Open for Applications
GMs: Phoenix
Co-GMs: Oblivion
An increase in Hollows usually doesn't call for the increase in recruiting Shinigami. However, when they open a Garganta into the Rukongai directly and devastate the upper districts and take partial control of the lower districts, something must be done. Not only have the Espada declared full-out war against the Gotei 13, but they are, ultimately, winning. With their own world as the battlefield and Arrancar recruit lower-district spirits to fight against the loyalists of the upper districts, the enemy still has enough man-power to harrass the jurechi, currently Galway, Ireland, and the surrounding cities to keep them in an impressive amount of distress. This unusual increase of Hollows, in general, is rumored to stem from the blasphemous era in which the Living World is currently experiencing.
Technology has come and gone in the World of the Living. With collapses of governments due to insufficient resources, many nations have claimed independence and keep in neutrality. Eerily enough, the rest of the world has followed suit, it seems, and even the most developed nations have reverted back to subsistence farming. It's the most peaceful, and silent, the world has ever been. Still, education is a privilege and one that is not given out freely, as nations in the past have done. It is not completely inaccessible for most children, but the work on the farms outweighs that of education. For a full mind does not quench thirst or stave off hunger. Regardless of the ceaseless attacks upon Galway, they seem to flourish in this environment as they have for hundreds of years. Quincies and Full Bringers band together to keep their lands purged of the dangers the Hollows create. Lore has been born to prevent the creation of Hollows and to keep them away.
Within the Seireitei, prospective Shinigami are, quite literally, hunted for efforts against Hollows and into Hueco Mundo. Many of the Captains, having been in such a position for too long, some might say, are rightfully displeased with this almost superfluous effort against the Arrancars and their leaders, the Espada. Some believe in working for quality versus quantity while others avidly enforce the search for greater numbers within the ranks of Shinigami. With a civil war in their back yard and the need to keep safe their greatest hope, the upper districts, numbers are doing much more than holding back the Hollows, for now it seems. The 12th Division is looking for ways to secretly invade Las Oscuridades, the base of the Espada. So far, the current Senkaimon are unable to penetrate the barrier, unlike the Garganta.
The Espada are stretched thin in numbers, though their control over the flow of battle remains intact. The Gotei 13 and the World of the Living would not know of lessening numbers, however, and this facade of an unending wave of Hollowed spirits remains strong. Their goals aren't clear to the other two dimensions and is still hazy even among the Espada who work as a council for themselves in spite of the exiled Lord of Hueco Mundo, of whom has remained hidden for centuries and is only rumored about among those in power. More rumors suggest that this Lord is against the attacks on the Rukongai and the World of the Living due to the imbalance could create. However, a counter argument continues that with the increasing number of Shinigami and the rate at which Hollows are sealed that the balance remains stagnant. This is purely in the hands of the Shinigami to keep this balance, as would be most obvious. Purhaps a collective stubbornness blinds them.[/hider]
Setting: The focus of this RP will be upon the Captains and their Lieutenants and how they combat the invading Hollow Army. Any seated, unseated, or Academy students will be NPCs and making a PC for one of them is not ideal. This RP will also NPC all Hollows and Arrancars and will not go into the World of the Living making FullBringers and Quincies NPCs as well. If there is to be a prominent PC character for any of these NPC categories, then they should be of the top three tiers, listed below. To clarify, I'm not disallowing these races, they are just not pertinent to this particular RP at this time. They can and probably will change as the RP continues.
At the opening of the RP, the war will have been going on for 100 years, though there will be an intro describing a short time before that. All Divisions will have their jobs and specialties and this will dictate their role in the war currently, which will be described in the first post of the IC. Captains will be able to describe what their Division would currently be doing in regards to their "duties" and Lieutenants will be able to lead a certain aspect of these duties. Relationships among colleagues should also be noted, if only they are superficial.
If there is enough interest/desire to play as any "NPC" types, I shall create a separate RP for that section of the war but keep the same parameters. The point of narrowing this RP to only the Gotei is to make it easier to RP for those involved.
Characters:
First Division (Generals):
Lieutenant [OPEN]
Second Division (Assassins):
Captain Yukihiro Yue
Lieutenant [OPEN]
Third Division (Diplomats):
Veteran Captain [OPEN] Matsuoka Tsubas (m)
Lieutenant [OPEN]
Fourth Division (Healers):
Veteran Captain [OPEN] Sato Rokuryou (m)
Lieutenant [OPEN]
Fifth Division (Hakuda):
Lieutenant Ueshima Yuzuki
Sixth Division (Enforcement):
Veteran Captain [OPEN] Akiyama Yasu (f)
Lieutenant [OPEN]
Seventh Division (Hoho):
Captain [OPEN] Nakamura Yuuta (m)
Lieutenant [OPEN]
Eighth Division (Information):
Captain [OPEN] Hakkin Kiyoko (f)
Lieutenant [OPEN]
Ninth Division (Ceremony):
Captain [OPEN] Maki Shiori (m)
Lieutenant [OPEN]
Tenth Division (Organization):
Captain Iwakura Osamu
Lieutenant [OPEN]
Eleventh Division (Zanjutsu):
Captain Kanashii Piero
Lieutenant [OPEN]
Twelfth Division (Research):
Captain [OPEN] Hayashi Ume (f)
Lieutenant [OPEN]
Thirteenth Division (Kido):
Veteran Captain [OPEN] Kawaguchi Akio (f)
Lieutenant [OPEN]
Other Characters:
GMs: Phoenix
Co-GMs: Oblivion
An increase in Hollows usually doesn't call for the increase in recruiting Shinigami. However, when they open a Garganta into the Rukongai directly and devastate the upper districts and take partial control of the lower districts, something must be done. Not only have the Espada declared full-out war against the Gotei 13, but they are, ultimately, winning. With their own world as the battlefield and Arrancar recruit lower-district spirits to fight against the loyalists of the upper districts, the enemy still has enough man-power to harrass the jurechi, currently Galway, Ireland, and the surrounding cities to keep them in an impressive amount of distress. This unusual increase of Hollows, in general, is rumored to stem from the blasphemous era in which the Living World is currently experiencing.
Technology has come and gone in the World of the Living. With collapses of governments due to insufficient resources, many nations have claimed independence and keep in neutrality. Eerily enough, the rest of the world has followed suit, it seems, and even the most developed nations have reverted back to subsistence farming. It's the most peaceful, and silent, the world has ever been. Still, education is a privilege and one that is not given out freely, as nations in the past have done. It is not completely inaccessible for most children, but the work on the farms outweighs that of education. For a full mind does not quench thirst or stave off hunger. Regardless of the ceaseless attacks upon Galway, they seem to flourish in this environment as they have for hundreds of years. Quincies and Full Bringers band together to keep their lands purged of the dangers the Hollows create. Lore has been born to prevent the creation of Hollows and to keep them away.
Within the Seireitei, prospective Shinigami are, quite literally, hunted for efforts against Hollows and into Hueco Mundo. Many of the Captains, having been in such a position for too long, some might say, are rightfully displeased with this almost superfluous effort against the Arrancars and their leaders, the Espada. Some believe in working for quality versus quantity while others avidly enforce the search for greater numbers within the ranks of Shinigami. With a civil war in their back yard and the need to keep safe their greatest hope, the upper districts, numbers are doing much more than holding back the Hollows, for now it seems. The 12th Division is looking for ways to secretly invade Las Oscuridades, the base of the Espada. So far, the current Senkaimon are unable to penetrate the barrier, unlike the Garganta.
The Espada are stretched thin in numbers, though their control over the flow of battle remains intact. The Gotei 13 and the World of the Living would not know of lessening numbers, however, and this facade of an unending wave of Hollowed spirits remains strong. Their goals aren't clear to the other two dimensions and is still hazy even among the Espada who work as a council for themselves in spite of the exiled Lord of Hueco Mundo, of whom has remained hidden for centuries and is only rumored about among those in power. More rumors suggest that this Lord is against the attacks on the Rukongai and the World of the Living due to the imbalance could create. However, a counter argument continues that with the increasing number of Shinigami and the rate at which Hollows are sealed that the balance remains stagnant. This is purely in the hands of the Shinigami to keep this balance, as would be most obvious. Purhaps a collective stubbornness blinds them.[/hider]
Setting: The focus of this RP will be upon the Captains and their Lieutenants and how they combat the invading Hollow Army. Any seated, unseated, or Academy students will be NPCs and making a PC for one of them is not ideal. This RP will also NPC all Hollows and Arrancars and will not go into the World of the Living making FullBringers and Quincies NPCs as well. If there is to be a prominent PC character for any of these NPC categories, then they should be of the top three tiers, listed below. To clarify, I'm not disallowing these races, they are just not pertinent to this particular RP at this time. They can and probably will change as the RP continues.
At the opening of the RP, the war will have been going on for 100 years, though there will be an intro describing a short time before that. All Divisions will have their jobs and specialties and this will dictate their role in the war currently, which will be described in the first post of the IC. Captains will be able to describe what their Division would currently be doing in regards to their "duties" and Lieutenants will be able to lead a certain aspect of these duties. Relationships among colleagues should also be noted, if only they are superficial.
If there is enough interest/desire to play as any "NPC" types, I shall create a separate RP for that section of the war but keep the same parameters. The point of narrowing this RP to only the Gotei is to make it easier to RP for those involved.
Reiryoku: "Spiritual Power" is how much energy has been stored by the user. It also describes their Spiritual Sensitivity and Willpower.
(Average (0) - High (1) - Great (2) - Immense (3) - Vast (4) - Legendary (5))
Reiatsu: "Spiritual Pressure" is the density the user can exert their Reiryoku (in spite of the actual level of stored Reiryoku). It describes the skillful use of energy.
(Extinguished/Non-existent (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legend (5))
Kido Power: The stability and resilience of spells depends on the control and even the type of Reiryoku one has. Hindrances can be overcome through diligence.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legend (5))
Zanjutsu: Simply the application of the sword. It also indicates the skill one has in wielding any other weapon.
(Yet to Learn(0) - Practitioner (1) - Expert (2) - Master (3) - Grandmaster (4) - Legend (5))
Offense: This only applies to the more aggressive tactics of applying Zanjutsu. It indicates finesse and skill in applying one's weapon.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Defense: This only applies to the more passive tactics of applying Zanjutsu. It indicates the ability to deflect, block, parry, and counter strikes with one's weapon.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Physical Strength: This only applies to the power and endurance of applying Zanjutsu. It indicates the power behind swings and thrusts made by one's weapon.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Hakuda: Simply the application of the body. It also indicates the skill one has in any martial art.
(Yet to Learn(0) - Practitioner (1) - Expert (2) - Master (3) - Grandmaster (4) - Legend (5))
Offense: This only applies to the more aggressive tactics of applying Hakuda. It indicates finesse and skill in applying one's body.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Defense: This only applies to the more passive tactics of applying Hakuda. It indicates the ability to deflect, block, and counter strikes with one's body.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Physical Strength: This only applies to the power and endurance of applying Hakuda. It indicates the power behind strikes and blows made by one's body.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Kidō: The ability to successfully execute Hado and Bakuda spells. The higher the level, the higher chance of success and the greater ability to cast powerful spells.
(Yet to Learn(0) - Practitioner (1) - Expert (2) - Master (3) - Grandmaster (4) - Legend (5))
Knowledge: This indicates known information (though what that information is is up to the inidividual).
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Intelligence: This indicates one's ability to learn and understand information (though how this is performed and accomplished is up to the individual).
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Hohō: Purely the application of Shunpo and other similar abilities. It also indicates one's reflexes and ability to react.
(Yet to Learned (0) - Practitioner (1) - Expert (2) - Master (3) - Grandmaster (4) - Legend (5))
Mobility: This describes one's physical speed, agility, and flexibility overall.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legend (5))
Points:
Regarding the Talent Attributes (T) (those bolded and italicized), the following points will be provided:
Academy Student - 3
Unseated Shinigami - 5
Low-Seated Shinigami - 7
High-Seated Shinigami - 9
Lieutenant - 11
Captain - 13
Veteran Captain - 15 (4 more slots available)
**Captain-Commander - 17** (Not playable)
Talents (T): The first of each grouping. Those Bolded and italicized.
Skills (s): Those following the Talents. Those only Bolded.
There may only be one 5 among the Talents as a whole. If there is a 5, a 0 must also be present among the Talents. These rules do not apply to the Skills.
Skill points follow these equations:
A T with 3 s's (Zanjutsu and Hakuda): s=2T
A T with 2 s's (Reiryoku and Kido): s=T+(T/2) *rounded up
A T with 1 s (Hoho): s=T
A T of 0 equates to a single s.
Any 0 among Skills adds a Skill Point to your pool.
s's are then added together for a pool of Skill Points which can then be distributed among all skills.
Example:
Reiryoku: 3 (3+2=5)
Zanjutsu: 5 (5+5=10)
Hakuda: 3 (3+3=6)
Kido: 2 (2+1=3)
Hoho: 0 (1)
Skill Points: 25
3: 5,0
5: 4,0,5
3: 2,0,5
2: 2,2
0: 2
Additional Skill Points: 3
Total Skill Points: 28
Exceptions are as follows:
- Five Skill points may purchase a single Talent point and vice-versa.
- In a sealed form, the character's stats are to be reduced by 2T from the above calculations or an equivalent (1T and 5s, or 10s).
- In the first release, the character's stats are to be reduced by 1T from the above calculations or an equivalent (5s). This is optional.
(Average (0) - High (1) - Great (2) - Immense (3) - Vast (4) - Legendary (5))
Reiatsu: "Spiritual Pressure" is the density the user can exert their Reiryoku (in spite of the actual level of stored Reiryoku). It describes the skillful use of energy.
(Extinguished/Non-existent (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legend (5))
Kido Power: The stability and resilience of spells depends on the control and even the type of Reiryoku one has. Hindrances can be overcome through diligence.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legend (5))
Zanjutsu: Simply the application of the sword. It also indicates the skill one has in wielding any other weapon.
(Yet to Learn(0) - Practitioner (1) - Expert (2) - Master (3) - Grandmaster (4) - Legend (5))
Offense: This only applies to the more aggressive tactics of applying Zanjutsu. It indicates finesse and skill in applying one's weapon.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Defense: This only applies to the more passive tactics of applying Zanjutsu. It indicates the ability to deflect, block, parry, and counter strikes with one's weapon.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Physical Strength: This only applies to the power and endurance of applying Zanjutsu. It indicates the power behind swings and thrusts made by one's weapon.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Hakuda: Simply the application of the body. It also indicates the skill one has in any martial art.
(Yet to Learn(0) - Practitioner (1) - Expert (2) - Master (3) - Grandmaster (4) - Legend (5))
Offense: This only applies to the more aggressive tactics of applying Hakuda. It indicates finesse and skill in applying one's body.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Defense: This only applies to the more passive tactics of applying Hakuda. It indicates the ability to deflect, block, and counter strikes with one's body.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Physical Strength: This only applies to the power and endurance of applying Hakuda. It indicates the power behind strikes and blows made by one's body.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Kidō: The ability to successfully execute Hado and Bakuda spells. The higher the level, the higher chance of success and the greater ability to cast powerful spells.
(Yet to Learn(0) - Practitioner (1) - Expert (2) - Master (3) - Grandmaster (4) - Legend (5))
Knowledge: This indicates known information (though what that information is is up to the inidividual).
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Intelligence: This indicates one's ability to learn and understand information (though how this is performed and accomplished is up to the individual).
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Hohō: Purely the application of Shunpo and other similar abilities. It also indicates one's reflexes and ability to react.
(Yet to Learned (0) - Practitioner (1) - Expert (2) - Master (3) - Grandmaster (4) - Legend (5))
Mobility: This describes one's physical speed, agility, and flexibility overall.
(Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legend (5))
Points:
Regarding the Talent Attributes (T) (those bolded and italicized), the following points will be provided:
Academy Student - 3
Unseated Shinigami - 5
Low-Seated Shinigami - 7
High-Seated Shinigami - 9
Lieutenant - 11
Captain - 13
Veteran Captain - 15 (4 more slots available)
**Captain-Commander - 17** (Not playable)
Talents (T): The first of each grouping. Those Bolded and italicized.
Skills (s): Those following the Talents. Those only Bolded.
There may only be one 5 among the Talents as a whole. If there is a 5, a 0 must also be present among the Talents. These rules do not apply to the Skills.
Skill points follow these equations:
A T with 3 s's (Zanjutsu and Hakuda): s=2T
A T with 2 s's (Reiryoku and Kido): s=T+(T/2) *rounded up
A T with 1 s (Hoho): s=T
A T of 0 equates to a single s.
Any 0 among Skills adds a Skill Point to your pool.
s's are then added together for a pool of Skill Points which can then be distributed among all skills.
Example:
Reiryoku: 3 (3+2=5)
Zanjutsu: 5 (5+5=10)
Hakuda: 3 (3+3=6)
Kido: 2 (2+1=3)
Hoho: 0 (1)
Skill Points: 25
3: 5,0
5: 4,0,5
3: 2,0,5
2: 2,2
0: 2
Additional Skill Points: 3
Total Skill Points: 28
Exceptions are as follows:
- Five Skill points may purchase a single Talent point and vice-versa.
- In a sealed form, the character's stats are to be reduced by 2T from the above calculations or an equivalent (1T and 5s, or 10s).
- In the first release, the character's stats are to be reduced by 1T from the above calculations or an equivalent (5s). This is optional.
1. May only have a singular theme (Elemental, Light, Heat, Kido, Illusion, Melee, Projectile, Defensive, etc.) and up to two abilities (including static abilities).
2. If specified further, the theme to the abilities must be adhered throughout the techniques appearing in both release states.
Ex. A Fire-type Zanpakuto that shoots balls of fire cannot shoot waves of fire. A Melee-type Zanpakuto that affects the opponent through contact with the hilt cannot activate when hit with the blade.
3. If this theme is shifted during a secondary release, then this must be adhered to throughout the state. Previous abilities become invalid.
Ex. The Fire-type Zanpakuto can now shoot waves of fire but it can no longer shoot balls of fire. The Melee-type Zanpakuto's effects activate through contact with the blade but can no longer be activated through the hilt.
4. If the original theme is altered, said theme may increase in strength and/or range, etc.
Ex. The Fire-type Zanpakuto generates larger and hotter orbs of fire. The Melee-type Zanpakuto affects through the hilt and to a greater degree.
5. Improving upon a primary-release technique during the secondary-release can only occur if the theme has neither been shifted nor altered.
6. Any buffs made during releases go toward the specified level initially designated in the CS.
7. Any buffs made past the initially-designated levels must come from any other Attributes. (There will be no adding upon of Attributes)
8. Any buffs made past the initially-designated levels may not transcend past the highest level. These buffs need to follow the seventh guideline. To reiterate, there is nothing past "Legendary."
9. The personal use of another's Reiatsu and/or Reiryoku is not allowed. (Absorbing Reiatsu through sophisticated means is legal but will be regulated.)
10. Instant Kills will be heavily regulated or omitted per Character Sheet.
2. If specified further, the theme to the abilities must be adhered throughout the techniques appearing in both release states.
Ex. A Fire-type Zanpakuto that shoots balls of fire cannot shoot waves of fire. A Melee-type Zanpakuto that affects the opponent through contact with the hilt cannot activate when hit with the blade.
3. If this theme is shifted during a secondary release, then this must be adhered to throughout the state. Previous abilities become invalid.
Ex. The Fire-type Zanpakuto can now shoot waves of fire but it can no longer shoot balls of fire. The Melee-type Zanpakuto's effects activate through contact with the blade but can no longer be activated through the hilt.
4. If the original theme is altered, said theme may increase in strength and/or range, etc.
Ex. The Fire-type Zanpakuto generates larger and hotter orbs of fire. The Melee-type Zanpakuto affects through the hilt and to a greater degree.
5. Improving upon a primary-release technique during the secondary-release can only occur if the theme has neither been shifted nor altered.
6. Any buffs made during releases go toward the specified level initially designated in the CS.
7. Any buffs made past the initially-designated levels must come from any other Attributes. (There will be no adding upon of Attributes)
8. Any buffs made past the initially-designated levels may not transcend past the highest level. These buffs need to follow the seventh guideline. To reiterate, there is nothing past "Legendary."
9. The personal use of another's Reiatsu and/or Reiryoku is not allowed. (Absorbing Reiatsu through sophisticated means is legal but will be regulated.)
10. Instant Kills will be heavily regulated or omitted per Character Sheet.
Ichigawa
The Noble House of Ichigawa deals mainly with the political aspects of Seireitei, as well as humanitarian issues. They handle most of Rukongai, monitoring the distribution between the districts (although they do overlook the furthest districts) and managing the Academy (deciding on who to let in, conducting the examination. and overseeing who's fit for graduation). The politics they deal with are secretive but it is known that they must work closely with the other three families. Most of the time, they do not see eye-to-eye, especially with the Yukihiro family's militaristic approaches. It's not unusual for them organize or participate in meeting with the Central 46.
This family is most closely related to the Third Division and utilized their talents to meet specific ends. It has come to be that many descendants of the Ichigawa House are seated within the Third Division specifically. The Ichigawa House also has relevant relations with the Fifth, Sixth, and Eighth Divisions as well.
Usagi
The Usagi House is highest family currently in existence of Seireitei. Numerous Captains and even Veteran Captains belonged to this proud bloodline of Shinigami over the centuries since its acceptance into the Seireitei. The Usagi House filled several peacekeeping roles, due to their strict belief that the Law must be followed and carried out without hesitation, and most of its members act according to this belief. By most Shinigami, the Usagi Family is viewed as nothing more but a bunch of Nobles who believe they are superior to everybody, but regardless of this, they are highly praised. Their combat skills and abilities are remarked by many Shinigami to be worthy of praising.
The Usagi House is most closely associated with the Second Division and the Onmitsukido in particular. They are known to have informally created the Onmitsukido during the long era of "peace" within the Seireitei when intrigue was at its highest amongst the Houses and Divisions. They also share relations with the Seventh, Ninth, and Twelfth Divisions.
Seicho
The oldest Noble House and one of the original, the Seicho House was part of the construction of both the Rukongai and the Seireitei. Rumors say they used a relic to create a the realm itself passed down directly from the Soul King, but it's only a fabled tale told to children born within the House. It now keeps independent from the other Houses, technically having little significance in either the politics of the Center 46 or the workings of the Gotei 13 and is not called to attend important meetings. Their main duties are that of record-keeping and history. Ironically, they hold significant say in most aspects of Soul Society as a whole, however unofficially and informally. The Matriarch, Seicho Inoue, can conduct meetings with the other Houses' Heads and even the Central 46 and the Captain-Commander on short notice and without issue. It's not common knowledge, but it's safe to assume they have their hand in everything. The other Houses believe the Seicho House the least "Noble," but due to its origins and the Seicho House's respect for the other Houses in general, little contempt has arisen against the Seicho House.
This house is most closely related to the Fourth House, making their dendrology and herbalism relevant throughout Seireitei. They also have fair relations with the Fifth, Ninth, and Tenth Divisions.
Yukihiro
The Yukihiro family deals mainly with militaristic issues, working closely with the Gotei 13 and the various organizations for the best approaches. Their strategic yet brutal tactics assure them victory in every battle and most wars. As of recent times, they're heavily involved in the affairs of their own house: they have three extension families.
The main family (or "the Heads"), of which include Isao and Setsuna Yukihiro, mainly deal with approving of battle plans and making adjustments within ranks as they see fit. They also oversee the actual training. There are various other members under this family, however "the Heads" is the smallest of the three. They have excellent relations with the First Division overall.
The intelligence family are "the Tacticians." They come up with the strategies, i.e. the plan, the positioning and the layout of the actual troops. There are more members in this branch than the main family. This branch works closely with the Seventh and Eighth Divisions.
Then come the 'fighters' of the Yukihiro clan. They're some of the best practitioners of Hakuda and Zanjutsu, having some of the most brutal and vicious attacks. They begin militaristic training during childhood and the route they take, Hakuda or Zanjutsu, is predetermined at birth. There is real discipline among the Yukihiro clan and they are no exception, having impeccable manners and behavior, even in the dojo. Most of the Yukihiro members are a part of this family. Many of the members of this branch work with the Eleventh Division with the remainder steering clear of the brutes for their lack of professionalism.
The Noble House of Ichigawa deals mainly with the political aspects of Seireitei, as well as humanitarian issues. They handle most of Rukongai, monitoring the distribution between the districts (although they do overlook the furthest districts) and managing the Academy (deciding on who to let in, conducting the examination. and overseeing who's fit for graduation). The politics they deal with are secretive but it is known that they must work closely with the other three families. Most of the time, they do not see eye-to-eye, especially with the Yukihiro family's militaristic approaches. It's not unusual for them organize or participate in meeting with the Central 46.
This family is most closely related to the Third Division and utilized their talents to meet specific ends. It has come to be that many descendants of the Ichigawa House are seated within the Third Division specifically. The Ichigawa House also has relevant relations with the Fifth, Sixth, and Eighth Divisions as well.
Usagi
The Usagi House is highest family currently in existence of Seireitei. Numerous Captains and even Veteran Captains belonged to this proud bloodline of Shinigami over the centuries since its acceptance into the Seireitei. The Usagi House filled several peacekeeping roles, due to their strict belief that the Law must be followed and carried out without hesitation, and most of its members act according to this belief. By most Shinigami, the Usagi Family is viewed as nothing more but a bunch of Nobles who believe they are superior to everybody, but regardless of this, they are highly praised. Their combat skills and abilities are remarked by many Shinigami to be worthy of praising.
The Usagi House is most closely associated with the Second Division and the Onmitsukido in particular. They are known to have informally created the Onmitsukido during the long era of "peace" within the Seireitei when intrigue was at its highest amongst the Houses and Divisions. They also share relations with the Seventh, Ninth, and Twelfth Divisions.
Seicho
The oldest Noble House and one of the original, the Seicho House was part of the construction of both the Rukongai and the Seireitei. Rumors say they used a relic to create a the realm itself passed down directly from the Soul King, but it's only a fabled tale told to children born within the House. It now keeps independent from the other Houses, technically having little significance in either the politics of the Center 46 or the workings of the Gotei 13 and is not called to attend important meetings. Their main duties are that of record-keeping and history. Ironically, they hold significant say in most aspects of Soul Society as a whole, however unofficially and informally. The Matriarch, Seicho Inoue, can conduct meetings with the other Houses' Heads and even the Central 46 and the Captain-Commander on short notice and without issue. It's not common knowledge, but it's safe to assume they have their hand in everything. The other Houses believe the Seicho House the least "Noble," but due to its origins and the Seicho House's respect for the other Houses in general, little contempt has arisen against the Seicho House.
This house is most closely related to the Fourth House, making their dendrology and herbalism relevant throughout Seireitei. They also have fair relations with the Fifth, Ninth, and Tenth Divisions.
Yukihiro
The Yukihiro family deals mainly with militaristic issues, working closely with the Gotei 13 and the various organizations for the best approaches. Their strategic yet brutal tactics assure them victory in every battle and most wars. As of recent times, they're heavily involved in the affairs of their own house: they have three extension families.
The main family (or "the Heads"), of which include Isao and Setsuna Yukihiro, mainly deal with approving of battle plans and making adjustments within ranks as they see fit. They also oversee the actual training. There are various other members under this family, however "the Heads" is the smallest of the three. They have excellent relations with the First Division overall.
The intelligence family are "the Tacticians." They come up with the strategies, i.e. the plan, the positioning and the layout of the actual troops. There are more members in this branch than the main family. This branch works closely with the Seventh and Eighth Divisions.
Then come the 'fighters' of the Yukihiro clan. They're some of the best practitioners of Hakuda and Zanjutsu, having some of the most brutal and vicious attacks. They begin militaristic training during childhood and the route they take, Hakuda or Zanjutsu, is predetermined at birth. There is real discipline among the Yukihiro clan and they are no exception, having impeccable manners and behavior, even in the dojo. Most of the Yukihiro members are a part of this family. Many of the members of this branch work with the Eleventh Division with the remainder steering clear of the brutes for their lack of professionalism.
Characters:
First Division (Generals):
Age Appearance: 85
Rank: Captain-Commander
Talents
Legendary Reiryoku
Legendary Reiatsu
Legendary Kido Power
Yet to Learn Zanjutsu
Poor Offense
Poor Defense
Legendary Physical Strength
Forgotten Hakuda
Legendary Offense
Legendary Defense
Legendary Physical Strength
Kido Legend
Legendary Knowledge
Unremarkable Intelligence
Hohō Legend
Poor Mobility
Zanpakutō: Tanzō no Honō (Flame of the Forge)
Sealed Zanpakutō Appearance: Ashy black shoto with dark red bindings.
Element/Type: Lava
Personality: Sinister, destructive, blood-thirsty
Spirit Appearance and Inner Realm: Sentient lava being upon an active volcano.
Shikai: Tanzō no Honō (Flame of the Forge)
Release Command: Sekai o Takasu (Melt the World)
Shikai Appearance: Remains the same.
Shikai Abilities
Katansei ni Naru (Become Malleable):This phrase must be uttered when the blade stabs into the earth for this ability to activate. It turns a three-dimensional five-meter radius around the point of contact into lava.
Gizō Suru (To Forge):This ability allows her to control the lava created by Katansei ni Naru. Its movements are relatively sluggish and must be consistent since the lava will cool rapidly in most conditions. She can only control a single source of lava at any given time.
Bankai: Tanzō no Kanadzuchi (Hammer of the Forge)
Bankai Command: Atarashī Chikyū o Tsukuru (Make New the Earth)
Bankai Appearance: Extends into a six foot pole with a three-foot rectangular hammer head which remains the same colors as the sealed state. It is during Bankai that Kuroda's Reiryoku and Kidō increases from the level of a Grandmaster to a Legend.
Bankai Abilities
Katansei ni Naru (Become Malleable):She does not need to call out the command for this ability to activate. Also, the area which becomes lava is doubled.
Gizō Suru (To Forge):The speed with which she can manipulate the lava drastically increases, allowing her to keep lava for extended periods of time. She can now manipulate up to ten different sources, or a single source ten different ways, at any given time.
Rank: Captain-Commander
Talents
Legendary Reiryoku
Legendary Reiatsu
Legendary Kido Power
Yet to Learn Zanjutsu
Poor Offense
Poor Defense
Legendary Physical Strength
Forgotten Hakuda
Legendary Offense
Legendary Defense
Legendary Physical Strength
Kido Legend
Legendary Knowledge
Unremarkable Intelligence
Hohō Legend
Poor Mobility
Zanpakutō: Tanzō no Honō (Flame of the Forge)
Sealed Zanpakutō Appearance: Ashy black shoto with dark red bindings.
Element/Type: Lava
Personality: Sinister, destructive, blood-thirsty
Spirit Appearance and Inner Realm: Sentient lava being upon an active volcano.
Shikai: Tanzō no Honō (Flame of the Forge)
Release Command: Sekai o Takasu (Melt the World)
Shikai Appearance: Remains the same.
Shikai Abilities
Katansei ni Naru (Become Malleable):This phrase must be uttered when the blade stabs into the earth for this ability to activate. It turns a three-dimensional five-meter radius around the point of contact into lava.
Gizō Suru (To Forge):This ability allows her to control the lava created by Katansei ni Naru. Its movements are relatively sluggish and must be consistent since the lava will cool rapidly in most conditions. She can only control a single source of lava at any given time.
Bankai: Tanzō no Kanadzuchi (Hammer of the Forge)
Bankai Command: Atarashī Chikyū o Tsukuru (Make New the Earth)
Bankai Appearance: Extends into a six foot pole with a three-foot rectangular hammer head which remains the same colors as the sealed state. It is during Bankai that Kuroda's Reiryoku and Kidō increases from the level of a Grandmaster to a Legend.
Bankai Abilities
Katansei ni Naru (Become Malleable):She does not need to call out the command for this ability to activate. Also, the area which becomes lava is doubled.
Gizō Suru (To Forge):The speed with which she can manipulate the lava drastically increases, allowing her to keep lava for extended periods of time. She can now manipulate up to ten different sources, or a single source ten different ways, at any given time.
Second Division (Assassins):
Captain Yukihiro Yue
Lieutenant [OPEN]
Third Division (Diplomats):
Veteran Captain [OPEN] Matsuoka Tsubas (m)
Lieutenant [OPEN]
Fourth Division (Healers):
Veteran Captain [OPEN] Sato Rokuryou (m)
Lieutenant [OPEN]
Fifth Division (Hakuda):
Age Appearance: 36
Rank: Veteran Captain
History
His memory stretches as far back as two millenia, but he always remembers a life within the Rukongai. His "family" was stationed within the upper districts and his life wasn't necessarily difficult. He worked as a Dojo instructor for much of his memory and worked on inventing a new type of martial art which he called "Kori no Tate," literally meaning "Shield of Ice."
Though his birth is unknown to him, his mother has always been by his side. His grandmother and grandfather, known only as "Obasan" and "Ojisan," have also been provided for since he was young and even now he visits them regularly and discusses with them what is allowed of him while learning of their lives. He married Etsoku Hana, and they had a son, Kouta, of which has remained young for several centuries now and only appears to be in his late teens. Kouta is slightly taller but has much more muscle mass than Akimoto. He has technically graduated from the Academy but remains in the top tiers of Shihan of his father's Dojo and the Sensei during his father's absences. Many students participate in his dojo for several cycles before entering the Academy. His own abduction into the Academy was very similar in that he was training under the Master of a Dojo and his Reiatsu was notable and, thus, noticed. It's unofficial, but his Dojo is known to churn out future Shinigami.
The community has no problem with this and his Dojo as it is both profitiable and beneficial for the Fifth District of the south, which they call "Ishizue," or "the Cornerstone." With attention from the Seireitei, many are sent to the district to train under Akimoto or one of his "Shihan," or "chief instructors." This being the case, his classes tend to be daily and last long into the evening for himself, though the attention each student receives is minimal. This is to force the students to practice self discipline in learning the kata, philosophy, and techniques during their own time. Speaking of which, Kori no Tate focuses on defense and endurance more than actual attacking power. It's focus is not defeating but, instead, subduing. Of course, its weaknesses lie in one's own endurance, which must be incredibly high in order for the practitioner to take a beating. There are several offensive techniques, but none of them are directly harmful or debilitating to the opponent. The first tenant of Kori no Tate is "there is only a battle between two men when both have not opened their minds to each other and refused to accept their ideals." This makes a Kori no Tate practitioner someone who attempts to talk someone down from fighting while being able to defend against them. The second is "keep one's mind frozen in the fact that you do not know all" and the fifth is "stopping another's actions or prolonging a battle can only give time to help the other learn understanding and open-mindedness."
His time in the Shinigami Academy was longer than the average student partly due to his pacifism learned from the disciplines of Kori no Tate. He was remarkably conservative and refused to spar too aggressively with others. Ironically, he took beatings from others far worse than beatings he would ever dole out. For his fellow Shinigami, it could be argued that he held a kind of weakness for them, a bleeding heart. During missions into the World of the Living, he often put himself in mortal danger so that another might live. Though he was chastised for his passivity, he was respected for his defensive skills and resolve to aid the group instead of just the seniors. He partook in dozens of missions before becoming a Shinigami, though it is rumored it was purely for the sake that he could keep prospective students alive during more dangerous missions.
He rose the ranks regularly within the Fifth Squad. This being the Squad he waited to enter and being the true reason as to why it took him so long to enter the Gotei. He held a sentiment toward the number five, being the district number from where he originated. The Squad's philosophy was also the most fitting for his personality (centering around Sacrifice, Danger, Pure Love, Humility, and Sweetness, all of which he experiences or expresses within himself). Even as part of a Squad, he was called upon by the Academy to assist the more difficult missions. Also, his sense of obligation towards his Dojo also stunted his rise, which was "regular" mind you. With his workload multiplying as the years passed, he managed to fulfill his duties and obligations to everyone.
Now, at the top of its ranks, he works with great diligence and efficiency to accomplish tasks, though it seems all parties respect his relation to the other organizations he's part of and tries to keep his responsibilities reasonably low. He doesn't necessarily notice this, however, as he is always on the go and busy performing some task or another. He holds great respect from most everyone but some still resent his awful habit toward passifism.
Talents
Vast Reiryoku: He has some difficulty controlling it at times and can increase the temperature around him. If gone unchecked or he allows it to burst out, it can incinerate an area a kilometer in diameter depending on the level of Reiryoku remaining. He is easily sensed from a distance and he finds it nearly impossible to hide his Reiryoku. Many within his own Division have shone difficulty in being around him though it seems those who practice at his Academy have a greater resistance to its potency.
Legendary Reiatsu: Its visible color is a deep orange. His intense training and diligence towards his personal development and that of his Zanpakuto has developed within him the need to posses a strong defense and a strong energy to combat other's impressive offenses. Few rival his levels and many are quickly overwhelmed by them should he expel too much of it at once. It has a warm quality to it that can easily burn should he will it. Otherwise, it can wrap some in comfort or suffocate them by its density.
Average Kido Power: With his Kido virtually unlearned, any spells he decides to cast from the aid of others would be akin to any learning Academy student progressing well in the arts of Kido. If he was to cast a spell, it would burn regardless of what the spell was supposed to do. Flames would erupt from the energy and, if his focus was to wane, it might explode violently and rendering useless in any skill application of Kido.
Yet to Learn Zanjutsu: Again, strenuous physical exercise has made him a capable duelist, but only on the defense. He has no real talent in this area and any formal lessons taken around this subject has been long forgotten. He translates what he knows of Hakuda into his sword-style but doesn't claim to have an actual within Zanjutsu itself.
Poor Offense: Kori no Tate does not focus on Offense, but most of his students know offensive techniques. Regardless, when teaching others, he makes his Shihan use their strength against him instead of attempting to display any kind of aggression on his students. It has been shown that his "Offense" is straightforward and obvious. He very much believes that the best Offense is a good Defense
Legendary Defense: If he doesn't shrug off an attack purely by countering it with Reiatsu, then he's more than able to block it with his Zanpakuto. The blade will move swiftly around his body or it will cease some strikes against him. His adaptability is high making his Defense somewhat "impenetrable." Kori no Tate absorbs from other techniques and either takes from them or learns quickly how to block or dodge them.
Legendary Physical Strength: His ability to put muscle behind his blade is relatively astounding even for his status as a Captain. He has a firm grip on the handle and he's not been known to have ever had it knocked out of his hand. He's often smashed another Zanpakuto with his blade as well as he can with his hand.
Hakuda Legend: Same as above in most respects. Kori no Tate is open-hand combat which he was only able to apply to the use of Zanpakuto within the Shinigami after much time and practice. His stocky figure wields within it a power few can endure easily. When he attacks and the opponent blocks, they usually become surprised by how much power he possess but more by the fact that he doesn't use or rely on this to win a duel. Grappling with the intention to pin is also a specialty of his.
Poor Offense: Again, there is no aggression in his usual techniques. He refuses to strike down or injure another when it can be avoided. Ironically, he teaches that understanding and learning Offense is valuable and even necessary, but he's been challenged several times about his own ability to attack.
Legendary Defense: He will most often block with his open hand that is not holding his Zanpakuto. The blade is just a tool where his hand, his arm, his elbow, and his shoulder can do so much more than a mere blade, guard, and hilt. Of course, he is not beyond simply dodging attacks and will do so when it's both possible and reasonable to do so. It's unheard of him to become hit or even scratched by another quite adept in Offense.
Legendary Physical Strength: His body has proven to be among the strongest the Seireitei has ever seen. Placing him off balance or in awkward positions does not seem to affect the strength and power with which he's seemed to have acquired after centuries of training.
Yet to Learn Kido: This was a major reason for being held back in the Academy for as long as he had been. He held no skill or talent for this and never sought to improve the skill when he left the Academy. With enough time, preparation, and concentration he is capable of performing moderate-level Kido and Hado spells that are impressively resilient, but he's more the one to negate a Kido spell with his own Reiatsu rather than trying to fight it with his own Kido. It can be said that he's "unlearned" what the academy taught him about Kido.
Unremarkable Knowledge: He does not study academics or even martial techniques. His knowledge is only philosophical understanding of the world around him from what he's experienced, which isn't exactly a lot. He tends to forget about events after a week as he's more focused on his martial arts and running the Academy than keeping track of the other Captains and social affairs.
Incredible Intelligence: Interestingly, he can absorb information well enough to make a decision and apply what knowledge he does hold effectively enough to solve a problem quickly and efficiently. He is aware of his surroundings and knows how to employ his own body to combat someone or learn what someone did only from an initial glance or simply intuition.
Hohō Master: He's certainly not known for his speed. He can perform long-ranged jumps when necessary, but he will often put himself in front of the punch, blast, strike, etc. rather than attempting to dodge it. He'll never participate in a chase for his position is always that of defense. His goal in combat is not to reach or dodge another, but purely to keep them from advancing. He can keep up with others for the most part but doesn't seem to attempt to do so.
Legendary Mobility: He is flexible and agile enough to move wherever necessary in an extraordinarily short amount of time to reach a target, goal, or person. He is a powerful sprinter and impressive tumbler. It's not common knowledge that he's as flexible and quick as he is. Most of this skill goes into his Defense and keeping himself within the eye of the storm, and he's certainly one to create a storm.
Techniques
Ikkotsu: A single punch is launched with incredible power to the body of an opponent. It is capable of demolishing defenses made up of Reiatsu levels close to his own.
Sōkutsu: Both fists crash into the opponent's body. This technique can disintegrate most defenses and some of the strongest Bakuda spells.
Ikyari: Similar to and arguably stronger than Ikkotsu, but utilizes an elbow instead of a fist. The striking elbow's relative hand is often gripped by the other for additional force and stability.
Sōyari: Similar to and arguably stronger than Sōkotsu, but utilizes both elbows. This is performed by jumping a normal height and lunging downward upon the opponent.
Ikganseki: Like Ikkotsu, but utilizes the foot, usually the heel, to strike the lower portion of an opponent's body. It doesn't go much higher than knee-level unless there is a jump or height difference involved.
Sōganseki: Like Sōkotsu, but utilizes both feet simultaneously. A quick flip or a jump must be executed for this technique to be successfully be used.
Iktoranku: Similar to and arguably stronger than Ikkotsu, but utilizes a knee instead. Naturally, the range of this attack is limited but it's power and speed are notably greater.
Sōtoranku: Similar to and arguably stronger than Sōkotsu, but utilizes both knees. This is performed by jumping a normal height and lunging downward upon the opponent.
Tesshō: This is a simple technique used for testing and serious sparring. A basic application of this technique would crush bones of an opponent with Impressive Reiatsu.
Haneru: From extended positions, both hands, horizontal to the ground, are brought together with enough speed and power to decapitate an opponent. This is the most offensive technique but incredibly difficult to perform successfully.
Ramu: A simple full-body tackle that has behind it the weight of one's entire body. This can be applied with a specific strike or simply as a blunt assault upon an opponent. It will knock back any individual with Incredible Reiatsu when performed seriously.
Taeru: This is a stance that endures some of the strongest attacks. There are many different applications of this technique, each with their own title, but this term is used as an umbrella term. Since he developed each of the techniques himself, he can use any of them expertly.
Tozasu: Usually used a grapple but more formally a technique which halts movement of both the practitioner and the target. The grip of the user can crush bones under the proper circumstances, which are easily met.
Ken'in Ho: This unique variation of Shunpo makes the image of the user drag across the distance between jumps a significant amount, making tracking the individual much easier. Moving so quickly, the body seems to stretch to an impressive length and effectively creating a wall.
Haganenotate: The is the Zanpakuto adaptation to Kori no Tate, and appropriately names. There are few offensive techniques, as there should be. Focusing on deflecting but more often enduring strikes against the opponent, this philosophy is almost solely practiced by Akimoto.
Samuhaji: This technique is a type of one-handed grip to strengthen it exponentially while providing increased leverage. The thumb is placed upon the back of the blade. This requires a single-bladed sword and requires strength enough for the thumb to endure incredible pressure.
Hōzuri: The most passive offensive ability used, making this the technique used most often. This is used to apply superficial damage, usually cutting a piece of clothing slightly or scratching an opponent's cheek.
Agitowari: One of the more powerful techniques that might be used, this cuts an opponent in half from the jaw. It is most often used in combination with the following technique making this rarely seen in battle.
Hitostume - Nadegiri:A strike from the sheath of the sword, this is the most devastating attack that has been used once. He has the ability to easily perform this technique at most any time, but it is not for the sake of Haganenotate.
Zanpakutō: Taiyō no Fenikkusu (Phoenix of the Sun)
Sealed Zanpakutō Appearance: The blade is white and looks ashy and more rod-like while the hilt is black with red details. The Guard is also black in the shape of outspread wings. This sword is shorter than regular katana with a shorter hilt for a one handed grip. The overall weight is markedly heavier than a regular katana, though.
Element/Type: Kido/Healing
Personality: Maternal
Spirit Appearance and Inner Realm: A small phoenix (3 ft. tall, excluding the 2 ft. tail) which communicates telepathically with a feminine voice. The surroundings of the inside of the Zanpakuto is a single large grassy hill with stark blue skies and scattered puffy white clouds slowly drifting across them. It is simple and serene. Ironically, there is no sun but it is always daylight.
Shikai: Taiyō no Fujō Fenikkusu (Flying Phoenix of the Sun)
Release Command: Maiagaru (Soar) [Fires, create life. Ashes, become new. Phoenix of the Sun, soar to protect the Heavens.]
Shikai Appearance: The blade begins to glow yellow and orange, as if it were burning. This is his reiryoku focusing itself through his Zanpakuto, which is immediately noticeable. The Zanpakuto also becomes heavier (about 20kg/44lbs) and the blade rounder and of greater girth.
Shikai Abilities
Iyashi no Namida (Healing Tear (Tear of Healing)):
A clear and viscous liquid leaks from the bottom of the hilt and will heal almost any injury completely. This process is slow (an average of 2 posts to seal skin) but happens on its own will when summoned. There is a set amount of liquid that can be produced at any time. These Tears take a significant time to regenerate.
Bankai: Taiyō no Fenikkusu no Owari (End of the Phoenix of the Sun)
Bankai Command: Ima Jōshō (Now Rise) [With new life, let the Phoenix rise again and rid those who wish to harm the ones she deems to protect.]
Bankai Appearance: The hilt becomes ashen white with red details and the blade glows more vibrantly and with reddish hues along with the yellow and orange as more reishi is focused into the blade. Even with the absence of the guard, the sword becomes even heavier (80kg/176lbs) and the blade rounder and of greater girth. The potency of Iyashi no Namida increases significantly and is regenerated more quickly. It can also be used on others to a degree. It is during Bankai that Akimoto's Hohō increases from the level of Practitioner to Master.
Bankai Abilities
Shin Seikatsu (New Life):This command merges the spirit of the Zanpakuto with Akimoto. The sword fuses with him while his skin darkens as if burnt and the hair lights on fire. His eyes become bright yellow and large majestic phoenix wings of red, orange, and yellow hues sprout from his shoulder blades. During this transformation, all wounds are healed almost completely (depending on severity), at the cost of his short-term memory (from the point he activated Bankai to the point after this technique is executed). The wings will molt throughout the battle, more-so when defending or attacking than just standing there. These feathers turn to ash throughout this technique, and when all have fallen the Zanpakuto regenerates back into its sealed form and this technique ends. His skin has a greater concentration of Reiatsu and can't be easily pierced while the wings are similar if not more resilient. It should be noted that his pacifism is subdued by his Zanpakuto's spirit. When all feathers have molted, Akimoto will have expelled almost all of his spirit energy, leaving him defeated should his opponent endure this state.
Rank: Veteran Captain
History
His memory stretches as far back as two millenia, but he always remembers a life within the Rukongai. His "family" was stationed within the upper districts and his life wasn't necessarily difficult. He worked as a Dojo instructor for much of his memory and worked on inventing a new type of martial art which he called "Kori no Tate," literally meaning "Shield of Ice."
Though his birth is unknown to him, his mother has always been by his side. His grandmother and grandfather, known only as "Obasan" and "Ojisan," have also been provided for since he was young and even now he visits them regularly and discusses with them what is allowed of him while learning of their lives. He married Etsoku Hana, and they had a son, Kouta, of which has remained young for several centuries now and only appears to be in his late teens. Kouta is slightly taller but has much more muscle mass than Akimoto. He has technically graduated from the Academy but remains in the top tiers of Shihan of his father's Dojo and the Sensei during his father's absences. Many students participate in his dojo for several cycles before entering the Academy. His own abduction into the Academy was very similar in that he was training under the Master of a Dojo and his Reiatsu was notable and, thus, noticed. It's unofficial, but his Dojo is known to churn out future Shinigami.
The community has no problem with this and his Dojo as it is both profitiable and beneficial for the Fifth District of the south, which they call "Ishizue," or "the Cornerstone." With attention from the Seireitei, many are sent to the district to train under Akimoto or one of his "Shihan," or "chief instructors." This being the case, his classes tend to be daily and last long into the evening for himself, though the attention each student receives is minimal. This is to force the students to practice self discipline in learning the kata, philosophy, and techniques during their own time. Speaking of which, Kori no Tate focuses on defense and endurance more than actual attacking power. It's focus is not defeating but, instead, subduing. Of course, its weaknesses lie in one's own endurance, which must be incredibly high in order for the practitioner to take a beating. There are several offensive techniques, but none of them are directly harmful or debilitating to the opponent. The first tenant of Kori no Tate is "there is only a battle between two men when both have not opened their minds to each other and refused to accept their ideals." This makes a Kori no Tate practitioner someone who attempts to talk someone down from fighting while being able to defend against them. The second is "keep one's mind frozen in the fact that you do not know all" and the fifth is "stopping another's actions or prolonging a battle can only give time to help the other learn understanding and open-mindedness."
His time in the Shinigami Academy was longer than the average student partly due to his pacifism learned from the disciplines of Kori no Tate. He was remarkably conservative and refused to spar too aggressively with others. Ironically, he took beatings from others far worse than beatings he would ever dole out. For his fellow Shinigami, it could be argued that he held a kind of weakness for them, a bleeding heart. During missions into the World of the Living, he often put himself in mortal danger so that another might live. Though he was chastised for his passivity, he was respected for his defensive skills and resolve to aid the group instead of just the seniors. He partook in dozens of missions before becoming a Shinigami, though it is rumored it was purely for the sake that he could keep prospective students alive during more dangerous missions.
He rose the ranks regularly within the Fifth Squad. This being the Squad he waited to enter and being the true reason as to why it took him so long to enter the Gotei. He held a sentiment toward the number five, being the district number from where he originated. The Squad's philosophy was also the most fitting for his personality (centering around Sacrifice, Danger, Pure Love, Humility, and Sweetness, all of which he experiences or expresses within himself). Even as part of a Squad, he was called upon by the Academy to assist the more difficult missions. Also, his sense of obligation towards his Dojo also stunted his rise, which was "regular" mind you. With his workload multiplying as the years passed, he managed to fulfill his duties and obligations to everyone.
Now, at the top of its ranks, he works with great diligence and efficiency to accomplish tasks, though it seems all parties respect his relation to the other organizations he's part of and tries to keep his responsibilities reasonably low. He doesn't necessarily notice this, however, as he is always on the go and busy performing some task or another. He holds great respect from most everyone but some still resent his awful habit toward passifism.
Talents
Vast Reiryoku: He has some difficulty controlling it at times and can increase the temperature around him. If gone unchecked or he allows it to burst out, it can incinerate an area a kilometer in diameter depending on the level of Reiryoku remaining. He is easily sensed from a distance and he finds it nearly impossible to hide his Reiryoku. Many within his own Division have shone difficulty in being around him though it seems those who practice at his Academy have a greater resistance to its potency.
Legendary Reiatsu: Its visible color is a deep orange. His intense training and diligence towards his personal development and that of his Zanpakuto has developed within him the need to posses a strong defense and a strong energy to combat other's impressive offenses. Few rival his levels and many are quickly overwhelmed by them should he expel too much of it at once. It has a warm quality to it that can easily burn should he will it. Otherwise, it can wrap some in comfort or suffocate them by its density.
Average Kido Power: With his Kido virtually unlearned, any spells he decides to cast from the aid of others would be akin to any learning Academy student progressing well in the arts of Kido. If he was to cast a spell, it would burn regardless of what the spell was supposed to do. Flames would erupt from the energy and, if his focus was to wane, it might explode violently and rendering useless in any skill application of Kido.
Yet to Learn Zanjutsu: Again, strenuous physical exercise has made him a capable duelist, but only on the defense. He has no real talent in this area and any formal lessons taken around this subject has been long forgotten. He translates what he knows of Hakuda into his sword-style but doesn't claim to have an actual within Zanjutsu itself.
Poor Offense: Kori no Tate does not focus on Offense, but most of his students know offensive techniques. Regardless, when teaching others, he makes his Shihan use their strength against him instead of attempting to display any kind of aggression on his students. It has been shown that his "Offense" is straightforward and obvious. He very much believes that the best Offense is a good Defense
Legendary Defense: If he doesn't shrug off an attack purely by countering it with Reiatsu, then he's more than able to block it with his Zanpakuto. The blade will move swiftly around his body or it will cease some strikes against him. His adaptability is high making his Defense somewhat "impenetrable." Kori no Tate absorbs from other techniques and either takes from them or learns quickly how to block or dodge them.
Legendary Physical Strength: His ability to put muscle behind his blade is relatively astounding even for his status as a Captain. He has a firm grip on the handle and he's not been known to have ever had it knocked out of his hand. He's often smashed another Zanpakuto with his blade as well as he can with his hand.
Hakuda Legend: Same as above in most respects. Kori no Tate is open-hand combat which he was only able to apply to the use of Zanpakuto within the Shinigami after much time and practice. His stocky figure wields within it a power few can endure easily. When he attacks and the opponent blocks, they usually become surprised by how much power he possess but more by the fact that he doesn't use or rely on this to win a duel. Grappling with the intention to pin is also a specialty of his.
Poor Offense: Again, there is no aggression in his usual techniques. He refuses to strike down or injure another when it can be avoided. Ironically, he teaches that understanding and learning Offense is valuable and even necessary, but he's been challenged several times about his own ability to attack.
Legendary Defense: He will most often block with his open hand that is not holding his Zanpakuto. The blade is just a tool where his hand, his arm, his elbow, and his shoulder can do so much more than a mere blade, guard, and hilt. Of course, he is not beyond simply dodging attacks and will do so when it's both possible and reasonable to do so. It's unheard of him to become hit or even scratched by another quite adept in Offense.
Legendary Physical Strength: His body has proven to be among the strongest the Seireitei has ever seen. Placing him off balance or in awkward positions does not seem to affect the strength and power with which he's seemed to have acquired after centuries of training.
Yet to Learn Kido: This was a major reason for being held back in the Academy for as long as he had been. He held no skill or talent for this and never sought to improve the skill when he left the Academy. With enough time, preparation, and concentration he is capable of performing moderate-level Kido and Hado spells that are impressively resilient, but he's more the one to negate a Kido spell with his own Reiatsu rather than trying to fight it with his own Kido. It can be said that he's "unlearned" what the academy taught him about Kido.
Unremarkable Knowledge: He does not study academics or even martial techniques. His knowledge is only philosophical understanding of the world around him from what he's experienced, which isn't exactly a lot. He tends to forget about events after a week as he's more focused on his martial arts and running the Academy than keeping track of the other Captains and social affairs.
Incredible Intelligence: Interestingly, he can absorb information well enough to make a decision and apply what knowledge he does hold effectively enough to solve a problem quickly and efficiently. He is aware of his surroundings and knows how to employ his own body to combat someone or learn what someone did only from an initial glance or simply intuition.
Hohō Master: He's certainly not known for his speed. He can perform long-ranged jumps when necessary, but he will often put himself in front of the punch, blast, strike, etc. rather than attempting to dodge it. He'll never participate in a chase for his position is always that of defense. His goal in combat is not to reach or dodge another, but purely to keep them from advancing. He can keep up with others for the most part but doesn't seem to attempt to do so.
Legendary Mobility: He is flexible and agile enough to move wherever necessary in an extraordinarily short amount of time to reach a target, goal, or person. He is a powerful sprinter and impressive tumbler. It's not common knowledge that he's as flexible and quick as he is. Most of this skill goes into his Defense and keeping himself within the eye of the storm, and he's certainly one to create a storm.
Techniques
Ikkotsu: A single punch is launched with incredible power to the body of an opponent. It is capable of demolishing defenses made up of Reiatsu levels close to his own.
Sōkutsu: Both fists crash into the opponent's body. This technique can disintegrate most defenses and some of the strongest Bakuda spells.
Ikyari: Similar to and arguably stronger than Ikkotsu, but utilizes an elbow instead of a fist. The striking elbow's relative hand is often gripped by the other for additional force and stability.
Sōyari: Similar to and arguably stronger than Sōkotsu, but utilizes both elbows. This is performed by jumping a normal height and lunging downward upon the opponent.
Ikganseki: Like Ikkotsu, but utilizes the foot, usually the heel, to strike the lower portion of an opponent's body. It doesn't go much higher than knee-level unless there is a jump or height difference involved.
Sōganseki: Like Sōkotsu, but utilizes both feet simultaneously. A quick flip or a jump must be executed for this technique to be successfully be used.
Iktoranku: Similar to and arguably stronger than Ikkotsu, but utilizes a knee instead. Naturally, the range of this attack is limited but it's power and speed are notably greater.
Sōtoranku: Similar to and arguably stronger than Sōkotsu, but utilizes both knees. This is performed by jumping a normal height and lunging downward upon the opponent.
Tesshō: This is a simple technique used for testing and serious sparring. A basic application of this technique would crush bones of an opponent with Impressive Reiatsu.
Haneru: From extended positions, both hands, horizontal to the ground, are brought together with enough speed and power to decapitate an opponent. This is the most offensive technique but incredibly difficult to perform successfully.
Ramu: A simple full-body tackle that has behind it the weight of one's entire body. This can be applied with a specific strike or simply as a blunt assault upon an opponent. It will knock back any individual with Incredible Reiatsu when performed seriously.
Taeru: This is a stance that endures some of the strongest attacks. There are many different applications of this technique, each with their own title, but this term is used as an umbrella term. Since he developed each of the techniques himself, he can use any of them expertly.
Tozasu: Usually used a grapple but more formally a technique which halts movement of both the practitioner and the target. The grip of the user can crush bones under the proper circumstances, which are easily met.
Ken'in Ho: This unique variation of Shunpo makes the image of the user drag across the distance between jumps a significant amount, making tracking the individual much easier. Moving so quickly, the body seems to stretch to an impressive length and effectively creating a wall.
Haganenotate: The is the Zanpakuto adaptation to Kori no Tate, and appropriately names. There are few offensive techniques, as there should be. Focusing on deflecting but more often enduring strikes against the opponent, this philosophy is almost solely practiced by Akimoto.
Samuhaji: This technique is a type of one-handed grip to strengthen it exponentially while providing increased leverage. The thumb is placed upon the back of the blade. This requires a single-bladed sword and requires strength enough for the thumb to endure incredible pressure.
Hōzuri: The most passive offensive ability used, making this the technique used most often. This is used to apply superficial damage, usually cutting a piece of clothing slightly or scratching an opponent's cheek.
Agitowari: One of the more powerful techniques that might be used, this cuts an opponent in half from the jaw. It is most often used in combination with the following technique making this rarely seen in battle.
Hitostume - Nadegiri:A strike from the sheath of the sword, this is the most devastating attack that has been used once. He has the ability to easily perform this technique at most any time, but it is not for the sake of Haganenotate.
Zanpakutō: Taiyō no Fenikkusu (Phoenix of the Sun)
Sealed Zanpakutō Appearance: The blade is white and looks ashy and more rod-like while the hilt is black with red details. The Guard is also black in the shape of outspread wings. This sword is shorter than regular katana with a shorter hilt for a one handed grip. The overall weight is markedly heavier than a regular katana, though.
Element/Type: Kido/Healing
Personality: Maternal
Spirit Appearance and Inner Realm: A small phoenix (3 ft. tall, excluding the 2 ft. tail) which communicates telepathically with a feminine voice. The surroundings of the inside of the Zanpakuto is a single large grassy hill with stark blue skies and scattered puffy white clouds slowly drifting across them. It is simple and serene. Ironically, there is no sun but it is always daylight.
Shikai: Taiyō no Fujō Fenikkusu (Flying Phoenix of the Sun)
Release Command: Maiagaru (Soar) [Fires, create life. Ashes, become new. Phoenix of the Sun, soar to protect the Heavens.]
Shikai Appearance: The blade begins to glow yellow and orange, as if it were burning. This is his reiryoku focusing itself through his Zanpakuto, which is immediately noticeable. The Zanpakuto also becomes heavier (about 20kg/44lbs) and the blade rounder and of greater girth.
Shikai Abilities
Iyashi no Namida (Healing Tear (Tear of Healing)):
A clear and viscous liquid leaks from the bottom of the hilt and will heal almost any injury completely. This process is slow (an average of 2 posts to seal skin) but happens on its own will when summoned. There is a set amount of liquid that can be produced at any time. These Tears take a significant time to regenerate.
Bankai: Taiyō no Fenikkusu no Owari (End of the Phoenix of the Sun)
Bankai Command: Ima Jōshō (Now Rise) [With new life, let the Phoenix rise again and rid those who wish to harm the ones she deems to protect.]
Bankai Appearance: The hilt becomes ashen white with red details and the blade glows more vibrantly and with reddish hues along with the yellow and orange as more reishi is focused into the blade. Even with the absence of the guard, the sword becomes even heavier (80kg/176lbs) and the blade rounder and of greater girth. The potency of Iyashi no Namida increases significantly and is regenerated more quickly. It can also be used on others to a degree. It is during Bankai that Akimoto's Hohō increases from the level of Practitioner to Master.
Bankai Abilities
Shin Seikatsu (New Life):This command merges the spirit of the Zanpakuto with Akimoto. The sword fuses with him while his skin darkens as if burnt and the hair lights on fire. His eyes become bright yellow and large majestic phoenix wings of red, orange, and yellow hues sprout from his shoulder blades. During this transformation, all wounds are healed almost completely (depending on severity), at the cost of his short-term memory (from the point he activated Bankai to the point after this technique is executed). The wings will molt throughout the battle, more-so when defending or attacking than just standing there. These feathers turn to ash throughout this technique, and when all have fallen the Zanpakuto regenerates back into its sealed form and this technique ends. His skin has a greater concentration of Reiatsu and can't be easily pierced while the wings are similar if not more resilient. It should be noted that his pacifism is subdued by his Zanpakuto's spirit. When all feathers have molted, Akimoto will have expelled almost all of his spirit energy, leaving him defeated should his opponent endure this state.
Sixth Division (Enforcement):
Veteran Captain [OPEN] Akiyama Yasu (f)
Lieutenant [OPEN]
Seventh Division (Hoho):
Captain [OPEN] Nakamura Yuuta (m)
Lieutenant [OPEN]
Eighth Division (Information):
Captain [OPEN] Hakkin Kiyoko (f)
Lieutenant [OPEN]
Ninth Division (Ceremony):
Captain [OPEN] Maki Shiori (m)
Lieutenant [OPEN]
Tenth Division (Organization):
Captain Iwakura Osamu
Lieutenant [OPEN]
Eleventh Division (Zanjutsu):
Captain Kanashii Piero
Lieutenant [OPEN]
Twelfth Division (Research):
Captain [OPEN] Hayashi Ume (f)
Lieutenant [OPEN]
Thirteenth Division (Kido):
Veteran Captain [OPEN] Kawaguchi Akio (f)
Lieutenant [OPEN]
Other Characters:
Age Appearance: 22
Rank: Captain-Level
History
The first and only son of Etsoku Hana and Akimoto Taiki. From the time he was born, he was raised in the Dojo of Kori no Tate with his father. He learned diligence and humility from his father and gentleness and charity from his mother. Surprisingly, he's largely apathetic. This is in large part due to his analytical mind. Neither parent pushed him into what they wanted from him, but he intuitively knew what was expected of him, or so he thought, and worked tirelessly to reach heights few others can boast about. Of course, he wouldn't boast about his physical superiority.
Unfortunately, his intense focus on the physical left out much development in the mental. He follows the precepts of Kori no Tate as if they were the only things he needed to fully understand. Outside his understanding of anatomy, physiology, and overall fitness, many would consider him stunted in the mental capacities. This might also account for his apathetic nature, he simply doesn't understand emotions as others do.
Pushed to the degree he was, it's no wonder he's considered a physical show of emotion, be it exhaustion or defeat, was unacceptable to him. It's hard for him to associate success with struggle for success, to him, only comes when one can easily reach what it is they yearn for. Sparring with his father's sometimes brutal and ruthless shihan left him emotionally void. He pushes past all obstacles to meet an end, but the reason for meeting this end is usually unknown to him and he acts only upon instinct.
He's participated in many charity events with his mother, but usually as a hauler. Now the Head Shihan and temporary Sensei of the dojo in the absence of his father instills in him a strong sense of responsibility but also furthers his apathy. His life revolves around running the Dojo as well as his home with his Obasan and Ojisan. They and his mother have shown notable signs of aging as they don't have the talent of reiryoku like he and his father do. His apathy will prepare him for their deaths, hopefully.
Talents
Legendary Reiryoku
Legendary Reiatsu
Poor Kido Power
Yet to Learn Zanjutsu
Legendary Offense
Legendary Defense
Legendary Physical Strength
Hakuda Grandmaster
Legendary Offense
Legendary Defense
Legendary Physical Strength
Yet to Learn Kido
Average Knowledge
Unremarkable Intelligence
Yet to Learn Hohō
Average Mobility
Zanpakutō: Tsuki no Ōkami (Wolf of the Moon)
Sealed Zanpakutō Appearance: Tantō made of black steel and a silver sheath with black details. Black handle with ice-blue bindings. The guard is in the shape of a crescent moon.
Element/Type: Ice, Stealth
Personality: Ruthless, merciless, paternal
Spirit Appearance and Inner Realm: A large white wolf, standing four and a half feet tall, that speaks telepathically remains within a snowy tundra during the darkest of night. There is no moon but many stars and it is always snowing, though there are no clouds.
Shikai
Tsuki no Sutōkā Ōkami (Stalking Wolf of the Moon)
Release Command: Unari (Prowl)
Shikai Appearance: The blade becomes sharper and more narrow. It also shines a faint blue. The temperature drops around 10C when released into Shikai.
Shikai Abilities
Kōri no Kiri (Fog of Ice): His Reiatsu is released into a wide-stretching area with a radius of 50 meters around himself. This allows him to precisely sense where foreign Reiatsu is within the fog. The air turns thin and biting.
Bankai: Tsuki no Shuryō Ōkami (Hunting Wolf of the Moon)
Bankai Command: Hoeru (Howl)
Bankai Appearance: The blade becomes sharper and thinner and the blade begins to glow more vibrantly the faint blue hues as well as whites and purples. Upon release, the temperature drops an additional 5C on average and the range and sensitivity of Kōri no Kiri increases notably. It is in Bankai that Kouta's Reiryoku increases from Vast to Legendary. His Zanjutsu Skills all increase from Incredible to Legendary. His Offense and Defense in Hakuda increase from Incredible to Legendary.
Bankai Abilities
Seirei no Yuki (Snow of Spirit):
Anywhere within the range of Kōri no Kiri, snow will fall at a rate he considers necessary at any time. This snow is created by condensing the Reiatsu from the fog into actual snowflakes. This requires his pure abundance of Reiryoku to accomplish as well as much of his focus.
Futan no Hyō (Hail of Burden):
Any one snowflake can erupt into a sizable portion of ice ten times larger than the flake itself. Regardless of its size, it is surprisingly heavy for "ice" and can only be shattered by those with incredible physical strength. Again, this takes a considerable amount of concentration but he can erupt dozens of flakes at his highest level of focus. If activated in the air, it will form in a larger form of the flake it was (which will be quite sharp). If formed upon a person or object, it will encase itself around the body of said person or object.
Rank: Captain-Level
History
The first and only son of Etsoku Hana and Akimoto Taiki. From the time he was born, he was raised in the Dojo of Kori no Tate with his father. He learned diligence and humility from his father and gentleness and charity from his mother. Surprisingly, he's largely apathetic. This is in large part due to his analytical mind. Neither parent pushed him into what they wanted from him, but he intuitively knew what was expected of him, or so he thought, and worked tirelessly to reach heights few others can boast about. Of course, he wouldn't boast about his physical superiority.
Unfortunately, his intense focus on the physical left out much development in the mental. He follows the precepts of Kori no Tate as if they were the only things he needed to fully understand. Outside his understanding of anatomy, physiology, and overall fitness, many would consider him stunted in the mental capacities. This might also account for his apathetic nature, he simply doesn't understand emotions as others do.
Pushed to the degree he was, it's no wonder he's considered a physical show of emotion, be it exhaustion or defeat, was unacceptable to him. It's hard for him to associate success with struggle for success, to him, only comes when one can easily reach what it is they yearn for. Sparring with his father's sometimes brutal and ruthless shihan left him emotionally void. He pushes past all obstacles to meet an end, but the reason for meeting this end is usually unknown to him and he acts only upon instinct.
He's participated in many charity events with his mother, but usually as a hauler. Now the Head Shihan and temporary Sensei of the dojo in the absence of his father instills in him a strong sense of responsibility but also furthers his apathy. His life revolves around running the Dojo as well as his home with his Obasan and Ojisan. They and his mother have shown notable signs of aging as they don't have the talent of reiryoku like he and his father do. His apathy will prepare him for their deaths, hopefully.
Talents
Legendary Reiryoku
Legendary Reiatsu
Poor Kido Power
Yet to Learn Zanjutsu
Legendary Offense
Legendary Defense
Legendary Physical Strength
Hakuda Grandmaster
Legendary Offense
Legendary Defense
Legendary Physical Strength
Yet to Learn Kido
Average Knowledge
Unremarkable Intelligence
Yet to Learn Hohō
Average Mobility
Zanpakutō: Tsuki no Ōkami (Wolf of the Moon)
Sealed Zanpakutō Appearance: Tantō made of black steel and a silver sheath with black details. Black handle with ice-blue bindings. The guard is in the shape of a crescent moon.
Element/Type: Ice, Stealth
Personality: Ruthless, merciless, paternal
Spirit Appearance and Inner Realm: A large white wolf, standing four and a half feet tall, that speaks telepathically remains within a snowy tundra during the darkest of night. There is no moon but many stars and it is always snowing, though there are no clouds.
Shikai
Tsuki no Sutōkā Ōkami (Stalking Wolf of the Moon)
Release Command: Unari (Prowl)
Shikai Appearance: The blade becomes sharper and more narrow. It also shines a faint blue. The temperature drops around 10C when released into Shikai.
Shikai Abilities
Kōri no Kiri (Fog of Ice): His Reiatsu is released into a wide-stretching area with a radius of 50 meters around himself. This allows him to precisely sense where foreign Reiatsu is within the fog. The air turns thin and biting.
Bankai: Tsuki no Shuryō Ōkami (Hunting Wolf of the Moon)
Bankai Command: Hoeru (Howl)
Bankai Appearance: The blade becomes sharper and thinner and the blade begins to glow more vibrantly the faint blue hues as well as whites and purples. Upon release, the temperature drops an additional 5C on average and the range and sensitivity of Kōri no Kiri increases notably. It is in Bankai that Kouta's Reiryoku increases from Vast to Legendary. His Zanjutsu Skills all increase from Incredible to Legendary. His Offense and Defense in Hakuda increase from Incredible to Legendary.
Bankai Abilities
Seirei no Yuki (Snow of Spirit):
Anywhere within the range of Kōri no Kiri, snow will fall at a rate he considers necessary at any time. This snow is created by condensing the Reiatsu from the fog into actual snowflakes. This requires his pure abundance of Reiryoku to accomplish as well as much of his focus.
Futan no Hyō (Hail of Burden):
Any one snowflake can erupt into a sizable portion of ice ten times larger than the flake itself. Regardless of its size, it is surprisingly heavy for "ice" and can only be shattered by those with incredible physical strength. Again, this takes a considerable amount of concentration but he can erupt dozens of flakes at his highest level of focus. If activated in the air, it will form in a larger form of the flake it was (which will be quite sharp). If formed upon a person or object, it will encase itself around the body of said person or object.