Seisatsu Kuragari - Captain of the 4th

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Name: Kuragari Seisatsu

Age: Unknown

Apparent Age: Early 20's

Height: 190.5 centimeters

Weight: 92 kilograms

Persona:

-Unrevealed-

Physical Stature:
The appearance of the 4th Division Captain altered drastically during his time away from the Gotei. His hair, which had seemed to die altogether early on in his hair, suddenly became rejuvenated and now descends in an even spattering all about his head in radiant torrents at eyebrown and mid-ear level. His eyes, which were once dull and uninterested, are now brilliant and clear, obviously bursting with vigor for all the world to see. He gained a healthy amount of weight while he was away, filling out his skeletal form with a thin but tough layer of muscle.

His skin maintains a healthy color, and his Although he once preferred wearing only dark clothing underneath his Captain's haori, he can often be found in cheerful outer wear, though he still prefers bulkier clothing, no matter the weather.

Possibly the most striking difference between the old Seisatsu and his reborn self is the mysterious tattoo burned onto the back of his left hand.




Division: 4th

Rank: Captain

Zanpakutou:

Sealed State​


Saya and Tsuka of the Zanpakutou are a blank, featureless black that denies any reflection or emission. Tsuba is a meshwork of black over a white grip. In direct sunlight, even the steel of the blade itself becomes an utter black, completing an entirely absorptive appearance that allows no escape for any light that falls upon it. The Tsuka is a single tightly-wound spiral of black steel wrapping about in an ebony handguard.


Shikai

~???~


Form​

Ability

[ ??? ]​

"???"



Ousaku Bankai

Form​

???


Ability

???

Attacks​

???



Stats

Reiatsu: 54,311
??? - ~65,173~
??? - ~???~ (??? /// *???*)
Zanjutsu: 22,787
Hakuda: 2,683
Hohou: 22,787
Kidou: 6,054
Hadou #4, Byakurai - [ 13 Kidou ]
Hadou #33, Soukatsui - [ 188 Kidou ]
Hadou #40, Byakucho Kaisou - [ 275 Kidou ]
Bakudou #60, Vampire's Rapture - [ 400 Kidou ]
Bakudou #61, Rikijyoukourou - [ 418 Kidou ]
Bougyoudo #5, Red Eye - [ 18 Kidou ]
Bougyoudo #12, Break of Dusk - [ 38 Kidou ]
Bougyoudo #34, Threshold - [ 145 Kidou ]
Bougyoudo #37, Third Eye - [ 215 Kidou ]
Bougyoudo #43, Sude - [ 255 Kidou ]
Bougyoudo #46, Shadow Puppet/Shadow Scapegoat - [ 245/50 Kidou ]
Bougyoudo #54, Kankatsugan - [ 263 Kidou ]
Chiyudo #23, Santo Incendio - [ 50 Kidou ]
Chiyudo #56, Bastion - [ 350 Kidou ]
Chiyodu #66, White Flame - [ 550 Kidou]

Enishi: 42,516
[ Tech Slot 1 ] - [ Atozukeru ]
[ Tech Slot 2 ] - [ Kanshunpo ]
[ Tech Slot 3 ] - [ Ryouhakudou ]
[ Tech Slot 4 ] - [ Senka ]
[ Tech Slot 5 ] - [ Shin no Hikari ]
[ Tech Slot 6 ] - [ Tetsubou ]
[ Invisible Tech Slot ] - *[ Eishouhaki ]
[ Invisible Tech Slot ] - *[ Shirei Hatsuri ]
[ Invisible Tech Slot ] - ***[ Seimokuto no Fuuin ]
[ Invisible Tech Slot ] - ***[ Shiden Issen ]
[ Division Tech Slot ] - **[ Kitsue no Seisoumoku ]
[ Division Tech Slot ] - **[ Yari no Namidatsu Biken ]
[ Division Tech Slot ] - **[ Tsuken no Jakureijin ]
[ Division Tech Slot ] - **[ Daitou no Haura ]
[ Feat Slot 1 ] - [ Kuuzuji Mugen Bukisou ]
[ Feat Slot 2 ] - N/A
[ Feat Slot 3 ] - N/A
[ Feat Slot 4 ] - N/A
[ Feat Slot 5 ] - N/A
 

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[ Kuuzuji Mugen Bukisou ]

Feat

Upon Seisatsu's return from his own inner exile, he was branded with the lineage seal of the Kuragari, the physical manifestation of the combined knowledge of every Kuragari family member that has existed since the seal itself was conceived. With this seal as proof that he is the rightful heir of the Kuragari family, Seisatsu is granted access to the family's most ancient of storehouses, the Akishouhai. By pouring Reiryoku into the brands, Seisatsu is capable of forming a small 'bridge' between realms, with which he can either place an object into the Akishouhai or take one out. These objects are usually weapons, as the Kuragari trophy realm is possibly the greatest arsenal of weaponry ever gathered, and is certainly the oldest surviving stronghold of such antiquities. Depending on the size and mass of the object being brought into the world, the cost of summoning said object varies in accordance with the following table:

  • 50 Reiatsu - accessory, jewel, etc.
  • 100 Reiatsu - boxes, bags, etc.
  • 150 Reiatsu - short swords, swords, shields
  • 200 Reiatsu - mauls, greatswords, tower shields
  • 250 Reiatsu - full-body armor, mechanisms
As the cost of summoning each individual object rises in proportion with a greater overall reserve, the speed of summoning individual objects quickens, and the down-time between summons shrinks. Objects stay in the realm they were summoned to until Seisatsu cognitively decides to send them back, at which time they are returned to the Akishouhai no cost of the Kuragari heir's own. However, keeping the objects inside the Akishouhai provides many more benefits than simply storing them away in the realm they were summoned to. Objects returned to the Akishouhai in damaged condition automatically repair themselves, and items drained of their own energy will be swiftly restored, allowing Seisatsu to re-use them without having to drain his own reserves to power them.

Should Seisatsu require a summoning of multiple items at a single time, he may expend a lump sum to open a far larger gate, allowing numerous weapons to pass through without additional expenditure. This gate requires a base expenditure of 2,000 Reiatsu, though it may be increased if Seisatsu desires a more permanent or an even larger passageway. This larger gate lasts five minutes before it collapses, returning all items contained within it to the Akishouhai. However, due to the strain of maintaining numerous weapons outside of the Akishouhai, there is a quantitative limit to the number of objects that can be pulled out of the storehouse at any given time. This amount is determined through a proportion of Seisatsu's own energetic capabilities; namely his aptitude in Reiryoku circulation, storage, and use. (One generic item may be maintained for every 3,000 Base Reiatsu)

Additionally, through a compression of the dimensional gate while an object is in transit, objects may be 'squeezed' out at extreme velocities, allowing their use as projectile weapons. This compression requires an additional 25% percent cost to the base expenditure, making such use an expensive proposition.

Among the thousands of nameless and generally unremarkable items contained within the "Vault World" of the Akishouhai, there exists a small number of greatly more notable weapons of varying origins and properties. These few are the items that the Kuragari have gathered over the eons, and each possesses unique skills that only a master of the Akishouhai may activate. However, due to the enhanced strain of maintaining one of these few weapons outside of the Vault World, Seisatsu may only extract one of said weapons at a given time, and as long as it remains in this realm, the quantity of generic items that may be extracted from the Akishouhai at any given time is reduced to 50% of its current total.


[NOTE - Until specific items are delineated, this ability may only be used to summon generic weaponry.]
 

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~Techniques~

[ 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" Reiatsu. 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. However, the user's Reiatsu is drained at a rate of 150 per round for the duration of Atozukeru's effect.

[Attained when 3,000 Hohou and 5,000 Connection are reached. Optimum efficiency for Atozukeru is reached at 4,000 Hohou and 7,000 Connection.]


[ Kanshunpo ] -- "Perfect Shunpo" (Mov/Aur/-)
Rather than having to rely on bursts, this special form of Shunpo is a continuous flow of Reiatsu that increases the distance that can be traveled ten fold and allows for a smooth transition into Shunpo and out of it consistently in battle. The character is allowed to evade many more attacks, but Reiatsu is drained at a quicker rate.

[Attained when 20,000 Hohou is reached.]


[ Ryouhakudou ] -- " Soul Pulsation" (Aur/Def/ Atk)
Ryouhakudou is a Technique which explores a simple idea and makes full use of the possibilities behind it, many of which are both offensive and defensive. The Technique is utilized by expending an amount of one's Reiatsu into one's sealed Zanpakutou. This energy acts similar to the way a magnet does; it attracts large quantities of Reiatsu from the air. The gathering of this Reiatsu, and by extension various small items, has been documented to create a sound similar to air rushing out of compressed tank. This Reiatsu does not enter the Zanpakutou; no, it merely gathers around the outside, slowly grinding away the metal. When an adequate amount has been gathered around the blade (one round charge time), the user then releases the energy, creating a sort of rubber band effect. The energy snaps outwards and acts in one of three ways, based upon how much Reiatsu used.

The simplest method directs the Reiatsu in one direction, taking a form similar to a Zangeki; it counteracts any physical attack or Kidou spell whose output power is valued less than the sum of 1/5 of the user's Zanjutsu/Hakuda (depending on how the energy was 'thrown' back) and the amount of Reiatsu that was captured during the charge time.

The second method involves consuming 3% of ones Reiatsu in the form of a wall of energy and air. This creates a multi-directional counterattack that is capable of warding off multiple or large-sized attacks whose output power is valued equal to or less than double the sum of the amount of captured Reiatsu and the 3% Reiatsu cost.

The final use consumes 5% of ones Reiatsu and releases the snapping effect in the form of a dome; this particular use can even ward off Ban Kai-level attacks rated equal to or below triple the sum of the amount of captured Reiatsu and the 5% Reiatsu cost. Also of note is that the opponents themselves can easily be blown back by the force of the release.

After using this Technique, a recoil period is experienced where it may not be used again for another three rounds.

[Attained when 25,000 Reiatsu is reached. Must be taught by a user of Ryouhakudou.]


[ Senka ] -- "Flash Flower" (Atk/Sta/Mov)
An offensive sword Technique that specially utilizes Shunpo, where the Shinigami effectively moves behind the target, and in one swift, accurate attack, destroys his or her Hakusui, effectively sealing off the victim's powers forever. If the opponent's Hohou or Zanjutsu is rated less than half of the user of this Technique, it has a 100% success rate. (Can only be used on PCs with their permission)

[Attained when 15,000 Zanjutsu and Hohou are reached.]


[ Shin no Hikari ] -- "Soul's Light" (Def/-/-)
When one is fighting another of equal or greater strength, such fights usually become much more than a war of attrition. Stamina and endurance are a large part of the fight, and those who do not have such things often find themselves at a disadvantage when confronted with many physical blows. Shin no Hikari is a Technique that allows for one to take less damage in a crucial strike and therefore create a good opportunity for attacking.

This Technique has two different effects, depending on the attack being received.

If the attack is based on spiritual pressure, then Shin no Hikari works on a lesser degree like Hanki. By concentrating one's spiritual pressure to one point, letting waves of it fall out. Using this reiatsu, the user then explodes it outwards a moment before the strike. This disrupts the flow of spiritual pressure and attacks the spiritual core of the Technique, therefore rendering the 'special' aspect of the Technique something akin to useless. This use of the Tech only disrupts one strike, and the entire Tech cannot be used again for one minute.

If the attack is not based on spiritual pressure, then Shin no Hikari works something like an intangible shield. By concentrating and compressing energy at the point of impact, as well as consuming 2% Reiatsu, this shield is used to block a physical aspect of a strike. While it doesn't 'block' the strike, it dampens the power to a marginal extent. Also, the shield can be maintained for more than one strike, but its strength doesn't regenerate as it waits between strikes. Therefore, Techs like Hankyou, if used correctly and efficiently on the same shield, could easily break this 'shield'. If broken, the Tech cannot be used for the rest of the fight, and the user suffers a -5% penalty to his or her combat stats for four rounds.

[Attained when 11,000 Reiatsu is reached. One additional usage is gained for every 3,000 points additional points in Reiatsu.]


[ Tetsubou ] -- "Helmet" (Def/Aur/-)
A Technique that causes the user's face and body to glow green. This green barrier is a mental barrier; it does nothing to any physical attacks, but prevents mental attacks. This includes mind reading and attacks that would do damage to the user's mind. It also increases resistance against abilities that would decrease the user's senses, as those are all linked the abilities of the mind. This barrier is created by converting the way a user's body manifests a mixture of highly dense Kidou and Reiatsu, hence, it effectively nullifies any mental attack weaker than the sum of both the user's Reiatsu and Kidou. Tetsubou lasts for a maximum of three minutes.

[Attained when 7,000 Reiatsu and 3,500 Kidou are reached.]


* [ Eishouhaki ] -- "Revocation of the Recited Poem" (Aur/-/-)
Allows the user to bypass of the chanting of a Kidou spell and simply state the name. However, this also results in a drop in the efficacy of the bypassed Kidou, based on its level as outlined below:

Note that this only takes into account the base, listed cost of the Kidou spell. Kidou cost reductions from any other effect/skill cannot be taken into account and be used as "shortcuts."

[Attained when 2,500 Kidou is reached. Cannot learn Kichouji.]


*** [ Shirei Hatsuri ] -- "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 or her Shikai instantaneously through a higher bond achieved with his/her Zanpaku.

When initially learned, Shirei Hatsuri may be equipped without occupying a Tech Allocation slot (but it still occupies a Tech List slot). After 20,000 Connection is attained, Shirei Hatsuri is fully invisible, but when the Shikai command phrase is bypassed, the Reiatsu bonus from Shikai is reduced by half. After 30,000 Connection is attained, this penalty will no longer apply.

[Attained when Ban Kai is acquired.]


*** [ Seimokuto no Fuuin ] -- "Seal of the Blue-Eyed Hare" (Aur/--/--)
Only by being in considerable motion may the Hare grant its protection. The Hare's flowing crest appears all around both of the target's knees, shins, and feet, signifying its consent. Seimokuto no Fuuin locks down the target's Hohou, meaning that all boosts/decreases made to it and all effects that modify Hohou-related aspects not only last three rounds longer, but are also protected from being modified in anyway by anyone. This seal cannot lock down boosts and/or decreases that last shorter than one turn. If the seal is struck with a considerable amount of force (not from the target), it will instantly vanish. The user may only execute the allocation of this seal while in exerted, constant motion (ie., running, sprinting, jumping).

[Attained when 3,000 Hohou is reached. Only one Fuuin Tech may be held at all times. At 6,000 Hohou, Seimokuto no Fuuin does not occupy a Tech Allocation slot, but still counts toward the Tech List total.]


[ Shiden Issen ] -- "Violet Electricity, Single Flash" (Atk/Mov/-)
Shiden Issen is a Technique that relies completely on the skills of the user with the sword and his or her speed. This Technique is made from the Japanese art of drawing the blade, Iaidou. A combination of skill and speed makes this Technique the perfect opening attack in battles. Not only is it quick, but it also can be deadly when projected in the right direction.

Shiden Issen is performed by having the user hold the blade by its scabbard in one hand, while the other hand is loosely placed upon the hilt of the blade. Once the user moves, he or she times the drawing movement of his or her sword with a sudden burst of Shunpo to close the gap between him or herself and the opponent. Everything will only seem to be a quick flash to the other person, hence the name "Shiden Issen."

[Attained when 3,000 Zanjutsu and Hohou are reached. When mastered at 9,000 Zanjutsu and Hohou, this Technique may be equipped without occupying a Tech Allocation slot, but still counts toward the Tech List maximum.]

~Division Techniques~

** [ Kitsue no Seisoumoku ] - "Gun's Origin Tree" (Bst/-/-)
Through intense and repeated combat situation training, Fourth Division members establish a unique 'ideal combat status' in both mind and body. They build their energy reserves based on a scale, aiming to raise the level with each passing moment to maximize their chances of knocking an enemy out.
During a battle, the practitioner's mind enters a state of situational calmness, in which their body moves more smoothly and naturally. Eventually the training allows them to surpass their original strength the longer a battle goes on, delving deeper and deeper into a state of perfect battle meditation.

Physically, the meditation calms the user's body and releases potential energy stored within in greater and greater amounts as the battle progresses. For every round that this Technique is active, the user gains a +10% boost in Hohou, an increase that maxes out at +40%. This complete boost lasts for four rounds, and afterwards cannot be used for an equal amount of four rounds. During this recoil period, the user's Hohou suffers a gradually lessening penalty due to the recovery of their muscles. Immediately after use, the user's base Hohou falls by -15%, a penalty that reduces by +5% in every succeeding turn until the user's Hohou is back to base values.

[Attained when 2,000 Hohou is reached. With each additional 2,000 points in Hohou, the user gains an extra use of Kitsue no Seisoumoku. This Tech can't be used on the same battle session as Tsuken no Jakureijin]


** [ Yari no Namidatsu Biken ] - "Qiang's Flurrying Tassel" (Mov/Aur/-)
Members of the Fourth division are expected to be able to manipulate their own Shunpo abilities to the fullest extent, utilizing them as both a shield and a sword. With Yari no Namidatsu Biken, efforts at maximizing Shunpo efficiency are combined.

The first and most obvious enhancement of the Shunpo is created by pooling spark charges into the area around the user's body and using the natural Reiatsu flaring off from the execution of Shunpo, stimulating the sparks into a flash. The flash is expanded and dragged outwards by the currents of the flaring Reiatsu from Shunpo. The result of these simultaneous movements is a momentary flash of light that can effectively conceal the direction that the user is Shunpo'ing, though someone with enough skill in reading Hohou movements will be able to follow their movements in any case.

The second and far less obvious use of this Technique compresses the user's Reiatsu within them, so that when they leave the flare of Reiatsu behind from Shunpo, the opponent gets a sort of 'over adjustment' sensation, having subconsciously calibrated their spiritual senses to low sensitivity so that the flare wouldn't 'blind' them. This makes following up on a Shunpo's movements much more difficult to follow, allowing the user what typically amounts to a free attack on an unprepared enemy, though someone of comparable speed will be able to prevent a truly decisive hit from landing in a critical area.

This Technique is primarily used in closing the gap between a Fourth Division member and a primarily long-ranged enemy, allowing them to bring the fight directly to their opponent. Consuming 150 Reiatsu is necessary to 'blind' the opponent, and the withdrawal of energy within oneself prevents the user from using Kidou or other energy-based abilities until they have exited Shunpo and brought their strength back up to normal.

[Attained when 1,500 Hohou and 4,000 Reiatsu are reached.]


** [ Tsuken no Jakureijin ] - "Jian's Elusive Blade" (Sta/Aur/-)
Being the first troops to be deployed into the enemy's ranks, members of the Fourth learn quickly how to handle large quantities of foes that are coming from all around them; they are trained to benefit as much as possible from the single advantage they posses on the battlefield: the element of surprise.

A crucial point in the Fourth Division's doctrine is to take their enemies by surprise and deal massive amounts of damage before they can setup their defenses properly; thus the first few moments are the most crucial for these warriors.

Tsuken no Jakureijin is a Technique which was developed at the Fourth's Taisho in order to further enhance the prowess of the Division's Shinigami, working in a somewhat similar way to Kitsue no Seisoumoku; the user enters a state of deep meditation, but instead of it projecting inwards and boosting the user's inert abilities, this meditation is projected outwards to hamper the foe's capabilities.

For the first four turns of battle, any calculations regarding the opponent's highest combat stat regard said combat stat as 70% of its actual value, while all defensive maneuvers used by the opponent suffer a certain percentage of degradation that may be found by weighing the opponent's dampened combat stat against the user's own in percent(note that this calculation will only consider the opponent's base combat stat; it does not consider any stat boosts that may be in effect). After five turns, the calculation modifier is reduced to half (causing said combat stat to be evaluated at 85% of its actual current value); and after four turns Tsuken no Jakureijin's effects completely end.

This will be the practitioner's chance of making swift attacks that will have a much more devastating impact on the foe and are more likely to either take him down, or be a significant step in the process.

[Cannot be used in the same battle session as Kitsue no Seisoumoku.]


** [ Daitou no Haura ] - "Dao's Back Edge" (Atk/Aur/-)
The second step to a successful blitzkrieg attack is to bombard the enemy after a surprise attack and finish his forces with maximum efficiency in the least time possible; true to this goal, the Fourth Division members often find themselves in the midst of a battle field, outnumbered by their foes by sometimes unparalleled ratios.

Due to these circumstances, it's absolutely vital that each member of the Fourth will be able to deal devastating amounts of damage with each blow he delivers; but since the blitzkrieg warrior is surrounded by enemies, making an attack would create a major opening, one the enemy won't think twice to take advantage of.

Daitou no Haura was conceived in order to counter these exact situations (though it is useful in its own right); when the user swings down his sword in a simple slash, he will move Reiatsu from his back (namely, the spinal cord) outwards and forward towards his Zanpakutou, creating a shell-like energy course.

This movement of Reiatsu bolsters the strength behind his attack, all the while blasting outwards from behind him, thus helping to negate, divert or at least lessen the impact of attacks made from behind the user while he attacks the foe in front of him.

Relevant damage and/or power calculations derived from the use of this Technique regard the user's Zanjutsu as being 140% of its original value at the time of this Technique's execution. Each execution of this Technique costs the user 500 points of their current Reiatsu value.

[Attained when 2,000 Reiatsu is reached.]
 

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NPC: 'Ballard'

Age: 140's-150's

Persona: Straight to the point, serious most of the time. slightly impatient, but enjoys explaining things to th fullest.

Stature: 6 feet tall, slightly broader than Seisatsu and heavily muscled.

Division: N/A. Holds level of squad leader within 'Scharzwind'.

Zanpakutou: Issuinoushi
Release: Otaki (Cascade)
Ability: The long slender blade becomes a substance somewhat like water, which can morph to better fit the 'flow' of Ballard's attacks. The blade itself can also flow around swords and through enclosed areas.

Also, instead of cutting, the blade flows around the molecules of a person, which makes the blade look as if it simply disappears when it is stabbed into someone. The blade kills the living cells of souls it flows into, but leaves no other mark.


Dead.
 

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Unafflliated Shinigami


NPC: Kouyuu Mikomi

Age: around 200, looks to be about 35

Persona: Annoyingly energetic. Often plays pranks on those subordinate to him. Laughs quite a bit. Capable leader when the time calls for it.

Bio: [coming]

Stature: 6'2, longish brown hair, body of a runningback. Brown eyes, muoth apt to smile.

Division and Rank: No longer affiliated with the Gotei 13. He acts as an independent soldier, occasionally doing bounty hunter work and the like.

Zanpakutou
Name: Inukoumyou
Release: Growl, Inukoumyou!
Ability/Form Shift: Blade morphs into a one-armed shield attached to his right arm. It is able to project barriers around its bearer, which protects him from low-level Kidou and physical attacks. The barriers can also be used offensively to smash opponents.


Stats:
Spiritual Pressure: 1000
Zanjutsu: 500
Hohou: 1000
Hakuda: 1500
Kidou: 0
Connection: 4000




NPC: Momokawa Hyouzou

Age: 87, appears to be just over 20

Persona: Has recently acquired a sort of weight on her shoulders, giving her a troubled outlook on life. Her overall demeanor has become very fragile, and it takes a lot of effort to get her to crack a smile

Bio: [coming]

Stature: 5'5, slim build, Mid-back length black hair (straight), light blue eyes, pale skin.

Division and Rank: No longer affiliated with the Gotei 13. She acts as an independent soldier, occasionally doing bounty hunter work and the like.

Zanpakutou
Name: Himizu
Release: Roil, Himizu!
Ability/Form Shift Unknown


Stats:Unknown

Recently reduced to a comatose state.



Bunraku Officials


Maboroshi Kosui

Age: Unknown. Appears to be late 30's.

Persona: Commanding and overbearing. She typically knows who holds which cards, and when to play her own. One of the most vocal members of the Bunraku Commitee.

Bio: Coming as information is revealed.

Stature: 5'8, fairly toned muscle due to an extensive devotion of time and energy to swimming. Shoulder-length blonde hair, deep green eyes. Has a single scar running from the bridge of her nose, under her left eye, and all the way back to her left ear. Usually wears custom-fit flowing robes cut along military lines.

Zanpaku: Takes the form of a tonto when sealed. All other facts are classified.

Stats: Unknown


Drachengarm Officials:

Haijin Souhaku

Age: Unknown. Appears to be late 20's.

Persona: Quiet and contemplative. Very rarely speaks without spending a good amount of time thinking about hat it is that he's going to say.

Bio: Coming as information is released.

Stature: 5'11, excessively thin. Neck-length brownish-red hair, dark brown eyes.

Zanpaku: Unknown.

Stats: Unknown.
 

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The Avatar



Alternate Name(s): "Kokuyouseki Getsuga" (given to him by Masaru shortly after his 'birth')

Age: Unknown

Appearance: A young male, no older than mid-teens. A tad on the short side for his age, as well as extremely light. He has a soft mound of blue-black hair that dangles loosely down to his eyebrows, the base of his neck, and midway down his ears. He has a single coral-colored eye in his left socket, while his right, which was cut away shortly after his birth, is covered with a patch. He has very pale skin, which contrasts greatly with the black Shinigami hakama. His face is what many impressionable young women would describe as 'cute', though the scar somewhat covered by his eyepatch mars that appearance.

The haori he wears bears the mark of the 4th Division, which he has taken leadership of during the previous Captain's absence. It is slightly overlarge for the young soul, occasionally causing him to stumble due to stepping on his own haori's hem.

He typically wears a thick, heavy black scarf round about his neck, which more often than not manages to cover up the lower half of his face, further perpetuating the "My clothes are made for someone big enough to give birth to me" style he seems to prefer.

There is no sword held in the obi wrapped around his waist, though he always seems to have some sort of blade hidden somewhere in the vast depths of his clothing. Another strange fact about the boy's appearance is that he always has two simple pieces of jewelry somewhere on his body marked with single gems: one has a ruby, the other an Amethyst. The size, shape, nature, location, and form of this jewelry varies greatly and seemingly at whim. One moment there will be a small fragment dangling from his ear, with the other a bracelet wrapped about his wrist, the next one will be a necklace, while the other is a ring.


Persona: Cheerful, though in a strange, abstract sort of way. He doesn't seem to take into account the nature of his surroundings (which explains his strange demeanor), and assumes people will understand whatever he says, no matter how abstract his words might have been. This often leads to misunderstandings concerning perceived arrogance on his part, which does little more than confuse the boy. He thinks of himself as completely average, and thus that anyone and everyone should be able to comprehend whatever he rambles on about.



-More to come-​
 

Amadeus

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Character Themes​

Seisatsu's Themes
  • Character Theme ~ "The Chauffeur" - Deftones
  • Combat Theme ~ "Beyond the Wasteland" - Advent Children OST
  • Reiseikou Theme ~ "This Dying Soul" - Dream Theater
  • Captain of the 4th Division ~ "Hell March" - Red Alert OST

Getsuga's Themes
  • Character Theme ~ "Flowing Destiny (Memories)" - Zone of the Enders OST
  • Combat Theme ~ "Stream of Consciousness" - Dream Theater

The Exile's Themes
  • Character Theme ~ "Nebelpfade" - E Nomine
  • Combat Theme ~ "Counting Bodies Like Sheep" - A Perfect Circle
  • Unknown Warrior ~ "Shades of Revolution" - Tsuiokuhen OST
 

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