You may have a lieutenant, but not the 12th. As is stated in the "Tl;dr" hider in the Overview section, the 12th lieutenant and Captain are currently MIA, but everyone is fairly certain they're not dead.
【Additional Appearance Info: Standing at 5'7 and weighing in at—ask again and I'll pluck your eyes out—Kairi is a rather slender woman with an air of confidence about her. Her curves modest till you get below waist level, Kairi's body is athletic and well toned. While once she was forced into the traditional shinigami shihakusho, she has since shed the uniform in place of her current outfit, which is part utility and part style. Most notable is the train of cloth that trails down from her waist, concealing the position of her blade, which is laid horizontally at the small of her back. Beyond this the colors of her outfit serve to accentuate her body and, more particularly, her face and fierce amber eyes.
【Biography: Kairi came into the rukongai as a baby, something surely tragic having occurred to result in such a fate. Nonetheless, a poor family took her in and raised her, attempting to instill in her the values that would allow her to survive in the lower districts where violence was rampant and food was scarce. However, before she was even ten, bandits broke into their home. She woke up later to find the house empty. She had gotten out unscathed, but had lost her family as a result. She cried, but the world soon toughened her up as she learned to steal and fight for food and shelter. She learned that there was little room for remorse when someone stole from you instead. She learned the darker side of humanity, and this impression of humankind would remain with her for many years to come. Needless to say, she fought tooth and nail to extricate herself from the violence, and she succeeded, eventually ending up in one of the better districts.
However, her thieving ways one day ended her up at the feet of a shinigami, where she was punished, and then forced to enroll in the academy. It seemed the shinigami had seen promise in her, and he was right...though perhaps not in the way anyone would have expected. Swiftly she began to feel she didn't belong as she failed classes left and right, possessing less reiatsu than most around her, not to mention how little interest she saw in kido. However, there were two things that caught her eye, for she had always seen the appeal of evasion and of brutal and unforgiving physical punishment. So her classmates began to learn that where she failed in zanjutsu, flunked in kido, and lacked in stamina, she more than made up for it with raw strength, durability and speed. She went largely undeafeted in sparring exercises and she liked it. She liked being above the others, liked the attention—negative and otherwise, and so she fed on it.
As the decades passed she became more and more skilled in Hoho and Hakuda, eventually managing to pass the academy, with a recommendation to help her out from under the weight of her other failed classes. With that she began her ascension through the ranks, jumping between divisions until she landed herself in the 2nd division where finally some discipline was forced upon her. As she was finally brought to reign she found solace in her lacking authority by venting her cruelty and annoyance on her zanpakuto and so it was that she rose to 3rd seat with the reveal of her shikai. In the next couple of centuries she managed to nearly master her shikai, while surpassing even most captains with her prowess in Hakuda and Hoho respectively. She became known Fuishi after a series of missions in which she was tasked to hunt down several defectors. When the medical crew was called they found that all there was to do...was clean up the mess and with several of them having witnessed the exchange, well they found the title fitting. So it was that a six decades ago, in the week following that incident, she was promoted to the lieutenant of 2nd division, after all...one of the defectors had been the former lieutenant.
The following years were relatively quiet and especially boring in her opinion, until what appeared to be a rebel faction appeared in the midst of the seireitei and laid low the Gotei 13, herself included. She took the defeat badly, and for the last several years she's trained, rage consuming her, even as her zanpakuto grows more distant with every passing week. Unable to understand why, Kairi finds herself frustrated and it is this frustration which has led her to join in the effort to reclaim their place in the seireitei. Plus, who couldn't use more positive points in their resume? After all, she's got her sights set on the captain position, and she's got no intention of letting Arina outshine her, even if they are sort of friends.
【Personality: Kairi is a girl with equal parts sass and kindness, despite what some might say. She's the sort that you're either drawn to or jealous and hateful of and she's responded to it with smiles and tasteful sarcasm, or the latter and a cold hatred. She hates easily and while it's relatively easy to become her friend, she's highly competitive and just a little judgmental. Holding herself to very high standards has, over the years, resulted in her—to a lesser degree—holding others to similar bars. As a result she's isolated herself from some circles, but earned respect and notoriety as a result. After all, even when people hate her, it's hard to talk shit about someone who can probably hear you from half a mile away and could easily break 100% of your bones.
As one might expect of someone like her, Kairi's got a temper, and while she'll dial it back and keep herself under control most times, she can get pretty worked up...and it can end violently if you're not careful. Say the wrong thing and you're likely to end up under the care of 4th division for a good long while. This reveals a certain cruelty about her, one that is the result of a sadistic streak, as while she could often kill someone or leave them be, she'd much rather tease—in flirty fashion—or injure beyond the point of repair just to watch you suffer in the long run. This of course runs contrary to her division, which often forces her kills to be swift, if not clean. As such she has managed to develop a measure of professionalism when it comes to assassinations, though not so for slaughters. Still, with stamina as low as hers, she's likely to burn bright and hot, before burning out with due swiftness. As to her humor, well, she's sarcastic and holds little value in the like of puns, unless they're about violence...violence is an exception.
As a leader on the other hand, Kairi is strict, often picking up some of the slack for her godawfully lazy captain, Arina Kawagana—the slothful bitch. Oh yeah, did I mention she's spiteful and proud? Because that's a thing too.
Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.
【Capabilities】
【General Aptitude】
Fighting Style:
N/A or TBA. Pending.
High Reiryoku(1/4): While Kairi has never had exceptional reiryoku, she makes due, her skills and physical training having enabled her to exert incredible physical power and achieve near unmatched speed. Nonetheless, the shinigami tires relatively quickly, with her longest fight times reaching about 15 minutes—nothing compared to her peers. Her reiryoku, when seen during Kairi's shikai, takes on a golden color.
Non-Existent Reiatsu(0/4): Due in part to her incredibly low stamina, Kairi possesses no reiatsu whatsoever making her effectively invisible outside of the five traditional senses. Additionally, this has resulted in a sort of advantage for the lieutenant, allowing her a sort of effortless stealth.
Average Alignment(2/4): Still embroiled in her ego, and largely unwilling to accept her faults, Kairi has nonetheless come to realize that she does have flaws. However, she is not as peace with these flaws, making her self mastery rather mediocre.
Untrained Zanjutsu(0/4): Let's just say she flunked the class.
Poor Offense(0/4): Nope.
Poor Defense(0/4): Nada.
Average Resonance(2/4): Before the attack of the enigmatic shinigami, Kairi's zanpakuto resonance was of one who had nearly mastered their shikai. However, now after contact with their adversaries she—like many others—has found the bond between her and her zanpakuto...well, waning. Unable to understand it, she struggles to maintain her connection with the spirit, striving for a way to perhaps reconnect. Her resonance has lowered to the average for her rank, rather than exceptional as it once was.
Legendary Hakuda(5/4): Years of brutal training inflicted on herself, rather than any other, Kairi has developed skills in Hakuda that to most, seem to defy reason. This on top of her lacking stamina, high resilience, and more than considerable speed has resulted in a fighting style that can be summarized in two words “Shock and Awe.” In short, Kairi is known for using her incredible strength and speed to turn her surroundings into advantages and put her opponent into bandages—provided they survive at all. She hits hard, she hits repeatedly, and she does it fast. However, this is not to say that her tactics are without subtlety.
Legendary Offense(5/4): As one would expect of someone of her skill level, Kairi has developed her offensive talents to the very pinnacle, which in tangent with her defense makes her equally good at holding any position in a fight, as well as mounting counter attacks.
Legendary Defense(5/4): Similarly, Kairi's skill in the defensive arts is significant, allowing her to guard, dodge, and deflect with relative ease, especially against any lesser opponent. This, when coupled with her insane resilience, allows her to to take blows that would kill or permanently disable others as if they were more akin to blows at half strength.
Legendary Physical Strength(5/4): Practically unmatched despite her former rank of lieutenant, Kairi's physical strength allows her to seemingly move the unmovable, crush the uncrushable, and outright shake the very ground on which she stands. A single well place punch can tear apart clothes, shatter bones, rip muscles, and even make craters in the surfaces nearby. Long story short, if ya get hit, you're probably gonna have to quit.
Untrained Kidō(0/4): Never having had any interest in the art, nor really any talent for it, Kairi utilizes kido not at all, leaving her at a range disadvantage.
Poor Kido Power(0/4): The potency of her kido is about as relevant and notable as her skill in the art.
Incredible Perception(4/4): Kairi is perceptive, very...very perceptive, and while she doesn't have any particular special abilities in the area, she has been able to master the use of all her senses, especially with her focus on hand-to-hand combat. This has resulted in an enhanced sense of balance as well as an awareness of her own body. Additionally, while she possesses no skill with any weapon not attached directly to her fists, Kairi is adept at reading body language, both in combat and out. As a result she has a strong predictive sense when it comes to any physical art and can navigate the field of battle with relative ease so long as she's not forced to predict other sorts of attacks. Of course, this does not mean she can't sense reiatsu at all, as that would be inaccurate. In fact, due to her division she has had to hone her sixth sense as well, thus allowing her to pick up on people almost instinctually as well as giving her the ability to detect increases in the amount of ambient reiatsu. Nonetheless, she can mistake people's energy signatures if she hasn't been in contact with them for a time, making it hard for her to tell who is where unless she's had time to associate names and faces with one's reiatsu. Nonetheless, she gets by.
Hohō Grandmaster(4/4): She's fast. Getting from point A to point B is a flash of movement. She can keep up with the best of 'em aside from prodigies or those with an absurd amount of training under their belts. She's good enough to have developed a few techniques of her own, but not good enough to have revolutionized the art. Still though, her speed's nothing to laugh at, in fact, while you're laughing, you might find a foot crushing all your ribs. Not a good look. Furthermore, her fancy footwork and intense hoho training can be coupled with her Hakuda skills, resulting in a kick that you won't remember, because you'll probably be dead...or have brain damage.
Legendary Mobility(5/4): While her hoho is at the pinnacle that most are capable of reaching, she's gone a step further with her mobility, making her highly flexible, acrobatic, quick on her feet, and possessing of insane reaction times. This, along with her hakuda, makes her a terror at close range. Seriously, the stuff of nightmares. Legendary Resilience(5/4): With a lacking presence and stamina to scoff at it should come as no surprise that Kairi would make up for her failings somewhere. Despite her tiring quickly she is capable of taking a tremendous amount of damage without faltering, or letting up. She scoffs at ceros and shrugs off most blunt force strikes, her skin's toughness and natural spunk allowing her to stand up even after blows of tremendous power. Rumors hold that once she laughed off a cero to the face—the rumors are true.
This is a hoho technique, utilizing what amounts to one half to two and a half shunpos within the space of 1-3 seconds. This use of shunpo coupled with a bit of footwork and seeming motion to suggest a given direction results in an afterimage that appears to flash forwards a variable amount of distance, typically to unsettle, startle, or cause the user's opponent to react and perhaps create an opening. The fewer flash steps utilized, the less distance is crossed. This technique requires either non-existent reiatsu or the ability to completely conceal one's own presence, or the ability to project one's reiatsu along with the afterimage.
Hanpo(半歩'Half step'): Hoho(2+); Mobility(3+) 5th seat and up.
While requiring a relatively low level of skill in the way of Shunpo itself, Hanpo is certainly just as useful as its counterpart. In essence, this technique allows the user to appear to move up to three feet further than they actually moved. It can be described as “the whole of a shunpo, but with less distance covered.” The user remains visible for all but a moment of the technique, though the technique can only be executed at short range it is still useful for throwing off an opponent.
A technique employing a shunpo with a swiveling step, allowing the user to turn as well as move at incredibly high speed, increasing the angles from which they may attack whilst moving at high speed. May be used to land two hits with one strike. Typically used by shinigami to pierce the Saketsu(Chain Binding) and Hakusui(Soul sleep).
Through unifying one's skill in hoho, mobility, and physical strength--while mitigating or dispersing the damage of such with one's natural durability--an individual the limits of the body. Normally this would require transcendent skill in shunpo, but in Kairi's case she utilizes her zanpakuto to circumvent this requirement. As such, before even attempting to utilize this technique, she must first activate Nashi kōsoku. Once done she can begin this technique's use.
Essentially, this technique is much like Senka, but instead forces the user to surpass their speed through superior mobility and physical strength, pushing beyond one's limits. For a true user, this technique will elevate them beyond their normal max speed, pushing them beyond the threshold of legendary, if only minutely. For Kairi however, the technique allows her to become legendary in her speed--though hers is of an unrefined sort. Essentially she is capable of using her physical strength to arrest and then alter the direction of her momentum in a curving trajectory by using her legs and feet as if they were jackhammers. This effectively, with the use of Nashi kōsoku, doubles her mobility, and makes her far faster than she could otherwise be. This of course comes at a cost for any user as after sustained use, the body will tire, and if one does not stop...they will find themselves tearing muscles or even snapping bones. Such are the dangers of surpassing one's limits.
Senshi no ketsui(戦士の決意'Warrior's will'): Perception (4); Hakuda (3+).
By redistributing the reiryoku within one's own body using only one's will and physical awareness, the user will limit their perception in some manner, typically causing tunnel vision or the loss of awareness outside of a certain range. Typically requiring several seconds of focus to initialize, Senshi no ketsui allows the user to attain a nigh absolute awareness of their person and either a set area or set of targets. This essentially sacrifices their ability to detect attacks outside of their designated sensory range, or those not directed at them via their target. However, in exchange the user is capable of heightened reaction speed and greater predictive capability.
More TBA.
【Zanpakuto】
Sealed State
~"Once he was strong and imposing, but I swiftly taught him who was on top. He hasn't stepped up since, and I like it that way."~
Inner World & Spirit:
Kairi's inner world is one of immovable mountains and terribly fierce winds, its skies red and fiery, with its ground coated in snow and its mountains almost like ice or crystal. Within it dwells her Zanpakuto Spirit, Shūryō-jiku, who once took the form of an imposing man, but has since become a tiny sniveling child, the size of a sprite or fairy.
Zanpakuto Personality: Both like and unlike its master, Shūryō-jiku is a strange spirit, as it is both stubborn and willful, while being submissive to Kairi. To any other the spirit would be a powerful force to be reckoned with, seemingly impossible to convince and similarly impossible to stop should it take in its mind to do something. Yet, even with the waning resonance between them, Shūryō-jiku has become entirely subservient to Kairi. It appears as if the spirit has had its resolve crushed by mountains and its wits scattered by the very winds of the world in which it resides. However, as their bond slowly wanes, the spirit regains some of its old self...bit by bit.
Shikai
~"Let your body be my shackles and my mind be your will, Shūryō-jiku(終了軸'Terminal Axis')"~
Ability: Its form that of two unique knuckle dusters, Shūryō-jiku's primary ability takes the form of six orbs, which however between their spikes. These six orange orbs are formed of a composite material that occurs when reishi and reiryoku are bonded equally into a closed system. These orbs can bind themselves to any individual or object in addition to being capable entering two separate states. The first state causes an orb to become a nigh immovable object by condensing its bound reiryoku into its center and allowing it to spin around a central point. While these orbs can be moved, doing so requires a tremendous amount of effort. On the other hand, the second state an orb can enter allows it to become a nigh unstoppable force, by externalizing its reiryoku and causing it to explode in a stream behind it, sending it in one direction at high speed. While these two states are useful abilities, there is one further property that should be noted, that being that orbs can be bound to living things as well and how tied they are to a given part of that living thing depends entirely upon how long Kairi can maintain physical contact—this applies to objects as well.
A mere second of contact will bind an orb to only the point of contact on the surface level, whereas 3 seconds will bind it to deeper layers of tissue and 5 seconds, small amounts of muscle in addition to the aforementioned. As the amount of time goes up, so too does the depth and surface area of the orb's effect. This makes Kairi's ability one to be truly feared as the wrong move could be your last. It should be noted that direct interference with an orb can cause them to briefly short circuit—though this requires an above average level of control of one's reiatsu and/or internal reiryoku. The greater the reiryoku/reiatsu, the easier it is to disrupt the orbs. There is a brief period of 8 seconds before an orb can be switched between states.
Techniques
Fudō no shichū(不動の支柱'Immovable Brace'): Moving the orbs and activating their first state, Kairi binds them to her person. This ability allows her to be struck, but not moved with any ease. The effect can be activated and deactivated, but each time it must build up, thus allowing her to be moved more easily or normally for a brief time.
Nashi kōsoku(無し拘束'Without Restraint'): Similar to Fudō no shichū the orbs are moved into her own body, but in this case they enter the second state. With this done she can sync her movements with that of her orbs, allowing her to move at accelerated speeds or to accelerate the momentum of a given movement. Just as with the previous technique, the orbs must charge their momentum if their position in her body is to be altered. This technique, is far more risky than its counterpart, as should she move incorrectly or misjudge the trajectory of an orb, it could do serious damage to her body.
There remains one or two more techniques that she is currently unaware of.
This will be updated as the plot continues on. Sometimes players will be given the opportunity to play as an arc's villains. Provided the RP's scope expands, such positions may be opened up more permanently to allow for a greater amount of flexibility and creative potential.
This will be updated whenever new information is added.
0(Untrained) cannot use kido.
1(Practitioner) can use up to 35, but chooses a specialty. Their non-specialty goes up to 15 without incantations at full power. Anything above 35 for specialty is out of range, same for the “15” of their non specialty.
2(Expert) can use up to 55 for their specialty, and up to 25 in their non-specialty. At this point kido theory can be mastered, but not put into orthodox use. Experts can use double incantations, but without high stability and control, they can use more energy than necessary or have their spells fail. If kido theory is focused on, custom kido are an option, but they may not be above their highest mastered spell rank in either their specialty or non specialty areas.
3(Master) can use up to 70 without incantation, but chooses a specialty. The one that isn't a specialty only goes up to 35 without incantation at full power. If they don't choose a specialty, then up to 55 without incantation. A master can still use the full scope of kido, but has only moderate skill with double incantation(combination spells) and forbidden kido. Custom kido of complexity/rank equal to their non-specialty and specialty kido are possible.
4(Grandmaster) can use up to 75 without incantation regardless of specialty. Grandmasters with a specialty can cast up to 99 in their specialty, but lose out in their non-specialty, being able to cast up to only 65 without incantation. These individuals have an easy time with combination kido, but some trouble with the forbidden stuff. Custom kido of complexity/rank equal to their non-specialty and specialty kido are possible.
5(Legendary) can use everything.
History: Once a leading family in the Seireitei several thousand years ago, the Tatasuko family was unlucky enough to be framed for a rather heinous crime involving the murder of several members of the Central 46 with an experimental weapon. So it was that those who were deemed guilty were executed and the family was not only demoted of its noble rank, but was ousted from the Seireitei and forced to dwell amongst the peasantry in Rukongai. So it was that a deep hatred and vengeful outlook towards the Seireitei was fostered for the next two thousand years. However, this was not to say that the once noble house was inactive, for indeed they managed to establish a presence in the districts, fostering relationships with those that one might consider the wealthy to obtain what they could not make themselves. Having once been heavily invested in the Research and Development Institute the Tatasuko still had some of the brightest minds amongst them...and so began their scheming for revenge.
Over the years the Tatasuko began to locate exceptional individuals within the rukongai, kidnapping them and breeding them with their own. Thus as the centuries ticked by the strength of their family grew, as did their intelligence. However, with the harsh training regimens and invasive research done on some of the offspring, a host of mental illnesses began to crop up, especially what with a measure of inbreeding being present. So it was that they ceased the practice, hoping to gain greater strength, rather than mere purity of blood like the fools in the other noble houses. Little did they know, that their mistake would result in one of the most brilliant minds in the history of Soul Society.
On the eve of their three thousandth year of exile, a child was born amongst them. As with every child, they trained him diligently and taught him as best as they could--having acquired resources befitting of their former status in their last three thousand years of exile. Still, as the boy grew older they found themselves unprepared to deal with him in more ways than one. Nonetheless, he served to raise them up further throughout the years, learning to control his truly tremendous reiryoku and reiatsu, as well as to balance his own fractured mind. He, unlike any of their prior offspring, entered Shin'o Academy, and graduated after the full five years--though it was in part due to obstacles placed before him by the other noble houses. Yet, despite those arrayed against him due to his lineage, he went on to become the Captain of the 12th division and, after a thorough historical investigation, he ascertained that the crime had not in fact been committed by his kin. So it was that they were welcomed back into the Seireitei and, using the connections they'd gained and the research they'd done--not to mention the influence of the aforementioned captain--they managed to reassert their influence and authority.
Since then the Tatasuko have acted as a driving force for scientific Research and Development, as well as change. While they are looked down upon and hated by some of the other noble houses, they continue to spread their influence to this day.
Influence: While the Tatasuko family does have about as much influence as the other noble houses, it has focused the majority of its funds into the Research and Development Institute.
Hierarchy: The Tatasuko family, like many noble houses is led by a family head however, it also possesses several branches. Notably there is the research branch, the heir branch, and of course the elder council. The third of these serve as advisers to the head of the family and can also take on executive authority in the absence of the family's leader. unlike many noble families, the Tatasuko do not allow any inbreeding and additionally do not choose their leader by right of succession, instead choosing only the best among their ilk to lead.
Notable Members: Zume Tatasuko: Captain of the 12th Division.
History: Once a lineage of great promise, potential, and power. Every member born into the clan is gifted with a natural zanjutsu affinity, allowing them to easily master the art of swordplay. Although originally few in number, each member of the founding family was said to possess the strength and fortitude of entire armies. Thus, was able to easily change the tide of battles for the better or worse. While there is no recorded evidence to support these claims. Inklings among the notes of the Seireitei's most notable scholars suggest the clan has been instrumental in shaping the fate of the soul society. With its origins confirmed to date as far back as the soul society's earliest days.
Among the shinigami, there is a legend called the 'Ken no isan'. The Legacy of the Sword. Which is said to depict the rise of the Masumatsa. As it is written;
There was Saisho, the first, who in Jitaku is called Tōshin; and he made first the Asauchi, the Nameless Ones, that were the offspring of his thought, and they were with him before aught else was made. And he spoke to them, propounding to them themes of power; and they sang before him, and he was glad. But for a long while they sang only each alone, or but few together, while the rest hearkened; for each comprehended only that part of the mind of Saisho from which he came, and in the understanding of their brethren they grew but slowly. Yet ever as they listened they came to deeper understanding, and increased in unison and harmony.
And it came to pass that Saisho called together all the Asauchi and declared to them a mighty theme, unfolding to them things greater and more wonderful than he had yet revealed; and the glory of its beginning and the splendor of its end amazed the Asauchi, so that they bowed before Saisho and were silent.
And the Zanpakuto was born.
And so, the Tōshin gained reknown, and through his lineage, the Masumata was born.
However, it was the Clan's first official head, Hachiman Masumata whom first raised the Clan to a status of nobility. Having become a legend among warriors as the first weilder of 'The Dance of Death'. The creator of Warutsu, the Extirpating Waltz. Which he used to subjugate several smaller clans. Absorbing them into the conglomerate that is the Masumata Clan today. Being revered as 'the Clan of Blades', the Masumata Clan is known to have singularly funded the construction of what is now known as the Shino Academy. Under the leadership of the twelfth head, Tadeoki Masumata. Hiroshimoto is the clan's fourteenth head, as well as the only 'non-blood' to ever hold the position. As such many of the subsidiary branches reject his claim. Despite the fact that they still publicly pledge allegiance.
Influence: Respected as the grandfathers of Zanjustu, the Masumata family possesses a significant degree of pull within the Shino Academy. Thus, has previously attemped to stifle the growth of the notable members of their rival clans. Beyond that however, their influence is on par with the other clans.
Hierarchy: The Masumata Clan follows the same hierarchical structure as most clans. While they do possess numerous smaller branches - two for each of seireitei's cardinal directions - with the main branch being the northern most branch, they are all ruled independently. The rulers of the subsidiary branches are called 'Jintai', and possess authority only over their respective branch. Naturally, the clan head supersedes all other authority. Which are decided via right of succession. Notable Members: Hiroshimoto Masumata: Former Captain of the 7th Division, Shizuka Tsukikage: Exile.
Q: Will there be other races? A: Yes, but not from the outset. I will be opening those up if we get enough people to warrant it, as well as when they start playing a significant role.
Q: What races will be available later? A: If other races become available, it will likely be Arrancar, Humans(Quincy and maybe something AKIN TO Fullbringer), and perhaps some more...custom creations.
Q: Are those arrancar or normal hollows in the OOC? A: They are 'normal hollows,' as you say, but do not be fooled, they are about as threatening as you'd expect arrancar to be.
“It was always fire and ruin, why didn't I think to look elsewhere...?”
The shinigami gazed down from Sokyoku hill, a blade to his throat, his knees on the ground, body teetering near the edge of the drop off, a foot on his back, a hand tugging roughly at his hair to hold him in place. There was a harsh chuckle, the voice rugged, as if the sound had been clawing its way from the man's throat and over the years the damage had piled up.
“You picked an awful time to look back on past mistakes. Then again,” the raspy-voiced man said with pause, causing the shinigami to swallow hard, the blade nicking his throat and drawing blood, which trickled down his neck, sending shivers down his spine.
“...the moments before Death are always rather...nostalgia inducing,” the figure smiled, but the look was private, meaning little to anyone but him. The shinigami, Taikou, closed his eyes and exhaled, before drawing another breath in. “I guess this is it,” he said.
The man chuckled again, “No, not quite,” and before Taikou could react, the villain had shifted the angle of his blade and stabbed him through the chest, before moving it free and kicking him from the ledge. As he plummeted through the air, a literally stabbing and throbbing pain coursing through his chest, he found his vision tunneling and at the end of it he saw the man.
Behind the rugged figure was only a vast blue, and it was not the sky. As that thought entered his mind, he found the rest of his awareness slipping away, as the wind embraced him and he fell, picking up speed rapidly.
He knew he could not survive the fall, so he gave in, and so his eyes closed...and his awareness put itself to rest, before the harsh world even could.
One might have said that Taikou had died before he'd even hit the ground, but they would have been wrong.
Very very wrong.
Premise
It happened fast, too fast, the fall of the Captains of old, of the Gotei Thirteen as it was once known. Like dominoes lined up in a row they were toppled, each following the last. You could have called it a rebellion, but a coup would have been more apt—though a restructuring of government would have been even more so.
Like Taikou, the last of the captains to fall, they had not seen it coming for when threats came to mind, it was destruction conceptualized. The tearing down of everything, to rebuild something entirely different, but alas, what fate befell them had not taken such a form.
In fact, though they had been shamed and cast afar, many of those who had once held sway over the great Seireitei were left alive to fight another day if they so chose. Some did...and some did so again when they were laid low once more, and it those who so foolishly charged forth a second time, well, their comrades have yet to hear word of them, leaving them unaware as to the exact nature of their disappearance.
For the Captains, and those seated officers who would not bow to their aggressors, it has lead them to dwell in the world of the living where many stew in their shame and anger, while others merely accept their fate.
However, more importantly, are those who were changed by their engagements with the enemy, those who learned the truth, or at least fragments of it. Those who learned that much of what they had been taught to believe about the world, including even the weapons they wielded, had been elaborate and clever lies.
Now with their pride shattered, their home far away, and even their zanpakuto growing distant, it is these shinigami who must strive to discover meaning in their new lives, and to cast aside the shackles of the past, be they the shame of a battle lost, or even the tradition and practices of the old world.
The foundation on which they once stood must be rebuilt and so there is work to be done for those with the resolve to do it.
So the question is, will you accept your fate as a fallen warrior brought to shame, or will you rise above the adversity of circumstance and reclaim your rightful place in the Court of Pure Souls?
Welcome to Bleach: Souls Adrift, a RP with extended Bleach lore, which possesses an overarching plot, but will focus on smaller arcs more often than not. As the title hints, your characters will be, in large part, outcasts. You are all members of the “Old Gotei,” as it were, cast down from your domain by a group of shinigami which appeared to come as if from nowhere, their exact motives unsure, and the means used to defeat your ilk an enigma. Exiled from the Seireiti, the Old Gotei has been forced into the world of the living. You and your allies are presented with a dangerous situation, as shinigami patrols from the New Gotei are significantly reduced, resulting in drastically increased hollow activity in the world. Many, driven to carry out their duty as shinigami despite their new circumstances, have spread out across the world, acting as units to deal with the hollow threat.
All the while the enigmatic shinigami remain in the Seireitei, having deprived you of a place to belong. While many have scattered, a select few—those once of a higher rank than their peers—have gathered in a familiar place, Karakura town intending to find a way to reclaim what was once theirs. Your are a member of this group of like-minded shinigami and as your scattered comrades you must both handle the hollow threat and find means with which to surmount the obstacles impeding your entrance into the Court of Pure Souls.
Among these obstacles are the difficulties of opening—let alone traversing—the dangai, insufficient intel and of course strength, or rather a lack thereof. With the odds stacked against you can you reclaim your rightful place in the world?
It's been about 4 years since everyone was kicked from the Seireitei. I'd like to say that some of the "Old gotei," surrendered and basically consented to being under the supervision and jurisdiction of the "New Gotei," shinigami.
The majority of the shinigami who did get kicked out were the higher ranked ones (from 10th seat upwards, more or less. Note that there are 20 seated officers in any given division (including Lieutenant and Captain). About a year after ya'll were exiled, I'd say 60-70% of that group spread out to deal with the increase in hollow activity in the world of the living. This group is the 30% left after some of its members tried to attack the Seireitei again to reclaim it (twice) and failed, not returning.
A total of 7 Captains(including the Captain Commander) are confirmed to be alive, one confirmed dead, and the rest MIA, but not confirmed dead.
This group will be composed of Five Captains. One will be the Captain Commander, two are Veterans, two are normal captains. There are four lieutenants in our group, with those outside of it, barring two of them who are MIA, spread out across the world of the living managing the other shinigami.
Thee rest will be individuals from 3rd seat to 6th seat in former rank. So yeah, there's that. This group has only been assembled for a few months, let's just say 4 months.
Timeline: >Got exiled 4 years ago. >1 year after exile most shinigami split away and spread over the world of the living. >4 months ago our current group started gathering and training/trying to figure out how to reclaim the Seireitei.
Group Stats: >1 Captain Commander >2 Vet captains >2 Normal captains >4 Lieutenants >Any number of 3rd-6th seat members...within reason.
Notes: >12th division captain and lieutenant are both MIA. >7 total Captains are MIA >2 lieutenants are MIA
Rules
It should be noted that this RP will have mature themes. Fade to black will be applicable to sexual situations, but don't expect situations including drugs, gore, or some taboo subjects to garner the same treatment. This is not to say that any of the above will be done in excess, just that they may be done.
Combat will be handled on a case-by-case basis, with the GMs proctoring in case issues or disagreements arise. Should you want to script your fight, let the GMs, and your partner(s) know. Make sure all parties are in agreement. A 'scripted fight,' is one wherein the victor is decided before hand.
Burning house rule--if you're gone too long and holding things up, expect your character to either be moved aside quietly, or killed to further plot. To avoid the burning house rule, keep us updated, a hiatus can be arranged.
If a problem arises for a player in regards to the GM and they feel uncomfortable bringing it up. Go to the other GM for advice. Don't worry, we're perfectly reasonable people and nine times out of ten we'll work through it with you.
The GMs have final say on all matters--this does not mean that I cannot be swayed or convinced. Still, if something must be resolved, we will resolve it and that'll be the end of the discussion.
Should you lack inspiration or enough material to post, tell someone. Communicate. Talk to your GMs. Worst case scenario, we'll just move your character aside till you can post again.
While you may expand on or modify the base format of the character sheet, make sure all necessary sections are included.
No OOC drama. Keep it to PMs, and hopefully keep it non-existent. If needed contact a GM for problem resolution.
Only accepted characters go in the character tab.
Post your Character Sheet in the OOC for review.
Standard Guild rules apply.
IC swearing will occur.
What to Expect
Interactions with at least semi-realistic cause and effect. If you are tortured or have your arm cut off, expect to have trauma and difficulties going forwards.
A GM who is willing to work with you, hear you out, but not break his back to suit your every need.
Good communication be it player to player, GM to GM, or GM to player.
Multiple plotlines if possible.
Some Taboo Subjects.
Collaboration posts.
Some dark themes.
Some slice of life.
Plenty of combat.
Expanded Lore
Player Stats
Where I'll list the active and inactive players and who they are playing.
Character Details
For this RP, I will be utilizing a stat system. However, the RP will not include dice rolls and the stats will not be intrusive to creativity and combat. They will be a guidepost by which to navigate more than anything else.
When you submit a character, remove the system from the “General Aptitude,” section of your CS and instead send a PM to the GM. I will do pretty much all of the number crunching so that you don't have to. I will do this through Guild PM and/or Discord, asking questions to get an idea for how you want your character's skillset. Before sending this PM, you would do well to fill out your characters “Fighting Style,” section. Make sure to touch on all the mentioned points.
Additionally, while you are not at all required to use the below character sheet, given that it can be a bit finicky code-wise. Nonetheless, you are required to have all the information found in it. As a note, the “Relationship,” section can be used for two purposes. The first being to give me individuals/NPCs that I can integrate to assist in a given character's personal arc, and second to show your character's relationships with the other members of the “Old gotei.” The second is required, whereas the first is optional.
For age, it is a 20:1 ration. Every 20 years is 1 year of physical aging to a shinigami. If they had a human life, make sure to consider at what age they died and continue from there.
<Optional Bits> >Likes/Dislikes. >Neutral Defining Traits. >Equipment section, provided you have no Equipment.
The actual system aside, which you are not required to learn in the least, you do need to know how to interpret it. However, if you do want to learn, I do have an easy way to teach it. Just ask, it's not really that bad--I'd know, after all, I hate math, but still like this. Anyways, moving on.
Basically there are Talents and Skills. Talents are the traits you are assigned a static amount of points for based on your rank/power level. You distribute these Talent points across the five talents (Reiryoku, Zanjutsu, Hakuda, Kido, and Hoho). Each of these Talents possesses a set of Skills. Reiryoku/Kido have two skills each; Zanjutsu/Hakuda have three each; and Hoho has one. All of these are graded on a scale from 0-5, with 0 being the least and 5 the most.
Each of these numbers is assigned a word to denote its rough meaning. Generally a 0 means you have not learned anything in the given category, whereas a 5 denotes a legendary mastery, which is beyond the scope of normal individuals. While the words vary slightly depending on the given stat, they are roughly the same at the end of the day. Use your common sense.
Talents (T): The first of each grouping. Those Bolded. Skills (s): Those following the Talents. Those Italicized.
Reiryoku: "Spiritual Power" is how much energy has been stored by the user. It also describes their Stamina and Willpower. Reiatsu: "Spiritual Pressure" is the density the user can exert their Reiryoku (in spite of the actual level of stored Reiryoku). It describes the skillful use of energy. Additionally, this stat describes the protective and offensive application of one's Reiatsu. It can be used against incoming attacks to lessen them, or to stun opponents. Defensively it is only compared against the incoming attack stat. Alignment: Self Mastery. Dictates how well you know yourself and if you are aware of and at peace with your flaws/weaknesses...or not.
Zanjutsu: Simply the application of the sword. It also indicates the skill one has in wielding any other weapon. Offense: This only applies to the more aggressive tactics of applying Zanjutsu. It indicates finesse and skill in applying one's weapon. Defense: This only applies to the more passive tactics of applying Zanjutsu. It indicates the ability to deflect, block, parry, and counter strikes with one's weapon. Resonance: Strength of Shinigami-Zanpakuto bond. Dictates if you have shikai or bankai and whether they are mastered or not.
Hakuda: Simply the application of the body. It also indicates the skill one has in any martial art. Offense: This only applies to the more aggressive tactics of applying Hakuda. It indicates finesse and skill in applying one's body. Defense: This only applies to the more passive tactics of applying Hakuda. It indicates the ability to deflect, block, and counter strikes with one's body. Physical strength: Dictates general physical strength. Description can define whether or not it is focused on Zanjutsu or Hakuda.
Kido: The ability to successfully execute Hado and Bakuda spells. The higher the level, the higher chance of success and the greater ability to cast powerful spells. Kido Power: The stability and resilience of spells depends on the control and even the type of Reiryoku one has. Hindrances can be overcome through diligence. Perception: This indicates one's awareness of their surroundings, their ability to pick up on information via either instinct or from training. The two highest ratings can allow special perceptual abilities.
Hoho: Purely the application of Shunpo and other similar abilities. It also indicates one's reflexes and ability to react. Mobility: This describes one's physical speed, agility, and flexibility overall. Resilience: One's ability to continue fighting or recover after both physical and/or psychological attacks. Durability/Mental fortitude. Points: Regarding the Talent Attributes (T) (those in bold), the following points will be provided: Academy Student - 5 Unseated Shinigami - 7 Low-Seated Shinigami - 9 High-Seated Shinigami - 11 Lieutenant - 13 Captain - 15 Veteran Captain - 17 **Captain-Commander - 19** (Not playable)
[u][b]Reiryoku:[/b][/u] (Average (0) - High (1) - Great (2) - Immense (3) - Vast (4) - Legendary (5))
In comparison to Shinigami, Hollows work just a touch differently. Most of them do not have weapons or martial techniques, instead using extensions of their own body and their own natural abilities to get the job done. A Hollow might not have Shunpo for example, but bear in mind that Shunpo is merely a technique to refine efficiency in movement rather than making the user faster than they already are. A Hollow will need to take more steps to cover the same amount of distance, but will do so in the same amount of time. The Reiatsu of a Hollow is considerably different from that of most other beings, being inherently inimical and toxic to varying degrees, allowing for greater applications in the use of Reiatsu than might otherwise be possible.
Thus, the key distinctions between Hollows and Shinigami is that Hollows, in place of Zanpakutō and tools, typically use their own Reiatsu as a weapon - though most will prefer, instinctively, to fight using their bodies in a manner not dissimilar from Hakuda (although not as refined or formalized). In place of various artforms and techniques like Kido and Shikai, Hollows have a diverse array of natural powers to draw upon. In essence, a Hollow is a creature that fights by itself, using only its own native ability and powers rather than relying upon anything else.
In particular regards to their use of Reiatsu, the offensive capabilities available to a Hollow generally mirror those available to a Shinigami, with the added properties of their innate toxicity and the ability to draw in and feed upon others' Reiatsu in addition to ambient Reishi. Like with Zanpakutō, a Hollow's use of their Reiatsu as a weapon is augmented by their Reiryoku and Reiatsu. Just as a Shinigami with an incredulously overpowered Zanpakutō might lose because they might have very little Reiatsu to fuel and reinforce their weapon with, so too might a Hollow with the most obscenely toxic and poisonous Reiatsu lose because the amount, density, and pressure of their Reiatsu was too low. You can still get pretty far with a high score in just one and not the other, but generally speaking it is usually best to balance and optimize for the best results (keep in mind, all this is also true when applied to a Shinigami's use of Hakuda as well as a Hollow's use of their natural form).
Assign a score between 0 and 5 for each Talent and Skill below. Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5)
Reiryoku: Spiritual power that emanates from the soul, held within the body. Beings with immense Reiryoku tend to have more stamina and endurance than others, though these remain separate aspects. A being can have immense Reiryoku but be unable to utilize it effectively, and so this score only describes the max potential Reiryoku that can be stored in the body - at least at present.
Reiatsu: Reiryoku emitted from or else used by the body. This score describes not only how much Reiatsu is present, but also its density and the pressure it exerts on the physical world. Integrity: Spiritual power that reinforces the body and enables it to sustain injury and resist pain. This score describes how much of a beating you can take, as well as how badly affected you are by severe injuries.
Mask: When a Plus turns into a Hollow, its heart transforms into a protective shell in order to protect the raw, unfettered instinct that remains - thus, the mask of a Hollow is a manifestation of their Earthly desires and despair after death, portraying the zeitgeist that bound them to the world. This score describes the severity of a Hollow's transformation, and thus how potentially caustic and twisted their spiritual power is.
Hunger: All hollows possess an eternal and insatiable hunger to devour other souls in order to fill the void left behind in the absence of their heart. This hunger manifests itself through a Hollow's passive draw and consumption of ambient Reishi, as well as how inimical their Reiatsu is to that of other spiritual beings. This score describes how aggressively and effectively a Hollow can apply its reiatsu as a weapon. Rigidity: Not every mask is formed equally. Some are brittle and fragile, and serve as critical weak points - while others are durable and resilient, and are the strongest part of a Hollow's body. The strength of the mask is distinct from the strength of the body, and this score describes how much damage a Hollow's mask can take before cracking or breaking. Most instances of a mask breaking leads to the Hollow dissipating and their soul returning to the cycle of reincarnation, which is generally agreed to be bad for some reason. Instinct: In the absence of a heart, Hollows are beings of pure, unfettered instinct - instinct that drives both their insatiable hunger, fuels their despair, and acts as the force that twists and augments their Reiatsu. This score describes just how toxic, inimical, and downright awful a Hollow's Reiatsu is to both living and spiritual beings.
Form: Many Hollows use their own bodies to fight, and this score describes the application of the body, much like with Hakuda. It describes a general proficiency in melee combat and the use of one's natural form.
Offense: Aggressive tactics, techniques, and methodology. Lunging, takedowns, throws, the finesse and skill thereof. Defense: Defensive tactics, techniques, and methodology. Deflection, evasion, redirection, blocking, and tanking. Physical Strength: The raw power and force available to a Hollow's body.
Power: All Hollows have common, native powers beyond that of ordinary spiritual beings. From the basic ability to summon a Garganta to the dreaded Cero to completely infuriating high-speed regeneration, this score describes the efficacy of those natural abilities.
Hollow Power: The overall coherence, stability, and efficacy of available abilities regardless of their actual power. Perception: A Hollow's innate ability to sense living and spiritual beings, to hunt them, to stalk them, and overall awareness in general.
Speed: This describes not only how swiftly a Hollow can cover a certain distance, but also their reflexes.
Agility: How maneuverable a Hollow is overall in relation to its top-speed. Just because you can run as fast as a Shinigami can Shunpo does not necessarily mean you can run up walls and pull off quadruple corkscrew jumps like they might be able to, after all. Biorythm: The relative speed of metabolic functions and physiological response, distinct from pure muscle and nerve reflex. A better biorythm allows one to better resist or else fight off toxins, adapt more quickly and efficiency to severe damage, and even to replenish depleted Reiryoku more quickly.
[u][b]Reiryoku:[/b][/u]
[indent][u][i]Reiatsu:[/i][/u] [/indent]
[u][b]Mask:[/b][/u]
[indent][u][i]Hunger:[/i][/u]
[u][i]Rigidity:[/i][/u]
[u][i]Instinct:[/i][/u] [/indent]
[u][b]Form:[/b][/u]
[indent][u][i]Offense:[/i][/u]
[u][i]Defense:[/i][/u]
[u][i]Physical Strength:[/i][/u] [/indent]
[b][u]Power:[/u][/b]
[indent][u][i]Hollow Power:[/i][/u]
[u][i]Perception[/i][/u]: [/indent]
[u][b]Speed:[/b][/u]
[indent][u][i]Agility:[/i][/u]
[i][u]Biorythm:[/u][/i]
[/indent]
There may only be one 5 among the Talents as a whole. If there is a 5, a 0 must also be present among the Talents. These rules do not apply to the Skills.
Skill points follow these equations: A Talent with 3 Skills (Zanjutsu and Hakuda)/(Mask and Form): S=2(T) A Talent with 2 Skills (Reiryoku, Kido, and Hoho)/(Reiryoku, Power, and Speed): S=T+(T/2) *rounded up
Skills are then added together for a pool of Skill Points which can then be distributed among all skills.
Exceptions - Five Skill points may purchase a single Talent point and vice-versa.
【[u][i]Additional Appearance Info:[/i][/u] Include height, width, weight, the appearance of their body, mask, and also the placement of their Hollow Hole.
【[u][b]Biography:[/b][/u] Minimum of three paragraphs. Conversely you may reveal it ICly, but must inform the GM.
[indent][i]Negative[/i][/indent] [color=#FF0000]▼[/color] [color=#FF0000]▼[/color] [color=#FF0000]▼[/color] [color=#FF0000]▼[/color] [/indent][/indent] [/hider][indent][indent][indent][indent][u][b][h3]【Relationships】[/h3][/b][/u][/indent][/indent][/indent][/indent][hider] [indent][indent][i][b]NAME: Friend/Rival/Acquaintance/Superior Officer/Nemesis etc[/b][/i] [indent]Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.[/indent]
[i][b]NAME: Friend/Rival/Acquaintance/Superior Officer/Nemesis/Lover/Spouse etc[/b][/i] [indent]Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.[/indent]
[i][b]NAME: Friend/Rival/Acquaintance/Superior Officer/Nemesis etc[/b][/i] [indent]Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.[/indent]
[/indent][/indent][/hider][/indent][/hider] [center][u][b][h2]【Capabilities】[/h2][/b][/u][/center][hider][indent][indent][indent][indent][u][b][h3]【General Aptitude】[/h3][/b][/u][/indent][/indent][/indent][/indent][hider][indent][sub][h3][u][b]Fighting Style:[/b][/u][/h3][/sub] >Do they have the stamina to wear an opponent down. >Do they have a lot of presence? >Do they have control over their presence? >Do they use kido, hakuda, or zanjutsu more often. If more than one, how do they do so. >Are they hit and run. Do they use their mind, or their instincts? >Do they use their environment? >Do they rely on their skills, or their zanpakuto more often than not. >Are they physically resilient, how much so? >Are they very aware of their surroundings? >Are they fast?
[indent][indent][indent][i][b]Skill/technique name:[/b] Prerequisites[/i] [indent]Insert lots of text under these.[/indent] [i][b]Skill/technique name:[/b] Prerequisites[/i] [indent]Insert lots of text under these.[/indent]
[/indent][/indent][/indent][/hider] [center][u][b][h2]【Hollow Ability】[/h2][/b][/u][/center][center][h3][color=#ffffff][sub][i]~[/i][b]"A quote about their unique power."[/b][i]~[/i][/sub][/color][/h3][/center] [indent][u][b]Ability Description:[/b][/u]
[center][color=#ffffff][h1]【[u][b]Name[/b] - [i]Alias[/i][/u]】[/h1][/color] [img]PICTURE[/img] 【[url=LINK]Theme I[/url][b]/|\[/b][url=LINK]Theme II[/url][b]/|\[/b][url=LINK]Theme III[/url]】 [h3][color=#ffffff][sub][i]~[/i][b]"A quote from the character."[/b][i]~[/i][/sub][/color][/h3][/center][hider][center][u][b][h2]【Personal Info】[/h2][/b][/u][/center] [hider][indent]【[u][b]Name:[/b][/u] 【[u][i]Nicknames:[/i][/u] 【[u][b][i]Alias:[/i][/b][/u] 【[u][b]Age:[/b][/u] 【[u][i]Age Appearance:[/i][/u] 【[u][b]Gender:[/b][/u] 【[u][b]Race:[/b][/u] Currently, only shinigami are available. 【[u][i]Former Rank:[/i][/u] 【[u][i]Former Division:[/i][/u]
【[u][i]Additional Appearance Info:[/i][/u] Include height, weight, style of clothing worn, as well as the outfit they're most commonly seen in. Consider the position of their zanpakuto and any tools they might carry.
【[u][b]Biography:[/b][/u] Minimum of three paragraphs. Conversely you may reveal it ICly, but must inform the GM.
[indent][i]Negative[/i][/indent] [color=#FF0000]▼[/color] [color=#FF0000]▼[/color] [color=#FF0000]▼[/color] [color=#FF0000]▼[/color] [/indent][/indent] [/hider][indent][indent][indent][indent][u][b][h3]【Relationships】[/h3][/b][/u][/indent][/indent][/indent][/indent][hider] [indent][indent][i][b]NAME: Friend/Rival/Acquaintance/Superior Officer/Nemesis etc[/b][/i] [indent]Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.[/indent]
[i][b]NAME: Friend/Rival/Acquaintance/Superior Officer/Nemesis/Lover/Spouse etc[/b][/i] [indent]Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.[/indent]
[i][b]NAME: Friend/Rival/Acquaintance/Superior Officer/Nemesis etc[/b][/i] [indent]Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.[/indent]
[/indent][/indent][/hider][/indent][/hider] [center][u][b][h2]【Equipment】[/h2][/b][/u][/center][hider] [indent][indent][i][b]Item name:[/b][/i] [indent]Insert lots of text under these.[/indent] [i][b]Item name:[/b][/i] [indent]Insert lots of text under these.[/indent]
[/indent][/indent][/hider] [center][u][b][h2]【Capabilities】[/h2][/b][/u][/center][hider][indent][indent][indent][indent][u][b][h3]【General Aptitude】[/h3][/b][/u][/indent][/indent][/indent][/indent][hider][indent][sub][h3][u][b]Fighting Style:[/b][/u][/h3][/sub] >Do they have the stamina to wear an opponent down. >Do they have a lot of presence? >Do they have control over their presence? >Do they use kido, hakuda, or zanjutsu more often. If more than one, how do they do so. >Are they hit and run. Do they use their mind, or their instincts? >Do they use their environment? >Do they rely on their skills, or their zanpakuto more often than not. >Are they physically resilient, how much so? >Are they very aware of their surroundings? >Are they fast?
[indent][indent][indent][i][b]Skill/technique name:[/b] Prerequisites[/i] [indent]Insert lots of text under these.[/indent] [i][b]Skill/technique name:[/b] Prerequisites[/i] [indent]Insert lots of text under these.[/indent]
[/indent][/indent][/indent][/hider] [center][u][b][h2]【Zanpakuto】[/h2][/b][/u][/center] [center][i][b]Sealed State[/b][/i] [img]LINK[/img][h3][color=#ffffff][sub][i]~[/i][b]"A quote about and/or from their zanpakuto."[/b][i]~[/i][/sub][/color][/h3][/center] [indent][i][u]Additional Description:[/u][/i]
[i][u]Inner World & Spirit:[/u][/i] [indent]Description. Feel free to make the title of this a set of links.[/indent]
[u][b]Zanpakuto Personality:[/b][/u] What are they like?
[/indent] [center][i][b]Shikai[/b][/i] [img]LINK[/img][h3][color=#ffffff][sub][i]~[/i][b]"Release command and name."[/b][i]~[/i][/sub][/color][/h3][/center] [indent][u][b]Ability:[/b][/u]
【Additional Appearance Info: Standing at 5'7 and weighing in at—ask again and I'll pluck your eyes out—Kairi is a rather slender woman with an air of confidence about her. Her curves modest till you get below waist level, Kairi's body is athletic and well toned. While once she was forced into the traditional shinigami shihakusho, she has since shed the uniform in place of her current outfit, which is part utility and part style. Most notable is the train of cloth that trails down from her waist, concealing the position of her blade, which is laid horizontally at the small of her back. Beyond this the colors of her outfit serve to accentuate her body and, more particularly, her face and fierce amber eyes.
【Biography: Kairi came into the rukongai as a baby, something surely tragic having occurred to result in such a fate. Nonetheless, a poor family took her in and raised her, attempting to instill in her the values that would allow her to survive in the lower districts where violence was rampant and food was scarce. However, before she was even ten, bandits broke into their home. She woke up later to find the house empty. She had gotten out unscathed, but had lost her family as a result. She cried, but the world soon toughened her up as she learned to steal and fight for food and shelter. She learned that there was little room for remorse when someone stole from you instead. She learned the darker side of humanity, and this impression of humankind would remain with her for many years to come. Needless to say, she fought tooth and nail to extricate herself from the violence, and she succeeded, eventually ending up in one of the better districts.
However, her thieving ways one day ended her up at the feet of a shinigami, where she was punished, and then forced to enroll in the academy. It seemed the shinigami had seen promise in her, and he was right...though perhaps not in the way anyone would have expected. Swiftly she began to feel she didn't belong as she failed classes left and right, possessing less reiatsu than most around her, not to mention how little interest she saw in kido. However, there were two things that caught her eye, for she had always seen the appeal of evasion and of brutal and unforgiving physical punishment. So her classmates began to learn that where she failed in zanjutsu, flunked in kido, and lacked in stamina, she more than made up for it with raw strength, durability and speed. She went largely undeafeted in sparring exercises and she liked it. She liked being above the others, liked the attention—negative and otherwise, and so she fed on it.
As the decades passed she became more and more skilled in Hoho and Hakuda, eventually managing to pass the academy, with a recommendation to help her out from under the weight of her other failed classes. With that she began her ascension through the ranks, jumping between divisions until she landed herself in the 2nd division where finally some discipline was forced upon her. As she was finally brought to reign she found solace in her lacking authority by venting her cruelty and annoyance on her zanpakuto and so it was that she rose to 3rd seat with the reveal of her shikai. In the next couple of centuries she managed to nearly master her shikai, while surpassing even most captains with her prowess in Hakuda and Hoho respectively. She became known Fuishi after a series of missions in which she was tasked to hunt down several defectors. When the medical crew was called they found that all there was to do...was clean up the mess and with several of them having witnessed the exchange, well they found the title fitting. So it was that a century ago, in the week following that incident, she was promoted to the lieutenant of 2nd division, after all...one of the defectors had been the former lieutenant.
The following years were relatively quiet and especially boring in her opinion, until what appeared to be a rebel faction appeared in the midst of the seireitei and laid low the Gotei 13, herself included. She took the defeat badly, and for the last several years she's trained, rage consuming her, even as her zanpakuto grows more distant with every passing week. Unable to understand why, Kairi finds herself frustrated and it is this frustration which has led her to join in the effort to reclaim their place in the seireitei. Plus, who couldn't use more positive points in their resume? After all, she's got her sights set on the captain position, and she's got no intention of letting Arina outshine her, even if they are sort of friends.
【Personality: Kairi is a girl with equal parts sass and kindness, despite what some might say. She's the sort that you're either drawn to or jealous and hateful of and she's responded to it with smiles and tasteful sarcasm, or the latter and a cold hatred. She hates easily and while it's relatively easy to become her friend, she's highly competitive and just a little judgmental. Holding herself to very high standards has, over the years, resulted in her—to a lesser degree—holding others to similar bars. As a result she's isolated herself from some circles, but earned respect and notoriety as a result. After all, even when people hate her, it's hard to talk shit about someone who can probably hear you from half a mile away and could easily break 100% of your bones.
As one might expect of someone like her, Kairi's got a temper, and while she'll dial it back and keep herself under control most times, she can get pretty worked up...and it can end violently if you're not careful. Say the wrong thing and you're likely to end up under the care of 4th division for a good long while. This reveals a certain cruelty about her, one that is the result of a sadistic streak, as while she could often kill someone or leave them be, she'd much rather tease—in flirty fashion—or injure beyond the point of repair just to watch you suffer in the long run. This of course runs contrary to her division, which often forces her kills to be swift, if not clean. As such she has managed to develop a measure of professionalism when it comes to assassinations, though not so for slaughters. Still, with stamina as low as hers, she's likely to burn bright and hot, before burning out with due swiftness. As to her humor, well, she's sarcastic and holds little value in the like of puns, unless they're about violence...violence is an exception.
As a leader on the other hand, Kairi is strict, often picking up some of the slack for her godawfully lazy captain, Arina Kawagana—the slothful bitch. Oh yeah, did I mention she's spiteful and proud? Because that's a thing too.
Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.
【Capabilities】
【General Aptitude】
Fighting Style:
N/A or TBA. Pending.
Average Impressive Resonance(23/5): Before the attack of the enigmatic shinigami, Kairi's zanpakuto resonance was of one who had nearly mastered their shikai. However, now after contact with their adversaries she—like many others—has found the bond between her and her zanpakuto...well, waning. Unable to understand it, she struggles to maintain her connection with the spirit, striving for a way to perhaps reconnect. Her resonance has lowered to the average for her rank, rather than exceptional as it once was.
Remarkable Alignment(3/4): Still somewhat embroiled in her ego, and largely unwilling to accept her weaknesses as a person, Kairi has nonetheless come to realize that she does have flaws. However, she is not as peace with these flaws, making her self mastery only just above average.
High Reiryoku(1/4): While Kairi has never had exceptional reiryoku, she makes due, her skills and physical training having enabled her to exert incredible physical power and achieve near unmatched speed. Nonetheless, the shinigami tires relatively quickly, with her longest fight times reaching about 15 minutes—nothing compared to her peers. Her reiryoku, when seen during Kairi's shikai, takes on a golden color.
Non-Existent Reiatsu(0/4): Due in part to her incredibly low stamina, Kairi possesses no reiatsu whatsoever making her effectively invisible outside of the five traditional senses. Additionally, this has resulted in a sort of advantage for the lieutenant, allowing her a sort of effortless stealth.
Legendary Resilience(5/4): With a lacking presence and stamina to scoff at it should come as no surprise that Kairi would make up for her failings somewhere. Despite her tiring quickly she is capable of taking a tremendous amount of damage without faltering, or letting up. She scoffs at ceros and shrugs off most blunt force strikes, her skin's toughness and natural spunk allowing her to stand up even after blows of tremendous power. Rumors hold that once she laughed off a cero to the face—the rumors are true.
Basic Zanjutsu(0/4): Let's just say she flunked the class.
Poor Offense(0/4): Nope.
Poor Defense(0/4): Nada.
Poor Physical Strength(0/4): Zilch.
Legendary Hakuda(5/4): Years of brutal training inflicted on herself, rather than any other, Kairi has developed skills in Hakuda that to most, seem to defy reason. This on top of her lacking stamina, high resilience, and more than considerable speed has resulted in a fighting style that can be summarized in two words “Shock and Awe.” In short, Kairi is known for using her incredible strength and speed to turn her surroundings into advantages and put her opponent into bandages—provided they survive at all. She hits hard, she hits repeatedly, and she does it fast. However, this is not to say that her tactics are without subtlety.
Legendary Offense(5/4): As one would expect of someone of her skill level, Kairi has developed her offensive talents to the very pinnacle, which in tangent with her defense makes her equally good at holding any position in a fight, as well as mounting counter attacks.
Legendary Defense(5/4): Similarly, Kairi's skill in the defensive arts is significant, allowing her to guard, dodge, and deflect with relative ease, especially against any lesser opponent. This, when coupled with her insane resilience, allows her to to take blows that would kill or permanently disable others as if they were more akin to blows at half strength.
Legendary Physical Strength(5/4): Practically unmatched despite her former rank of lieutenant, Kairi's physical strength allows her to seemingly move the unmovable, crush the uncrushable, and outright shake the very ground on which she stands. A single well place punch can tear apart clothes, shatter bones, rip muscles, and even make craters in the surfaces nearby. Long story short, if ya get hit, you're probably gonna have to quit.
Pathetic Kidō(0/4): Never having had any interest in the art, nor really any talent for it, Kairi utilizes kido not at all, leaving her at a range disadvantage.
Poor Kido Power(0/4): The potency of her kido is about as relevant and notable as her skill in the art.
Incredible Perception(4/4): Kairi is perceptive, very...very perceptive, and while she doesn't have any particular special abilities in the area, she has been able to master the use of all her senses, especially with her focus on hand-to-hand combat. This has resulted in an enhanced sense of balance as well as an awareness of her own body. Additionally, while she possesses no skill with any weapon not attached directly to her fists, Kairi is adept at reading body language, both in combat and out. As a result she has a strong predictive sense when it comes to any physical art and can navigate the field of battle with relative ease so long as she's not forced to predict other sorts of attacks. Of course, this does not mean she can't sense reiatsu at all, as that would be inaccurate. In fact, due to her division she has had to hone her sixth sense as well, thus allowing her to pick up on people almost instinctually as well as giving her the ability to detect increases in the amount of ambient reiatsu. Nonetheless, she can mistake people's energy signatures if she hasn't been in contact with them for a time, making it hard for her to tell who is where unless she's had time to associate names and faces with one's reiatsu. Nonetheless, she gets by.
Hohō Grandmaster(4/4): She's fast. Getting from point A to point B is a flash of movement. She can keep up with the best of 'em aside from prodigies or those with an absurd amount of training under their belts. She's good enough to have developed a few techniques of her own, but not good enough to have revolutionized the art. Still though, her speed's nothing to laugh at, in fact, while you're laughing, you might find a foot crushing all your ribs. Not a good look. Furthermore, her fancy footwork and intense hoho training can be coupled with her Hakuda skills, resulting in a kick that you won't remember, because you'll probably be dead...or have brain damage.
Legendary Mobility(5/4): While her hoho is at the pinnacle that most are capable of reaching, she's gone a step further with her mobility, making her highly flexible, acrobatic, quick on her feet, and possessing of insane reaction times. This, along with her hakuda, makes her a terror at close range. Seriously, the stuff of nightmares.
This is a hoho technique, utilizing what amounts to one half to two and a half shunpos within the space of 1-3 seconds. This use of shunpo coupled with a bit of footwork and seeming motion to suggest a given direction results in an afterimage that appears to flash forwards a variable amount of distance, typically to unsettle, startle, or cause the user's opponent to react and perhaps create an opening. The fewer flash steps utilized, the less distance is crossed. This technique requires either non-existent reiatsu or the ability to completely conceal one's own presence, or the ability to project one's reiatsu along with the afterimage.
Hanpo(半歩'Half step'): Hoho(2+); Mobility(3+) 5th seat and up.
While requiring a relatively low level of skill in the way of Shunpo itself, Hanpo is certainly just as useful as its counterpart. In essence, this technique allows the user to appear to move up to three feet further than they actually moved. It can be described as “the whole of a shunpo, but with less distance covered.” The user remains visible for all but a moment of the technique, though the technique can only be executed at short range it is still useful for throwing off an opponent.
More TBA.
【Zanpakuto】
Sealed State
~"Once he was strong and imposing, but I swiftly taught him who was on top. He hasn't stepped up since, and I like it that way."~
Inner World & Spirit:
Kairi's inner world is one of immovable mountains and terribly fierce winds, its skies red and fiery, with its ground coated in snow and its mountains almost like ice or crystal. Within it dwells her Zanpakuto Spirit, Shūryō-jiku, who once took the form of an imposing man, but has since become a tiny sniveling child, the size of a sprite or fairy.
Zanpakuto Personality: Both like and unlike its master, Shūryō-jiku is a strange spirit, as it is both stubborn and willful, while being submissive to Kairi. To any other the spirit would be a powerful force to be reckoned with, seemingly impossible to convince and similarly impossible to stop should it take in its mind to do something. Yet, even with the waning resonance between them, Shūryō-jiku has become entirely subservient to Kairi. It appears as if the spirit has had its resolve crushed by mountains and its wits scattered by the very winds of the world in which it resides. However, as their bond slowly wanes, the spirit regains some of its old self...bit by bit.
Shikai
~"Let your body be my shackles and my mind be your will, Shūryō-jiku(終了軸'Terminal Axis')"~
Ability: Its form that of two unique knuckle dusters, Shūryō-jiku's primary ability takes the form of six orbs, which however between their spikes. These six orange orbs are formed of a composite material that occurs when reishi and reiryoku are bonded equally into a closed system. These orbs can bind themselves to any individual or object in addition to being capable entering two separate states. The first state causes an orb to become a nigh immovable object by condensing its bound reiryoku into its center and allowing it to spin around a central point. While these orbs can be moved, doing so requires a tremendous amount of effort. On the other hand, the second state an orb can enter allows it to become a nigh unstoppable force, by externalizing its reiryoku and causing it to explode in a stream behind it, sending it in one direction at high speed. While these two states are useful abilities, there is one further property that should be noted, that being that orbs can be bound to living things as well and how tied they are to a given part of that living thing depends entirely upon how long Kairi can maintain physical contact—this applies to objects as well.
A mere second of contact will bind an orb to only the point of contact on the surface level, whereas 3 seconds will bind it to deeper layers of tissue and 5 seconds, small amounts of muscle in addition to the aforementioned. As the amount of time goes up, so too does the depth and surface area of the orb's effect. This makes Kairi's ability one to be truly feared as the wrong move could be your last. It should be noted that direct interference with an orb can cause them to briefly short circuit—though this requires an above average level of control of one's reiatsu and/or internal reiryoku. The greater the reiryoku/reiatsu, the easier it is to disrupt the orbs. There is a brief period of 8 seconds before an orb can be switched between states.
Techniques
Fudō no shichū(不動の支柱'Immovable Brace'): Moving the orbs and activating their first state, Kairi binds them to her person. This ability allows her to be struck, but not moved with any ease. The effect can be activated and deactivated, but each time it must build up, thus allowing her to be moved more easily or normally for a brief time.
Nashi kōsoku(無し拘束'Without Restraint'): Similar to Fudō no shichū the orbs are moved into her own body, but in this case they enter the second state. With this done she can sync her movements with that of her orbs, allowing her to move at accelerated speeds or to accelerate the momentum of a given movement. Just as with the previous technique, the orbs must charge their momentum if their position in her body is to be altered. This technique, is far more risky than its counterpart, as should she move incorrectly or misjudge the trajectory of an orb, it could do serious damage to her body.
There remains one or two more techniques that she is currently unaware of.