Name: Margaret "Mother Mary" Maxim
Appearance:
Age:
Middling 20's
Gender: F
Height: Petite
Weight: Surprisingly Dense
Hair Colour: Blonde
Eye Colour: Blue
Birthday:
November 1st
Race:
Soul
Rank: Former Kido Corps Vice-Chief, Currently a seated member of Squad 13
Spiritual Energy Colour: Pure, Blinding White
Personality: A comfy team mom who is always there to bandage your wounds, Mary is a quiet, submissive type of girl. She considers hardships she faces to be trials sent by God, and firmly believes that everything that happens, no matter how big or small, is part of God's plan. On the battlefield, she's placid and unshakable, a pillar that can always be relied upon.
History: A Christian missionary lynched by Buddhist extremists in Karakura Town during the 17th century, she was scouted as a Shinigami due to her strong spiritual power, and sent to study at Shin'o. There, she discovered her talent for seals and barriers, finishing the six year Kido course in only two. However, due to failing the Hakuda exam three times in a row, she took some eight years to graduate anyways.
She entered the Kido Corps after graduating and worked her way up through the ladder over the next 200 years or so, eventually becoming vice-Chief and establishing a medical corps that worked closely with the Gotei 13. Roughly 100 years ago, the Kido corps leadership, along with high-ranking seated members of several squads, were decimated by an unknown assailant. Mary herself barely escaped with her life thanks to the valiant efforts of the Kido Corps' Chief and the squad captains. Those involved in the conflict were named Missing in Action and presumed KIA. Mary refused a promotion, and resigned out of guilt as soon as the new Chief had settled into his role, naming one of her pupils as a successor for Vice-Chief.
She lived a quiet life as a lecturer and researcher of Kido at Shin'o for the next eighty years, until a Hollow attack near the university grounds brought to her attention just how thinly-spread the Shinigami's resources were. Fearing for the lives of her students, Mary signed on with the 13th as an auxiliary and soon found herself a seated member in spite of her modesty and sporadic appearances.
Relationships/Friendships/Rivalries/Siblings:
Airi Mao - Church Friends
Current Kido Corps Vice-Chief - Ex-Student
???-???
Other:
Carries around hundreds of small cloth dolls in the likeness of those she is close to as well as various major Soul Society figures, which she sews as a hobby. Still lectures at Shin'o and keeps in contact with her graduates.
~Zanpakuto~
Zanpakuto name: Enter Sandman
Type: Kido
Invoked Zanpakuto Command: Exit light, enter night
Spirit Appearance:
A tall, imposing woman resembling
St. Anastasia of Sirmium Inner world:
A peaceful Gothic-styled abbey filled with faceless nuns who bustle about acting out silent funerals for lifeless mannequins.
Sealed Zanpakuto appearance: An oversized scalpel of polished steel which Mary wields like a polearm. (think Faust from GG)
Shikai appearance:
A floating, disembodied torso, arms, and upper skull, and heart, connected by chains. It wields a hammer and stake, and is connected to Mary herself by a thick, intangible chain that pierces her chest. Bankai appearance: N/A
Shikai special ability: Enter Sandman possesses the ability to the extent of transferring wounds between entities, allowing people to be healed by passing off or distributing their damage. The most notable point of Enter Sandman is the sheer wholeness of the transfer; its power over wounds is unchanging and immutable.
Shikai skills:
1. Dr. Feelgood - Intangible, transluscent chains and stakes appear from Enter Sandman's heart, harmlessly piercing all nearby allied entities and allowing Mary to freely transfer wounds between the linked or store them in Enter Sandman's heart- though any wounds still left when Shikai is canceled are transferred directly to Mary. The chains persist until Enter Sandman is dismissed, and regenerate if damaged.
2. Painkiller - Enter Sandman's other primary trait is that it can move independently from Mary at a speed comparable to one who has mastered Shunpo, though it can only do so in an approximately 500m radius around Mary herself.
3. Surgical Steel - By pounding its stake into an entity, Enter Sandman can forcibly bring them into the "network" created by Dr. Feelgood, allowing Mary to transfer wounds to them. Much like the chains it generates, the stake itself is intangible, harmless, and pierces through matter regardless of toughness.
4. Comfortably Numb - In addition to wounds, Enter Sandman can also freely distribute and store pain felt by its component members of the network as well as monitor their conditions.
5. Sister Morphine - Enter Sandman automatically heals and stores wounds inflicted upon Mary herself takes without being ordered.
6. To be revealed?
Bankai skills: (Captains and up can only have Bankai. Note: Some Lieutenants will be able to attain a Bankai)
1.
2.
3.
4.
5. (Ultimate Skill)
Nonlethal Shikai Skills:
Technically all of them
Skills & Masteries
Zanjutsu - Expert. Mary is capable of using her Shikai's ability to its fullest extent.
Kido - Master. As ex-second of the Kido Corps, Mary's knowledge and skill at Bakudo and healing-type Kido is unparalleled even among those called masters, and those who can outdo her in Hado can be counted on one hand.
Hakuda - Proficient. While her skill has grown some small amount over the years, Mary just isn't cut out for unarmed combat.
Hoho - Expert. A medic has to be able to keep up with her team, after all.
Theme:
This