@Kalas I'm not entirely sure if that spot has been taken yet oxo trying to find out if it is, but if its not then the spot is all yours ^.^ I'll try to find out by tomorrow since its getting late here
@yoshua171 You shouldn't go around calling people trolls under any circumstances. A person's account lives and dies by its reputation, and on a site like this there's few reputations worse than a possible game-ruiner. Calling someone a troll could get them kicked from the game in a kneejerk reaction even when it isn't true, which is no fun for anyone.
This isn't something to be brushed off with a "lol good game". Be more careful in the future.
@CaughtInTheRiddle A number of Orthodox denominations do teach that the soul goes through a series of trials after death before reaching what could be called the true afterlife, so I feel it's actually a perfectly valid way of thinking for a traditionalist Christian.
@Phobos The character was originally for the other faction, but that fell through, so I adapted it to be a regular shinigami. That said, Christian missionaries and the subsequent persecution thereof played a fairly large role in 16th and 17th century Japan, so I felt the concept was still fairly valid.
Eh. I trust the GMs enough to not take the first impression of a single RPer as their final say on whether to expel someone. Say what you will about my decisions, but honestly if one is a troll, their response to being called a troll is typically very indicative as to whether or not they ought to be taken seriously. I never said it in a confrontational manner, nor did I particularly mean it as an insult. I simply called it as it seemed to me at the time.
Anything else is the perception of the reader and while I'll take responsibility for allowing people to decide the what the tone of my words may have been, I do not take responsibility for the conclusions they may or may not have come to as a result.
By the way, since you responded intelligently and calmly to being called a troll, rather than rage out of control, you're probably not one. I tip my hat to you.
More often than not a troll is confrontational and seeks attention, typically insulting others to gain more of it, even if it gets them in trouble repeatedly. It is better to call someone a troll early, and be wrong, than not do so and be right only for them to later explode on someone and cause a huge problem in the group dynamic.
Regardless, I'll drop it as we've been told not to argue :)
I wish you no ill will and should you be accepted/stay I look forwards to interactions between our characters, though mine is yet to be finished--man is it giving me a lot of trouble--though I hope to remedy that within the next few days or so. Anywho, I'm rambling, back to what I was doing.
@CaughtInTheRiddle Except that's wrong, since early Christians had a clear denomination between good magic and evil magic, which the evil magic being known colloquially as "sorcery". Sorcery, specifically, was things like consorting with the devil, and is banned under the Ten Commandments. It did not include charms, wards, homeopathic medicine, and other minor supersitions, which were considered a benign form of magic. In fact, Jesus and the Apostles are occasionally referred to as "magicians" in some texts, for their power to work miracles.
And then past that you have Judeo-Christian hero figures such as King Solomon, who bound demons and spirits to serve him and create his kingdom. Moses is also referred to as a "magician" or "wizard" (actually an old phrase meaning "wise man", fun fact) in several apocryphal texts, and is portrayed as being able to create miracles even without the aid of God. In one variation of the myth he's actually so damn hardcore that God has to send down a chariot and bodily grab him and take him to Heaven becuase Moses just outright refuses to die.
That's not even getting into the fact that one could very easily reinterpret all those things as holy miracles even if they did subscribe to a Salem-style burn-the-witch philosophy.
Frankly it seems like you all just have some kind of grudge against Christianity, which I don't really get. Judeo-Christian legends and scripture are actually a very in-depth and fascinating mythology and I'd suggest reading up on it if you have the time.
Funnily enough, I have read up on my Christian mythology :)
I also own The Key of Solomon, and know quite enough about the man himself.
And I was thinking of magic in the 16th and 17th century, because, not a lot of people tend to talk about life in the extremely early days. And furthermore, you mentioned it to Phobos - perhaps I was wrong, but I took that as an indication of a particular time period your character once resided in.
That was the time of the Tudors, and in those years, there was quite a lot of unrest between the nations, and for the western countries, Catholicism was the key governing religion. And soon, when Henry VIII fell for Anne Boleyn, the world would be changed forever as Henry converted to Protestantism - and this particular branch, today, would be classified as Anglican.
In these days, the works of Jesus, his deciples and even Moses, before him, were devine, however by this stage, charms, wards and many of the homeopathic medicines were banned by the Catholic and Protestant churches as they were forms of magic.
There were rare cases where homeopathic medicines were permitted, for instance, when King Frances II, of France fell ill. They tried many different methods of curing his disease - however to no avail. Or so the story goes anyway.
Forgive me for presuming your character came from this time period. I'm not looking for an argument, but as a student of history, if your character did come from this time period and did follow a western religion, the works of the Gotei 13 would be sinful and unholy.
Not to mention that Judeo-Christianity is a relatively new term, dating back to (forgive my memory) the 18th or very early 19th century?
But I'll leave it at that :)
Don't want to clog up the OOC with trivial nonsense like this. I didn't mean offence by it, was just trying to understand :)
@Zobozun But the Soul Society has never shown to have any type of religion since they've all pretty much forgotten about it and have basically lost all memories and the concept of religion. The only reason why Hontu's characters was able to retain their beliefs was because not all of their memories were lost when she transferred to the Soul Society.
Rank: Former Kido Corps Vice-Chief, Currently a seated member of Squad 13
Spiritual Energy Colour: Pure, Blinding White
Personality: A comfy team mom who is always there to bandage your wounds, Mary is a quiet, submissive type of girl. She considers hardships she faces to be trials sent by God, and firmly believes that everything that happens, no matter how big or small, is part of God's plan. On the battlefield, she's placid and unshakable, a pillar that can always be relied upon.
History: A Christian missionary lynched by Buddhist extremists in Karakura Town during the 17th century, she was scouted as a Shinigami due to her strong spiritual power, and sent to study at Shin'o. There, she discovered her talent for seals and barriers, finishing the six year Kido course in only two. However, due to failing the Hakuda exam three times in a row, she took some eight years to graduate anyways.
She entered the Kido Corps after graduating and worked her way up through the ladder over the next 200 years or so, eventually becoming vice-Chief and establishing a medical corps that worked closely with the Gotei 13. Roughly 100 years ago, the Kido corps leadership, along with high-ranking seated members of several squads, were decimated by an unknown assailant. Mary herself barely escaped with her life thanks to the valiant efforts of the Kido Corps' Chief and the squad captains. Those involved in the conflict were named Missing in Action and presumed KIA. Mary refused a promotion, and resigned out of guilt as soon as the new Chief had settled into his role, naming one of her pupils as a successor for Vice-Chief.
She lived a quiet life as a lecturer and researcher of Kido at Shin'o for the next eighty years, until a Hollow attack near the university grounds brought to her attention just how thinly-spread the Shinigami's resources were. Fearing for the lives of her students, Mary signed on with the 13th as an auxiliary and soon found herself a seated member in spite of her modesty and sporadic appearances.
Relationships/Friendships/Rivalries/Siblings: Airi Mao - Church Friends Current Kido Corps Vice-Chief - Ex-Student ???-???
Other: Carries around hundreds of small cloth dolls in the likeness of those she is close to as well as various major Soul Society figures, which she sews as a hobby. Still lectures at Shin'o and keeps in contact with her graduates.
~Zanpakuto~
Zanpakuto name: Enter Sandman
Type: Kido
Invoked Zanpakuto Command: Exit light, enter night
Shikai special ability: Enter Sandman possesses the ability to the extent of transferring wounds between entities, allowing people to be healed by passing off or distributing their damage. The most notable point of Enter Sandman is the sheer wholeness of the transfer; its power over wounds is unchanging and immutable.
Shikai skills: 1. Dr. Feelgood - Intangible, transluscent chains and stakes appear from Enter Sandman's heart, harmlessly piercing all nearby allied entities and allowing Mary to freely transfer wounds between the linked or store them in Enter Sandman's heart- though any wounds still left when Shikai is canceled are transferred directly to Mary. The chains persist until Enter Sandman is dismissed, and regenerate if damaged.
2. Painkiller - Enter Sandman's other primary trait is that it can move independently from Mary at a speed comparable to one who has mastered Shunpo, though it can only do so in an approximately 500m radius around Mary herself.
3. Surgical Steel - By pounding its stake into an entity, Enter Sandman can forcibly bring them into the "network" created by Dr. Feelgood, allowing Mary to transfer wounds to them. Much like the chains it generates, the stake itself is intangible, harmless, and pierces through matter regardless of toughness.
4. Comfortably Numb - In addition to wounds, Enter Sandman can also freely distribute and store pain felt by its component members of the network as well as monitor their conditions.
5. Sister Morphine - Enter Sandman automatically heals and stores wounds inflicted upon Mary herself takes without being ordered.
6. To be revealed?
Bankai skills: (Captains and up can only have Bankai. Note: Some Lieutenants will be able to attain a Bankai) 1. 2. 3. 4. 5. (Ultimate Skill)
Nonlethal Shikai Skills: Technically all of them
Skills & Masteries
Zanjutsu - Expert. Mary is capable of using her Shikai's ability to its fullest extent.
Kido - Master. As ex-second of the Kido Corps, Mary's knowledge and skill at Bakudo and healing-type Kido is unparalleled even among those called masters, and those who can outdo her in Hado can be counted on one hand.
Hakuda - Proficient. While her skill has grown some small amount over the years, Mary just isn't cut out for unarmed combat.
Hoho - Expert. A medic has to be able to keep up with her team, after all.
@Zobozun But the Soul Society has never shown to have any type of religion since they've all pretty much forgotten about it and have basically lost all memories and the concept of religion. The only reason why Hontu's characters was able to retain their beliefs was because not all of their memories were lost when she transferred to the Soul Society.
The idea that a soul loses its memories when crossing over to the Soul Society is an incorrect detail added in one of the non-canon movies that was never true elsewhere. Even as early as the very beginning of the SS arc this was shown to be patently false when Ichigo and company met up with the kid that was previously trapped inside a parakeet. The kid had no problems recollecting his life as a human. I don't really understand how the whole "souls get amnesia of their human life" thing got so widely accepted. That being said, since souls live for hundreds or thousands of years I can easily see them forgetting human life eventually on the grounds that it was so long ago and just doesn't matter anymore.
I don't know if you guys missed my character earlier but here she is again. I basically just changed around the history, added bankai, and turned Zanjutsu from "Expert" to "Master".
Name: Airi Mao Age: Early 20s Gender: Female Height: 5'4" Weight: 107 lbs Hair Color: White Eye Color: Pink Birthday: March 15 Race: Soul Clan: Mao Rank: Captain Spiritual Energy Color: Phthalocyanine Green G
Appearance: Airi is a very slender girl with tanned skin and long white hair. Her hair normally reaches down past her knees, however, while she is working, leading a unit, or in some other situation which requires professionalism, her hair is tied into several buns behind her head to keep them in check, each held together by a very basic-looking, wooden hair stick. Her breasts are small, almost flat. Her figure in general is covered in its entirety save for; her feet, head, and her very dainty hands; by her uniform.
Personality: Generally speaking, Airi carries herself as a leader because she is. She is unafraid of giving commands and doing what it takes to get a certain task completed. She firmly believes in humility, respecting authority as it comes down to her. She is also very generous in giving to charity, especially in the Soul Society every now and again. Her opinions on charity are very Victorian, however, and she feels there is such a thing as a "deserving poor".
History: Airi was born in Nagasaki around the time of the establishment of the Edo Shogunate. Her parents were Christians, her father a merchant who dealt extensively with foreign sailors, and thus spoke numerous languages, though mostly Dutch and Portuguese. Airi's mother was a Portuguese woman whom her father converted to Christianity in order to marry. Airi along with her siblings were raised as Christians, often attending church in Nagasaki. With a fairly wealthy family, Airi hadn't had to do much as a child. She had some disciplinary issues, though a strict hand on her father's part was enough to set her straight and instill within her a fear of God. Some time in her childhood, Airi nearly drowned in the pier before her father picked her up. She had grown an innate fear of water since then.
Around the time Airi became a teenager, she was working with her father. He had taught her to do a majority of the paperwork and accounting for his business and was paid a fairly generous sum of money, with which she was able to buy whatever she pleased. However, it was also around the time the Japanese government started to push anti-Christian laws, cracking down on Christian churches. Airi managed to stay fairly well hidden, practicing her faith in secret. Airi did not die in the persecution.
It was years later when an earthquake hit off the coast of Kyushu. She was with her father who, at the time, was moving crates from one ship onto the pier while she stood and counted them. She was among the first to see the tsunami coming in and begin running. Because of her hydrophobia, Airi never learned to swim, drowning as the wave hit the city.
The events following her death leading up to her arrival in the Soul Society were a blur. When arriving, Airi felt that she had been punished and that the Soul Society was a limbo in which she had to stay in to repent her sins before passing on. There, she grew cold and hungry, very few people taking her in mostly either for her being a pretty girl, or through sheer pity. Her tribulations daunting, Airi never forgot her faith in God. Her old last name was discarded, Airi normally only giving her first name, or perhaps Airi was her last name.
Airi saw the gates of the Seireitei as the Gates of Heaven. When she discovered a way in, Airi took the opportunity almost immediately. By then, she had spent an entire half century in the Soul Society. She studied well, but without any particular talent, barely skated by on the entry exams. It was through hard work and determination that she got done with her training. Without any particular skill or talent, Airi was actually held back a year, graduating her seventh year at the academy. Registering as a Shinigami, Airi took on the name of a clan which was kind enough to take her in as their own.
With her quality of life improved having joined the Soul Society, Airi believed she had truly passed on. Fighting hollows was not exactly her idea of paradise, but she believed it a way to get stronger. Though her very title contained "god" in it, she believed she would find the true Christian God after achieving enough, believing that mentions of the "Soul King" actually referred to Jesus Christ.
In spite of her religious zealotry, Airi never told anyone about her faith. In fact, she assumed everyone in the Seireitei was more or less just as Christian as she was. The topic of religion was never explored, and thus Airi went on her entire 200 years as a Soul Reaper without ever having to divulge her religious beliefs. Even upon becoming elected as a Lieutenant by her captain, nobody knew save for some in the 12th division who had occasionally teased or pranked her because of it.
Airi is among the newest captains of the Gotei 13, though by no means the youngest. As she had struggled to get into the Seireitei and to become a lieutenant, Airi did not achieve captain rank without hardship. It took her half a century to get from the academy to the rank of Lieutenant. At some later period in time, her captain had been killed in action overwhelmed by a swarm of hollows before his subordinates could rush in to help him, Airi automatically being appointed as his stand-in as a result. She mourned for a year over the loss, though did not cease in her training. Through ceaseless training motivated by the pressure of filling her captain's shoes, Airi had nearly given in before her Zanpakuto spirit had finally manifested in the physical. In order to achieve bankai, Airi fought her spirit demoralized and almost ready to give up. She didn't. This new achievement had cemented her position as the official captain of Squad 13.
Taken in by the Mao family was not an act of kindness. Rather, the family wanted her to marry into them. In spite her common upbringing, the head son of the family saw her pretty enough to propose to. Airi never asked for this arrangement, however, her fiancee and his family seemed insistent on it. She remains reluctant to take further action and feels more compelled to continue her training and search for God.
Relationships/Friendships/Rivalries/Siblings: ??? Mao - Fiancee (Looking for someone to fulfill this role) To be filled out over the course of the RP.
Other: Airi wears a silver cross necklace around her neck.
~Zanpakuto~
Zanpakuto name: Momoku
Type: Light, Weapon, Healing
Zanpakuto Shikai Release command: Guide
Spirit Appearance: ???
Inner world: ???
Sealed appearance: In its sealed state, Momoku is an arm-length katana with the signature fat, curved, single-edged blade. Along the flat of the blade, there is an almond-shaped pattern weld consistent on either side, with the almond shapes being the biggest at the center. The edge is, of course, sharp featuring an eccentric groove pattern of interlocking fringes. On the right side of the blade, relative to Airi while the edge is away from her, are stamped two four-pointed stars. The cross guard is a fat, oval, coin shape which curves just slightly upward. It is engraved with a depiction of clouds, rain drop shapes speckled along the body of the cross guard. The body of the hilt is black material wrapped in white cloth-like material, openings left in the cloth purposely so that the hilt is easier to grip in two hands. The sheathe is flat white with a cherry-tree branch painted running diagonally length-wise near the center, a single cherry-blossom petal above it on the left side relative to the cutting edge.
Shikai Appearance: When released, Momoku's blade turns into a series of interconnected rings, each about as large as Airi is tall, though with the blades thick as they were originally. Both the inside and outside of the ring feature a cutting edge. The almond pattern along the flat of the blade is extended throughout the rings, still consistently larger in the middle with circular patterns at the center of those, making them appear like a series of eyes. The handle becomes its own ring, just big enough to comfortably accommodate one of Airi's hands. The handle is connected to the ring blades with a thin bar and another, smaller ring just big enough that the other rings can freely move. Normally, there are five rings.
Shikai Special Ability: The most unique ability Momoku possesses are its photosynthetic properties. The blades are capable of taking in light and converting said light into reishi, whether the light was natural or artificially produced (by a lamp, another shimigami's shikai, or what have you). Immediately, it is not a significant deal, however, excess energy is used to passively heal Airi's wounds the longer she uses her Shikai in battle. On its own, minor wounds (small cuts, bruises, 1st and 2nd degree burns, very minor crepitous) can be quickly healed though with larger wounds (partial to full amputations) the process is only marginally quicker than the rate at which the body can naturally heal itself. Momoku's rings can move on their own, and naturally move to protect their user. Momoku can make up to twenty one rings, the number increasing as Airi's power increases. It takes one turn to create a new ring. When entering shikai, there are five of these rings. Momoku passively regenerates rings every other turn until there are seven. After the seven, Airi can take a conscious effort to create a new ring with a one turn cool down before creating the next.
Bankai Appearance: Kojin Momokushin is the final released state of Momoku and only accessible while Momoku's shikai has a single ring connected to its handle. Airi lifts Momoku over her head, the ring floating upward to appear like a halo. A four angelic wings sprout from the ring, one on each side. The entire ring thickens and changes into a more reddish, fleshy color. The whirl patterns become muscles on the ring and eyes sprout along the center both on the outside and inside of the ring. Airi then separates the handle from the main ring, and a single, straight, arm-length blade sprouts from where the rings were. The blade is pattern welded in a similar fashion as her blade in its sealed state.
Bankai Special Ability: There are twenty two eyes on the inside ring of Kojin Momokushin and twenty two on the outside ring. Upon releasing Bankai, each and every eye is closed. Every turn following, two eyes open: one on the outside, and one on the inside. The more eyes that open, the more powerful Kojin Momokushin becomes. Airi's power is comparable to her power in shikai up until eight eyes are open in total, after which her power actually reaches that of a full fledged captain in bankai. Before reaching eight, she may create free floating blade rings at the same rate in which she could in shikai with the cap increased to twenty two. These rings are free-floating, but still move according to Airi's will, and can still interlock with one another. Airi also heals at the same rate as she did in shikai. After eight eyes open, Airi is capable of creating one ring per turn with the cap increased to forty. She is also capable of healing major wounds far quicker, capable of repairing amputations where the limb is mostly intact, a broken bone, and third degree burns affecting 20% of the body in a single turn. When forty eyes open, Airi reaches full power and is capable of create one ring per turn and an additional ring every other turn, meaning in two turns she may create three rings; there is no longer a limit as to how many rings exist at a single time. Airi can heal complete amputations of a single limb, severely cracked and misplaced bones, and burns afflicting 40% of the body in a single turn. One turn after every eye on Kojin Momokushin is opened, Airi reaches the limit of her Bankai's power and her zanpakuto reverts to its shikai state. After which, Airi must wait at least twenty turns, or have had a at least four hours worth of rest before using bankai again.
Shikai skills: 1. Lash - The rings spin at high speeds. Airi swings Momoku like a whip as the entire length of her shikai follows through, cutting everything in its warpath. As it it swing, the rings extend to its fullest length. The most basic of Momoku's abilities, this move takes one turn to cool down for every six rings in the chain with a minimum of one turn (post) per swing. 2. Spread - The rings of Momoku's blade separate from one another to track Airi's enemies. Against fewer enemies, the rings are capable of separating from one another and flanking the smaller force. Every ring that hits an opponent shatters into a burst of reiatsu-infused light dealing additional damage. The other rings do not "cook" after being hit by this reishi, though still burst when countered by an enemy attack. 3. Blind - This technique can be used both offensively and defensively. A single ring separates from the chain and flies into the air. One side flashes a damaging beam of light discriminate against other beings with reishi. It can be used as a simple flash to blind the enemy for a single turn, or used to create a solid light column. A ring is consumed when Blind is used as an attack, if used to create a column and the column is attacked directly, or if the column is sustained for longer than five turns. Blind can only be used once per turn and cannot be used offensively the same turn another skill is used. 4. Deliver - Using the reiatsu stored in one of Momoku's rings, Airi can very immediately heal either herself or a team mate. A single ring stores enough power to heal 1 (one) partial amputation or 10% of a body that's been burned to the third degree. This ability has a two turn cool down. 5. Whirl - Usable only when Momoku has at least ten rings. Ten rings separate from the chain and spin around, surrounding Airi. For one turn, they take in light, and in the next, form a powerful ring-barrier between each ring, and shred anything between them. For five turns, the barrier stands and moves on its own will to protect Airi, unable to shatter for the duration of those five turns. On the sixth turn, the barrier may shatter after being struck once by any attack with the enough amount of force. This move has a one turn cool down, half the rings used for this technique shatter the other half returning to Momoku, and Airi is unable to create a ring the turn immediately after using this move. 6. Flash - Like the previous skill, this technique requires that Momoku have at least ten rings. The rings separate from Momoku and spin around, surrounding Airi. The rings charge up for up to three turns, in which the rings are capable of moving to protect Airi and are incapable of breaking, but Airi can neither create new rings nor use another shikai skill. After charging, the rings burst in a large explosion depending on how long it is charged. One charge is enough to take down an opponent on equal ground as Airi, two can take down an opponent with defenses twice as tough, and three charges can take down an opponent four times as tough. This move consumes all ten rings used and has a three turn cool down.
Bankai skills: 1. Blind - This technique can be used both offensively and defensively. Unlike in Shikai, several rings can be used at once with two upon releasing Bankai, eight after eight eyes have opened, and twenty after reaching full power. One side flashes a damaging beam of light discriminate against other beings with spirit energy. It can be used as a simple flash to blind the enemy for three turns, or used to create a solid light column. A ring is consumed when Blind is used as an attack or if the column is sustained for longer than seven turns. Blind can only be used once per turn and has a two turn cool down if eight rings are used and Kojin Momokushin is not at full power. 2. Deliver - Using the reiatsu stored in Momoku's rings, Airi can very immediately heal either herself or her team mates. Upon releasing Bankai, a single ring stores enough power to heal 1 (one) partial amputation or 10% of a body that's been burned to the third degree and this move has a two turn cool down. At the second state, Airi can use two rings at once, each capable of healing a full amputation or 40% of a body that is burnt to the third degree; at this stage, this technique has a three turn cool down. At full power, Airi can utilize four rings at a time and the cool down returns to two turns. 3. Whirl - Usable only when Kojin Momokushin has at least ten rings. Ten rings spin around, surrounding Airi. For one turn, they take in light, and in the next, form a powerful ring-barrier between each ring, and shred anything between them. For five turns, the barrier stands and moves on its own will to protect Airi, unable to shatter for the duration of those five turns. On the sixth turn, the barrier may shatter after being struck once by any attack with the enough amount of force. Upon reaching the second stage of her Bankai, when using this technique; after the rings shatter, they burst creating a powerful explosion of reiatsu infused light damaging all in its path excluding Airi herself. This move has a one turn cool down, half the rings used for this technique shatter the other half returning to Kojin Momokushin, and Airi is unable to create a ring the turn immediately after using this move. 4. ??? 5. Judge (Ultimate Skill) - An incredibly difficult move to use, when Kojin Momokushin has twenty two rings and only if it has twenty two rings, can this technique be used. This move can only be used when Airi is at full power. Because of these difficult conditions, nobody has ever actually seen Airi use it, and many speculate that it is only a bluff she uses to scare enemies.
The Adeptus Sororitas can do Acts of Faith, which are basically magic, but still go all zealous as fuck when it comes to anything even remotely a witch. And it fits because you can not, unless you are a total moron, say the Emperor is not The most overt Christian thing ever.
Also, 'Suffer not the Witch to Live' was added by King James, so it's not Canon.
Here's my CS so far. Please let me know if the 5th Lieutenant spot has been taken already and I'll make the necessary changes.
WIPWIPWIPWIPWIP
Karma Rhapsodos
Artwork belongs to Marico San
Age:Gender: 21Female
Height:Weight: 5'6"66kg
Hair Colour:Eye Colour: BlackBlue
Birthday:Race: 3rd JulySoul
Rank: 5th Division Lieutenant
Spiritual Energy Colour: Crimson
Personality:
Fiery - Karma can be usually seen as excitable or hot-headed, which contrasts with her Captain's far more laid-back attitude. She is generally more eager to challenge someone to a fight and much quicker to anger, though she is never truly mad at anyone. Along with her excitement comes immaturity and a slight desire for attention, hence her loud outbursts and flamboyant behavior. Despite this, she knows when and how to remain calm during serious or stressful situations though it is a side that's not often seen from her.
Loyal - Karma is loyal to a fault. This devout loyalty mainly lies with Captain Yuka Mogami, though she is also known to show the same respect toward her squad mates and a select few outside of her Division. Her loyalty also gives Karma a great deal of zealousness
History: (Would like to be done but can be done later)
Shikai Special Ability: Nesshabyō | Heatstroke | 熱射病 When Karma activates her Zanpakuto’s Shikai, the temperature surrounding her in a 30m radius rises to 62°C. This is hot enough to cause early signs of heatstroke & dehydration in anyone who stays within this radius for longer than 10 minutes. This is due to the fiery nature of her reiatsu. Opponents who possess a larger amount or denser reiatsu will easily be able to overcome these effects. However, they will still feel the heat that surrounds her.
Shikai Skills:
Tsubamedansu: Ichihikō | Swallow Dance: First Flight - Karma gains an affinity to fire, which makes her all but impervious to fire-based attacks. However, this only means that she cannot be burnt. The force from an explosion could still harm her or very well kill her, despite her affinity. This skill is used continuously and requires a low upkeep of reiatsu. Due to this, it is often mistaken that her fire affinity is a part of her Shikai's Special Ability.
Tsubamedansu: Nihikō | Swallow Dance: Second Flight - Karma is able to fire off up to five basketball-sized fireballs by swinging her Zanpakuto. The fireballs will travel in a linear fashion towards her target and can be easily dodged. Once dodged, however, Karma may activate their homing abilities, which will cause the fireballs to arc back around towards their target's new position before exploding simultaneously. This secondary attack can be dodged again, however. Although the resulting explosion is rather large and has a tendency to catch Karma's opponents unawares.
Tsubamedansu: Sanhikō | Swallow Dance: Third Flight - Karma can summon a flock of 30 flaming Swallows from her Zanpakuto that fly toward anything she aims at, before hitting the target as a barrage of micro-explosions. These explosions are not entirely dangerous, the flames themselves are not particularly hot at all, though they do have enough force to knock around an opponent as if they had been violently shoved. She cannot aim at anything that is beyond her eye-sight and the flock cannot move that fast due to Karma's need to control each Swallow separately.
Tsubamedansu: Yonhikō | Swallow Dance: Fourth Flight - Karma casts a bunch of paper talismans, with the Kanji for Tsubame (燕) drawn on them. She then closes them in sphere around her opponent, entrapping them whilst activating the talismans which are transformed into medium-sized flaming Swallows. The Swallows do not move, however, they are extremely volatile. Setting one off, by either touching or destroying them, will cause the remaining Swallows to explode in a chain reaction, resulting in a huge explosion that will cause considerable damage to most opponents. Whilst the sphere is almost impossible to escape from unscathed, the largest flaw in this attack is the talismans themselves. Destroying even one before Karma can move them into place and activate them, will cause the move to fail entirely, wasting the high amount of reiatsu needed to perform this skill.
Tsubamedansu: Saigohikō | Swallow Dance: Final Flight - Karma summons a pair of flaming wings, followed by a large, horse-sized, flaming Swallow. After confirming her target, Karma launches herself directly toward her opponent at a blinding speed, with the Swallow following merely seconds behind her. Once she reaches her target, Karma slices her opponent once continuing on in the direction she is travelling. This singular attack causes a minor explosion, stunning her opponent momentarily before the Swallow impacts with her target. The resulting explosion is the biggest she able to create and certainly the most damaging. The force of the explosion is so great that if she did not continue onward at that speed, she would easily be caught within its' blast. This skill has an extremely high reiatsu cost and as such, Karma may only use it if she has received no damage beforehand. The initial attack is entirely linear, meaning Karma cannot alter her direction once she has committed to her target. The speed of the first attack, however, makes it difficult to dodge even for experienced Shunpo Masters, though not impossible.
Non-Lethal Zanpakuto Skills: Tsubamedansu: Ichihikō | Swallow Dance: First Flight
**Note: None of these skills are Squad 11 exclusive. Kenshin can teach them to anyone he wishes. Though, there may be trials and tribulations attributed to each skills in terms of learning them. ** Ryukiri: The sword is sheathed, and the user draws it, using the sheath to provide resistance and “flick” the sword as he quickdraws, performing a swift and powerful slash.
Samidare: If a slashing attack is evaded, and the opponent has increased the distance, the moment the tip of the slashing sword points at him, jump forward and deliver a thrust powered by your momentum.
Swordflick slash: By holding his sword arm stable, using his other arm, he applies the same principles as finger flick to unleash a sword slash of great force.
Flowing Sword:While holding his sword with both hands, and while moving it for a slash, he changes the position of the two hands on the hilt, and changes the course of the slash unpredictably.
Wrist slash: When blocking a sword, the user circles his blade around the opponent's, in a way that his own blade ends up in the inner side. Then, he swiftly slashes the opponent's wrist that holds the sword, reducing his sword skill significantly.
Ryusen: When executing a thrust with a sword, the user rotates his axis of gravity, adding a rotational force to the thrust, adding extreme piercing power and damage.
Kurodensen: When approaching an enemy, the user leans as close to the ground as possible. When the user is nearly parallel to the ground, they kick off with the back foot, dashing forward at a normally unachievable speed. Expert users can add shunpo to this skill, achieving god-like speed.
The next skills are attributed to a great friend.
Daini: Aragari (The Second: One Step, Sudden Death) Placing the sheathed sword upright and listening to the "heartbeat" of his opponent, the attack rapidly unsheathes, attacks, and sheaths the sword. This technique is done with incredible precision and speed, as the user cuts down the opponent in a matter of seconds
Daisan: Kamikaze ( "The Third: Divine Wind") Utilizing swift footwork, as well as pin-point movements, the user strikes their opponents many times in quick, rapid succession; striking with enough force to create wind swirls upon his blades edge. These wind swirls then lacerate the target brutally.
Daishi: Afurete ("The Fourth: Overflowing") A technique which incorporates the fundamental practices of Zanjutsu, quick movement and fine spiritual control. Before the technique even takes place the user channels large quantities of their spiritual energy into their zanpakutō, causing it to glow in the color unique to the owner. Daishi: Afurete then uses a swift movement to move to the opponents back, which is immediately followed by a backwards pierce at extreme speeds. The energy is then released as an overwhelming wave of pure spiritual force that takes the form of a shockwave. Should the users spiritual power be aligned to a specific element, such as fire, then the wave becomes a pillar of flames.
Daigo: Hasshin ("The Fifth: Eruption") A technique where the user makes a deep slash across an opponents mid-rift, packed with their spiritual energy, which possesses extreme cutting power. This spiritual energy acts to part the opponents, making Hierro and hardened skin, all but useless against it. Seconds following the initial strike, blood erupts from the wound, hence the name.
Dairoku: Gyaku Karasu ("The Sixth: Reverse Raven') The user quickly gest behind their opponent and then quickly doing a reverse spin hitting their opponent with the edge of the sword, slicing into them with an accurate and rapid slash.
Dashichi: Sayagi ("The Seventh: Scabbard Art") This technique requires fine levels of manipulation over one’s spiritual power, in which they channel their spiritual power through the hilt and externally surrounding the scabbard of their blade. Once achieved, the user then condenses this spiritual power to a very thin layer of energy which possesses notable cutting potential; a result of constant rotation of the spiritual energy. The user then makes a single arc motion with their sheath, combined with an exceptionally skilled swordsman; one can inflict several injuries in a single motion with this technique. However; it should be noted that the cutting potential of the technique is limited to causing incapacitation, as this is essentially a “peace-keeping” technique.
Dahachi: Kokunagare ("The Eighth: Cutting Flow") A very powerful and old fashioned technique that focuses on mastery of Iaido. Precise and strong, the user firmly whips their sword toward the foe in a upward swinging motion. As this move is conducted, a large concentration of spiritual energy is focused to the wrist. This allows the wrist to "snap" in any direction, sending a linear blast in the direction of the swing. This adds momentum which consequentially increases the strength of the overall slice. If connection is made, this move will literally slice straight through the foe, lacerating whatever may remain of the body. This move has many applications: the applications include, thrusting the blade forth to impale the foe, and if not struck then it will fire a spiritual beam in a linear direction. On another note, it can also be used in a defensive manner to weaken an incoming attack. This move is notably stronger then Hitotsume: Nadegiri.
Daikyu: Onigiri ("The Ninth: Demon Sword") This is a technique that requires a very high level of control over one's spiritual power, as the basis of the technique is a very fine manipulation of the user's reiryoku. The essence of the technique is to coat the edge of one's zanpakutō in an exceedingly fine layer of condensed reiryoku, greatly increasing the blade's cutting power. The fine layer of reiryoku surrounding the blade's edge now acts as its cutting edge and is so sharp that it can cut through almost anything. The potency of the technique increases with one's proficiency with manipulating their reiryoku reserves -- the finer the reiryoku layer surrounding the blade's edge, the greater its cutting power. It can even cut a Zanpakuto.
Shinshi No Kaze
The user, using their own body as a tilting axis, twists and turns while holding out their sword, delivering many consecutive slashes. the efficiency of this skill increase if the user is able to use two swords as it allows them to deliver more slashes in the same amount of time or spins
Daibutsu Otoshi
Using the upwards momentum of a swing, the user is carried into the air, then, at that point, the user executes a downwards swing, fueled and amplified by their height.
Same Hitonomi (Shark Bite) - The user first assumes a wide stance; holding their weapon by their shoulder (point or whatever pointing towards the enemy) with one hand, the other near the end of the weapon. It consists of a forward thrust, followed immediately by a lightning quick slash in whatever direction the target moves.
( A bit like a reverse Samidare. Instead of slash turned to a thrust, now a thrust that if avoided, turns into a slash, imitating a shark's sharp turn to bite a victim that shortly fled from before the shark )
Konpekishoryuzan
The water user, does a upward swing, bringing a torrent of water with them and when the swing is finished, the torrent of water hits the opponent, twisting upwards using the opponent's body as a pillar to rotate around, causing more damage. (Inspired by Soryuken *chuckles*)
Hana no Ido, Ki no Setusoku
The user, using shunpo, moves at their opponent in a thrust position with their sword in front of them. Once they get close enough, they fire a torrent of reiatsu (water for me) in a sword form, letting the momentum from shunpo take over and shoots it at their opponent, while the user changes direction and shunpo to the back of their opponent and does a physical thrust to pierce.
Sinlinbunkatsu
The user coats his sword in Reiatsu, then causes it to vibrate, the vibration causing a saw-like effect. Greatly enhances cutting power, but reduces the precision of the strike, because of the violent vibrations.
Kujira Shōgeki
A technique that mimics the motion of a whale's tail that rises above the ocean and then crashes back onto it. While lacking speed like other techniques, this technique has been noted to be exceptionally powerful. A technique involving a light upward slash, following a demolishing slash downward , the force of which was able to create a giant crater and destroy the surrounding buildings.
Kogimasu no hoo ni Sukui (the Oar that Rows Towards Salvation):
A dangerous Zanjutsu technique that requires a truly mammoth amount of water and tremendous spiritual power, the Kogimasu no hoo ni Sukui begins with the user gathering large amounts of water into and around the blade, then swinging his Zanpakutō like an oar, with the broad, flat side bracing against the fighting wind. Threads of visible Reiatsu--in his case, white tinted energy--trail behind the weapon and filter off into the massive vacuum created in the wake of the rapid movement. This void is produced so quickly that the air does not have time to collapse back in on itself until a full one hundred eighty degree arc has been completed. Once it has, the atmosphere instantly refills the empty space with outstanding speed, backed by the incredible infusion of power that the Captain's Reiatsu brings. The result is a concussive expansion of energy that spills forward with the appearance and subtlety of a white tidal wave, disintegrating whatever stands in its way until all of its legendary power is expended. This technique is strong enough to single-handedly level a few city but it’s quite taxing on one’s arm and Reiatsu.