Auspicious nobles, recognized prodigies, newly graduated shinigami…dirt, they all have one thing in common: Society cared about them more than you. Nonetheless, you’re a member of the Gotei Thirteen, and though you’re no distinguished officer, you did your part…not that anyone ever gave you any recognition for it. No, you and your peers were outcasts, be you from noble families, but holding no renown or particular talent–or an orphan from the Outer Districts of Rukongai, it doesn’t matter. Perhaps you had friends, some few who would tolerate you or take pity on you enough to throw you a bone, extend an olive branch–then again, perhaps you didn’t.
Nonetheless, this is the place you held in the Seireitei, and once, you may have even believed that it was where you belonged. Alas…the world changes whether we like it or not, and indeed you and those who cast you away are in for a rude awakening.
The question is…will you be ready?
Not that it matters, after all, whether you railed against your lot in life or not, you’re going to have to get over it because it seems even if the Soul Society didn’t, the World has big plans for you.
This RP will be set in an A(lternate)U(niverse) version of Bleach with all original characters and a plot unrelated to the manga or show. However, I will do my utmost to remain mostly faithful to the canon lore and mechanics. The story will center on a group of shinigami who have lost everything. With very little leadership and little hope of anyone else bailing them out of their pitiable situation, they must strive to be better, stronger, and wiser. With any luck–and a lot of work–they might just have a chance to get back what was taken from them–or at the very least, mete out revenge upon those who cast them from their home.
The year is 2024 in the Human World, and the Soul Society has been at peace for well over eight hundred years. Though some few conflicts have sparked, the world is largely in a golden age. In this time, the Gotei Thirteen has flourished, the Seireitei has burgeoned with activity, and even much of the Rukongai has become safer–though beyond the 70th district the same cannot be said. During this time, one Noble House–the Tatasuko–has returned from exile, pardoned of crimes they never committed, and redeemed by one of their own. Another, the Tsukiakari, has risen to greater prominence amidst the exile of the former. In more recent centuries, one Captain has defected–and been subsequently put down with surprisingly little disruption. Beyond this, since his ascension to the position of Captain Commander, Tsunayashiro, Tekiō-sei has made many sweeping changes for the better in Soul Society not allowing anyone to grow lax despite the centuries of relative peace.
In the World of the Living, things have gone on as normal, with societies warring and making peace as they are wont to do, all while unaware of the greater workings of the afterlife beyond. Though the shinigami keep a close eye on things, the Quincy have made a small resurgence, with a deal being brokered such that the Balance of Souls would not be disturbed. Even Hueco Mundo has been quiet as though hollows rage and fight for dominance; there have been no clear signs of undue organization or untoward aims in recent years. So it is that the Golden Age continues unabated, with oh-so-few considering the possibility of its disruption.
Oh, how wrong they soon will be.
“Survival at any cost.”
The most influential of the Great Houses, the Tsunayashiro Clan have deep ties with the Central 46 and are the only individuals with a direct line to the Royal Guard on high and–by extension–the Soul King. Leading by example, they follow a strict code of “survival of the fittest,” culling the weak among them in the interest of every future generation being better and stronger than the last. Additionally, they are the traditional overseers of Zanpakutō, acting as caretakers of those blades that do not perish along with their wielders.
“The Future is a lock that only the Past can open.”
Perhaps one of the oldest and well-respected of the Great Houses, the Kuchiki have long been charged with compiling and protecting the history of Soul Society–and indeed the world at large. Though they do not have as direct ties to the Central 46 as the Tsunayashiro, they have their ear. After all, it is they who know what has come before better than any other, and with that knowledge comes the wisdom to avoid the mistakes of the past.
“By the Grace of Order, we Serve.”
Though the head of the Shihōin traditionally led the Onmitsukidō this practice has since been retired so that their focus can center upon their primary purpose as the Tenshiheisōban (天賜兵装番, Guard of the Heavenly Granted Armaments). Included among their duties are the protection and care of the Hōgu (宝具, Treasured Tools) and Bugu (武具, Armaments) which were bestowed upon them by the Soul King himself.
“Seek not the Abyss, for it will surely seek you.”
Having returned to the Seireitei–and prominence in general–within the last several hundred years, the Tatasuko are a mysterious lot. By and large, only the Central 46, the other Great Families, and the Soul King have any knowledge of their precise purpose. What is known, however, is that they apparently guard the world at large from a nascent threat just beyond the view of any other. Even in their eight-hundred-year exile, the Tatasuko never ceased their vigil, protecting the Realms from a threat beyond the scope of normal understanding. Indeed, it is thought that they were exiled due to the uncertain nature of their duty. Within the last several hundred years since they were pardoned and allowed back into the Seireitei, they have gained a reputation as the ‘Watchers at the Gate,’ as they appear to devote much of their resources and attention to the surveillance of Garganta and the Dangai within it.
“We are the Moonlight in the Darkness, noticed, but seldom truly seen.”
“People are often afraid of the dark. Never realizing that the moonlight can be a great teacher and guide as well. Moonlight reveals what the dark obscures, just as much as the sunlight. In the shadows we serve.”
Everyone can see the benefit of the sun. It makes their harvest grow. It melts the snow. It is the coming of life, joy, a symbol of glory for some. The moon has always been a symbol of magic, mysterious it has been tied with ghost stories, and most associate it with the fear of the unknown. They rarely see it push the tides or control waves. They feel its effects, but they do not see the results so readily. It may be the same then for the Tsukiakari family. At first people’s interpretation might be that the Tsukiakari family may not in fact be a Great Noble House. Few see their work and those who do see them at work, often see them at the call of the other Great Noble Houses. Some may even question or not believe the reach the Tsukiakari family have because of this.
The Tsukiakari family have been known for doing the work the other Noble Houses wouldn’t even associate themselves with. Whether they feel it is beneath them, too embarrassing to attach their name to, or do not want to be caught doing something that might upset a few people, they send the Tsukiakari family in to do said work. Often the credit of that work is attributed to the Tsukiakari family. Because of this the Tsukiakari family have been seen as lower in status or that they have no honor, values or principle from those who do not understand their work.
12th Division Captain: Fuanteina, Azami. {Kido Corps Commander}
Lieutenant: Uōrokku, Majime {Kido Corps Lieutenant}
13th Division Captain: Tsukiumare, Hiakarui.
Lieutenant: Kyozetsu, Hanayaka.
First Division: A division of model shinigami, disciplined leaders, and loyal followers, this squad has become the ‘face’ of the Gotei Thirteen. They are in charge of all executive matters that do not fall upon the Central 46, and any given member from this division is typically considered to outrank any officer at their same rank who is in another division.
Second Division: As strict and exclusive as one might expect of the squad that merged with the Onmitsukidō(Stealth Force), this division is known for their skill in Bakudo and Hoho in particular to the extent that their Captain tends to exclude any who does not have some potential in one or the other.
Third Division: Though not traditionally having particular responsibilities beyond the norm, the 3rd squad has changed substantially since Hyōhaku, Sōken became its Captain before having morphed further after the man's mysterious disappearance some time ago. While Sōken led the division, it became known for two things: specialization in Zanjutsu, and its strange mixture of a relaxed atmosphere with exceptionally trained shinigami. However, since Sōken's abandonment of the Gotei 13 and his division by extension, its new captain, Sayoko, Yume has deepened and expanded this culture. While there is a subtly welcoming atmosphere to third division, the relaxed atmosphere has largely dissipated as it was sublimated into other aspects of the division. Now it is a place of camaraderie, loyalty, with a strong sense of social cohesion and a strong sense of responsibility to one's duties, principles, and comrades. Notably, though despites these changes and it having become slightly more diverse, Third Division is also known for the disproportionate number of potent, single-element Zanpakuto that its members tend to display.
Fourth Division: A division focused on the restorative arts of Kaido, they are known as combat healers and where once they were looked down upon, now they are widely respected. Still, some divisions do look on them with some derision, but they keep harsh words to themselves, after all…it would be a shame to be ignored in one’s hour of need.
Fifth Division: With responsibilities over patrolling both the Seireitei and Rukongai, this squad is in an odd spot. On one hand, they are intensely important to the safety and continued function of Soul Society, whereas on the other there was a betrayal from many members of this division in the not-so-far-off past. So it is that their Captain leads by example, running a tight ship and mentoring members of her division to ensure that they are above doubt and reproach.
Sixth Division: Possessing no particular special duties, this division is a rather mellow one, considered to be filled with generalists. By and large, the sixth is known not for having exceptional individuals but instead for having stand-out teamwork and a pervasive sense of honor. As such, though they are a combat-facing division, they are more often seen carrying out support roles aside from healing, allowing their teamwork to bolster the performance of others.
Seventh Division: Due in large part to its leadership, the 7th Squad is known for being an eclectic group of decidedly odd individuals in some way or another. Anyone who joins it and stays is seen as having at least a few screws loose, as the Captain of Seventh is widely considered both strange and rather suspicious despite his best efforts. For those within the division however, it is an incredibly inclusive and all around friendly place. Furthermore, from the lowliest officer to the most talented, Keisoku–the captain–is known for his tendency of being incredibly friendly and supportive with everyone.
Eighth Division: Rough around the edges, the eighth are known for their skill in hand-to-hand combat in particular and are often tasked with apprehending targets who have committed offenses that do not necessarily require execution or other rather severe punishments. Culturally, the Eighth division is a fairly relaxed atmosphere as long as you are halfway decent at your job, as their captain does not care much for rules and regulations despite his role.
Ninth Division: Possessing the responsibility of patrolling and protecting the Seireitei within the light, rather than in the shadows like Second division, this division is always ready for combat. Still, its members find ample time to oversee the arts and culture of the Seireitei in addition to serving a vital role of receiving, sorting, and dispensing reports from the other divisions.
Tenth Division: An oddly practical gathering of shinigami, those in the 10th division–likely due to the Captain who leads them–tend towards logic and rationality. As such, these shinigami are typically thrown at problems that others have failed to solve, as they will be willing to tackle said issues in whatever way is best, even if it’s unorthodox in nature. On account of this unofficial duty, the Tenth has also taken to hosting ‘debates’ and gatherings that assist other squads in developing their ability to analyze situations effectively and come up with solutions on the fly.
Eleventh Division: Known as "the Delinquent Division" by those who dislike it, and more widely considered a division that is obsessed with training and self-improvement, the Eleventh Division has been subject to a great many reforms since their current captain came into office. Nonetheless, the Gotei’s "problem children"--combat fanatics, idiots who don't, or won't, follow rules or decorum properly, and lazy people no one else wants– tend to end up in this squad. After all, Keiasu considers it his personal mission to reform them into productive and valued members of the Seireitei. Though this squad was traditionally focused almost exclusively on the Sword Arts, it has since relaxed some of its restrictions, allowing those skilled in Hakuda and those possessing Kido-type Zanpakuto to not be looked down upon.
Twelfth Division: Specializing in Research and Development, they also take care of monitoring Soul Society at large, thus working in close concert with the First and Second Divisions. Within the last hundred years they have been somewhat merged with the Kido Corps.
Thirteenth Division: Thought of as somewhat "soft," members of this division take care of eachother. People who simply aren’t accepted elsewhere end up here, and those who need a gentler guiding hand. The reason they have this reputation is because of their Captain, Tsukiumare, Hiakarui. The man is an absolutely prolific shinigami in terms of expertise and power, but he's also rather...self-deprecating. He's also fiercely protective of others, PARTICULARLY those in his division, leading other divisions to think that everyone in 13th is "coddled" to some degree or another--obviously this is not actually the case.
What to Expect
Proactively working towards your character’s growth over time. Characters will have their own arcs, if you’re not willing to invest time and effort into such, then perhaps this isn’t the best fit.
At the start, Players will exclusively have access to shinigami. Some leeway may be allowed for certain cases–individuals who were Fullbringers or Quincy in life, for example.
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.
Notably, everyone will start with only one character, and that character will be the “Ryoka” Ascension rank. Their official rank will be Unseated Officer.
A GM 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.
Elements of Mystery, which should be engaged with.
Multiple arcs and perhaps concurrent plotlines.
The possibility of Taboo Subjects.
Collaboration posts.
Some dark themes.
Some slice of life.
Plenty of combat.
Expanded Lore.
As a final noteworthy point, there is a stat system for this RP, but I assure you that it is much less intrusive than something like a proper tabletop system and nor is it nearly so complex as anything like that. This system is in place to reduce the possibility of pissing contests or other toxicity in addition to giving a tangible measure of various traits in the interest of their being a measurable growth for characters.
Based on working with the players who have joined so far–even those who typically do not prefer such systems–I can let you, the reader, know that most have come to enjoy the system after working with me to understand it. Please give it a chance before you discount it as too much work.
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.
The Twin Paths Zanpakuto Growth System
The Twin Paths System is an ancient system that was designed by shinigami of the forgotten past before the Seireitei and Rukongai had formed. It was designed during an age when there was no time to simply sit on one's laurels and slowly grow close to one's Sword Spirit. While its creator is long gone, and no complete written records of its existence persist, it is by this system that the Foundation was laid for the future.
This system is, to some degree, a work in progress and may be subject to changes. Additionally, it should be noted that, for the most part, players will not need to keep track of this system as it will be managed by myself and any Co-GMs I appoint. Primarily this simply exists as a structural progression element for character growth throughout the RP.
Earning Attunement
While the below criteria can lead to a player earning Attunement Points, you may need more than just hitting every bullet point in a single post. Do these things with thought, considering your character’s struggles, failings, and redeeming qualities. Consider the conflicts they have with themselves, with others, the problems they have with the world or their place in it, and the relationship they have with their sword spirit.
Furthermore, more criteria may be added as I think of them. Beyond this all that I ask is you consider the emotional and narrative arcs of your characters. Completing mini-arcs in such a manner will be the most likely thing to net you Attunement.
Nonetheless, hitting certain narrative touchpoints can lead to the earning of Attunement Points, but know that I can tell when someone is phoning it in, rushing, or just forcing something in the interest of developing their Zanpakuto. I will not take kindly to such behavior and I certainly will not reward it.
You have been warned, so without further ado, the criteria in question.
Considering your own nature, deeper drives, etc etc.
Thinking about your Zanpakuto, what your spirit is like or might be like.
Having flashes of sensory information from your Sword Spirit.
Participating in challenges that your Sword Spirit gives you.
Working with your Spirit.
Coming to a personal realization or making a breakthrough of some kind.
Becoming more in tune with your emotions.
Processing trauma.
Processing your flaws (if you are in denial about them).
Processing your positive qualities (if you are in denial about them).
Moving past some kind of mental/psychological block.
Reckoning with inner demons.
Meeting a fundamental need that has up until now been ignored.
Completing a personal arc.
Phase One
1-24 (Unattuned) - The Shinigami gets visions of their inner world and sword spirit. They hear and feel the spirit at times, but communication is difficult. As their attunement increases, communication becomes easier and the visions/voices more persistent.
25 (Attuned) - The Shinigami gains the ability to communicate with their sword spirit consistently.
26-49 (Transition) - The Shinigami continues to get flashes of images, sounds, and other sensory impressions of their inner world, sometimes lapsing fully into it during Dreams or particularly deep meditation or moments of intense focus.
50 (Shikai) - The Shinigami gains access to their Shikai for the first time. They can only utilize the most basic form of the release ability. They do not possess any techniques, but they gain the additional ability to enter their Inner World to train and interact with their Sword Spirit directly. All Shikai passively double the Shinigami’s Reiatsu modifier while they remain in this state.
55 (1st Tier) - The first Shikai Technique becomes available.
65 (2nd Tier) - The second Shikai Technique becomes available.
75 (3rd Tier) - The third Shikai Technique becomes available.
85 (4th Tier) - The fourth Shikai Technique becomes available.
95 (5th Tier) - The potency or complexity of the Shikai’s base ability is increased, allowing greater versatility or power. This can manifest in a number of ways. Often, the techniques become deeper, more nuanced, or more powerful in some way. Alternatively, the shinigami may gain a Stat Enhancement beyond the base amplification of their effective Reiatsu.
100 (Alignment) - The Shinigami has fostered sufficient understanding of their Sword Spirit to manifest them in the interest of unlocking Bankai. Alternatively, the shinigami may choose either to further deepen their relationship with their zanpakuto to attain further techniques in the interest of pursuing True Mastery of their Zanpakuto’s Shikai.
[Shinigami may choose to spend up to 50 additional attunement points toward gaining new Shikai techniques. A new technique becomes available for every 10 points spent.]
[It takes a total of 50 attunement points to achieve Bankai. While this may not be apparent now, such time and effort might be better spent elsewhere….]
Phase Two
1-24 (Discord) - The Shinigami struggles to maintain or fully manifest their Sword Spirit, though as they progress it gradually becomes easier to do so.
25 (Harmony) - The Shinigami gains enough proficiency that they can consistently manifest and maintain their Sword Spirit, allowing them to challenge them so as to attain Bankai.
26-49 (The Trial) - The Shinigami partakes in their Sword Spirits Challenge(s) in the interest of coming into a state of greater union with them. This can take virtually any form. Notably, the Sword Spirit will demonstrate the capacity to manifest some or all of their Shinigami’s shared inner world to facilitate these trials.
50 (Union/Resonance) - The Shinigami has Dominated their Sword Spirit and/or passed the necessary trials and challenges necessary to learn part or all of their Spirit’s True Name. Those with full mastery of their Shikai gain the entire True Name of their Sword Spirit, whereas those who don’t merely gain a fragment of it–the former is referred to as Union, whereas the latter is Resonance. This affects the manifestation of their Bankai. Notably, the endpoint for these two paths may look different, but no path is truly inferior to the other. At this stage, the shinigami thus gains access to their Bankai’s base ability. Shikai techniques may be used in Bankai. Additionally, all Bankai passively triple the Shinigami’s effective Reiatsu so long as the release is maintained. Those of the Union Path gain an additional Stat Enhancement beyond their Reiatsu, whereas those of the Resonant Path do not–notably, this Stat Enhancement may be different from that of Shikai, and it does not stack, nor does the Shikai Stat Enhancement carry over into Bankai.
60 (1st Stage) - At this stage, those of the Union Path gain access to enhanced versions of their first three Shikai Techniques. Those of the Resonant Path gain access to their first Bankai Technique*.
70 (2nd Stage) - At this stage, those of the Union Path gain access to enhanced versions of their second set of three Shikai Techniques. Those of the Resonant Path gain access to their second Bankai Technique*.
80 (3rd Stage) - At this stage, those of the Union Path gain access to enhanced versions of their third set of three Shikai Techniques. Those of the Resonant Path gain access to their third Bankai Technique*.
90 (4th Stage) - At this stage, those who follow the Path of Resonance gain their fourth Bankai technique. However, unlike those that come before, these–and all that follow–are Advanced Bankai Techniques. These are meant to be trump cards, they are the finale, the last resort, and certainly the cream of the crop. Yet, those shinigami who follow the Path of Union now begin to see the true fruits of their labor, for it is at this stage that their Bankai truly blossoms, affording them a single Transformative Technique. Unlike Advanced Techniques, these tend to take on entirely different forms. Whereas an Advanced Technique might serve as a distinct individual advantage, Transformative Techniques change the game itself, turning it entirely on its face.
100 (Cocoon) - The final traditionally accepted stage of Bankai, the Cacoon Stage differs–as one might expect–depending on the Path one has followed up until this point. For those who walked the Path of Resonance a Stat Enhancement is gained, this Enhancement follows the same rules as that gained by the Union denomination earlier on their Path. In addition to this, the Cacoon Stage affords the Resonant with a single Transformative Technique. On the other end of the spectrum is the Path of Union, who gain an additional Stat Enhancement and a boost in the potency, nuance, or versatility of their Bankai’s base ability.
Deviation
Not all Zanpakuto are created equally, at least in their manifestation. Some spirits will not gain access to the full breadth of their abilities until a certain point, whereas others will be incapable of holding themselves back. As a result, some Shinigami’s paths will differ at the early stages, taking just as long as others to develop to a certain degree of power, but giving them some benefits upfront. Below is a list of such Deviations.
Koi(Willfulness): This class applies to Zanpakuto that hold a certain willful eagerness or are perhaps eccentric or mercurial in some regard. As a result, the Shinigami will gain access to the physical form of their Shikai earlier than most, but without the benefits of its release abilities until later on their path.
This shows how the beginning of their Path differs from the norm.
1-24 (Unattuned) - The Shinigami gets visions of their inner world and sword spirit. They hear and feel the spirit at times, but communication is difficult. As their attunement increases, communication becomes easier and the visions/voices more persistent.
25 (Physically Attuned) - The Shinigami gains the ability to communicate with their sword spirit consistently in addition to their Zanpakuto being able to take on its Shikai appearance at will. Despite its change in appearance and function, it will not gain any of the related bonuses or abilities of the actual release.
26-49 (Transition) - The Shinigami continues to get flashes of images, sounds, and other sensory impressions of their inner world, sometimes lapsing fully into it during Dreams or particularly deep meditation or moments of intense focus.
50 (Shikai) - The Shinigami gains access to their Shikai for the first time. They can only utilize the most basic form of the release ability. They do not possess any techniques, but they gain the additional ability to enter their Inner World to train and interact with their Sword Spirit directly. All Shikai passively grant the Shinigami higher effective Reiatsu than their baseline stats would. Notably, Koi-class Zanpakuto can actually have an alternate physical manifestation when they enter Shikai proper.
*From this point onwards, their Path may be identical to the norm.
Kyumin(Dormancy): Zanpakuto in this category are strange in that they lack a sealed state entirely. As a result, all that is required is to learn their name in order to access their Shikai abilities and techniques. Thus it is that they retain the same appearance from their base state into Shikai. Sometimes minor alterations in appearance may occur once they are fully released into Shikai.
This shows how the beginning of their Path differs from the norm.
0-19 (Unattuned) - The Shinigami gets visions of their inner world and sword spirit. They hear and feel the spirit at times, but communication is difficult. As their attunement increases, communication becomes easier, and the visions/voices more persistent. The Zanpakuto’s physical manifestation will be that of its Shikai state.
20 (Attuned) - The Shinigami gains the ability to communicate with their sword spirit consistently.
21-29 (Transition I) - The Shinigami continues to get flashes of images, sounds, and other sensory impressions of their inner world, sometimes lapsing fully into it during Dreams or particularly deep meditation or moments of intense focus.
30 (1st Tier) - The first Shikai Technique becomes available.
31-54 (Transition II) Intermittently, their Sword Spirit will seem to physically reveal its presence in some way, be it a distinct aura, the appearance of the Spirit’s silhouette, or even the sensation of the Spirit physically touching the Shinigami, guiding them.
55 (Shikai) - The Shinigami gains access to their Shikai proper for the first time. They can only utilize the most basic form of the release ability. Additionally, they gain the additional ability to enter their Inner World to train and interact with their Sword Spirit directly. All Shikai passively double the Shinigami’s effective Reiatsu while they remain in this state.
65 (2nd Tier) - The second Shikai Technique becomes available.
*From this point onwards, their Path may be identical to the norm.
Genshuku(Severity): Deviating only once Shikai is attained, these Zanpakuto differ in that their Spirits are often strict, judgemental, harsh, or extremely stingy in their willingness to allow their Shinigami access to information regarding them or their abilities. This manifests in a much greater focus on individual techniques in addition to the Shinigami generally having a harder time getting along or communicating with their Sword Spirit. Some Spirits that are not severe in nature, may instead be incredibly discerning or picky regarding the requirements their Shinigami must meet before attaining Shikai…or access to said abilities.
This shows how their Path differs from the norm.
1-24 (Unattuned) - The Shinigami gets visions of their inner world and sword spirit. They hear and feel the spirit at times, but communication is difficult. As their attunement increases, communication becomes easier and the visions/voices more persistent.
25 (Attuned) - The Shinigami gains the ability to communicate with their sword spirit consistently.
26-49 (Transition) - The Shinigami continues to get flashes of images, sounds, and other sensory impressions of their inner world, sometimes lapsing fully into it during Dreams or particularly deep meditation or moments of intense focus.
50 (Shikai) - The Shinigami gains access to their Shikai for the first time. However, Zanpakuto of this path utterly lack a base ability and instead gain access to their first three Shikai Techniques. Notably, their shikai does not initially double their Reiatsu modifier nor can they yet deliberately enter their inner world to interact with their Sword Spirit directly.
55 (1st Tier) - At this stage the player may choose to gain one of the following options (Gain Doubled Reiatsu Modifier; Gain 4th Shikai Technique; Gain Access to Inner World; Gain Ability to Communicate with Sword Spirit), they may elect for the GM to choose, OR they may elect for a dice roll to occur, where one is awarded randomly. Notably, dice rolls may be adjusted as necessary to reflect the Shinigami’s current relationship to their sword spirit and/or the Sword Spirit’s mood.
65 (2nd Tier) - At this stage the player may choose to gain one of the remaining options (Gain Doubled Reiatsu Modifier; Gain 4th Shikai Technique; Gain Access to Inner World; Gain Ability to Communicate with Sword Spirit), they may elect for the GM to choose, OR they may elect for a dice roll to occur, where one is awarded randomly. Notably, dice rolls may be adjusted as necessary to reflect the Shinigami’s current relationship to their sword spirit and/or the Sword Spirit’s mood.
75 (3rd Tier) - At this stage the player may choose to gain one of the remaining options (Gain Doubled Reiatsu Modifier; Gain 4th Shikai Technique; Gain Access to Inner World; Gain Ability to Communicate with Sword Spirit), they may elect for the GM to choose, OR they may elect for a dice roll to occur, where one is awarded randomly. Notably, dice rolls may be adjusted as necessary to reflect the Shinigami’s current relationship to their sword spirit and/or the Sword Spirit’s mood.
85 (4th Tier) - At this stage the player may choose to gain one of the remaining options (Gain Doubled Reiatsu Modifier; Gain 4th Shikai Technique; Gain Access to Inner World; Gain Ability to Communicate with Sword Spirit), they may elect for the GM to choose, OR they may elect for a dice roll to occur, where one is awarded randomly. Notably, dice rolls may be adjusted as necessary to reflect the Shinigami’s current relationship to their sword spirit and/or the Sword Spirit’s mood.
95 (5th Tier) - At this stage the Shinigami’s techniques become deeper, more nuanced, or more powerful in some way in addition to them gaining a Stat Enhancement beyond the base amplification of their effective Reiatsu. In some rare cases, they may instead develop a “base ability”, but in these cases this is typically a mechanic derived from their central techniques, which assists in bolstering the Shinigami to better execute them.
100 (Alignment) - The Shinigami has fostered sufficient understanding of their Sword Spirit to manifest them in the interest of unlocking Bankai. Alternatively, the shinigami may choose either to further deepen their relationship with their zanpakuto to attain further techniques in the interest of pursuing True Mastery of their Zanpakuto’s Shikai.
*From this point onwards, their Path may be identical to the norm.
*Other examples of Deviation may be created in the future.
The Ascension System
The Ascension System is the tool that will be used to measure the growth and abilities of characters in this RP. Notably, while players will not see such directly, NPCs–regardless of race–will have similar stats on the backend. The numeric aspects of this system will primarily be used for comparison during clashes in combat. There will be numerous ways for characters to train their various Attributes and Skills, in addition to methods through which to gain new Artes, or even create entirely original Specializations. Unless someone finds themselves exceptionally comfortable with this system, I will be very hands-on when characters are initially made to smooth the process of figuring out initial builds and the path forward for a given character. In this way, we will work together so that a feeling of consistent and rewarding character growth can occur, both statistically and personally!
Attributes
These statistics serve as the baseline of every shinigami’s abilities, measuring how they stack up against one another and the foes they face in the wider world. While individual points in a given stat do grant incremental advantages, most benefits are gained when a given attribute reaches a particular milestone.
The below chart shows how Attributes relate to Skills, giving an easy reference to what Milestone Tiers are required to reach certain Proficiency Tiers.
Reiryoku is not technically a stat so much as it is an aggregate of all stats—serving as the total spiritual power a character possesses. Think of this as a rough idea of your character’s overall stamina.
Reiatsu, or "Spiritual Pressure" is the density at which an individual can exert their Reiryoku (in spite of the actual quantity they possess). Unlike most attributes, Reiatsu cannot have points allocated to it manually. Instead, this value is calculated via the following equation: (Reiryoku * Spirit)/√Reiryoku=Reiatsu ((R*S)/√R=Reiatsu)). The aforementioned is rounded to the nearest zero. Reiatsu is utilized for two distinct purposes on its own, the first of which is as Initiative. In short, the individual with a higher Reiatsu value may choose to act first in most situations. Alternatively, they may choose when to act or to abstain from doing so first. In addition to affecting Initiative, Reiatsu may serve as a temporary modifier for a given Attribute (by adding to it). This modifier is calculated as such: (Reiatsu/50), then round to the nearest whole number. This modifier may be applied to a given Attribute once per combat and remains assigned to that Attribute until after a Scenario has been over for an undisclosed period of time. Beyond this, it should be noted that some Specialties may interact with the Reiatsu stat; such mechanics will be detailed elsewhere.
Strength represents a character’s physical power: how potent their muscles are when performing strenuous activities such as punching or swinging a sword. Strength is offensive in nature and most commonly governs melee attacks.
Resilience represents a character’s durability: how resistant their body is to damage. Resilience is defensive in nature and is also passive. Resilience does not come into play until a character has been hit, at which point it reduces raw damage taken. Resilience decreases the effective stat of successful attacks by one tier per Milestone that it is above the clashing stat.
Mobility represents a character’s maneuverability: how well they can evade incoming blows and navigate the battlefield. Speed is defensive in nature and governs things like the act of dodging attacks or chasing down a target.
Spirit represent a character’s spiritual potency: how powerful their magic or other nonphysical attacks might be. Spirit is typically offensive in nature and most commonly governs ranged attacks.
Skills
Whereas Attributes are the raw physical and metaphysical traits of an individual, Skills are that which are learned, honed, and sometimes even mastered. It is with these that we rise to overcome obstacles in our path and master the world around us. All Skills fall into specific Proficiency Tiers, which are listed below.
Untrained(0-19): No time, care, or effort has been taken to develop the skill in question. Requires the assigned attribute to be Dismal or higher.
Layman(20-49): Very little training has gone into developing a skill, but some amount of knowledge or research has been done to understand the craft. Requires the assigned attribute to be Unremarkable or higher.
Practitioner(50-89): Through the combination of research and training, the individual has gained a passing degree of aptitude in the relevant skill. Requires the assigned attribute to be Average or higher.
Expert(90-119): Through extensive effort, time, and with new insight gleaned, the skill has been developed to an impressive degree. At this level, an individual can be said to have considerable talent and dedication. For most, this is where the path ends, but for some few, this is where it truly begins. Requires the assigned attribute to be Impressive or higher.
Adept(120-149): A step closer to those held in esteem, those who have honed a skill to this degree can be considered to have gone past the normal limits, be it physically, mentally, or otherwise these individuals are something special. Requires the assigned attribute to be Impressive or higher.
Master(150-179): Admired by many but reached by few, those at this stage of development can be considered to have grasped the essence of the skill in question. Be they the fundamentals or the advanced Artes of a craft, Masters have come to understand and be exceptional in them all. This is considered the height of normal practice and understanding. Requires the assigned attribute to be Incredible or higher.
Grandmaster(180-239): Whereas those who come before understand their Skill, they have practiced it, toiled, and ingrained things into their bodies and minds; the Grandmaster no longer thinks or works to understand. To accomplish these feats, simple or complex, is an effortless aspect of their everyday existence. Be it through some innate talent or some unutterable revelation, these individuals have attained mastery beyond mastery. Requires the assigned attribute to be Incredible or higher.
Legend(240-299): The master understands, the grandmaster knows, but the legend simply is. No longer is their craft something they do, but rather something they are. Individuals at this stage–as few and far between as they are–have transcended the traditional path. Nonetheless, their craft–though ascendant–still resembles that of those that dwell below them. While those who have reached the peak of their ability cannot understand the wholeness of their ascendant mastery, they might still draw insight from them. Requires the assigned attribute to be Legendary or higher.
Myth(300): It is impossible even to grasp the extent of their abilities. They have reached the pinnacle of their path, transcended the limits of what was thought even remotely achievable…and then some. Only Legends might ever hope to glimpse and understand a fragment of their understanding, whereas those beneath them view their actions as impossibilities: indecipherable, beyond reckoning, and pointless to compare. Requires the assigned attribute to be Mythic or higher.
Zanjutsu is a skill whose potency is dictated by the Strength attribute and which holds precedence over armaments and their utilization. Though considerable force may be brought to bare through the skillful use of weaponry via this skill, Zanjutsu only pertains to said skill rather than acts of base physical prowess.
Hakuda is a skill whose potency is dictated by the Strength attribute and which holds dominion over unarmed martial arts. Much like Zanjutsu, Hakuda specifically relates to skill and as such has little to do with feats of raw physical might.
Kido is a skill whose potency is dictated by the Spirit attribute; a Shinigami’s proficiency in this skill dictates how many Spells ranked between 1-99 they are able to utilize. The class of said spells that an individual gains access to depends on their Specialization–the classes include, Hado, Kaido, and Bakudo. Only those at or beyond a certain level of proficiency are capable of understanding or performing Forbidden kido. Furthermore, a shinigami may create new spells one proficiency tier below their own–though this is complicated by their Specialization.
Untrained: User can utilize spells from #1-10 for their chosen class of spells. Layman: User can utilize spells from #1-20 for their chosen class of spells. Practitioner: User can utilize spells from #1-40 for their Primary and #1-20 for their Secondary if applicable. Expert: User can utilize spells from #1-60 for their Primary and #1-40 for their Secondary if applicable. Adept: User can utilize spells from #1-80 for their Primary and #1-60 for their Secondary if applicable. Master: User can utilize all spells from #1-99, but cannot utilize Forbidden Kidō Grandmaster: User gains access to Forbidden Kidō.
Hoho represents a shinigami’s proficiency with various movement Artes, the capacity for which is dictated by the Mobility attribute. Notably, Hoho only dictates the speed and efficacy of said Artes and has nothing to do with other displays of speed.
Perception is a skill whose potency is dictated by the Spirit attribute. Through its mastery, an individual may know themselves and the world with greater acuity. Be it identifying poisons in the body, illusions upon the mind, or the true nature of things around them, it is Perception that allows these revelations.
Traits
Unlike Attributes, Skills, or Specialization (explained below), Traits are innate--often immutable--properties OR conditions that are acquired due to a given individual's unique circumstances. Often, unique conditions will fall into this category, such as disabilities, illnesses, anomalies of the spirit, and even hybridization.
Examples will be added as they come up.
Specialization
By focusing one's practice and studies in a particular field, an individual may discover new depth in some facet of its nature. It is through one’s ability to specialize that unique advantages can be gained. Though some skills do not require such rigorous effort, others necessitate such. Notably, unlike Skills, some Specialties will lock others from the user’s potential repertoire, with few exceptions. Other Specializations may require proficiencies in one or more skills. Most will have attribute thresholds that you must meet or exceed to access them.
Lethality(Zanjutsu/Hakuda Practitioner | Impressive Strength): An offensive Specialization for Hakuda and/or Zanjutsu, Lethality gives the Specialist advantage in specific situations. If they are on the attack in a situation, their Zanjutsu/Hakuda is treated as being one Proficiency Tier higher than normal. Notably, once an individual possessing this specialty reaches legend, they may also acquire the Preservation specialty for Zanjutsu and/or Hakuda.
Preservation(Zanjutsu/Hakuda Practitioner | Impressive Mobility): A defensive Specialization for Hakuda and/or Zanjutsu, Preservation gives the Specialist advantage in specific situations. If they are on the defensive in a situation, their Zanjutsu/Hakuda is treated as being one Proficiency Tier higher than normal. Notably, once an individual possessing this specialty reaches legend, they may also acquire the Lethality specialty for Zanjutsu and/or Hakuda.
Unwavering(Impressive Resilience): When one’s body and soul are sound, the world and its inhabitants will find it difficult to affect them. This ‘specialty’ is a passive trait that gives those possessing it the capacity to ignore or more easily brush off attacks. Clashes against the attack attribute when a blow lands. If the individual’s Resilience is one tier higher than that of the attack, the damage is halved; if they are two tiers higher, then the attack is entirely resisted, dealing no significant damage.
Calculating(Expert Perception): Your perception gives you an edge in combat, allowing you not just to follow the movement of things much faster than you but also to predict things more accurately than the average individual and act–or react–accordingly. Functionally, this allows the individual in question to treat half of their Proficiency in Perception as Proficiency in Hoho, but purely when reacting or attempting to predict and capitalize on someone’s future positioning. Notably, the Proficiency Tier is rounded down to the nearest number.
Shunko(Hakuda Master | Kido Master): Shunkō is one of the highest forms of Hakuda technique. It comes in elements such as 'wind' or 'lightning'. This technique functions by explosively increasing the potency of one’s Hakuda by channeling reiryoku into and around the limbs, with techniques derived from Kidō. Functionally, this allows the user to use either their Spirit or Strength (Hakuda or Kido) to clash with other attacks in addition to adding half of their Kido or Hakuda Proficiency tiers to the alternate stat.
Kaido(Kido Expert): Unlike the other classes of Kido, Kaido requires a particular degree of aptitude to utilize at all. This Specialty allows the user access to Restorative Spells, allowing them to heal themselves and others. Individuals with this Specialty can heal themselves at their Proficiency tier, and heal others at one level below such. At Expert, this specialty allows the complete restoration of minor wounds--lacerations, bruises, minor fractures, etc. Notably, at Expert, a specialist can heal more serious injuries but never completely, resulting in lasting complications that cannot be corrected. However, due to the individual’s lack of general experience, they are only capable of healing themselves at their full capacity whereas they can heal the superficial wounds of others as well as stabilize them. At Adept tier, this specialty allows the restoration of major wounds, including broken bones, major fractures, and even the partial loss or destruction of some organs. At Grandmaster, a Kaido practitioner can even regenerate organs and limbs wholesale. Beyond the threshold of Grandmaster, even long-standing injuries can be mended, reducing or removing complications entirely.
*If Chosen as a secondary via Kido Scholar, the shinigami's Kido Proficiency will need to be one tier higher than normal.
Kido Scholar(Kido Practitioner): Notably, those who do not possess this Specialty only choose a Primary and cannot use any other class of kido. Otherwise, those possessing this specialty must choose either Hado or Bakudo as their Primary and Secondary, respectively. The Primary discipline gains the full allotment of spells for their rank, whereas the secondary gains the allotment for one tier below their Proficiency. Individuals exceeding the Grandmaster Proficiency Tier can utilize their secondary at the same rank as their primary. Individuals below Grandmaster cannot utilize Forbidden Kidō. Once someone with this Specialty reaches Legend, they gain access to a tertiary class of Kido, allowing them to use all three classes though their tertiary class will not give them access to Forbidden spells of that category. At Myth, they can use all kido of any class.
Kido Pioneer(Kido Expert | Perception Adept): With exceptional perception and ample understanding of Kido combined, a specialist of this breed becomes capable of crafting their own spells in the interest of innovating upon the art. With this specialization, individuals can create new spells in their Primary until they reach Kido Master, at which point they can make spells in their secondary as well–provided they possess the Kido Scholar specialization. Notably, individuals may only create new spells at ranks (1-99) that they can access for a given class of kido. Furthermore, once an individual reaches Legend in both Kido and Perception, they gain the capacity to create Forbidden Kido. If Kido reaches Myth, they can create spells that incorporate aspects of multiple classes.
Others will be added. Notably, new Specialties may be created.
Artes
Shunpo(Hoho Practitioner): meaning “Flash Steps,” this technique, while not the pinnacle of Hoho, is the primary Arte afforded by the Skill. This Arte allows the user to move faster than the eye can easily follow by using as few steps as possible to cross a distance. The higher the user’s Hoho Proficiency, the faster and more efficient this Arte becomes. This technique clashes against the Perception Skill, meaning that the lower an individual’s skill value is, the more difficulty they will have predicting the trajectory of or even following the user’s movement. This becomes more pronounced if the Perception Skill is at a lower Proficiency Tier than the Shunpo User’s Hoho Skill.
Utsusemi(Hoho Master): meaning “Cicada Shell,” this technique involves falls under Hoho and involves the practitioner moving at such great speeds that they leave a lingering afterimage that may even appear to have taken damage. The practitioner moves at great speed to avoid an attack, leaving an afterimage that can appear to have taken damage. This technique can be detected by someone with a Perception Skill that is higher than that of the user’s Hoho Skill. If their Skill value is equal to that of the user of this Arte, then they will be capable of noticing the ruse almost immediately after it has taken place. For each proficiency tier lower than the user’s, the affected individual will have more and more trouble reacting in a timely manner.
Speed Clones(Hoho Grandmaster): Perhaps a more advanced version of Utsusemi, this technique involves the creation of up to fifteen(15) clones through incredible swift and skillful use of Shunpo. This technique can be seen through by someone with a Perception Skill that is one Proficiency Tier higher than the user’s Hoho. Those with a Perception Skill value equal to or higher–but not crossing into the next Tier–can more easily follow these movements allowing them to react more easily than most. Individuals with a lower Perception Skill value will be unable to ascertain which clone is the user, but will be able to react to a degree so long as their Proficiency isn’t more than one Tier lower than this Arte’s user.
Hado #64 Taiyō no yōyū ikari(Sun's molten fury): "Bind the bones of the earth, draw from its depths, infuse the sun's light and fury. Cast away the bonds, eviscerate their form, and turn dust and stone to fire…."
First the user must utilize their reiryoku to gather a decent amount of reishi into the palm of their hand where it will form a cube. At this point their reiryoku is almost forcibly infused into the reishi particles after which the attack is aimed at the ground. Once the beams hits there is a small shudder in the earth and two seconds later a massive flurry of essentially identical beams, but now with seemingly molten flames in them, burst forth from the surface and alter their trajectory to match that of the intended target. Upon contact with the location the target was, or the target itself, they culminate, each blast adding more reiryoku, till they have formed a sphere around the target's body. At this point the sphere becomes a closed system, hardening on the outside like a shell, and burning the target before exploding violently outwards into many fiery shards.
Bakudo #29 Gyaku Shibari(Reverse Bind): “Etching words into the world, a river flows, a dam blocks its return....”
A relatively simple kido, Gyaku shibari must be utilized on a surface, whether living or otherwise. When placed onto something, it creates a sort of dam or filter through which reiryoku, reishi, and reiatsu may only pass in one direction. While the kido can be broken by a significantly powerful influx of any of the aforementioned things, it can also be bolstered by supplying it with more reiryoku, making it particularly useful.
{Forbidden Bakudo} Chōten seigen(Vertex Restriction): “The sun is eclipsed, the moon made absent, a presence vanishes, and the world stops. Time is made still, movement surrenders, and bound are the energies of life. Cease time and stagnate space....”
Creating a white cube in the user's hand, this spell is activated by crushing the white cube of reishi. Upon being crushed, an opaque black sphere will engulf a 4-meter radius, with the user being the central point. This opaque sphere does not allow reiatsu, some reiryoku, sound, smells, and even light to pass through it, making it a sensory dead zone. However, its true purpose goes beyond this, as should someone be caught within it, they will be rendered unable to move—the sole exclusion being the user. Should the user move, the sphere will remain in the same location it was activated in. As only certain forms of reiryoku may escape it, the sphere will persist for a potentially indefinite amount of time, as it is a closed system, never losing or leaking the energy that maintains it.
Should someone simply be touched by the black sphere, rather than being wholly trapped within, they will find that whatever part of their body was touched becomes incapable of channeling or manipulating reiryoku as if the pathways which it travels along in the body have been sealed. Until the material is removed from their body or the kido is deactivated by its user, this effect will persist.
Be sure to discuss any seated officers with me if you plan to have some important NPCs interact with your character. If it's in passing and you don't mention their names or any defining features, there's no need. Beyond that, go wild. Additionally, all characters will start at the “Ryoka” rank with a “1” in Attunement. Lastly, characters who join after the IC has initially started will go through a collab with me once approved. This collab will involve their experience of the Inciting Incident and will explain as to why they have not been with the rest of the cast up until recently. Additionally, while they will start at the Ryoka rank–even if other characters have grown past such–I will ensure that they get caught up to the other characters quickly.
Lastly, it should be noted that all characters may choose to have 1 Unique Specialty and 1 Unique Arte or 3 Unique Artes at start. You will work with me regarding these to iron out the mechanics. Specialties in this Opening Post do not take up any of the aforementioned slots.
P.S. While I do want people to keep the structure of the below sheet unchanged, feel free to add some color and/or extra flair if you so desire!
This is only so players can clearly see everything outside the code. I would still prefer that the code sheet be used when doing the final submission of your character.
Full Name
【Theme I♦Theme II♦Theme III】 "A quote from the character."
【Additional Appearance Info: 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.
【Biography: Minimum of three paragraphs. Conversely you may reveal it ICly, but must inform the GM.
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: >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?
Attributes Reiryoku(Unused Points): Value Reiatsu: {Value (Modifier)} Strength: (Numeric Value - Milestone) Resilience: (Numeric Value - Milestone) Mobility: (Numeric Value - Milestone) Spirit: (Numeric Value - Milestone)
Skills Proficiency: (Numeric Value)
Zanjutsu: (Numeric Value - Milestone) Hakuda: (Numeric Value - Milestone) Kido: (Numeric Value - Milestone) Hoho: (Numeric Value - Milestone) Perception: (Numeric Value - Milestone)
~"Quote from our about the sword spirit"~ Additional Description:
Attunement(1): Phase One - Unattuned. Deviation: Put "N/A" if you are not utilizing a Path Deviation. Otherwise, put the name of the Deviation in question.
Inner World & Spirit: Description. Feel free to make the title of this a set of links.
Zanpakuto Personality: What are they like?
Shikai
~"Release command and name."~ Ability:
Techniques Name: Description.
Name: Description.
Name: Description.
[center][color=#ffffff][h1]【[u][b]Name[/b][/u]】[/h1][/color] [img]PICTURE[/img] 【[url=LINK]Theme I[/url][b][color=black]♦[/color][/b][url=LINK]Theme II[/url][b][color=black]♦[/color][/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] Ryoka. 【[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]【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][sub][u][b][h3]Attributes[/h3][/b][/u][/sub] [u][b]Reiryoku[i](Unused Points)[/i]:[/b][/u] Value [indent][indent][i][u][b]Reiatsu:[/b][/u][/i] {Value (Modifier)} [/indent][/indent] [u][b]Strength:[/b][/u] (Numeric Value - Milestone) [u][b]Resilience:[/b][/u] (Numeric Value - Milestone) [u][b]Mobility:[/b][/u] (Numeric Value - Milestone) [u][b]Spirit:[/b][/u] (Numeric Value - Milestone)
[u][b]Attunement(1):[/b][/u] Phase One - Unattuned. [u][b]Deviation:[/b][/u] Put "N/A" if you are not utilizing a Path Deviation. Otherwise, put the name of the Deviation in question.
[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]
I do have questions regarding the Zanpakuto and all that, so you can see that section is currently incomplete, but do check what's there. Plus the Shikai techniques. I'm not sure what the rules are about those though.
Kyo Gensai, coming from the inner areas of Rukongai was but a humble student at a dojo there. He was not remarkable in any physical sense, he was not disagreeable as a person nor was he particularly favored over others. He was simply another soul in Rukongai, blessed with living in one of the upper class areas. Such an existence for him though as time dragged on, did not suit him. Bored by the recreational swordsmanship of this comfy mid-upper class area of Rukongai, he one day just left, disappearing into the districts.
No word of him would appear until many years later, there were whisperings of a particularly skilled swordsman wandering Rukongai, becoming known even as far as North Rukongai, a particularly dangerous area. At this time, he was known as the "Dueling Wanderer", as he challenged those who carried blades to a duel. Though there were few fatal results to such engagements, causing his reputation to be spread around but with no animosity, a more recent event where he had slain a group of much more determined and vindictive souls further in North Rukongai, who accepted no less than death. These activities would eventually get the attention of Shinigami.
When they arrived to the site he was reported to have been, he simply challenged the leading Shinigami of that squad to a duel. He was unconcerned with why they were here, only that Shinigami were a cut above what he had been fighting all this time, and he knew he craved to test his technique even further. Of course he was no mindless murderer, he added a stipulation, that if they won he would go quietly, and if not... He would request they train him as a Shinigami, so that he may reach greater heights. Many in the group that were there to apprehend him felt it was not appropriate to accept his deal, they had no reason after all, but the Shinigami in charge accepted, and so they dueled.
The result was unexpected, though Kyo was clearly outmatched in raw power and speed, his skill with a blade and his rapid learning of techniques served him well as he quickly put the match into a winning situation, stopping short of slaying the Shinigami. What would follow was the other accompanying Shinigami would attempt to gang up on him, but they were quickly trounced. In the middle of their scuffle, the captain of the 11th would arrive and set things right, with the result subduing Kyo.
In the months following they had questioned him and did a background check on him, keeping him in detention while deciding what to do with him. After some time though, it was deliberated he would be trained as a Shinigami, and then placed in the 11th Division. Pretty much as soon as he was placed there he quickly made a name for himself, his peerless technique somehow after those months in detention were sharper... It turns out he had meditated on his encounter with the captain, and deliberated on new techniques he could possibly execute to get even closer.
【Personality: Those in the 11th called him a battle nut, and while the description isn't wrong, he pursues swordsmanship to a different degree beyond most Shinigami. One thing that remains from his wandering duel days though is the seeking out of strong and skilled opponents, to test his skill, and to hopefully see something new to push his skill even further. Of course this one-minded pursuit has for the moment led him to ignore other aspects. Many had thought him initially quite unreasonable, but that's far from the truth, he seems to be a pretty pleasant person, having rather good manners and signs of a proper upbringing. He is well studied in some of the arts, particularly calligraphy, and he can show consideration for others, though some can't tell if it is in jest or genuine.
A lot of his positive qualities that are unexpected from someone who wishes to fight so much, are also undercut by some levels of selfishness, particularly when it comes to that. If he sees a chance to fight someone who might help him reach the next level of his pursuit of strength, he will take every opportunity to do that even at the detriment of others. Less predictably, he may sometimes refuse to fight someone too weak, because it'd be no different from morning practice in a dojo alone, so he says.
【Notable Traits】
【Likes/Dislikes】
✔ Strong and skilled people ✔ Sushi ✔ Calligraphy ✔ Swordsmanship
▲ Eager to fight the strong ▲ Incredible observation and learning ▲ Shows some consideration for his allies ▲ Recognizes the value of life
Neutral
☯ High potential, possibly a rare prodigy ☯ Battle seeker ☯ Not much of a team player, has his own priorities. ☯ Distant yet pleasant attitude
Negative
▼ Selfish attitude towards combat. ▼ May resort to violence with disagreements ▼ Doesn't think things through as much as he should ▼ Can appear standoffish despite his smile
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:
One could describe him as a peerless swordsman, relying solely on his technique and sense for battle. Despite his instinct-driven way of fighting, he displays exceptional and graceful technique, and is particularly a master of Iaijutsu.
An offensive Specialization for Hakuda and/or Zanjutsu, Lethality gives the Specialist advantage in specific situations. If they are on the attack in a situation, their Zanjutsu/Hakuda is treated as being one Proficiency Tier higher than normal. Notably, once an individual possessing this specialty reaches legend, they may also acquire the Preservation specialty for Zanjutsu and/or Hakuda.
【Artes】
Shouei(Zanjutsu Adept | Hoho Layman: Fading Shadow. A technique where the user will fade back and away from an attack, before suddenly returning and attacking inside of the opening created from the missed strike. Though this is a sword technique, knowledge of footwork is still required. This technique is especially useful for Kyo when he is preparing an Iaijutsu strike. - Allows the next Zanjutsu-based Arte that is performed to clash against the target's Hoho or Mobility.
Juumonji(Zanjutsu Adept): Cross. An Iaijutsu technique where the user cuts twice upon drawing in such an instantaneous motion, that the strike appears to be simultaneous. - Due to the speed of the strikes, this maneuver clashes with a Zanjutsu or Strength stat one tier above what the user actually possesses.
Asagiri Zanshou(Zanjutsu Adept): Afterglow of the Morning Mist. An Iaijutsu technique that is two-part. The initial drawing strike, before sheathing. Upon the click of the blade re-entering the sheath, the strike that he had made earlier erupts into an additional deadlier strike. Something about this technique is unfathomable, as if Kyo has begun to see something that other swordsmen could not. - With the adversary's attention focused on the first strike, the second strike is empowered, allowing it to ignore a single tier of the clashing stat--increasing the chance of it successfully landing a blow.
Description
Technique Name(Prerequisite):
Description
【Zanpakuto】
Sealed State
~"..."~
Additional Description:
Attunement(1): Phase One - Unattuned Deviation: N/A
Inner World & Spirit:
A clear sky over a land of perfect, still water as far as the eye can see until meeting at a dim sunset in the horizon, reflecting against the surface. Perfectly reflective water that mirrors all who stand within it. The image of this world is that of two mirrors, both heaven and earth, and that the unity of both body and mind is the key to power. This reflects the personality of both zanpakuto and shinigami.
The spirit exclusively takes the form of it's user, with a blue tinge in the eyes. Though because it's form fades in and out of view, sometimes only visible within the water, or reflected in the sky, it can also be inferred that the spirit is the entire inner world too.
Zanpakuto Personality: Keikai is a rather cryptic zanpakuto, something the somewhat more blunt and direct Kyo dislikes, but luckily for him, Keikai is also a lot more patient than it's wielder. It likes to speak in riddles, half words and half realities, like a quiz. It's voice is often that of a female, but at times it is a stern man. One cannot help when seeing the interaction of Keikai and Kyo that the zanpakuto is seeking to bring out his full potential as a warrior. His blade is already sharp, and so it is his mind that must be sharpened within this world.
Shikai
~"Utsuse, Keikai."~
Ability: The Zanpakuto, Keikai meaning Mirror Boundary, has only one and very simple ability. It creates a phantom and perfect ethereal copy of it's wielder, having the same levels of skill, speed, and resilience. It's only tricky gimmick is it's ability to appear within 30 feet of it's user spontaneously, almost teleporting around. Otherwise, fighting this Shikai is like fighting two of the same person. As with all Shikai releases, Kyo's doubles his Reiatsu modifier.
The duplicate generated by Keikai's ability has a durability equal to Kyo's Resilience and Spirit combined. Any attack, or consecutive set of attacks, that cumulatively reach this stat threshold can destroy the duplicate, rendering it useless for 2 posts.
This does not apply to normal clashes wherein the Echo blocks, deflects, or otherwise interacts with the world. Notably, Keikai's Echo has the same Attribute and Skill values as Kyo himself.
When clashing with something, should the Echo lose the clash by a full Tier or more, it will be destroyed, causing it to go on cooldown for half its typical duration..
Techniques
Nijuushun: Doppelganger, this technique is the basic usage of this Shikai, where the reflection will imitate attacks at perfect timing and stance.
Continous Assault: In between ordinary openings of his attacks, the reflection will insert an attack to cover it. A rather simple application, but this enables a continuous and constant assault of increasing speed to overwhelm opponents whose defenses may be too great.
Redirection: A subtle technique where the reflection will appear briefly to raise it's blade and block an attack. It's manifestation though will be so faint that it will not stop the attack, but rather, push it off course. Typically in this tiny opening, Kyo will strike.
Phantom Blade: A much more subtle technique formulated to gain the edge in direct engagements. This technique partially forms the reflection on his own position enabling him to use the partial manifestation to deflect attacks or follow up his own immediately and take advantage of any minute openings.
@Sho Minazuki I apologize for the wait, but you may formally consider Kyo Gensai as APPROVED. Throw 'em in the character tab. I'm gonna give Taka(ChaoticLuck) and Metanoia some time to get their characters finished/approved so that you can have a few others in your incident collab, but if that takes too long, I'll just do something solo with you :)
Standing 6’2 and weighing roughly around 185lbs, Denki is a fairly average looking man. His eyes are amber and his hair medium brown, the latter of which is partly spiky in some areas but mostly falls naturally down his long face. It is mostly unkept until he needs it not to be and falls all the way down to his shoulder. Sometimes he will tie it up in a small ponytail, but for the most part, Denki lets it naturally fall whenever it may. Denki is a lean man, built like someone who doesn’t conscious condition his body, but from all of the running he does due to the hazard of his side hustle, his habit of getting into fights, and basically everything else he does that involves heavy lifting, Denki manages to keep himself in tip, top shape.
Denki is flashy and maybe that puts a target on his back, but he’s known for wearing a sort of trademark red shihakusho-like outfit comprising of a red top and a black bottom (though it might be just a dark shade of brown).
【Personality:
Denki Igarashi is anything but ordinary. There are two sides to this man: the calm and the storm. The calm is what everyone sees upon first meeting and the storm is what they see when they trigger something in him. Both could be unpleasant depending on who they are, but only one is dangerous.
An all around positive individual, Denki is a fun time and a half to be around. He’s full of energy and life that when someone is around him, depending on how they receive his brand of liveliness, he’ll either be their favorite person or be on their most-hated list. Likewise, that energy and fun-loving side could also lead down a mischievous and general lack of respect for authority, which is ironic since he became a soul reaper. He avoids his problems like the plague and sometimes that also means responsibility. There’s a certain laziness to this man, which further ties into his natural electricity and fondness to have fun all the time.
He is also extremely cunning and has been shown to manipulate people for his needs. This comes in many forms. He generally doesn’t use his cunning for evil, but it does have a selfish origin. Having to survive in some harsher Rukon districts, Denki learned that he had to be a step ahead of the game. His more-than-average perception came into play here long before he used it to its full effectiveness. He observed those around him and used it to his advantage. Sometimes he went a bit far with it and landed himself into hot water, so any chance he could think of getting out of it, he did.
But when push comes to shove, Denki doesn’t hesitate to get his revenge. His thirst for battle and natural affinity for trouble (whether he willingly creates it or not) is a no-brainer for a future Squad 11 member. He loves everything about battle, but he does have a temper. Anger him in one of the few ways that you can and you might understand why they call him The Unlucky. It’s not just about him - but those who fight him tend to be unlucky, as well.
【Biography:
A wasteland that had the ruins of a once thriving civilization was now plagued by an ever-present, nonstop thunderstorm, the likes that would only be found at the top of an active volcano. The sounds of a terrible cull, high-pitched roar from the clouds above penetrate even the deafest of ears. Lightning strikes at all parts, shattering rock, ridding decaying mountains of their tops that are immediately regenerated as though a twisted circle of life is ever-present in this place.
The sounds of terrible rolling thunder echo like a firm reminder that there is no calm before the storm - not here. Not in Akuraicho's domain.
And the mixture of terror and death, the very essence of the storm, persists, echoing the name "Denki..." in such a deep baritone voice, yet go unanswered. "Denki...You are too weak." There it was again, though this time more concise. Clearer in a way that the words would reach who they were meant for, yet as time passed, nobody by the name of Denki answered.
And thus the storm remained. It continued on, ravaging the land in a vicious cycle until that which destroyed all could finally be acknowledged by the one he called out to. Until Denki Igarashi could hear Akuraicho's summons.
Life for Denki Igarashi, for several years, had been one of mystery and lapses in his memory up until a certain point. Every so often when he would sleep, he’d see images of something that haunted his mind after waking. Images of a monster calling out to him. Images of thunder and lightning reaking havoc on a land that was both completely unknown to him, while at the same time, eerily familiar.
Strange, isn’t it? How could he know what it was if he had not been there before?
This became a rather recurring theme for Denki as he traveled from one Rukon District to the other. He originally found his home in the North, but trouble followed Denki Igarashi like that dream. Or would be it be appropriate to call it a vision? It followed him regardless and followed him it did. Like a cloud of misfortune. Whether north, south, east, or west, peaceful district or in the rather violent and aggressive district of Zaraki, Denki always found himself into trouble. Some might say the name Denki Igarashi was bad luck because he always found himself into situations that, aside from him stating otherwise, became as bad as they were because of his own doing.
To most, Denki is a victim of his own making, but to him, he’s just really popular.
Indeed. Denki takes all this supposed bad luck, smear campaigns of his name, and the eventual confrontations that lead to either terrible beatdowns of this raven-haired freeloader (not his words), with the tiniest grain of salt. It’s all overhyped. Who cared if Denki scammed people out of their yen or used the handy dandy five-finger discount on certain venders in some districts. Or maybe he pisses off a gang or two to the point where there was a bounty put out on him right down to a picture too.
And guess what! The picture…poster…whatever you want to call it was in color and even had descriptors. Gotta hand it to these gangs: they’re well-connected.
-average height -black hair. Long -wears red on his robe
They didn’t get a flattering drawing of his face, but when Denki first saw it, even he had to admit “damn, they really do love me!”
Of course they didn’t, but Denki couldn’t help but laugh about it.
That was, at least, until they found him.
At first they were angry and rightfully so. This was a local gang in this south rukon district that Denki owed some money to. They demanded he pay them back in full (plus interest).
Now this wouldn’t be such a bad demand. Denki wasn’t so full of himself (he was) to say that they weren’t making fair demands (they definitely weren’t). But he had to be smart about this. He had their money on him, but there was a moral dilemma he was fighting with. They wouldn’t spend it like it should. Sake and women were probably what these ogres would spend it on. But if he didn’t give them their money, odds were they’d beat him until they punched it out of him like some pinata.
Neither option seemed preferable.
So cunning Denki looked around momentarily.
And wow oh wow, the luck of the moment. He saw someone who had dark hair, red on his robe, and was of equal height. He had an idea at that moment: to use his guile and manipulate these idiots, stating “I’m not the man you want! He is!” and he promptly pointed to the man walking in the opposite direction.
And guess what? They fell for it!
And proceeded to start to beat the crap out of the man that looked a lot like Denki. Almost crazily so. As they did that, Denki had another moral dilemma. He had lied to those idiots and said he wasn’t Denki Igarashi. Obviously he was, but with that coincidental lookalike of his, it was too easy, but now he was facing the wrath of something that was the consequence of something he did.
Not that he felt exceptionally guilty about it, but Denki was jealous of some of the action. He wanted to fight but not lose his money. Plus there wa something that he couldn’t explain, but this other man felt…familiar.
So in a classic move that would, though he didn’t know it at this time, be replicated multiple times, Denki joined the fight with this other man, easily fending off the men with someone who would much later become his other half. A true kindred spirit.
“Denki’s the name.”
And that would be the start of one of the closest friendships Denki would have. He just didn’t know it at the time.
【Notable Traits】
【Likes/Dislikes】
✔ Just enjoying life ✔ Mitarashi Dango ✔ Fighting ✔ Naps
✘ Any trouble caused by his other half (though sometimes Denki causes it so it is what it is) ✘ Anyone either in Squad 1 or that believes in the goody-two-shoes, rule-abiding, total-snitch behavior that Squad 1 represents. Just let Denki have his fun! ✘ Sour anything. Seriously, how can anyone like sour food? ✘ Facing the consequences of his actions
【Defining Traits】
Positive
▲ Energetic ▲ Observant ▲ Sanguine ▲ Cunning
Neutral
☯ Mischievous ☯ Has plenty of guile ☯ Carefree ☯ Embodies the philosophy of “carpe diem”
Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.
surname, Denji || Best friend, other half, occasional pain in the ass
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:
Denki is what one might call a blitzing kind of fighter. He doesn't let up and he seldom takes up defense (unless it's detrimental for him to assume such a tactic). He might not be an unintelligent fighter per se, but he's always believed that the best way to win a fight is to make sure your opponent has no chance to land a hit, so he remains on the offensive. Quick strikes both punches and kicks, Denki also is fast. He tested high in both general mobility and through use of hoho. He uses the latter to evade most blows (unless someone proves to be faster than him).
He might have some skill with a sword (at least enough to hold his own with someone who might be average at best with one), but his preferred mode of combat is to use his hands, which he commonly refers to as "Thunder" and "Lightning".
Meaning "Echoing Thunder Strikes," this specialty capitalizes on Denki's exceptional Hoho and developing Hakuda Proficiencies to create a style of attacks more potent than either skill could produce on their own. Practically speaking, Kyōi Zankyō-ken is a style of attack that utilizes the momentum of the user's footwork to empower their strikes, or uses their swiftness to drastically increase the speed of concurrent attacks in exchange for somewhat reduced potency. Mechanically, this allows Denki to add a Proficiency Tier to his Hakuda attacks and choose whether they clash normally, or if they clash with the target's Hoho or Perception--defaulting to whichever of the latter two is lower.
【Artes】
Shunpo(Hoho Practitioner):
Meaning “Flash Steps,” this technique, while not the pinnacle of Hoho, is the primary Arte afforded by the Skill. This Arte allows the user to move faster than the eye can easily follow by using as few steps as possible to cross a distance. The higher the user’s Hoho Proficiency, the faster and more efficient this Arte becomes. This technique clashes against the Perception Skill, meaning that the lower an individual’s skill value is, the more difficulty they will have predicting the trajectory of or even following the user’s movement. This becomes more pronounced if the Perception Skill is at a lower Proficiency Tier than the Shunpo User’s Hoho Skill.
Technique Name(Prerequisite):
Description
【Zanpakuto】
Sealed State
~"What I'm about to show you will shock you."~
Additional Description: Type of Sword: Wakizashi Length 23"/58.5cm Color: Hilt is red with purple cord wrap || Sheath is amber, much like the color of Denki's eyes. Guard Type: Circular
Attunement(Attunement Score): Phase One - Unattuned Deviation: N/A
The inner world of Akuraicho is a barren wasteland with ruins of a lost kingdom that could be implied it was once glorious spread across the many miles of the land. Mountain ranges surround it. It is plagued by a massive, red and orange-hued thunderstorm, with around-the-clock rolling thunder and lightning flashing, roars of Akuraicho filling the air, and then lightning crashing to the ground -- all of which happens every 12 seconds, with each one happening consecutively every three seconds.
Akuraicho is a zanpakuto who takes two forms. In his dreams long ago, Denki saw Akuraicho as the bringer of storms that he was, the literal storm that lived inside of Denki’s soul. Powerful and mighty, the monstrous form that Denki first witnesses was an anomaly because what he first saw was a thunder cloud, red, orange, and black, lightning striking the barren wasteland below and with a roar so loud that Denki swore it disrupted the heavens themselves. But when he spoke to him, his voice echoed like a titan, slow but powerful. In this form he is easily the most intimidating. His whole form was of cloud, lightning-shaped like a falcon in every way possible.
But in more recent times, as Denki himself became well adjusted, became centered, the beast he first met was no more -- or at least, the beast that was felt unnecessary for Akuraicho to show. In the beast’s stead was a man no taller than Denki nor heavier. He had pale skin, silver hair, and blue eyes. He wore a red trenchcoat that somehow mirrored the deep crimson hue of his avian-like form, and black pants.
Zanpakuto Personality: Akuraicho is as arrogant as they come. Self-righteous and believing into their own hype, Akuraicho has a temper almost as red as his hair. He has a bit of a violent streak too, explosive and blowing up at any given moment’s notice. He embodies the thunder and lightning he commands.
He serves as both master and, in his mind, superior to Denki. There have been many difficulties in terms of communication. Denki is lax in nature. He represents the calm before the storm that is his temperamental zanpakuto, yet there is reason why they mirror each other. Akuraicho views Denki as lazy, which plays a large part into their discord, but there is a small part of him that recognizes and acknowledges Denki as his master, even if they both are far from it ever being admitted openly.
Shikai
~"Blitz everything into oblivion, Akuraichō (悪雷鳥 Malevolent Thunderbird)"~
Denki holds both sword and sheath horizontally, with the bottom of the pommel and the end of the sheath are touching. Lightning of red sparks, circling around both sword and sheath and his spiritual pressure skyrockets, exploding around Denki in a fury of lightning as if he becomes the eye of hte storm itself. The red lightning slowly starts to pierce through both sword and sheath. Percision lightning strikes chip away, and those missing pieces reforge themselves on Denki's hands -- all of which happens in a matter of five seconds. It's like a flash and a literal case of lightning: blink and you'll miss it. The end product is a pair of two steel grey gauntlets that cover both hands and forearms. On it are odd designs of red and purple, constantly emitting a red electric aura around them. Within the aura is the very faint whistling, the battlecry of Akuraicho himself.
Ability:
Akuraicho might seem like an ordinary lightning-based zanpakuto and more or less, that is the case, but it's a lot more complex than that. It is, as a whole, an extension of Denki and what he's capable of. Fast, powerful, and aware, Akuraicho is a zanpakuto that feeds off of Denki's own feats and builds from it. With lightning-fast strikes that are aided by the very storm it embodies and hitting as loud and powerful as thunder itself, Akuraicho represents everything that thunder and lightning does as Denki represents what thunder and lightning does. At its most powerful (currently locked), Denki and Akuraicho together should literally be as powerful as fifty rounds of rolling thunder and crashing lightning.
Akuraicho allows Denki to Augment various maneuvers with his doubled reiatsu modifier in addition to allowing his Hakuda or Strength stat to clash with Spirit or Kido-based effects.
Techniques
Tobikomu(Command: Dive, Akuraicho) - requires 40 attunement Tobikomu is the base and first technique that Akuraicho will teach Denki. As it utilizes the hakuda foundation of Denki's powers, Tobikomu is a technique in which Denki takes to the sky, aided by his mobility and hoho stats, as he dives down, his dives head first, extending his left arm forward. By doing this he becomes a speeding bullet of lightning, gathering momentum. His hand is open like a talon, like a claw that is aiming to strike the first thing it can, be it ground or person.
This techniques adds one tier of his Hoho to his Hakuda or one tier of his Mobility to his Strength depending on which stat is being used to clash.
GekitotsuCommand: Crash, Akuraicho - requires 80 attunement Gekitotsu is a mid-ranged offensive technique. Charging his spiritual energy into both gauntlets, for every punch that Denki unleashes, a bird-shaped blast of lightning is sent in the direction in front of him, a high-pitched scream emitting from the birds like that of a literal thunderbird striking fear into those it is about to destroy. This can be discharged either multiple times with weaker results or charged into one or both hands, released in a larger form. It doesn't lose much speed but there is a drawback of Denki being suspect to draining due to his average spirit.
This technique may clash using either the Spirit/Strength or Kido/Hakuda stats. If the fist and projectile hit at point blank range, half of Spirit/Kido is added to Strength/Hakuda before the clash or 'damage' is decided. The projectiles on their own use Spirit/Kido as the primary stat, while adding half of Strength/Hakuda to clash with the opposing stat where necessary.