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 Kaoru Yoshie, The Leader's Right-Hand [APPROVED; 0-3-]

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Subject Post 1PostSubject: Kaoru Yoshie, The Leader's Right-Hand [APPROVED; 0-3-]   Wed Sep 10, 2014 10:05 am






Basic Information

Name: Kaoru (lit. "Fragrant") Yoshie (lit. "Running Water")
Titles: The White Mage, The Holy Darkness, The Leader's Right Hand, The Divine Shinigami, The Child Prodigy, "Yoshi"
Race: Shinigami Pureblood
Age: Two Hundred Years Old, Even
Gender: Female
Orientation: Demisexual, Monogamous
Blood Type: B Negative
D.O.B.: January 21st, 2214
Zodiac: Aquarius
Father: Shinigami Drifter (Deceased)
Mother: Shinigami Drifter (Deceased)
Siblings: N/A
Children: N/A
Marital Status: Single
Rank/Affiliation: Vice-Captain of Squad 1, Squad 3 Captain (former)

Appearance Picture:

Warning: Some Images May Be NSFW









Height: 5'6"
Weight: 130 lbs


_________________________________

Personality

Personality:

Summary:

it is hard to describe the personality of a single person within a confined space consisting of mere words. The next few subsections hit the key parts within the personality of Kaoru while still scratching only the surface. Reacting differently to many type of everyday situations; her personality can and most probably shall change. For the most part they follow the parts as a guide and will usually fall into these categories:

Introversion:

For one of the positive aspects of Kaoru, she is characterized as an introvert. She is an assertive person who enjoys the many aspects of her life. She is not necessarily a loner, but she tends to have a smaller number of friends due to her personal preference. When it comes to her choice, it derives from her idea that if she has too many friends the relationships that they would hold would diminish in their value and their genuine nature as attention and time would be split to sharply to preserve a genuine friendship. She values friendship highly and more so how genuine the relationship is. She is a friendly person to her friends but her cautious nature and her intelligent and analytical ways tend to make her difficult to approach compared to some extroverts. As her likes go with her positive area, she likes more calm and classical musics, and lower shades of color. she likes to read over music and television. She is more calm than the upbeat ADHD stereotype those of her stature are usually attributed with (Although she is still female intrinsically and does get excited, aroused, and happy). She is a normal person on the outside but her preferences lay subconscious and react not in her tone but her choices.

Neuroticism:

This is where her negative flaws that are not later pointed out are held. Kaoru has an enduring tendency to experience negative emotional states such as anxiety, anger and depression more often than other states. Not one to be short tempered; anger is not a major problem so much as anxiety and depression. Suffering from an anxiety disorder, Kaoru experiences "fits" of anxiety attacks that not only makes her worry, and concerned, but can also make her suspicious, paranoid, panicked, or even terrorized. They spark from small to almost non-existent causes. In these fits (that happen on occasion) she will experience increased heart rate, dizziness, nausea and other symptoms. another anxiety disorder besides the panic disorder is her obsessive compulsive nature. She worries that something will happen to her, thus having an OCD behavior towards "horrifying thoughts" which results in her to repeat the phrase "I'm okay" quite often. She also has a strange compulsion to making lists, usually never doing anything without a list.

Conscientiousness:

If one were to talk about "following one's set of personal laws", Kaoru would exemplify this to a tee. Kaoru is painstakingly careful, towards the quality of acting in her everyday life as to dictate her own conscience. This part is her very character. This is where her hard working and loyal nature comes in as she acts according to the natural laws around her and her own personal moral laws. Kaoru is hard working, diligent, and loyal to the Seireitei and the Gotei Thirteen and would give her life for them.

Intelligent:

Being within the Gotei and having formerly held a captaincy does not always warrant a high intelligence, but Kaoru is the exception that proves the rule. Within the squad she may not be the best at inventions or mechanical aspects, but when it comes to the physical sciences, analysis, or observation her mind is sharp. This intelligence does not merely extend to her knowledge of the sciences, but also towards life as she is wise beyond her years. Within life she looks at the world, not as either half full or half empty, but rather through taking apart the liquid to see what the liquid itself is. She always looks towards the specifics in life rather than a big picture perspective. Avoiding the holistic approach she sometimes dwells too much in the why. Even if there is not an answer as to why she will most likely be within her nature to make up an answer that explains the situation to fit her attitude. This personality is more of a flaw than a positive aspect and constantly gets her into trouble with her superiors.

Perfectionist:

Stemming from her small form of OCD but mainly to meet her own critical ratings of how she should do things, Kaoru has a habit to be a perfectionist. When training, she will not lay down her blade or stop chanting the phrases for kido until she either drops or the form is perfect. When paperwork is due she will spend hours finding the perfect vocabulary, diction and use the right amount of literary elements and proper grammar. Some call this a fault but it has allowed her to catch the eyes of a few superiors and make decent friends, even if they use her for the perfect work of papers. This also lends itself to a bit of overcautiousness. It is in human nature to be cautious, it is part of the human's animal instinct. Although with Kaoru, the instinct is driven and expanded to an extremist level thanks to the panic and OCD. Sometimes Kaoru is too cautions when she approaches life. Wary of betrayal and lies, she watches the nonverbal actions of her surroundings and looks for most signs of misdeeds and harm.

Blunt:

Choosing to be blunt rather than to beat around the bush, she figures as an officer she will merely say the facts instead of giving false information along with a small bit of truth like some people might. She feels that the truth is happily accepted, even though calling someone "chunky" had not been the best idea some would say, she felt it had to be done for one person (as an example). If any aspect of her personality breaks her relationships it is this part, for not many see her personality disorders and anxiety until much deeper in a relationship.

Moral:

Adding to the previous statement of being of a good conscience, Kaoru is of good moral standing. Overall she is kind, caring and compassionate, and openly shows such behavior to those who are crying, or seem in distress. Her loyalty lays to the Seireitei which she serves with her life, or so says the oath she gave. Her alliance goes to the Shinigami and the humans she swore to protect while her foes are the Hollows and the Arrancar that hunt the humans and harm her comrades. She is of good character and rarely questions her overall allegience to the Gotei, although she has a habit to analyze parts of what she does on occasion, she has not found reason to leave even in her centuries of service.

_________________________________

Natural Abilities and Zanpakutō:

Natural Abilities:

Hakuda Expert: Kaoru is highly proficient in hand-to-hand combat, which she has been training in ever since she first joined the Academy. She is most likely one of the most proficient hand-to-hand combatants in all of Soul Society, being able to fight evenly, and gain the upper hand, against her former mentor Kinoen Luesen. Shee can sufficiently block and attack others, even if they're using their own weaponry against her. She has been seen blocking weapons, techniques, and even large-scale power moves with her bare hands. Additionally, it has proven difficult to actively lay a hand on her unless she allows it, as she is quickly able to counter with a mixture of centuries of hakuda experience, and abnormally fast reflexes. The primary reason for her specialty in hakuda is as a counter to her intense dislike of using her Zanpakutō.

  • Kazaguruma (風車, "Windmill"): A hakuda technique where one throws their body up into the air, making a shearing movement with the legs to get one leg in front of the other without holding on to the ground. The move can either be done backwards or sideways. When the move is done with one leg high over the head to deliver a devastating kick to an opponent sending them flying away with tremendous force.

  • Takigoi (滝鯉, "Waterfall Carp"): A hakuda technique where one blocks the kicks of another opponent by trapping the opponents one foot against the forearm and blocking the other foot with the combatants foot. The move blocks and traps the opponent who is then open to a an attack from the combatants free hand.

  • Raiōken (雷王拳, "Thunder King Fist"): A hakuda technique involving a series of ultra-high-speed punches delivered using both arms. The strength of this technique is enough to destroy a portion of karakura town.

  • Ikkotsu (一骨, '"Single Bone"'): A powerful, one-handed punch strong enough to send some strong opponents flying through buildings.

  • Sōkotsu (双骨, '"Double Bone"'): Stronger than Ikkotsu, it is a powerful two-fisted punch that, in one blow, can cause decimating and devastating damage to a weaker opponent.

  • Sandbag Beat (サンドバッグ・ビート, Sandobaggu Bīto): A technique where one delivers multiple strikes at an extremely fast pace causing aggravated damage to a target. The technique is powerful enough to not only shatter a Menos Grande's mask but utterly destroy its body.

  • Tesshō (鉄掌, "Iron Palm"): An open palm strike that can effortlessly shatter a Hollows head to pieces with single strike.


Master Acrobat: Kaoru's hakuda mastery, reflexes, and captaincy experience allow her to use her highly trained mind, and body, to combat on and off the ground from almost any direction at one time. Her body can bend in seemingly impossible ways, and Kaoru knows how to effectively use her own body as a weapon, not just utilizing her hands and feet for her hand to hand.

Oceanic Spiritual Power: As one who has lived and trained for roughly four hundred years, as well as one who has held a lieutenant position and a captaincy, Kaoru's spiritual pressure is quite impressive indeed. It takes the appearance, when materialized, of a golden column that blasts upwards. As gold as a certain king's treasury, and burning brighter with every new reason she gains for fighting her opponent. Her spiritual pressure is enough to where she needs to control herself in battle if other Lieutenants or any Third Seats are around, as she's been known to cause some breathing trouble in those around her.

Poison/Stun Resistance: As a former assassin, and a special operative in both her human life and her shinigami life, as well as someone with a large amount of spiritual pressure, Kaoru boasts a complete physical, mental, and spiritual immunity to poisons. Along with this, Kaoru has developed the ability to negate techniques or attacks that would otherwise physically stun or paralyze her by using a controlled string of reiatsu bursts to even out her nervous system.

Enhanced Strength: Kaoru is strong enough to take on bigger opponents, easily overcoming those four times her size. She has shown herself capable of lifting large slabs of concrete debris that she was buried under with little or no effort. Kaoru's strength is such to where she can block blades bare-handed, shatter steel, break sekiseki, or even do major internal damage with her punches.

Low Durability: .. the main reason for her sheer offensive ability is the fact that Kaoru isn't very durable at all. If someone actually manages to get in close to her and land some solid hits, she'll go down more quickly than some others at her level. Because of this lack of durability or longevity, Kaoru has a level of offensive prowess beyond what most of her position would even be capable of. This makes her a true "glass cannon" in the most base sense of that term.

Shunpo Specialist: As an offense-specialist and former captain, Kaoru is also required to be highly proficient in Shunpo. She actively uses her mastery of Shunpo techniques and is highly proficient in evasion in close quarters as well as from a distance. Thus making hitting her almost impossible if not for the most advanced combatant. Her movements are noticeably so fast that few would be likely to see an attack take place.

  • Utsusemi (空蝉, Cicada, referencing their molting) Way of Onmitsu, 3rd of the Shihō: It allows for a movement at great, sudden speed, leaving at least one tangible after-image behind.

  • Senka (閃花, Flash Blossom): a special Shunpo technique where one moves to their opponent's back, directly attacking and sealing one's "Saketsu" and "Hakusui" in two rapid strikes (effectively cutting them off of their spiritual energy flow). The movement is so fast that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are


Alternative Sword Use : Kaoru's swordsmanship leaves something to be desired. While she is as proficient in the use of her Zanpakutō as you'd expect someone of her position to be, she is not a master of techniques or fighting styles, as she uses her Zanpakutō differently seeing as how it's not a sword at all. In reality, Kaoru uses her Zanpakutō moreso as an extension of her own body, combining the use of it with her Hakuda usage to simply increase the killing power of her already impressive strikes by adding spinning staff attacks or jabs into the mix.

  • Senmaioroshi (千枚卸, "Thousand-Page Wholesale"): A technique where multiple staff movements take place so fast that they can leave a literal thousand bruises upon an opponent's body.


Master Strategist & Tactician: As former Captain of the 3rd Division, Kaoru has shown herself to be a capable leader. Repeatedly, Kaoru has shown to be insightful and crafty, quickly capable of understanding any situation that presents itself and adjust to it effectively. Kaoru has shown an innate skill to determine what actions should be taken in battle. The tactics she employs are based on subterfuge and confusion. She has shown to be adept in putting her opponents into a false sense of security and allowing them to underestimate her abilities. A common tactic of hers is to gauge the opponent's strengths and weaknesses in the middle of combat.

Master Kidō User: Kaoru's most used skill, and by far her strongest area, spiritually, save for her Shunpo, is her usage of Kidō. Kaoru, even during her academy days, was always in the top of her class with her Kidō use. Her former membership and high-ranking status in the 5th division is proof of this. Her shots are terrifyingly accurate, and she has been known to use Kidō along with her Hakuda to bind and confuse opponents while she gets in close to utilize her hand-to-hand (Or, if released, will use Kido on top of her energy to keep her opponents at a distance and keep herself from being hit at all in most occasions). Kaoru can recite up into the 90s without an incantation, although at that level the techniques are weakened, but not ineffective. While she specializes in Bakudo, her Hadō is by no means ineffective. She has knowledge of the forbidden kido techniques, but has not used them thus far.

  • Eishōhaki (詠唱破棄, "Incantation Abandonment"): A class of Kidō Incantation where the Kidō practitioner forgoes using a spoken incantation at all. While it decreases the time needed to release the Kidō, it drastically weakens the spell. While anyone well versed in Kidō can use this technique, it is most effective when done by a skilled practitioner, otherwise the spell could utterly fail (e.g. explode in the user's face). The most skilled experts are capable of using this technique to amazing effect.

  • Nijū Eishō (二重詠唱, "Twofold Incantation"): a class of Kidō Incantation where the Kidō practitioner mixes the incantations of two entirely separate Kidō spells together to save time and confuse their opponent at the same time.

  • Kōjutsu Eishō (後述詠唱, "Spoken-After Incantation"): A class of Kidō Incantation where the incantation is recited after initiating the spell in order to power it up.


Equipment:

The Archive Implant:
Kaoru has an implant in her brain, placed there by 12th division on order of Iriko, that allows her to instantly download files from the Archives of the Gotei 13. She can instantly recall any piece of information so long as the Shinigami have record of it and commit it to memory instantaneously, as this implant has also granted her a photographic memory and total recall. The downside to this implant is that it makes her emotionally unavailable when the implant is being used, removing any attachment to anything and essentially making her a living computer until she is done using the implant for the moment. On top of that, while she can recall any of the information she had previously looked up on her own volition, she cannot look up new information unless Iriko or someone he deems valid orders her to do so.

Reiatsu Color: Kaoru's reiatsu takes the coloration of regal and noble gold.

Zanpakutô Spirit Name: Choshinsei no Ikari (超新星の怒り; lit. "The Wrath of a Supernova")

Zanpakutô Spirit Appearance:








Zanpakutō Spirit Personality:

Choshi can come off as a bit simple at times. While she is by no means dumb, her common sense and self-control can seem a bit.. lacking. She will sometimes do things on impulse that some would see as slightly unorthodox, such as randomly hugging someone she doesn't know if she's extremely happy, or yelling in places where it's not appropriate.

Choshi can also be extremely clumsy, tripping over her own feet, or seemingly thin air, even on perfectly flat surfaces. This extends to being a bit of a butterfingers too, dropping things that would otherwise seem perfectly simple to carry.

Another way to describe her, at least around compliments aimed her way, is shy. Obviously, this is a total contradiction to her nature stated before, but she's extremely shy about herself, to a point where if she's complimented, she'll usually turn into a blushing mess for a few seconds before being able to speak coherently again.

Choshi is extremely optimistic and bubbly, to a point where some might find it annoying. She is absolutely positive in any situation, and has a morale that will never falter or fade. Burn her house down? She'll be smiling. Kill her family? Probably smiling. Planet's about to blow up? All you gotta do is smile! No matter what happens, or who does what, she will always hold onto her ideals, and always stay loyal to herself, and believe in her own abilities. However, her loyalty to herself only goes so far. She wouldn't be caught complimenting herself, as she doesn't see herself as anything special, in the end.

There is, however, a side of this that only comes out during battle. Said "optimism" becomes an unbreakable battle will. In the heat of the fight, no pain, threat, or mind-game will fuck her up. If she's fighting you, you'd best believe she'll KEEP fighting until her body is completely dissolved. And even then she'll haunt you from the goddamn grave.

Her loyalty is to Kaoru. Try to threaten that, or imply that she isn't one-hundred percent loyal, and YOUR ass will be grass. She has no tolerance for deception, and those who'd use personal issues people have with their friends against them are the lowest and most despicable sort of scum that the universe has to offer.

Sealed Zanpakutô Appearance :

Kameko's first Zanpakutō is very unique in the fact that it doesn't take the form of a sword at all. Instead, it takes the form of two "lenses" over her natural golden eyes. Whenever this Zanpakutō is released or the abilities are used, the gold will stain red, and a bird-like design will appear in the middle, flapping its wings once before becoming static to signify use of this Zanpakutō.






Sealed Zanpakutô Abilities:

Telekinesis:
Kaoru can move things weighing up to one ton with her mind. This allows a certain level of aloofness in her actions as simple things such as lifting, reading, chores, and other such things. It allows her to kind of act above and beyond every day tasks, aiding in her "responsible" and "bored" nature in contrast to her captain. This is usable only on non-sentient objects.

Zanpakutô Spirit Name: Uchu no Sotsuisei (宇宙の双対性; lit, "The Duality of the Universe")

Zanpakutô Spirit Appearance:








Zanpakutō Spirit Personality:

She has a personality that could be described as "cute". She's very playful and teasing, in general, preferring to have fun than get any real work done. She especially likes teasing Kaoru, making her take part in her various games or teasings. When it comes to relationships, it takes a special kind of person to get close enough to her for her to consider them a friend. They have to be either extremely patient, being able to play along with her playfulness, or they have to be equally as playful.

Keeping with the nature of her abilities, Uchu is very mysterious. She keeps most personal information to herself and doesn't usually see any point in divulging it to people she doesn't know. Unless you're extremely close to her, don't expect any information from her, except the weather, the time, or maybe a new game to play. She enjoys keeping people guessing, often hinting at information without actually giving any of it up. Her signature sign of screwing with your head is a playful wink with her right eye, followed by a giggle and tucking hair behind her ear.

Now, that's not to say she's completely unprofessional. If the time comes where business must be attended to, or a battle must be waged, a whole new side of Uchu emerges. The side of her that emerges is ruthless, tactical, analytical, and above all, powerful. Not just in skill, but in heart, will, and mind. The reason she became queen becomes absolutely apparent. She can spot the weakness in an opponent within seconds, observing battle tactics like a second language. Uchu does not take pride in battle, nor does she see it as glamorous. Any fight that can be avoided, Uchu will avoid at all costs. She does not like the brutality of fighting, nor does she enjoy the penalties of war and battle. Uchu's memory is photographic, allowing for quick memorization of battle strategy.

More personally: Her favorite foods are Pocky and anything american, as she doesn't seem to like her own culture's food for whatever reason. Uchu's favorite pastimes include reading, listening to music, eating, planning, and playing games.

Sealed Zanpakutô Appearance :

Kameko's second Zanpakutō takes the appearance of a short (roughly nine inches) rod that she keeps tethered to the hip of her shihakusho at all times via a clip on her waistline. While this doesn't seem like much initially, if she holds the rod and flicks her wrist, it will extend on both sides and lock into a bo staff roughly six feet in length. She will sometimes be seen using this as a walking stick, as opposed to keeping the rod on her waist. However, she can retract the length at any time to return it to its former length.





Sealed Zanpakutô Abilities:

Immunity of the Divine:
Because of the nature of her Zanpakutō spirits, Kaoru boasts a complete immunity to heavenly nature. Meaning that abilities with "holy" affinity or attributes will find themselves unable to touch her for the most part unless the practitioner is an extremely powerful entity. She has a high resistance to "demon" based abilities, however, those from a powerful practitioner will be able to bypass this immunity pretty effectively.

Inner World:





_________________________________

Shikai:

Release: Take Hold of Destiny, Choshinsei no Ikari!

Shikai Description: The release of Kaoru's first shikai is a simple one. The bird-like design will appear within her eyes, and they will turn the red coloration they gain in this form as opposed to their normal golden coloration.

Shikai Abilities:

Scalor Control:
When Kaoru uses this shikai, she only gains one true ability, and that ability is the ability to alter the scalors of any vectors that come within ten meters of her up to a multiplier of 2x. In more simple terms, any force within this area, she has complete control over the magnitude of up to two times less or two times more than what it would normally be. When she uses her abilities, her eyes will gain the previously shown bird-like design. Anything within the alloted ten meter area that she casts her gaze upon, be it an energy, an element, or a force of nature or the universe, she can either divide or multiply the magnitude of it by a factor of anything up to 2x. For example, if someone were to launch a cero at her, she could reduce the magnitude of the speed of the cero by 2x, halving its speed once it enters the ten meter area and allowing her more time to answer this attack. Another example would be if an ally launches a kido technique past her. If it entered her field of range, she could double the speed and force of that technique, sending it onward with twice the lethality it had before, much to the surprise of whoever it was aimed for. She cannot use this on objects such as Zanpakutō that are linked to an opponent, nor can she use this on attacks that have preventions against this sort of tampering. Comfortably, she can use this on up to ten alterable attacks at a time. Once that limit is surpassed, the attacks that come after the tenth will have no change able to be applied to them.

Release: Smite with Faith and Conviction, Uchu no Sotsuisei!

Shikai Description: The appearance of her second shikai essentially keeps the same staff as the sealed Zanpakutō, however, each end of the staff will morph into a small orb, one orb glowing a deep blue, the other a bright and shining white.

Shikai Abilities:

Holy Fire Manipulation
While using this shikai, Kaoru gains the ability to create and manipulate Holy Fire. This specific type of fire cannot be put out by any normal means, and can be spawned anywhere that there is oxygen, with the exception of on a sentient being. These flames bypass fire immunities, as they aren't attributed with a "fire" element, but rather burn out of holy affinity as opposed to the flames themselves. These flames can be used in a fireball of about cero strength, can be summoned up from the ground to light the environment ablaze, can be wrapped around Kaoru's staff to augment her strikes, etc. The possibilities extend as far as her mind can.

White Light Manipulation
Kaoru's shikai gives her manipulation and creation of "White Light", a starlight-colored particle effect she can generate that has two effects. The first is if she uses it on herself. If she uses White Light particles on herself, Kaoru can heal minor wounds, up to a stab wound, over the course of a post. However, this doesn't have the ability to heal cut-off limbs, or fatal wounds, only general battle damage. The other effect this has the possibility of achieving is if its sent into the open air. Seeing through the white light particles is difficult, as they refract natural light around them, giving people a distorted view/sense of whats on the other side (as this also can confuse spiritual detection of things on kaoru's side of the particles unless the opponent(s) has/have a massive amount of skill in spiritual detection. This works to Kaoru's advantage as she can prepare, move, or attack from behind a wall of these and nine times out of ten the opponent won't know what she's doing until it's done.

Holy Breath
Kaoru has the ability to expell a large amount of Holy Fire and White Light from her mouth in a huge blast akin to a gran rey cero. The twist of this blast comes twofold. The first being the holy fire composition, which means this blast will also have a burning aspect to it on top of the normal explosive force. The second is the white light particles that are expelled that travel just in front of the blast. These distort the true nature of the attack, making it appear as if its a weak blast that could easily be deflected or dodged by almost anyone.. until the moment of impact of course.

Holy Projectile Attacks
Kaoru can focus her holy affinity into balls of pure energy, using them as rapid-fire projectiles akin to bala that she can launch either from her hands, or from her staff in this form.

_________________________________

Bankai:

Bankai Description:
Kaoru's first bankai form will show no real changes. The only real difference is that the red in her eyes deepens, and the corner of each eye will appear to begin to bleed, a thin red line spreading down her face all the way to her jawline on either side.

Bankai Abilities:

Expanded Scalor Control
This ability retains from shikai state. However, it gains a significant power boost. Instead of a ten-meter radius, Kaoru now has a thirty-meter radius to work with. Beyond this, the multiplier she can affect ambient scalors by increases also, moving up to 4x in this state. Comfortably, she can use this on up to forty alterable attacks at a time. Once that limit is surpassed, the attacks that come after the fortieth. will have no change able to be applied to them.

Bankai Description:
Kaoru's secondary bankai breaks the staff into pieces section by section, the white energy from it morphing into a large box that surrounds Kaoru before dissipating, revealing a pair of glowing white wings on her back. These grant her flight, but this is more of a base concept than an ability, hence its absence in the section below.

Bankai Abilities:
All shikai abilities are retained while in Bankai.

Faith Physicality
Kaoru's entire body, in shikai, is surrounded by an aura. This aura receives "praises" and "wishes" from those around her allied with her, and adjusts Kaoru to accomodate based on the faith of her allies. For example, if someone near her that she was aligned to wished for Kaoru to gain the upper hand in a battle, Kaoru would find that she would have a three-post boost to the strength of her attacks. Another example would be that if an opponent wished for Kaoru's pain to stop. She might find herself with a drastically increased pain tolerance for the next two posts. The longest one of these boosts will last is four posts, and the highest a multiplier on her stats can go is 2.5x. Beyond this, she can only adapt based on requests that are feasible for what she's capable of. So if an ally wished for her to be immortal, or gain an instant-kill ability, these things couldn't happen using this ability.

Blessing Inducement
The external counterpart to faith physicality, Kaoru can answer the "prayers" of her allies by blessing them with the same kind of physical/spiritual enhancements that she can bless herself with. This, however, is only applicable to those whom she has permission from where this ability is concerned. If an ally doesn't want a buff applied to them, then the buff will simply fizzle out.

Holy Fire Embodiment
Simply enough, Kaoru can now embody her own holy fire, engulfing her entire body in the searing and nigh inextinguishable flames. She takes no damage from this, of course, but it makes it extremely difficult for enemies to hit her, as the holy fire will have the possibility of doing damage back to them if they land a hit on her. This also means that the ground she walks on will light ablaze as she walks.

Holy Fire Combat
The above embodiment also gives Kaoru access to new things where her Holy Fire is concerned, including the reenforcement of her skin by about 2x to prevent damage, the enhancement of her strikes with 2x her normal strength, and the most important of all, the creation of aerial blades of fire to combat opponents at a distance. These blades, she can control telepathically, and work just like Zanpakutō, swinging and fighting like a normal sword would. This is used to keep enemies at length from Kaoru, allowing her time to process and use other moves. The last ability she gains with this is the ability to launch "feathers" of reiatsu and holy fire off of her wings, creating throwing-daggers made of pure fire, essentially, piercing and burning if they collide with an opponent. She can launch up to 100 of these a post, and up to 3,000 a thread. However, while the wings do not go away, the ability to launch these stops after the 3,000 mark.

_________________________________

Essence Shikokai:

Essence Shikokai Description:

Kaoru's origin manifests itself in an extremely strange way when she surpasses bankai. Instead of her dual-spirits each having their own shikokai, the two spirits merge for this state, giving Kaoru a single shikokai state with power thats above what she would normally be able to achieve with each singular spirit. This transforms Kaoru completely, disposing of both her wings and her glowing eyes as all of her power condenses into an almost animalistic form, taking on a vaguely kitsune-based appearance.








Essence Shikokai Abilities:
All Shikai and Bankai abilities transfer over into this form.

Holy Boomerang
Kaoru will form a ball of energy in her right hand, made of condensed holy fire as well as white light, she'll hurl this ball at the opponent at roughly bala speed. If it makes contact, or misses, it will continue on as if it phased through/around the opponent after dealing blunt damage as if the opponent was hit by a hard object (like getting hit by a rockslide, only more painful and on a high level of damage), going only about five feet before slingshotting back at twice the normal speed, hitting with burning damage instead this time (holy fire affinity type, akin to falling into lava) and returning to Kaoru where she will dissipate it.

Holy Trackers
Another holy-fire ability that Kaoru can spawn in this form, Kaoru summons three orbs of this energy that will swirl around her slowly as she moves around. These can only be used once every four posts, but they contain both the blunt force and the burning attributes of the Holy Boomerangs. Whenever an opponent comes within twenty meters of her, one of these will launch at the opponent at twice a bala's speed. Whether or not they get hit by this or not, the next one won't launch, as the only way to launch another one is if the opponent or Kaoru gain distance again and then move back within the 20 meter distance.

Ten Nature Releases
With her "Holy" abilities mixing with her "Nature" abilities in the form of the Scalor Control, Kaoru's overall abilities theme over the "essence of all". To sum up the relevance of this theme, Kaoru gains the ability to summon ten seperate "familiars", each with a different ability set, grounded in nature, that they hold. This is represented by an aura flashing around her in the appearance of a beast-like creature. While she can switch between these instantaneously, she cannot use more than one at the same time.

Gaineamh: The Sand Release
The first release Kaoru can enter into is the Sand release. This grants her the creation and manipulation of "spiritual sand". This sand has no offensive qualities, but instead forms a hierro-like armor over her body made of this sand. Strong attacks can crack and break it, but it will slowly repair damage done to it over the course of 4-10 posts depending on the severity of the damage. This means that the best way to deal with this defense is to attack fast and a lot, making sure to keep drilling into the armor to get through its slow regeneration speed and to Kaoru directly, as once she takes a direct hit to her person underneath the armor, the armor dissipates entirely.

Aura:




Doiteain: The Blue Flame Release
Kaoru's second release, the "Blue Flame" release, allows her to create large balls of pure blue fire, each akin to a Cero Oscuras, and launch them with blinding speed for massive amounts of damage. These take a post to charge, and can only be launched one at a time. She can only launch three of these in any given thread.

Aura:




Domhan: The Shockwave Release
Kaoru's third aura is rather simple in the abilities it gives her. If Kaoru stomps while this aura is active, a massive rumble, akin to a Earthquake rating a seven on the richter scale, will travel in all directions, shaking the earth and giving the possibility of disorienting opponents. Immediately following this, a massive amount of water will jet upward from the point of impact in all directions, traveling rapidly across the battlefield and covering everything unfortunate enough to be hit by it in a crushing amount of water and pressure before dissipating once it loses momentum (after about a football field's worth of travel space). She can only use this twice in a thread.

Aura:




Neart: The Physical Release
Kaoru's fourth aura is that which augments her physical strength considerably, giving her the prowess of muscle required to put a large hole in a block of sekiseki stone with naught but a punch. This strength will last for as long as this aura is active, but as aforementioned, she can only have one aura active at a time, so the strength is the only one of her aura abilities she'll have in this form.

Aura:




Gaile: The Evasion Release
The fifth of Kaoru's releases allows her to emit a large amount of steam from her body at a rapid rate, blanketing the area in a thick steam that reduces normal visibility to zero. While this doesn't prevent against techniques made to see through or pierce such effects, it does make a quick way for a getaway of Kaoru has a need to escape.

Aura:




Eilliu: The Corrosive Release
This release gives Kaoru the ability to emit a corrosive sludge from her body that slowly eats through any non-sentient and non-spiritual element it comes in contact with. This includes the surrounding environment, weapons of an earthly-made nature without designs to counteract corrosion, etc. This isn't necessarily offensive or defensive, but moreso another escape route, and a scare tactic if facing an earthling.

Aura:




Feithidi: The Parasite Release
Kaoru's seventh release is that of a number of parasitic insect-type creatures she can expel from her palms, mouth, or from within her clothing. These eat away at reiatsu-based abilities that are aimed with the intention of harming her. If these abilities get within thirty feet of Kaoru, these "bugs" will begin devouring the technique. Removing one cero-level of strength from it if its at cero strength, two cero if its at gran rey strength, three cero if its at Oscuras strength or higher. This doesn't entirely disperse of the attack, but will considerably weaken it and allow Kaoru to more effectively deal with it. However, this ability doesn't work on attacks that have prevention from being tampered with.

Aura:




Gaoth: The Swift Release
In this release, Kaoru's speed is enhanced considerably, giving her a rapid-fire series of movements above and beyond what she'd normally be capable of. This takes the ability to leave an "after-image", and takes it one further, leaving an "after-image" and a "predicted before-image". Meaning that when Kaoru uses the steps technique granted to her in this form, it leaves an image where she was standing, as well as an image of where she'd "probably be". This is a deception, of course, as the second afterimage is just that, and the reality is that Kaoru's speed carries her past the "probably" and to where she really is, which gives her an advantage in combat as it helps with the element of surprise. This also gives her the ability to spawn two F5 tornadoes into the surrounding environment over the course of the thread, creating a distraction as well as massive damage to anyone caught within who wasnt prepared to handle high winds, massive debris amounts, and powerful G-Forces.

Aura:




Fuinneamh: The Energy Release
This release, the ninth, grants Kaoru with a massive increase in her reserves of spiritual energy, as well as a massive addition to her spiritual pressure. This allows her to more effectively use not only her normal abilities more effectively without tiring out, but also allows her to use Kido more effectively as well, increasing her mastery of this skill while this form is activated.

Aura:




Cumha: The Despair Release
This form is an oddity in that it doesnt seem to grant her any power at all. Instead, it spreads a general feeling of unease through the air. If any opponent fighting Kaoru is being fed a negative emotion by any other source on the battlefield at the moment this is released, that feeling will be amplified significantly. This almost entirely requires that Kaoru be fighting with someone else, as there has to be a source for the negativity to be coming from (she cannot enhance the emotion in its natural state, as it might not even be there if an opponent feels no such thing normally). For example, if she were fighting with someone who could feed an opponent fear, she could amplify the fear that was being fed. The same applies for sadness, despair, what have you. This isn't an effect on the opponent so much as its a buff to an ally's ability, making this not a control ability in the traditional sense.

Aura:




Miracle Inducement (Ability by: Dai)
Kaoru, with her holy affinity, has the ability to create Miracles using purely condensed holy energy infused into reality. However, it's not quite as easy as this. In order to fully create the necessary conditions to fulfill a chosen miracle, Kaoru must have a certain requirement occur:

"The probability of success must not be zero, though it must be somewhat close--the closer the probability of success is to zero, the higher the probability of a miracle occurring is."

A 'Miracle' can be almost anything that could occur throughout the world itself, defined as:
  1. A surprising and welcome event that is not explicable by natural or scientific laws and is considered to be divine.
  2. A highly improbable or extraordinary event, development, or accomplishment.


There are a few tricks that Kaoru can manipulate without really needing to hope for a good roll, however these are paltry and more party tricks than anything. (Water to wine, walking on water, etc.)

This is a constant-use, passive ability that can't actually be activated with mere words. It is a constant and consistent part of Kaoru's being and psyche in this form that stays hidden and only makes itself known when it's needed. A single Miracle can be attempted each post.

In order for a proper system to be made, two dice rolls will be used. A d100 roll will determine the probability of success. Depending on that probability, another die is chosen.

  • d20 - From 99 - 80 - In order for a successful miracle to occur, the roll must come up in the top eigth: Therefore a successful miracle will occur if the roll is anywhere from 18 to 20.
  • d12 - From 79 - 60 - In order for a successful miracle to occur, the roll must come up in the top quarter: Therefore a successful miracle will occur if the roll is anywhere from 10 to 12.
  • d10 - From 59 - 40 - In order for a successful miracle to occur, the roll must come up in the top half: Therefore a successful miracle will occur if the roll is anywhere from 6 to 10.
  • d8 - From 39 - 20 - In order for a successful miracle to occur, the roll must come up in the top half: Therefore a successful miracle will occur if the roll is anywhere from 5 to 8.
  • d6 - From 19 - 10 - In order for a successful miracle to occur, the roll must come up in the top two-thirds: Therefore a successful miracle will occur if the roll is anywhere from 3 to 6.
  • d4 - From 9 - 0 - In order for a successful miracle to occur, the roll must come up in the top three-quarters: Therefore a successful miracle will occur if the roll is anywhere from 2 to 4.


If the miracle has occurred successfully, the thing Kaoru feels that she needs the most at that present moment will suddenly occur, be it an escape route that she so desperately needs, or the sudden gaining of a burst of speed. Almost anything is possible, as long as it's possible within the scope of existence. So Kaoru can't suddenly gain a new form, but he may be able to pull forth a demon or iramasha spell to use.

However, just because a roll may have failed, does not necessarily mean that an effect is not going to occur. It may not end up being the originally intended effect, however there is a possibility that something else might occur. This list shows the possible added effects that may occur if Kaoru's Miracle fails. There are a few that are known as 'Divine Mysteries', which fall under the impossibility category--as such, they are exceptionally rare and only have one roll chance. A d100 roll chooses the effect if a 'rare' roll hasn't occurred.

Regular:
  • 01-05 - The nearest character to Kaoru has their movements slowed for a single post.
  • 06-10 - For three posts, the nearest character to Kaoru is outlined by a soft light which prevents them from going invisible or hiding their presence.
  • 11-15 - For the next post, Kaoru is deluded into thinking that her Miracle was a success.
  • 16-20 - A large gust of wind spreads out from Kaoru's body, going at speeds of approximately 50mph.
  • 21-25 - Kaoru learns the surface thoughts of the nearest character for one post. (Surface thoughts are just general thoughts, such as 'what am I going to eat for dinner tonight?)
  • 26-30 - A cloud of putrid gas emanates from Kaoru's body. Everyone within 30 feet of her is able to smell it, and it lasts for three posts. The smell doesn't catch to anything.
  • 31-33 - Heavy rain begins to fall for three posts, in a 60 ft radius that's centered on Kaoru's body.
  • 34-36 - Kaoru summons an animal—a rhino (01-25 on d100), elephant (26-50), or mouse (51-100). The animal is 2-1 tier and counted as an NPC, staying in existence for three posts.
  • 37-46 - A bolt of lightning is shot outwards in the direction that Kaoru faces, flying forwards for 70 feet and melting anything that would be melted by normal lightning.
  • 47-49 - Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including Kaoru) within 25 ft.
  • 50-53 - Every being within 60ft of Kaoru doubles in height and multiplies their weight by 8 for two rounds.
  • 54-58 - Impenetrable darkness spreads 20ft outwards from Kaoru's body. Normal lights are incapable of lighting it up. It lasts for two rounds.
  • 59-62 - Grass grows in 160-sq.-ft. area around Kaoru, or grass existing there grows to ten times normal size.
  • 63-65 - Turns any nonliving object of Kaoru's choice ethereal for three rounds. Ethereal objects are invisible, inaudible, insubstantial, and scentless to anyone in the Material World.
  • 66-69 - Reduces Kaoru to 1/12 of her height for 1 round.
  • 70-79 - Flings a ball of fire straight ahead that flies for 100ft before dissipating. If it comes in contact with anything, the blast radius is approximately 20 feet, catching anything within.
  • 80-84 - Kaoru turns completely invisible for two rounds.
  • 85-87 - The nearest character to Kaoru has leaves cover their body for a round. They disappear upon Kaoru's next post.
  • 88-90 - 40 gems suddenly appear out of nowhere in a stream directly forwards. These gems are worth 10000 yen apiece and don't disappear. They do damage if they hit someone.
  • 91-95 - Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of Kaoru for one posting round. Anyone within that area who doesn't have sufficient protection may be blinded.
  • 96-100 - Kaoru (50% chance) or the character closest to her (50% chance) turns blue, green, purple or yellow for the rest of the thread. This is decided by two d4 dice rolls. (1,2 for Kaoru, 3,4 for closest character; 1, 2, 3, 4 for respective colors.)


Rare:
(Just to clarify, each of the chances of actually getting the roll are listed as well)
  • 66-6 - Demon Summoning: Summons a Demon Familiar to Kaoru's side to fight alongside her. The familiar is of 0-3+ tier, and is capable of the basic Demon abilities and Za Koa manipulation. If not killed, it will dissipate after 5 rounds. Is under Kaoru's full control. (1/100 * 1/12 = 1/1200 chance of success)
  • 00-1 - Quickening: All friendly characters within 50 feet of Kaoru have their cooldowns immediately reduced to nothing. (1/100 * 1/4 = 1/400)
  • 46-5 - Full Heal: All of Kaoru's wounds are instantaneously healed without question. (1/100 * 1/10 = 1/1000 chance of success)
  • 59-5 - Level Up: For two posts, all of Kaoru's skills are increased by one, and so is her maximum Tier. (To a limit of 0-2++) (1/100 * 1/10 = 1/1000 chance of success)
  • 90-1 - Precognition: For two rounds, Kaoru gains intimate knowledge of his surroundings, and is able to perfectly understand exactly how to react to all attacks within fifty feet of his body. His reflex speed is increased to allow for the reactions as well. (1/100 * 1/20 = 1/2000 chance of success)


Impurity Destruction
Kaoru can channel her holy energy into things that've been tainted with demon presence, effectively cleansing them of that presence. This doesn't apply to living things, but can apply to any non-sentient object so long as it isn't bound to any specific demon or hell-based entity.

Holy Voice
Kaoru's voice in this form becomes incredibly soothing and comforting, giving off a warm feeling to all around her. She can speak softly to allies to heal their wounds and cleanse them of impurities, or speak firmly to opponents in an attempt to quell their rage or madness. Opponents with high willpower and allies who wish to not have their minds calmed or their wounds healed need not be effected by this.

Extreme Scalor Control
More simple than previous abilities, this ability is simply an amplification of her existing scalor control. Instead of a thirty meter radius, Kaoru now has a sixty meter radius to work with, and the multiplier with which she can increase or decrease scalors by increases to 8x the base amount. Comfortably, she can use this on up to one hundred alterable attacks at a time. Once that limit is surpassed, the attacks that come after the hundredth will have no change able to be applied to them.










Coding In Template By: [THEFROST] Template By: Lio the Lion


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Subject Post 2PostSubject: Re: Kaoru Yoshie, The Leader's Right-Hand [APPROVED; 0-3-]   Tue Sep 16, 2014 8:09 pm





Background History

History:

Warning: Shitty and Abridged History ahead for completion's sake. I'll expand on this later.


Life was hard in the high-numbered districts of the western rukongai. Born to poverty, Kaoru Yoshie was the child of a mother who passed away during her birthing, and a father who spent all day drinking and who took care of Kaoru just long enough for Kaoru to learn how to walk before essentially leaving Kaoru on her own. Kaoru left home at a very young age, running away due to feeling neglected at roughly six years old. She fell in with a group of children a lot like herself, and they were the ones who raised her properly, teaching her about life, the world around her, and most importantly how to steal and not get caught. It was this group that got her in trouble, as she was always the scape goat for their escapades if they got caught, being that she was the youngest of the bunch. She took the falls gladly, though, as this was the only family she had ever known, and she wasn't about to just abandon them.

This trend continued throughout her life, through her teenage years, all the way up until her fourty fourth birthday. It was on this day that her life was changed exponentially when word passed down through the grapevine that a captain of the Seireitei's Gotei 13 was coming to their district to visit and talk with the elders of the area. Kaoru and her friends devised a plan. While the captain was busy talking, the older children would walk up and distract him, and that's when Kaoru would pick his pocket and swipe whatever he had. On the day this plan was to be executed, everyone did their jobs to the letter. While the captain was talking, one of the older children asked a question about the Seireitei, which the captain turned to answer. When he did, that's when Kaoru came up behind him and slipped a hand into his pocket, attempting to rob him. It was all going perfectly, but somehow the captain had obviously felt the intrusion, as suddenly Kaoru's thin arm had nimble fingers stopping it in its place. Kaoru closed her eyes and braced herself, preparing to get hit, or thrown, or cussed out. However, when she opened her eyes, all she saw was a smile. "Here you go, young one" the captain had said as he removed Kaoru's hand from his pocket before reaching in himself, giving Kaoru the frankly obnoxious amount of yen within. When Kaoru asked him why he hadn't punished her, his answer was only that she obviously needed it more than he did. She tried to give it back, but he said that it no longer belonged to him, and was on his way.

And that was how Kaoru Yoshie met Iriko Crow.

This moment changed the course of her life. Kaoru began working hard, training herself until she went to Seireitei itself and applied for the Shino Academy. Her time there was grueling, as she had to work up from peasantry as opposed to having been spoon fed like the noblefolk there. However, she quickly fought her way into advanced classes, proving her affinity for all things energy and Kido, as well as some significant speed that baffled many. She graduated with honors, and was offered an unseated position in the Fifth division for her Kido prowess alone. She accepted gratefully, happy to be under the command of the man who changed her life.

Over the next while, she worked even harder, training, going on missions, and pushing herself to the absolute limit where most would've given up. It was for this reason that she rapidly ascended not only the ranks within her squadron, but the tiers of her own power. With fewer years under her belt than a good portion of all shinigami, Kaoru had made it to not only the shikai release, but bankai as well, discovering the rarity of the dual-spirits within her, a case very rarely ever heard of, but had been attributed to her dual-nature as both a rukongai brat and proud shinigami, having made her soul conflicted in a sense, hence the dual spirits. Things were working out fantastically... but then, everything changed.

At the age of one-hundred and fourty-four, Kaoru was shellshocked to hear that her captain had disappeared. No one really knew where he went, and no one had heard from him, he simply.. vanished. Kaoru was devastated, the man she had looked up to for so long was just.. gone. Kaoru, third seat at the time, had decided that enough was enough, and it was time to stop fighting for someone else, and to start fighting for herself. She spent the next several years within training grounds from day to night, honing and perfecting her powers, conversing with her inner spirits until one day she basically locked herself in her inner world, spending a total of a year within her own self. When she emerged, people barely recognized her. She wasn't the dewy-eyed hopeful romanticizer she once was. This woman was determined. She started working with the spec-ops and assassination forces on missions, collaborating as she built up her already impressive speed through mission after mission.

Shortly after this, she received a nomination to take the captain's exam and take the place of an open captaincy in the third division. She accepted, and passed with flying colors and astounded looks as she showed her superiors not only her bankai releases, but the release of a freshly-obtained Shikokai as well, surprising everyone with the age at which she accomplished this.

Spending several years as captain of the third division, Kaoru helped her squad where necessary, and kept herself busy with missions. So busy, in fact, that when Iriko returned and was re-named captain of the fifth division, Kaoru could hardly believe her eyes. He wasn't the same man she remembered. Something had obviously happened to him down the line somewhere. Either during his seclusion, or before it, that messed him up. She talked to him as a friend, not as an underling, for a good portion of time, keeping up with her position as well as she could while still trying to keep contact with him, knowing how much he meant to her even despite his absence.

After the demon invasion of Seireitei, when Iriko was named Captain Commander, it came as a shock to everyone when the two-hundred year old captain of squad three personally requested to be demoted to a lieutenant position and reassigned to Squad 1.

Her request was, reluctantly, granted.

_________________________________

Skill Sheet

General Skills
  • Durability:
  • General Speed:
  • Strength:
  • Weapon Skill:


Racial Skills
  • Hoho:
  • Kidō:
  • Zanjutsu:
  • Hakuda:


_________________________________










Coding In Template By: [THEFROST] Template By: Lio the Lion

__________________
I envy because of the heart.
I glutton because of the heart.
I covet because of the heart.
I am prideful because of the heart.
I sloth because of the heart.
I rage because of the heart.
Because of the heart...
I lust for everything about you.


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Communication Thread
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Subject Post 3PostSubject: Re: Kaoru Yoshie, The Leader's Right-Hand [APPROVED; 0-3-]   Sun Sep 28, 2014 11:31 am

Finished and ready for checking~

__________________
I envy because of the heart.
I glutton because of the heart.
I covet because of the heart.
I am prideful because of the heart.
I sloth because of the heart.
I rage because of the heart.
Because of the heart...
I lust for everything about you.


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Communication Thread
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Subject Post 4PostSubject: Re: Kaoru Yoshie, The Leader's Right-Hand [APPROVED; 0-3-]   Sun Sep 28, 2014 12:10 pm

Reserving Check for.

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Subject Post 5PostSubject: Re: Kaoru Yoshie, The Leader's Right-Hand [APPROVED; 0-3-]   Sun Sep 28, 2014 10:54 pm

Application Checklist
  • Name [X]
  • Appropriate Age [X]
  • Gender [X]
  • Appearance Present [X]
  • Appearance Described in Appropriate Length OR Picture is Visible [X]
  • Appearance is Not Claimed [X]
  • 10 sentences for personality [X]
  • History is of appropriate length [X]
  • Powers are not Godmod/Overpowered [X]
  • Powers are described reasonably enough [X]
  • Application/RP Sample is not in First Person [X]
  • Skills are not filled in (Omit if a Hollow)[X]
  • RP Sample Present (Omit if this is not the first character) [X]
  • RP Sample is 10 sentences [X]


Will Skills
  • Willpower/Determination: Master
  • Mental Deduction: Master
  • Pain Endurance: Master
  • Focus: Master


Comments/Notes:Approving Dual-Zanpakutō due to the fact that they act in conjunction to act as something like having one Zanpakutō; one provides an ocular effect and the other acts as the actual offensive abilities.

Approved~

Tier: 0-3-

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Subject Post 6PostSubject: Re: Kaoru Yoshie, The Leader's Right-Hand [APPROVED; 0-3-]   Fri Jan 30, 2015 12:48 pm

Moving to archives, post in this topic here, in order to have this character restored.

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Subject Post 7PostSubject: Re: Kaoru Yoshie, The Leader's Right-Hand [APPROVED; 0-3-]   Sun Apr 12, 2015 11:34 am


✖| Kuma Shock! |✚
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Archive Due to Inactivity!

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Kaoru Yoshie, The Leader's Right-Hand [APPROVED; 0-3-]
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