Nenshou Mouko

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Nenshou Mouko
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Reiatsu: 45,000
Combat: 19,000
Agility: 7,000
Fortitude: 19,000
[ Unique: Kadou Houhei ]
[ Unique: Unobtained ]
[ Trained: Hecatonchires ]
[ Trained: Rei Genkai ]
[ Trained: Unobtained ]

The Spitfire σ "Inheritor of the New Age"
Once possessed of a naive nature, Mouko has shed her immaturity to reach the expectations of those she holds in high regard. Outwardly professional, she retains an amicable appearance to allies and an utmost seriousness to threats, no matter how grave or trivial. In the company of those she cares about, she allows this professionalism to slip - revealing a vulnerable, warm-hearted woman.

Though her experiences have served to harden her for the brutality of the world, she has not given up her hope nor her will to do good. Her morality exists in shades of grey, having seen the brighter and darker sides of both a lawful approach to situations, as well as the more shady alternatives. She is, however, fiercely protective of those she cares about - willing to forego her own morality to ensure their safety. Holding a brevity of experience that few on Earth can boast, but determined to believe in the good in others, Mouko has grown to become one of the columns of strength on Earth.


The Diplomat σ "Bringer of Peace"
Standing at an average height of five-foot seven, Mouko's conditioning and training has served to keep her in peak form. Her form, though less shapely, is nonetheless matured - lightly toned and fair-skinned. Her hair, a deep onyx colour, is kept in a loose ponytail. Her eyes, matching the colour of her hair, often hold a warm, vibrant expression.

She is often caught between her civilian attire, and combat attire due to the nature of her profession. In civilians, she tends to favour casual wear - possessing a plethora of jeans, t-shirts and other normal wear. Her combat attire, intended for the greatest amount of mobility possible, is far more proper. She wears a plain green, long-sleeved shirt beneath an olive drab, urban camo-print jacket. Similarly, she wears a pair of tight-fit cargo pants in matching colors, with a pair of serviceable leather boots.


The Determined σ "Champion of Earth"
Born to a pair of middle-class archaeologists of Aomori, Honshu, Mouko was the second of two daughters. She grew up in a stable environment, but when her sister took to the family business, she felt a need to find her own path in life. With her parents' blessing, she moved to Tokyo and began working at local businesses.

It was during this time, she was exposed to supernatural events. People going missing, brutal murders with cannibalistic origins. After a particularly gruelling incident, her own Soul Sleep reacted in such a way that she began to generate her own reiatsu. She became the target of a hollow, and was subsequently saved by Arano and Hashira Riki. Curious, and needing work, she accepted Arano's offer to work for Cerberus Corporation. She attended their Academy for roughly a year, before an incident shook her faith in the two: Arano and Riki's betrayal, and the latter's subsequent return and promotion to Vice-Chairman.

Seeking out Masato Fujikawa, the two had a tense confrontation and Mouko - betrayed and lost - was taken in by the Orpheus Initiative. She studied for a time under Masato, learning all she could until a fateful encounter with Arano, who had all but disappeared from Tokyo. After a short meeting, she returned to Orpheus with restored faith, waiting for an opportunity to settle the growing feud between the two factions. Finally, she got her chance with the fateful events of Halcyonic Entropy.

Reunited with Arano, she was admitted into the first dual-organization position as the Liaison Officer between Cerberus Corporation and Orpheus Initiative. Responsible for maintaining communication and relations between the two, she has dutifully kept the position since, fully intent to stop any others from being torn between their faith and friends.
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Awakenings

<html><body><div style="height: 220px; width: 87%; overflow:auto;">Ryouki σ Companion Flame
In a flash of energy, two tigers coalesce from Mouko's energy. Their fur is a soft vermilion, slightly translucent, allowing others to see the swirling energy held within. The tigers are intangible by nature, capable only of being interacted with naturally by Mouko herself. When an ability is in use, the energy within their forms glows, giving them the appearance of being aflame. Their physical speed is considered akin to that of a normal tiger.

Yaru

Yaru - "Kill"
Paying 800 of her reiatsu per use, Mouko infuses one of her tiger companions with energy. They become tangible to the world around them, gaining half of her attacking stat for the purposes of a single attack. If the attack misses, or the tiger is damaged significantly, the ability ends and it reverts to an intangible state.
Karu

Karu - "Hunt"
Paying 3% of her reiatsu per use, Mouko infuses one of her tiger companions with energy. They remain intangible, but gain speed inherent to Mouko's own until the ability is dispersed or exchanged for Yaru. While in use, Mouko may use her Agility techniques through the affected tiger while mounted, or off of the affected tiger as a platform.
Naru

Naru - "Roar"
As Mouko's ability to manipulate and utilize reiryoku becomes more natural, she becomes capable of discharging it violently through Naru. Paying 10% of her reiatsu, she discharges an explosion of energy around her or one of her created companions for a 10m radius.
Naru


Shuryouki σ Master Companion Flame
The twin tigers of her Initial Awakening become permanent, their forms consolidated and fuelled by the power of Mouko’s True Awakening. Their fur gains a flame-like quality, flaring and waning with their own spiritual strength. They gain an inherent sentience akin to that of a loyal pet, their primal instincts allowing them to function without direct orders.

Upon reaching True Awakening, Mouko distributes the reiatsu bonus gained from True Awakening directly to the summons’ reiatsu as well as 25% of her base reiatsu. Ryou and Ishi automatically possess stats equal to 20% of Mouko’s base reiatsu, in addition to the paid amount. The act of summoning does not generate Resonance for Mouko, but all reiatsu paid by the tigers will add to her Resonance.

Upon the summons reaching 100% Resonance, both they and Mouko enter Overdrive and gain access to their Overdrive Ability. Upon creation, each tiger is given a respective spread for their stats, listed below:


Ryou
Combat: 70%
Agility: 10%
Fortitude: 20%
Ishi
Combat: 10%
Agility: 70%
Fortitude: 20%

Keishi

Keishi - "Inheritor"
Upon entering True Awakening, Mouko may share a single base technique apiece to her summons. These must be selected and declared upon creation of the summon. Changing a shared technique requires Mouko to pay 3% of her reiatsu per change, and may only change a summon’s shared technique once per round.
Taiso

Taiso - "Progenitor"
Paying 20% of their reiatsu, Ryou or Ishi may create a single clone the same size as them. This clone has stats equal to half of the respective creator’s, and are distributed according to the summon which created it. This clone then lasts the following round before dissipating.

If the clone merges with one of the original summons, or another clone, its reiatsu is given to the other, but subtracts the amount of reiatsu regained in Resonance. Clones are capable of utilizing Houkatsu.
Kyoka

Kyoka - "Ignitor"
Paying 10% of their reiatsu, Mouko or her summons may set themselves aflame for the following round. The flame is harmless to them, and is capable of melting through solid stone. This coating of flame serves as both a weapon and shield, the amount paid in acting as its durability and output. The ability degrades normally as per barrier rules.
Senbu Gachan

Senbu Gachan - "Apex Crash"
The terrifying realization of the nature of her soul, Mouko's Overdrive Ability may be used once her Resonance reaches 100%. Paying 10% of her reiatsu, Ryou & Ishi are subsumed, using all of their remaining reiatsu as additional power for the attack.

Clasping her hands together, she concentrates her energy into a single point between them before unleashing it outwards. Depending on how she releases the attack, it can be unleashed at various angles.

The ability itself is two-fold, bearing both a powerful wave of energy capable of vaporizing all in its path, and a heady psychological impact in the form of a spectral lion lunging at the opponent, with those who witness the ability's use struck by an innate sense of panic.
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K3

The Angry One
Staff member
Supporter
Jun 29, 2008
3,434
8
38
29
The Great Pond in the Sky
Latens
997✦
Exa
⏆6,358
Bounty
⏈0
Dahlitium (⏆50 per)
0⌯
Bigatium (⏆100 per)
0⍨
Auritium (⏆300 per)
0⍫
Vitatium (⏆1200 per)
0⌭
Caelitium (⏆6000 per)
0⌬
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Firearms & Gear
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Draugr AUSG
σ Ammunition: Lawbringer Rounds
σ Power: 1000 Reiatsu
σ Range: 15m - 30m
σ Properties: "Danger Close"

In the aftermath of the attack on Earth, the Initiative sought to better equip its more prominent members. Mouko, for her valor in the field, was rewarded with a custom-make Revenant AUG dubbed the "Draugr".

Modified from existing German firearms with stainless steel, and retro-fitted with wooden furniture, the "Armee-Universal-Sturmgewehr" is built in such a way that jamming is unthinkable. The dual firing modes were exchanged for a fixed-bolt, gas-operated action, making it a devastating, mid to long range, semi-automatic carbine.


Épitaphe SAA
σ Ammunition: Cryo Rounds
σ Power: 500 Reiatsu
σ Range: 20m - 25m
σ Properties: "Stop and Awe"

The Épitaphe Single Action Army is living proof that some things are better left unchanged. There are very little differences between this gun and the very first of its line, the famously powerful Oathbreaker SAA, simply because you needn't fix what isn't broken. The Épitaphe is deceivingly unassuming, sporting a plain, stainless steel body and a black polymer hand grip - bland characteristics that hide the gun's true strength. Behind that exterior however is one simple fact: this gun is one of the strongest the armory has to offer in terms of raw power.

Of course, since this is an older and particularly no-nonsense type of firearm, the Épitaphe lacks the high customization and "gimmicks" of the newer weapons available to Orpheus agents, including of course, an auto-loading mechanism. Instead, this revolver can only make use of the most basic upgrades, but the elite agents granted access to a gun of this caliber don't seem to mind the lack of flexibility - which the Épitaphe makes up for in sheer strength.

M24 Sylph
σ Ammunition: Standard Rounds
σ Power: 450 Reiatsu
σ Range: 25m - 30m
σ Properties: "Eagle Eye"

Only the second full sized rifle to grace the Orpheus’ Armory, following in the footsteps of the Noblesse AS50, the M24 Sylph Sniper Weapon System offers many of the benefits of the larger Noblesse in a more compact form. Though it lacks the stopping power boasted by its higher-end counterpart, the Sylph more than makes up for its shortcomings in reliability and overall usability.
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Save-the-Queen
A long-lost piece of regalia belonging to a former high noble of Soul Society, this sash is all that remains of the once full armor. A soft burgundy, its fabric is soft to the touch, like silk. The sky reflects it in an iridescent manner, casting flecks of crimson across it which lights up in a full spectrum of reds when active.

Effect:The Save-the-Queen is an ancient and noble device, intended not for inflicting but rescinding harm. Paying 2500 of her reiatsu, the sash glows in a wide spectrum of reds, as though it were aflame.

Mouko and two allies of her choosing within a 15m radius become encased in an obsidian cuirass. On closer inspection, it appears to be made of hewn stone. This armor then cleanses and protects against all negative effects - including bindings - for up to the cost of the item. Her allies receive this bonus at half the cost paid, and the armor is persistent until worn away.


H-E Grenade
Sometimes bullets just don't get a point across... and that's when a highly explosive grenade comes in handy. It works just like you’d expect; pull the pin and throw! Just make sure it's not near you.

Effect: Fires a high-explosive grenade at a target, dealing 1000 Reiatsu worth damage over a fifteen meter radius.


Battlefield Illuminator
An accessory that allows for better vision in low light areas, total darkness and in situations where the user’s vision is impaired due to extreme brightness (eg; fallout from a flash grenade). Usable for both in and outdoor operations, this tool is available as both a monocular as well as a gun-top attachment. Features three vision modes; night vision, infrared and polarized view. Specially designed reiatsu capacitors mean that this accessory doesn’t require batteries, as it works via the user’s spiritual energy!

Effect: Night vision allows the user to see in low-light. Infrared allows the user to see heat signatures. Polarized vision allows the user to see in extremely bright environments. Only one viewing mode may be active at any given time. Costs 50 Reiatsu per turn for each turn active.


Flak Jacket
Another in a long line of adaptations produced by Orpheus’ armament division, APACHE, this standard-issue body armor is composed of alternating layers of kevlar and reishi-infused fibres, with alloy plating positioned at key areas. While bearing similarities to the civilian-sector flak jackets on which they were based, the variant utilized by the Initiative offers a much higher degree of protection to account for the increased strength and lethality of the organization’s usual foes.

Effect: Sectional body armor worn over the torso. Provides up to 1,000 reiatsu worth of protection.


Concussion Lance
An accessory heavily rooted in the principles of thermodynamics -- enhanced with a spiritual twist -- this odd, tubular device uses small, reiatsu-infused charges to generate a dense, high-pressure blast of air laden with spirit particles. While rather unassuming in description, the pressure wave is powerful enough to knock back and disorient large Hollows and other spiritual game -- speaking volumes to the amount of force produced by this accessory. While initially designed as a tool for suppression, agents have gotten creative with the device, using it to cushion falls and other such off-label applications.

Effect: Generates a spiritually-imbued pressure wave designed to knockback foes. Costs the user 250 Reiatsu per use with a range of up to 10 meters, once per turn.


Mephistopheles CX27
The sleek, yet powerful look of the Mephistopheles CXZ7 Sport is sure to awe passers by. The speed of a Ferrari, the elegance of a Porche, the wow-factor of a Lamborghini, this supercar has it all! Zero to Sixty in less than three seconds, the Mephistopheles CXZ7 can satisfy your need for speed. The chassis has been spiritually reinforced, allowing it to handle even the most archaic roads and supernatural threats. Equipped with a wide array of gadgets for a demonic beast hunter, the Mephistopheles CXZ7 Sport includes a visual cloaking device, 10 km spiritual GPS sensor, customizable color scheme and, perhaps most important of all, removable cup holders!</div></body></html>​

Feats

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Unique Feats σ One Slot Available

Kadou Houhei

Kadou Houhei - "Mobile Marksman"
Mouko, no stranger to constant movement during combat, has come to make it her specialty as the resident mid-range expert of Initiative Orpheus. To this end, she has since learnt to optimize her own strength, using the recoil of her weapons to give her added mobility on the battlefield.

Paying 200 Reiatsu, Mouko can move 15m in a straight line in any chosen direction. She may do this once per 4,000 Combat she has, moving at the speed of her Combat stat. This movement is done independent of current velocity or position, and retains inertia.


Trained Feats σ Three Slots Available

Rei Genkai

Rei Genkai - "Zero Limit"
There are those who undergo pain, and there are those who have their entire being subjected to it. Even in that division, there are those who succumb, and those who resist. Those who resist find themselves in possession of the capacity to surpass all their limitations, pushing beyond the boundaries of their fellows by forcing themselves to an entirely new level of endurance. Rei Genkai acts as a passive feat, sporadically dulling and heightening senses to ensure the user is capable of pushing beyond their normal physical limits.

Acquiring Rei Genkai is a harsh process requiring careful supervision to avoid the unthinkable. Simply injuring oneself gravely is not enough; to create the interference of the feat requires one to fundamentally alter themselves on a mental, emotional or spiritual level. This can be most commonly associated with undergoing rigorous torture, or through such continued stress that the learner snaps on a core level.

Supplementing this, their soul itself can stretch itself beyond its normal limits - allowing the user to surpass a single stat threshold once per battle. Finally, as the practitioner reaches an emotional focal point, they reach a semi-permanent state of focused emotion, rooted in a single one that resonates strongly with them. As such, a practitioner of Rei Genkai can reduce the effectiveness of emotional and mental manipulation by 5% of their reiatsu per round.

Training: In order to learn Rei Genkai, it is necessary to find a practitioner. Training involves sustaining no fewer than three major wounds in open combat on any occasion. To hone this into the feat itself, they may then do a training collab where they sustain both a major physical wound and significant emotional or mental damage.
Issokude Kyokan

Issokude Kyokan - "Hecatonchires"
A skill practiced by only the most renowned masters of Initiative Orpheus’ unique fighting style Senkoutaihou Kata, Issokude Kyokan -- or more informally Hecatonchires -- shares its namesake with the hundred-armed giants of ancient Greek mythology. The technique is so named due to the extreme speed with which the user moves and attacks, making them appear as though they are wielding many more weapons than is possible.

Hecatonchires works by infusing the user’s musculature with massive amounts of spiritual energy. Upon successfully dodging an attack with Senkoutaihou Kata the practitioner releases this built up energy all at once, allowing them to momentarily surpass their human limitations; moving so fast as to appear in multiple locations at once. By flanking the enemy multiple times in the blink of an eye, the user releases a flurry of bullets from every direction, while leaving very little chance of a foe dodging or counter attacking. Upon completing the technique, the user will arrive back at their original location.

This ability overrides the standard counter from Senkoutaihou Kata. Each use of this ability expends 15% of the user’s reiatsu (firearm damage is not calculated with Issokude Kyoukan) and can only be activated once per chapter or collab. Each use of this ability can hit up to two additional targets within ten meters of the initial target. Damage dealt is divided based on how many targets are hit.

Ichijin-daichi: Taihou Kata

Ichijin-daichi: Taihou Kata - "Vanguard Stance: Gun Kata"
In the interest of self-preservation, there are practitioners of Taihou Kata who lean towards the use of evasion to maintain distance and safety in combat. By maintaining a strong offensive front and enabling oneself to stay out of reach of an opponent, the variation was dubbed the Ichijin-daichi, the Vanguard Stance.

Training: In order to learn the Ichijin-daichi, it is necessary to find a Master of the style. To be considered a master, a practitioner must have used all Ichijin-daichi techniques at least once and have GM approval. Initial training in Ichijin-daichi leads to proficiency in the style and the two primary style techniques. After reaching the skill level of an Adept, they can be taught the final technique of Ichijin-daichi, synergizing all their previous knowledge and gaining the rank of Master.

Bunkiten - "Division Point"
To maintain a 'zone of safety', one must create distance from opponents which would otherwise violate this zone. To achieve such a thing, movement and force are requisite. By paying 1000 reiatsu, a practitioner empowers a gunshot with an incredible concussive force. Though the shot may travel its full distance, a cone reaching roughly a 10m range at full spread blasts back any who would dare approach. Bunkiten may be used once per round per firearm.

Buntai - "Division Zone"
A practitioner of Ichijin-daichi is never more fearsome than when they maintain control over their surrounding opponents. To this end, they continually shift between the fluid motions of Senkoutaihou Kata to harsh, impactful attacks.

Buntai is activated by paying 3% of the user's reiatsu so long as a target is more than 10m away from the practitioner. While the target is within this 'Division Zone', all shots fired by an Ichijin-daichi practitioner carry an inherent stopping power far beyond normal capabilities. Enemies struck lose all forward momentum, and are prohibits high-speed movement abilities for the following round.

Bunketsu - "Division Breakdown"
When an opponent is off-kilter, a Vanguard takes the opportunity to strike. Self-preservation is abandoned, and the full potential of controlling the pace of battle is revealed in a complete breakdown of an opponent's defenses.

Bunketsu may be activated once per battle, gaining an additional use for every 10,000 Combat the user possesses. Paying 5,000 reiatsu and making an attack upon a single target, the user picks apart the defensive measures between them and their target. If the attack connects, all defensive and healing abilities the target uses during the following two rounds are reduced in efficacy up to the cost of Bunketsu.
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