per turn in order to maintain flight for longer periods of time. In order for Haryuu no Fuuin to work, the user must have an unobstructed view of the general sky (enclosing walls, roofs, or ceilings will nullify the execution of this Tech). A sufficient amount of clouds must also be present for the charging period. Maximum amount of charging time is based solely upon the enormity of the clouds present. After the complete execution of this Tech, it should be noted that there will be an unnatural lack of clouds in the sky.

[Attained with 1,500 Spiritual Pressure and Hohou, or 4,000 in either one. Only one Fuuin Tech may be held at all times. At 4,500 Spiritual Pressure and Hohou, or 10,000 in either one, Haryuu no Fuuin does not occupy a Tech Allocation slot, but still counts toward the Tech List total.]

[ Sakuganki ] -- "Rock Drill" (Atk/-/-)
A sword Technique that utilizes advanced Reiatsu control to repeatedly anchor the tip of a sword onto a target point. Repeated withdrawals of the blade away from the target, and the subsequent attraction of the blade's tip towards it creates a series of thrusting attacks that, with sufficient skill, can create a drill-like force that can punch through a target, or burrow through various obstructions.

[With 1,000 Spiritual Pressure and 1,000 Connection, the user can use this Technique twice per battle with four thrusts. Each subsequent 1,000 Spiritual Pressure and Connection, the user gains 1 thrust more. Each 2,000 Spiritual Pressure and Connection, the user gains one more use.]
 

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Name: Yukari Kamata

Gender: Female

Age: 1100 or so (appears to be late twenties)

Height: 5' 10"

Weight: 134 lb

Appearance:

Traits: A natural mind reader, she can almost completely tell a person's personality and sometimes even the major points of their backgrounds just by seeing how they walk and talk. She is extremely difficult to lie to because of this. One of the most patient Shinigami to have ever come out of the academy, she fell into her of post of Intel Division Lieutenant with ease. Kamata enjoys 'being with the troops' far more than being a administrator, and has often turned down promotions.

Abilities: She is an Ex-Keigun lieutenant, and was one of the best in restraining criminals. Under optimal conditions, she can capture and restrain a full Captain in the Gotei 13, utilizing a variety of equipment which cannot be countered by spiritual pressure. She isn't very powerful, but she's one of the best tacticians that has ever come out of the Old Academy. A one-on-one fight with her is very difficult to win.

Persona: She is quite a cold person at work, often being sarcastic, and has little sympathy for the other's feelings. The tougher a puzzle is, the harder she would try and crack it, so she has been known to become unstable if she gets confused. She often appears to be bored by what people say, but that is mainly because she can usually predict what they are going to say. After hours, she is nothing like during work, except for her ability to read people. She enjoys relaxing and walking in the parks around Seireitei to help burn off the stress of her job as 13th Division's Intel Master. She loves a good party, but rarely goes to them due to lack of time.

Zanpaktou: Named Teikukaihou, her zanpaktou is a 22-inch wakizashi. It has several nicks near the base, and the grip is wrapped in black leather. The sheath is kept in the normal position on her left hip, though she often removes it during work hours and places it on a stand on her desk.

Shi Kai: "Read their mind, Teikukaihou!" The blade turns black and lengthens to katana size, but nothing else happens with the blade. The Shi Kai allows her mind to work far faster, reaction time to quicken, and gives her to predict an opponent's movements. Within 6 feet, she can almost hear exactly what they are thinking and even push their thoughts slightly in one direction or another. Use of her Shi Kai is draining, and she rarely uses it in combat, preferring to use it for interrogation.

Background: About 200 years after graduation, she became a lieutenant in the old Keigun and proved to be one of it's most talented members ever. She was involved in the investigation of Karappo Kotsu's murder of Mikigami Gawa and Inoue Takana. During the Great Hollow War she contributed with information on Hollow positions, as well as research on better ways to kill them. Afterwards she was given extended leave due to severe stress and a near mental breakdown. About 200 years ago she joined the 13th Division since the Keigun was not re-formed when the new system was implemented, and she is now waiting until a dedicated Intel group is formed.

Division: 13th Division,

Stats:
Spiritual Pressure: 5100
Zanjutsu: 5738
Hakuda: 1012
Agility: 5600
Kidou: 6400
She knows several mid to high level binding Kidou, and is very skilled using them
Connection: 4500 est.
 

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