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 Wakai-ko Gunjin, the Young-Old Soldier [APPROVED 4-1+]

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Subject Post 1PostSubject: Wakai-ko Gunjin, the Young-Old Soldier [APPROVED 4-1+]   Thu Oct 11, 2012 9:58 pm



-Insert Header Image Here-



Name: Mami Nanatsusan (True Beauty of Seven Suns) *Kept Secret*
Titles: Wakai-ko Gunjin (Young-Old Soldier) *Publicly known as Gunjin or Gun-san*
Gender: Female
Appearance Age: 20
Age: 200
Affiliation/Rank: Gotei 13/Unassigned

Appearance Description: Standing at six feet, two inches, Gunjin is a tan-skinned woman in the traditional uniform of the Shinigami. Her frame was thicker than most of her peers, but has a strong tone in her muscular makeup, though she has a little bulge to show that she ate healthy food and not go on diets that would render most of her peers to look nearly anorexic; because of her size, she was considered a giant in her academy days. When peered upon her eyes, they are pale blue that becomes a pair of illuminating blue crystals when in darkness with any faintness of light; she normally wear dark eyeliners to bring out more ferocity into her gaze when she shows her war-face. With her brow curved shallowly and consistently along with her eyes, she usually seem to carry a straight face as her dark lips hardly smiles. Gunjin (by hereditary factor) has dark hair, but she has a habit of dying her hair amber, so frequently, she appears to have amber hair with some dark lines that strangely adds well to some of its shadows while the central scalp and brushed-up eyebrows remains dark. Her hair was long and wavy as the bang was pulled back to join with a mildly abundant amount of her lock to form a upper ponytail that seems to stack over her lower and thicker ponytail that ties off the remaining lock of her hair on her back. For the front two sides of her hair, she has them braided to keep them from flying around when she is moving and to make it easier for her to tuck them behind her ears when needed to; while the ponytails look like flames shooting out of the rings, the braided parts look awfully tamed.

Underneath her uniform was her strapless bra and panties, halter top--a sleeveless shirt with the strapped going from the front and around the neck rather than over the shoulders--and adjustable pantaloons that are all made of spider silk, a strong, silky material that Gunjin refined from spiderwebs during her time outside the walls of the Seireitei. Even her socks and sandals are handmade to the point that she refused to use the sandals and socks that others wear because they are less comfortable than the ones she made (even more fragile on top of it.) Usually, her Zanpakutō was strapped horizontally behind her shoulders (look at Tia Harribel for reference,) so that she does not have to fuss over the drawing from over her shoulder or drawing up before twisting over. To a degree in her capabilities, she can be seen switching hands, thus confirming her to be ambidextrous with her style. Hanging from her sash was a small jug of watermelon-flavored sake that she usually has.
_________________________________



Personality: When first meeting Gunjin, she appears to be a stoic warrior since she can prepare herself to the point that she can withstand more than one opponent alone. She can drink a lot of alcohol and still remain sober while capable of withstanding an array of drugs, thus making her an unlikely target of date rape; in fact, she is more likely to kill somebody when she is knocked out than when she is awake. The beneficial part of her drinking was that she becomes more formidable and re-hydrated in battle when she drinks. When actually talked to, she starts out shy and nervous because while she was given training to fight, she was not well-versed with people in "social encounters." When she is comfortable with the persons, she considers them as a comrade; at that point, if a comrade of hers was in danger, Gunjin will take any chance to get them out of danger.

When in a social instance, Gunjin is usually quiet, but when she speaks, she has a deep voice while keeping a feminine pitch. She can have her moment that she gets herself into something difficult to deal with and experienced something unexpected; for the reason, when she is not fighting, her awareness drops like a rock. At times, she tries to figure out how to be more "socially fitting" rather than "socially awkward," which she frequently portrays as the only danger she can get herself into was the chance of being caught in a crowd and get dragged away. One thing that would frustrate guards and friends is that she cannot stay in one location for long as she gets frustrated and impatient if she ends up stuck in one place for over a day, even if imprisoned and chained up. While she is vastly curious, she would likely to be wandering off when something strikes her as intriguing (even a walking dog toy can get her to lose track of thoughts.)

When in a combat instance, Gunjin is in her own little world as she blocks out any other distractions while she is quiet enough that her grunts are often mistaken for breaths. Given to her previous training, she is well versed with most forms of martial combat like archery, staff-fighting, unarmed combat, explosive-handling and swordsmanship. The only form of martial combat that does not work well for her was gunnery and vehicles. When she finally stops fighting, she plainly sits down on the ground and takes a swig of her watermelon-flavored sake as she calls it a coffee break. Do note that if her sake jug was damaged by someone, they are assured to get her riled up, even if they are comrades.

Likes: Flavored Sake (her favorite alcoholic beverage,)
Fruits (she always have one at hand in every scene,)
Vibrant Colors (if it glows or shines, she is like a moth to a lamp post,)
Small Animals (often reminds her of what she is fighting for,)
Steady Romance (her combat may be fast paced, but she prefers to keep her relationships slow and steady instead of straight to sex.)

Dislikes: Gold (the metal and the color often confuse her,)
Arrogance (just annoys her,)
Defeatists (annoys her more than arrogance,)
Manipulators (she respects free will enough to loathe them,)
Crowds (NOT A PEOPLE PERSON!)
_________________________________



History: Gunjin was a native of the Soul Society as she was born in a village outside the Rukongai to two farmers. Though many would say that it is expected that her village would have been attacked and destroyed, thus that became her reason, but Gunjin can proudly say that the village she came from was not destroyed at all; yes, it was attacked before by bandits and hollows, but are usually foiled by the village's wall, passing Shinigami patrols and by the villagers who are trained by the Shinigami so that they can defend themselves. That knowledge is passed down to Gunjin because there are not enough boys and Gunjin was the most physically fit of the girls as well as bigger than most of the "girly boys," so she filled in as a trainee for the village's militia. As she gets older, she began helping her former instructor train new trainees to be part of the militia. Eventually, she caught the attention of a Shinigami patrolman who was passing through as Gunjin was downing a hollow with only a sharpened long stick instead of a Zanpakutō. Impressed, the shinigami approached, only to be held at bloodied point by Gunjin who was drinking water at the time. When asked for the name, Gunjin did not use her real name like the villagers did, she called herself, "Wakai-ko Gunjin" or "the Young-Old Soldier," because she has the skill of a trained soldier, yet used methods of the older generations of Shinigami and Japanese Soldiers. In respect, the Shinigami spoke that she has a strong spirit and that it might be her Zanpakutō spirit, and to tame it, she has to go to the Rukongai to get Shinigami Training.

Intrigued, Gunjin returned to the village and challenged the militia that whoever is the last person standing after a group wrestling match will become the militia's new lieutenant to help the militia leader train the future guards while she is away. It was a day and the winner was chosen, thus marked the day that Gunjin leaves the village to pursue the rite of passage to become a Shinigami because a chance like this does not happen often. A hundred fifty miles she walked and she reached the Rukongai. There she met a Shinigami instructor who lead her and the other hopefuls into the Seireitei to initialize their training. For the next six years, she is trained in five basics of the Shinigami; Zanjutsu, Hoho, Hakuda, and Kidō. Zanjutsu and Hakuda came quick to her as she can recall all the militia training she had in the past and incorporate them into practice. Hoho was a bit more challenging because she consistently achieve the standard distance in two steps instead of one. Her hardest was Kidō because none of her militia training prepared her for "magical doodads" as she refers them as. She eventually graduate with minimal score in Kidō, standard score achieved in Hoho and two outstanding scoring in Hakuda and Zanjutsu with additional note saying that, "Gunjin was using techniques of the older generations and incorporated them with the newer techniques very well, despite that the older techniques are not currently taught in a few years." Finally, Gunjin became a certified Shinigami, but without a division.

Gunjin tried to look through the list of divisions that she can apply for, but the only division that caught her eyes was the shiny new tacks that held the papers up. Frustrated that she cannot choose the division, she began running around the Seireitei, looking for a division to learn from in person, but of all places she ended up in, she ended up in the sewer system, which she was lost in for three days before Yachiru found her and carried her out to Unohana for "starvation treatment." The next place she ended up was at the entrance to the Maggot's Nest, which she immediately left from. And then she found herself outside the Seireitei and in the Rukongai. Giving up, Gunjin left the Rukongai and camp out in the forest, using what is there to make tools, weapons and armor. While there, Gunjin slept and dreamed, which is how she met her Zanpakutō spirit, which is her double, but more true to the personality rather than passive or stoic. Ever since then, Gunjin tries to communicate to her Zanpakutō spirit, but failed many times. Eventually, she was found by a shinigami scout and was brought back to the Seireitei because Gunjin explained that she camped out to figure out her Zanpakutō, which is excusable, otherwise, she would be tagged as a deserter. From there on, Gunjin is tasked with learning about her Zanpakutō spirit while finding out which division to be part of.
_________________________________



Reiatsu Color: Blue with silvery core surrounding Gunjin's being.

Zanpakutô Spirit Name: Matakai Hangyakunin ("True Death's Rebel")

Zanpakutô Spirit Appearance: Matakai is an exact image of Gunjin who is rather innocent-minded and quite cautious. While Gunjin is the only person who Matakai would reveal to, she disappears and calls out to Gunjin whenever there is an intruder in the inner world. Passing her cowardice to strangers, she is quite observant while curious about things; she even goes as far as to replicate things from the outer world (like the soul society) so she can experiment in the inner world. Strangely, Matakai was fond of gambling and promised Gunjin to teach her Bankai if Gunjin wins fifty times in a row against her. By far, Gunjin's highest consecutive wins is forty-five.

Inner World: It reminiscently recreates Gunjin's campsite out in the forest before she became a full-fledged shinigami. Usually sitting there was her Zanpakutō spirit, Matakai, who often sits on the log in front of the tent with objects scattered about.

Sealed Zanpakutô Apperance : It looks like a standard katana with blue wrappings and a silver-like steel hand-guard shaped into an oval as it cups slightly over the base of the blade.

Sealed Zanpakutô Abilities: "War Jinx" is the ability that whenever someone gazed upon her Zanpakutō's tip in its sealed state will become "unlucky" whenever they fight. Due to that, she usually keeps her Zanpakutō sheathed and warns her allies before drawing it. While her enemies often do not know the ability because they are more likely to believe the abilities only happen when released, her allies are usually warned ahead of time by Gunjin's superiors (aka most of the captains and lieutenants) before the allies work with her. Usually when affected, the attacker will sometimes have their powers fizzle or fail as they start or just have it backfired with a painful result. Other times would be from sudden ailment to a wardrobe malfunction. They ranged between 1 and 13..

02 = Malfunction (All 3)
See from 03 to 05.

03 = Malfunction (Power)
Any ability that is racial (like Soul Evolution and Zanpakutō) does not function correctly or backfire upon the user.

04 = Malfunction (Weapon)
Any non-racial weapon (like guns) does not function correctly or fall apart/explode.

05 = Malfunction (Wardrobe)
The outfit or armor (even if it was a part of the person) falls into disrepair.

06 = Force of Fate (Condition)
The person suffers from a condition (like an injury or a sickness,) but the fundamental rule stands that all the conditions are not fatal, but some can still be fatal if untreated for over a period of time. Note that "Clumsiness" is also a condition.

07 = Force of Fate (Blessing)
A rare chance that a jinx can benefit the person with inactivity of fate (aka "nothing happened") or a Twist of Fate (the supposed jinx affect others instead.)

08 = Force of Fate (Environment)
By chance something in the victim's surrounding has something to do with what happened to the victim.

09-12 = Nothing Happened
Simple as that, nothing happened.


Release: (Sealing) "Sleep and Live Another Day, Matakai."
(Half Release) "Endure and Condone, Matakai!"
(Full Release) "Defy Fate and Roll the Dice, Matakai!"
(Bankai Release) "Jackpot Release, Matakai Hangyakunin!"

Shikai Description: The blade extends longer before bending forward to form a scythe blade, thus making a curved "7" shape with the sharp edge on the inside (forward and down.) The hand-guard thickens into a rectangular block that has dots littered around it symmetrically with fourteen dots on each side. When called upon, the dots light up like it was revealing which side of the dice that are produced.

Shikai Abilities: When called out for the full release, the Zanpakutō's hand-guard starts flickering before revealing what it looks like to be the dots from one side of a six-sided dice. Depending on what side is facing the enemy or which is facing to Gunjin, it is up to what they see will happen to them.

02 = Snake Eyes: The attacker reverts to sealed state or Gunjin has her Zanpakutō revert to sealed state, but either way, the victim of the Snake Eyes cannot transform or release for the remainder of the battle thread.

03 = If opponent is affected by Snake Eyes, opponent gets a Giant Water Balloon dropped upon.

04 = If overpowering opponent, opponent gets hit by a random winged llama charge. If opponent is affected by Snake Eyes, a giant cow falls on the general area of the opponent before vanishing after impact.

05 = If overpowering opponent, opponent gets picked up by a giant goose before being dive-bombed to the ground with serious damage. If affected by Snake Eyes, opponent gets abducted and teleported to a ghostly arena for up to ten rounds or until they defeat the Ghostly Hero.

06 = If overpowering opponent, the opponent either is encumbered by a super-enlarged head or feet (males,) or a super-enlarged breasts or butt (females) for five rounds. If opponent is affected by Snake Eyes, the opponent becomes an indestructible balloon before popping back to normal in the next round.

07 = Jackpot!: The attacker can use a higher release state at the same cost as their current, or Gunjin becomes able to use Bankai at same cost as her Shikai, but the duration is only good for seven attempts.

08 = If overpowering opponent, the opponent becomes encumbered by obesity in a puff of smoke for three rounds. If opponent is affected by Snake Eyes, the opponent becomes encumbered by old age in a puff of smoke for three rounds. "Jackpot!" can overpower this.

09 = If overpowering opponent, the opponent becomes a chibi and can only fight at quarter of their current and future strength for six rounds. If affected by Snake Eyes, the opponent becomes a baby and will be unable to fight until it manages to walk for three rounds without falling over or being carried. "Jackpot!" can overpower this.

10 = If overpowering opponent, the opponent becomes powerless until they sing a little song. If opponent is affected by Snake Eyes, the opponent becomes powerless until they kiss someone of the same gender. "Jackpot!" cannot overpower this.

11 = If overpowering opponent, the opponent's hair turns pink (or if already pink, turns to puke green) for until they get punched in the face. If affected by Snake Eyes, the opponent's skin turns completely violet for until they drink a gallon of milk. "Jackpot!" can overpower this.

12 = Absolution: Only "Jackpot!" can cancel it as it can overpower any other roll. If overpowering opponent, the opponent becomes naked for the remainder of the battle thread. If opponent is affected by Snake Eyes, the opponent becomes naked and disarmed for the remainder of the battle thread.

Bankai Description: When achieving "Jackpot!" Gunjin calls out and summons one of six Avatars of Luck; the Lucky Steed, the Lucky Ward, the Lucky Blade, the Lucky Charm, the Lucky Herald, or the Lucky Rogue.

The Lucky Steed is a silver horse that is armored as it can allow Gunjin to use Hoho as free attempts and attempts to use seven spells that affects the general vicinity of the battlefield as actual attempts. After seven spells are cast, the steed disappears.

The Lucky Ward is a silver shield that creates an 360* protection against attacks while can damage opponents with the pure opposite of the projectile that hits it, but only seven times before it disappears.

The Lucky Blade appears as her off-handed weapon as it can cut through any obstacle and attacks, but when doing so, it exhausts an attempt each time it does it. It disappears after seven attempts of overcoming barriers or attacks.

The Lucky Charm appears around Gunjin's neck as it allows her to "read" attacks, but only seven times before it disappears.

The Lucky Herald appears by Gunjin's side, motivating allies with strength, speed and endurance, thus all General and Will skills are increased by a rank, but not beyond Master. It only lasts seven rounds or until it was killed in battle before disappearing.

The Lucky Rogue appears in a random location; being the most unpredictable avatar of the six, it goes without notice and only appears when it is about to attempt something. Like the others, it disappears after seven attempts.

Bankai Abilities:
THE LUCKY STEED: It creates wards that damage enemies determined by Gunjin. First ward causes them to burn with silver fire, a fire that is not fire, but holy magic, thus it hurts any spirit except allies for the next round. Second ward freezes the enemies in place for the next round. Third ward pushes enemies away from the steed and prevents them from getting close for the next round. Fourth ward creates copies and switches places with the clones to keep them preoccupied for the next round. Fifth ward burns the enemies with silver fire again for the next round. Sixth ward sickens the enemies for until cured. Seventh ward heals all allies while curing everyone, including enemies.

THE LUCKY WARD: When hit by a projectile of a magical source, it retaliates with a burst of Ying Blast if Gunjin cannot identify the element of the attack, but can use the polar opposite element if identified. Only works seven times.

THE LUCKY BLADE: For only seven times, it can cut through any attack and barrier while Gunjin is unharmed in the process while ignoring any counterattacks.

THE LUCKY CHARM: For only seven times, Gunjin can read an attack even shortly before the start of the opponent's attempt.

THE LUCKY HERALD: For only seven rounds or until death, the Herald can increase all allies' General and Will skills by one rank, but never beyond Master through inspirational banner waving.

THE LUCKY ROGUE: For seven attempts, the Rogue can do these things in any order; it can blind the opponent with a Facial Mirror Surprise, it can cripple the opponent with a Nipple Bear Trap, it can distract with a Bare Antic, eliminate clones with Monitor Barrage, and damage the opponent with the Firecracker Fart. Usually the final two attempts were befuddling the opponent with Random Humor before disappearing with Stinky Pete's Blast Off.
_________________________________

[strike]

PhatomTech: (Does your character have a PhatomTech brain installed? If so, you'll be able to qualify for upgrade at the Cybermind or add other Cybernetic parts to your character to make them stronger. Click here for more information about Phantom Tech)

Phantom Tech Abilities: (What can your character do with his or her's add-ons? This applies to any upgrades your character has gotten from places like The Cybermind as well.)

Phantom Tech Powers: (This refers to things outside of Add-ons unlike Abilities. What Phantom Tech Powers are, in a sense, is basically what kind of power did your character gain from having a Cyberbrain? For example, Shadin Yuudeshi gained Imaginary Computation with his Cybernetic upgrades and has the ability to bring tangible things into existence with his computers Quantum Calculations.)

_________________________________



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


Will Skills
  • Willpower/Determination: Master
  • Mental Deduction: Adept
  • Pain Tolerance: Advanced
  • Focus: Advanced


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

_________________________________


Last edited by Unholy Cameraman on Fri Dec 26, 2014 4:34 pm; edited 5 times in total
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Subject Post 2PostSubject: Re: Wakai-ko Gunjin, the Young-Old Soldier [APPROVED 4-1+]   Fri Oct 12, 2012 12:20 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: Adept
  • Pain Endurance: Advanced
  • Focus: Advanced


Comments/Notes: .. XD I can't wait to see this hilarity~
Tier: 4-1+

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Subject Post 3PostSubject: Re: Wakai-ko Gunjin, the Young-Old Soldier [APPROVED 4-1+]   Sun Oct 14, 2012 2:00 pm

Sealed Zanpakutō Ability is changed from 1-10 Ratio to 2-12 dice result list for easier reference of probabilities involving the Sealed Zanpakutō's "War-Jinx" ability.

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Subject Post 4PostSubject: Re: Wakai-ko Gunjin, the Young-Old Soldier [APPROVED 4-1+]   Sun Oct 14, 2012 2:13 pm

Looks good. Reapproved.

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Subject Post 5PostSubject: Re: Wakai-ko Gunjin, the Young-Old Soldier [APPROVED 4-1+]   Tue Jun 04, 2013 10:28 pm

Expanded List for "06 - Force of Fate (Conditions)" using 1d6 dice probability list.

01 - Fever: Initially, it does nothing, but in the target's next turn, they will suffer from internal heat induced headache (feeling hot in the head and finding it harder to think through the pain,) mobility-induced nausea (feeling like throwing up when moving about,) and weakened muscular supports (constantly having difficulty standing straight and keeping balance.) It does not severely hinder the person, but it will make combat harder for the person. Willpower/Determination skill can ignore it, but could only prolong it by a turn per rank put into the skill.

02 - Clumsiness: The next time the target makes an attempt, they botched the attempt due to a misstep or mispronouncing their incantation, may even hurt themselves if it was bad enough (it is up to the player to decide the severity of the failure.) There is no skill that can ignore it, but when the botch is committed, the effect is immediately worn out.

03 - Exhaustion: The next time the target uses a mobility skill, an attack skill or a magic skill, they spend double the amount of energy than they usually do. This is immediately worn out when it is spent once.

04 - Sinus: In the target's next turn, a pain will manifest around the target's eyes and forehead, making it harder to focus and think. When they released a ranged attempt, they are cured of the effect while it can be ignored using the Pain Tolerance skill.

05 - Confusion: By the time it is the target's next turn, the target becomes unable to comprehend multiple income of information, thus the player will have to choose one attempt from any other player and ignore the rest of the other players' attempts. Once an attempt is committed in recognition of the chosen attempt that the character registered as happening, the effect wears off. This can be downright ignored with Mental Deduction skill.

06 - Itchy Itchy: On the target's next turn, the target will be plagued with an annoying period of itching, where they can instinctively scratch scratch scratch, or use their Focus skill to ignore it.

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Subject Post 6PostSubject: Re: Wakai-ko Gunjin, the Young-Old Soldier [APPROVED 4-1+]   Thu Jun 06, 2013 8:25 pm

Sealed Zanpakutō Ability Patch 1.1

War-Jinx Recharging Method
===========================
Mataki recharges her sealed Zanpakutō ability by playing a dice game within her inner world. If she gets a number she desires, the War-Jinx is recharged and immediately becomes activated, thus any glance, even if unintentional will trigger War-Jinx. For each five sentences after it is triggered, Mataki rolls a pair of six-sided die; if she gets higher than six, the ability is recharged, but when it lands on seven, the War-Jinx can be applied twice in one glance as a critical success.

02 - Mataki loses outright, so she cannot play again until Gunjin's next turn.

03-06 - Mataki loses the round and will have to wait five more sentences until she can play again.

07 - Mataki scores a critical success, so War-Jinx is overcharged and can be applied twice when glancing upon Gunjin's Zanpakutō's tip.

08-12 - Mataki scores and the War-Jinx is recharged.

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Subject Post 7PostSubject: Re: Wakai-ko Gunjin, the Young-Old Soldier [APPROVED 4-1+]   Sat Sep 06, 2014 2:50 am

Archived due to member inactivity. Just post here if you want it back.

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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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Subject Post 8PostSubject: Re: Wakai-ko Gunjin, the Young-Old Soldier [APPROVED 4-1+]   Fri Dec 26, 2014 3:32 pm

Upon being unarchived, I request having Shikai and if at all possible, Bankai due to the rules applied to Shikai affecting it. Tiers can be raised at Staff's discretion given to her activities in the background before returning to the Seireitei.
    Reasons for not being in Seireitei
  1. She is currently unassigned as a division member.

  2. Plenty of her assignment requests got lost in the chaos before the prison break out.

  3. Gunjin felt no one is going to help her and she has to train on her own to not become stronger or faster, just to become better.

  4. There are plenty of problems outside the wall, so she can also train by making things easier for both the Iramasha and the Gotei 13.

  5. She personally does not like having to sit around in her division's barracks doing nothing while people are suffering outside.

  6. Too many gold plaques she has to look at.

    Reasons for returning to the Seireitei
  1. Was increasing aware of the troubles at the Gotei 13.

  2. Volunteering to help Tsubasa with restoring order to the Gotei 13.

  3. Finding a division to settle with.

  4. To have her Shikai (and Bankai if possible) registered for legitimacy.

  5. To meet someone named, "Tessa Morrowend."

    Activities during hiatus includes...
  1. Training at the forest in the Rukongai.

  2. Patrolling around Rukongai.

  3. Observing Khalists without getting into prior involvements.

  4. Capturing prisoners escaping the Seireitei.

  5. Resolving gang-related conflicts in Rukongai.

  6. Assisting Shinigami with hunting hollows that spilled into Soul Society (can be discussed on who she helped before.)

  7. Assisting Shinigami with hunting down deserters (can be discussed on who she helped before.)

  8. Assisting the Iramasha with restoring the peace in Soul Society (can be discussed on who she helped before.)
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Subject Post 9PostSubject: Re: Wakai-ko Gunjin, the Young-Old Soldier [APPROVED 4-1+]   Fri Dec 26, 2014 4:24 pm



Okay, there was a request made to unarchive this character.
Therefore I am going to be moving it back into Approved Shinigami

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Subject Post 10PostSubject: Re: Wakai-ko Gunjin, the Young-Old Soldier [APPROVED 4-1+]   Thu Mar 19, 2015 12:55 pm

Given THIS and an ample amount of time, I'll be moving his applications into the inactive section.

As per usual, post HERE to retrieve your stuff.

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