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 [Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D]

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Henrex
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Subject Post 1PostSubject: [Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D]   [Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] EmptySun Jul 01, 2018 5:49 pm




[Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] 6EdIfMt



BASIC INFORMATION


Name: Kitarune Astillon
Former Name: Atsuko (敦, "honest" 子, "child")
Titles: The Mage, The Honest Child, Archmage, Daughter of the Mountain "Kit" (Nickname from Katsuhiko)
Host Race: Shinigami
Age: 851
Gender: Female
Sexuality: Bisexual
Affiliation/Rank: N/A

Hazard Rankings
Overall: D-Rank
Power: B-Rank
Influence: F-Rank
Resources: F-Rank

Direct Family

Astillon Family: Love and care. Kitarune has very high regard for those in her family, as they are the people that are closer to her than anyone else. For her, they are the people that she can always look to with a smile on her face, grateful that she is related to them. Throughout her very long life, this has only increased. Even with her death and rebirth, she still loves and cares for her family, worrying for them throughout her life as she searched for them. Ergo, there's a very strong connection to them, as something that caused her to feel crushed when she couldn't feel that "connection" when they died. Thus, it's rather obvious that there is something unique about the Astillon Family and the connection that the family members have, something that can't be replicated anywhere else.

Asahi Astillon: The ties that Kitarune has to her mother, Asahi -- the Rising Sun of Japan -- is one that a daughter would naturally have. She views her mother as the inspiration for what she should do in life and the person that she looks up to the most, outside of her siblings. Although she doesn't have as strong of love as her brother does, Kitarune is still able to derive a semblance of comfort and safety when she is in her presence. Overall, her mother was quite a heavy figure in her life -- and when they lost her, it was just as devastating as it was for Henrex (Yuuto). Thus, this can often cause her to feel a sense of sadness whenever she thinks, as she isn't always sure if she was granted the same gift of reincarnation as she has. Is she gone forever? Or do they still have a chance of finding her? At this point...they still don't know.

Rei Astillon: Discomfort. Strangely enough, Kitarune no longer feels the safety that she once did with the topic of her father. As she thought more and more about the past, she remembered the distinct spoiling that she received from the man, and it never ceased to make her feel guilty. As opposed to her younger brother, she was born with talent, able to become a competent samurai without much difficulty. However, her brother had not been as fortunate. Born a disappointment to their father, he refused to pay as much attention to him as he did with Kitarune. Thus, as a result of this, Kitarune often feels guilty and uncomfortable about her father due to this treatment, causing her to nearly forgo conversation about it entirely.

Yuuto Astillon [Henrex]: Love, longing, and fear. More than anything, she loves her older brother and misses him greatly. As they wandered the world on their separate ways, entirely unaware that the other had been reborn, they both missed each other greatly. While they were treated differently by their father, they still loved each other as siblings and were incredibly close. Thus, the other dying was something that they both were horrified and grief-stricken by. Ergo, it was only natural that the two would be spending a great deal of time searching for each other, desperately looking to feel the connection that siblings share to reignite, and so they could at least have one of their family members back. Ergo, Kitarune has often felt a great deal of comfort, safety, and happiness when she was in his presence, something that also caused her to tease him relentlessly -- but it's all out of love. As a result of this, the connection between these two should never be trifled with, as the bond siblings share is something that can simply be described as otherworldly.

Mieko Astillon: The feelings that Kitarune holds for her little cousin is that which could be considered a daughter-esque love. The fearful little girl is someone that Kitarune simply wishes to protect with everything she has. She has loved, she has lost. To Kitarune, Mieko does not deserve to suffer anymore. Thus, it has become a bit of a goal to protect the kind, affectionate girl that she knows and loves. She doesn't want to lose another family member, much less someone like Mieko to gods know what. Ergo, Kitarune will often be extremely protective with her, only loosening up and lowering her guard when it comes to those she can trust to get close to Mieko -- simply out of fear of her getting hurt again.

Affiliates/Associates:

Yoriko Morri: This adorable little student of Yuuto (Henrex) is someone that Kitarune sees a great deal of potential in. Her energy and enthusiasm is something that always brings a smile to this mage's face. She is someone who Kitarune firmly believes to be able to bring smiles to even the gloomiest of moods when it comes to her cheer. Simply put, Kitarune always feels happier and motivated whenever she interacts with Yoriko. But, she does find a bit of personal guilt in the context of Kitarune's specialty. To put things simply, she doesn't have a whole lot that she could attempt to pass down to Yoriko from her. Yuuto (Henrex) is incredibly versatile, having learned various skills, but Kitarune...simply has her magic. Regardless, she may not have a whole lot that she could teach her that would be useful, she will -- at the very least -- be there to support Yoriko, no matter what.

Takeshi Masamoto: Longing. While she rarely interacted with the man, Kitarune would often see just how excited and motivated her brother was whenever he was around this legendary swordsman. Teacher of the Two Heavens and student of the mythical Musashi, Kitarune always saw something special within that man, something that was able to reignite Yuuto's (Henrex) motivation to better himself. She always was able to smile whenever she saw Takeshi and Yuuto working together on their training...like father and son. Thus, Kitarune longs for the day that the man returns, hoping that he received the same gift that they did and that he can return to her brother's life.

Arianda Vael: Forward is one word that Kitarune would use to describe this devil. The reason for this would be the first thing that Arianda did when she found Kitarune in the Wastelands was...try to kiss her. Not exactly the best first impression for her. Thus, she is a bit wary of this hyperactive demon, as she doesn't feel entirely safe and comfortable around her just yet. However, she does feel grateful for Arianda's part in reuniting the two siblings once again -- that is something that she will never forget.

Appearance

Shifter Form: Overall, this appearance doesn't change a whole lot about Kitarune upon entering and using this form. Retaining her purple hair and eyes, one of the main things that change about her would be the length of her hair, now being extended to her waist, rather than the middle of her back, along with the top of her head being adorned in a set of horn-like protrusions that connect with the band that rests just at the top of her forehead, taking the shape of what appears to be a dragon's head. Furthermore, this shifter form gives her a certain type of appearance that doesn't seem to make a showing anywhere else, which would be the strange, armor-esque attire that she primarily dons whenever she is in this form. For the most part, this attire covers her entire body, outside of small openings at her thighs, as well as the top of her breasts and above.



True Form: Kitarune's true form is somewhat of an oddity when it comes to her appearance. As opposed to her shifter form, Kitarune's body in her true form is much smaller. She is much more slender, especially so around her midsection, with her bust being only around half the size of her true form. Moreover, Kitarune retains a great deal of the color choice from her shifter form, something that can be very clearly seen in, most prominently, her hair. While her hair is much shorter and less curly than her shifter form, it is still a very deep violet, as are her eyes -- irises and pupils alike. As for the rest of her body, Kitarune's skin tone has been noted to be extremely pale, without so much as a single hint of any bit of her body is tan.

However, that is not the only difference. In this form, Kitarune's clothing is much lighter, both in weight and color. Going from the outside, the first thing that someone would notice would be the long, white hoodie that she wears, the ends of which fall to the end of her waist. This hoodie contains multiple patches and pockets in various places along the sleeves, shoulders, and pockets, all of which carry the same color and design with one another. Additionally, the insides of the sleeves and hem of her jacket contain small, feather-like protrusions that stick out from the sleeves.

Underneath this hoodie, she wears a purple, sleeveless sweater that is directly connected to her skirt, which is -- again -- purple. However, the rim of her skirt has a noticeably lighter shade of pink along with it, completing it with two belts that are hooked to either side of the skirt. Further down her body, one will notice her dark purple, almost see-through thigh-high socks. Small silver and gold items decorate the uppers parts of her socks, although they are neither real silver and gold, nor are they any actual gems. Finally, her appearance is complemented by a pair of white shoes that she can easily slip in and out of.




PERSONALITY


A Will of Fire: As is the case with her brother, Kitarune possesses the very same will of fire that her brother does. No matter what happens, she will always have the immense will and drive to keep going. It doesn't matter if it's a fight that she's losing, or if it's the possibility of her family is in danger, her willpower shines like the sun. More often than not, this can often loop her in with her brother in the fact that such persistence and unwillingness to go down makes many others view her as stubborn -- and, to that extent, she is. She has no desire to give up, even in the darkest of times -- as she believes that if she even has the slightest sparks of energy left, she will be able to do something, anything to make a difference, no matter how big or small.

Ergo, the potential to make a difference is one of the main driving forces behind this. She knows that she is skilled and that she has the power to make that difference, and if it means that she has to use every last bit of energy that she has to do so, she will do that without hesitation. Furthermore, one of the other main drives for her willpower is none other than her older brother. This is due to the incredibly powerful bond that the two share, as per how close they are to one another. She loves her brother and wants the best for him, and she will fight tooth and nail to do that.

Chipper: One of the main traits that Kitarune possesses that makes her very unlike her brother is her extreme carefree and happy nature. Rather than the very gloomy and placid nature of her brother, Kitarune is someone who sees the good and light in everything. To put things simply, she is a major optimist, often seeing the best and hoping for the best. She always has a grin on her face and always is trying to lighten a dreary mood. Incredibly hyper and always filled to the brim with energy, Kitarune’s cheer is something that always has a habit of brightening up at least someone’s day. Ergo, it should be obvious that it can be rather hard to take her to an extremely negative mood, as this level of energy and happiness is something that pretty widely defines her, leaving her, in general, a very, very happy person by default.

However, while she is cheerful and happy, Kitarune is not carefree. She is fully aware of the world around her, and is very capable of getting serious, should it be needed. When this happens, her normal personality is still there, but she is a lot more down-to-earth about it. For the most part, the overall tone that she has changed drastically, something that can cause anyone, regardless of whether or not they know her or not, to know when she gets serious. Ergo, Kitarune might be incredibly happy and chipper, but there is a more serious side to her that if by no means secretive.

A Motherly Kindness: While Kitarune’s happiness is a defining trait of hers, there is another that she adopted from her mother, and something that she openly shares with her brother in that regard. Kitarune, like her mother and brother, has the same kindness and tenderness. While her temper is something that doesn’t give this off at first, Kitarune is just as kind and loving as her brother can be. Ergo, those that she gets close to are people that she often will treat like family, showering them with affection and praise. This often leads to an empathic sense of love and affection, as she is someone that has a natural intuition to the emotions of others.

As a result of this, she understands what someone can feel and why, leading her to be able to properly respond and assess the situation the best she can. Ergo, this is something that allows her to truly tap into the motherly kindness that she adapted from -- well, her mother. She is someone who is easily able to act in a way similar to how her mother did, the only example that she has to call from. This, again, leads her to shower others in affection, as she believes that the physical touch of another is the prime cure for the negative emotions that people feel, and she will do everything she can to make sure that she can make people feel better.

Furthermore, two traits are also spawned as a result of this, one of which is a very deep level of empathy. While Kitarune is kind, this kindness goes a step further -- the ability to feel and understand the emotions of others. As someone who, like her brother, has experienced a lot of various emotions throughout their lives, she can tap into that and use this in combination with her kind heart to put herself in the shoes of someone else. Doing this, she can sympathize with them, as she very well knows just what it's like to deal with the complicated things that are our emotions.

Additionally, this often leads her to be rather affectionate towards those that she's close to, or even to those that go through these complicated emotions, as her kindness is the main drive for her to wish to do this. She wants others to know that they are loved and that she is one of those people who love them. For her, when it comes to those that she is close to, it allows her to be able to show the emotions that simply cannot be explained in words. Furthermore, this is amplified even more when it comes to her family, as it is one of the things that are most precious to her -- especially so after the sudden death of so many of her family.

For her, this desire is also out of fear. She wants to show that she loves her family and give them the love and affection that they need and deserve, as she is outright terrified that she will lose them again. The pain that she and her brother went through was overwhelming, and Kitarune knows that neither of them wants to feel that same pain again -- as it is the worst thing that could ever possibly happen to them. Thus, she can be extremely affectionate around them -- not only out of love but out of pure, unadulterated terror.

Fiery Temper: The one trait that separates her from her mother and brother, and is something that came more from her father. While she is kind-hearted, she has one of the shortest fuses to ever exist. It is astonishing how often she can get irritated, as well as how severe this can become. But, she isn’t someone to just scream and cry like a child when she gets mad. Rather, she is someone that tends to lash out at the nearest person -- which is likely the person who made her mad. It doesn’t matter if it’s family, friend, or an enemy in the middle of combat. If she’s mad, and she needs to vent, she will vent -- and it is never pretty.

However, her vicious outbursts are rarely without reason, and they’re not exactly uncontrolled. While she does get angry easily, she doesn’t start screaming and yelling at someone whenever they, for example, disturb a movie. Over the course of her life, Kitarune has slowly been working on ending that habit, and as a result, it has led her to be able to control it a bit better than she could as a child, allowing her to be able to sort of “choose” whenever she gets mad, by doing what most people would consider unhealthy -- bottling it in. She chooses to keep her anger in, as to keep herself from lashing out at the people close to her.

Furthermore, this is something that allows her to tap into her kindness through the people that she is around. In a way, they are the ones who can cool her off. People like her brother, or any variety of her siblings and family are the reasons that she can forgo her anger, be happier, and can be kind to them in return. In essence, the love of others is what alleviates her anger, as it is a trigger to her kindness and allows her to calm down, giving way back to what makes the core of her personality.

Tease: While this is a trait that usually shows around close friends or family, it is still rather significant to Kitarune’s personality. In the presence of her family, she has a rather big habit of teasing them relentlessly. Whether it be about their actions, their choice of attire, or perhaps something a bit more personal about them, she will always find something to poke fun at, regardless of how embarrassing it is. While this seems like it would be malicious, it is nothing of the sort. As a way to tie into her kindness and chipper nature, this is more of a way for her to show to the people that she loves that she does love them. For her, it’s all in good fun, mostly as a way to try and cheer people up and make a bit of a lighthearted mood, to keep things a bit more fun and cheery.

Creative: As per her nature as a mage, it is only natural that Kitarune would have a large deal of thoughtfulness when it came to life as a whole. For the most part, she can display a level of ingenuity with the usage of her magic, able to adapt and adjust herself in every way that she possibly can. However, this trait doesn’t just stem from a combat perspective. For her, this also encompasses the very same love for the arts as her brother does. Kitarune is a complete and total bookworm, something that very well shows, as she always has a book with her. Whether it be a tome, a sci-fi novel, a murder mystery, an ancient book filled with curses and evil spells, it doesn’t matter. She seeks the knowledge that books always grant her, which leads to the next part of this trait, another part that she mimics of her older brother.

Kitarune adores to write -- another part of her that can heavily be influenced through her magic. The ability to write is one of the things that truly make her feel less bored and generally more relaxed. It allows her to truly show how she feels and often can be used as a vent -- as she doesn’t need to hurt others by revealing what she says. This causes Kitarune's love for reading to be directly connected, as the intake of knowledge is something that she believes can always benefit her -- although it's not always just for the sake of gaining.

Sometimes, it could simply just to enjoy the contents of a book, something that has improved her mood and added to her chipper tone and actions, as the various genres of the books that she reads has, most of the time, caused her to feel a great deal relaxed, as she feels comfortable and safe whenever she indulges in the literary immersion of a book, something that lets her break away from reality and abandon the troubles and stress of her life so that she can truly enjoy her book -- so much so that it can even lead to her becoming zoned out, and leaving little for anyone to be able to break her out of this trance. Ergo, it's rather obvious that this is another defining trait that, overall, keeps her from feeling as overly pressured as she very well could be.

Longing, Fear & Sorrow: Behind the smile, the motherly kindness, and love, there is immense fear, sorrow, and pain. Similar to her brother, there is inner darkness that Kitarune contains and buries deep within herself as a result of her past. Having lived a long time, there are many things that she has seen throughout her long life, and it has had its toll on her, mentally. In these times of stress and pain, Kitarune can often find herself waking up in the middle of the night -- or even not sleep at all -- crying.

Everything that she has experienced can sometimes come rushing back toward her whenever she closes her eyes at night. Nightmares of the war that she fought in before remaining away from it all, the blood that she watched spill and spilled herself, the people that she's lost in her life. All of these things that she is deeply afraid of happening again.

She misses the old days of her life, where her family were still with her, and she still had a home and lifestyle that she was familiar with -- especially when it comes to her elder brother, likely the one person that she misses above all else. The one that she could confide in and seek comfort with during the darker times of her life, and the person that always protected her. Ergo, should she ever come across him again, this is something that will fill her with a great deal of hope.

However, this also will bring a deep sense of possessiveness out of this fear of loss. As, now that she has found her dear brother, it isn't hard for her to be overcome with the sense to protect him as to keep him from being taken from her again. She is afraid of losing him again -- perhaps, being permanent this time. Yet, at the same time, there is a deep sense of longing and nostalgia in these times, as she often reminisces on the times long since gone.

She misses the times when she was young and carefree, playing and spending time with her brother. Times where life was simpler, and she wasn't thrust into this strange world of Shinigami, Hollow, and Demon. Thus, as a result of these feelings of longing and nostalgia, these are also times where she can burst into tears, as these sentiments are something that she holds very, very deep to her heart.

However, this is something that she has come to accept. While she may long for the past, feel sadness in these moments of nostalgia and painful remembrance, she knows that she must face it head-on to move forward and grow stronger in this deadly world. She may experience these emotions, but she knows that she can never let them control her -- lest it is the end of her.

Likes

  • Chocolate
  • Books
  • Sleep
  • Quiet


Dislikes

  • Egomaniacs
  • Spiders
  • Cockroaches


Fears

  • Death
  • Needles
  • Separation (Family)



HISTORY


Chapter One - The Prodigal Daughter

"Sekai e yōkoso, Atsuko Astillon."

The first words that she heard -- just like her older brother. And, just like her brother, she doesn't remember very much from her birth, outside of when and where. A child born of the lust of consummation born nowhere else than on the top of a mountain. Amid Toba, Japan, at the very peak of a mountain named in the likeness of the one in China, Wudang Mountain. The cries of the newborn filled the mountain, and many of the family who was available gathered in the mass to see them.

Like Yuuto, Atsuko Astillon was a perfectly healthy baby girl.

But, like Yuuto, she already was showing development. Like her brother, Atsuko has shown the very same wings and extreme lack of weight -- but she also had something unique to her. Rather than the expected black hair of both her parents, Atsuko's hair color was entirely purple. While they weren't worried about this small detail about their child, they did have a feeling that this wouldn't be the only thing that would develop from their new daughter: Atsuko Astillon.

As the child reached the tender age of seven, her father believed that it was time for her to begin the training that she would need throughout her life to become a samurai. Starting her off with a simple wooden sword -- a bokken -- her father, Rei, set her against her brother to see how well she would fare against someone that he saw as a disappointment. Thus, as the sparring match started, it wasn't a surprise that Atsuko's skill was rather clumsy at first. But, it didn't take long for her to gain a sense of adjustment to the mock weapon and immediately lash out.

While she didn't inflict any serious wounds, she did surprise the likes of her father, mother, and even brother in how effortless it all seemed to her. Pitting them against one another once more, the same thing happened. While Asahi, her mother, was a mixture of impressed and worried, her father was simply overjoyed -- albeit he never let it show. After the abysmal showcasing of this from her brother, Rei saw the natural talent and skill that Atsuko possessed -- something that her older brother simply didn't have.

It wasn't just in the art of the sword, nearly everything that Atsuko was able to get her hands on, she could use without much of a problem. However, this did not make her arrogant or prideful like her father. She didn't let it go to her head. Quite the opposite happened. As the days, weeks, and months went by, Atsuko was able to notice the attention that she was getting from her father, whereas her older brother -- was treated as if he didn't exist. As a result of this, she found herself being overwhelmed by...guilt.

This stinging guilt caused by the revelation that her brother had been completely ignored in favor of her natural talent. As a result of this, she felt more empathic towards her older brother. Yes, she was talented, but at her core -- she was kind and loving, just like her mother. Thus, she found it hard to truly feel proud of her accomplishments because of how menial they had become as a result of this. Thus, she went to her brother, soothing and comforting him. However, this was only the beginning for the two siblings. Most siblings would be constantly at war with one another...but, not these two.

Rather, they grew closer. Their equally kind natures essentially made them unable to be mad, or hate one another for it. Simply put, Yuuto could not bring himself to be mad at his sister -- he knew that it wasn't her fault. Thus, the two would often spend time with each other. With the comfort and solace that his sister and mother would give him, Yuuto would often be able to smile and feel happy, despite the rather unfortunate and damaging situation that he was forced into.

But, this did not stop the two's determination, nor did it halt their training. Rather, it motivated them. The two would practice and refine their skills for hours on end, repeating the same steps over and over again until it was so deeply engraved into their minds that they need not think about it when they executed their techniques. However, no matter how much they trained and practiced -- they could never be prepared for the actual event of war.

As time passed and the siblings grew, there were rumors that a war was coming; an invasion. Atsuko, her brother, and her father all were called out to aid in this invasion. However, it wasn't long before the trio came back home, six years later -- defeated. While her father and brother were simply disappointed and a bit ashamed at their defeat, Atsuko had felt something entirely different: terror.

Nightmares ensued -- ones so vivid and real that she felt like she was in that hell all over again. All of the screaming, the sounds of the weapons -- and so, so much blood...all of it was just too much for her. As a result of this, she often would find herself confiding to her older brother, telling him about her nightmares and that she never wanted to go back and do something like that -- ever again. Thus, through this, Atsuko was able to draw a sense of safety, comfort, and relief when she vented to her brother, as he also went through that emotional train, the trauma, and terror that had encompassed his sister.

Ergo, the siblings were able to use this as a means to grow closer to one another, to better understand the other as they grew older. Thus, as the world went into a constant shifting between peace and war, Atsuko opted to stay away from all of the fighting, instead choosing to remain home with her mother -- as most women did. Now equipped with a naginata, rather than a blade, she felt...relaxed. Now, she would be able to aid her family -- even if she wasn't directly out on the front lines. Because of this, Atsuko would often spend a great deal of her time around her mother, caring for the house and maintaining it.

Through this, the two women were able to see this as a bit of a bonding experience, and they grew closer and closer with each passing day -- akin to that of what the stereotypical father and daughter relationship would be. But, despite this, Atsuko -- using the bond and connection that she and her brother shared -- was able to keep in touch with him, and -- again, despite the physical distance between them, they were still able to become even closer with one another.

Eventually, after so long, the siblings, along with the rest of the family could rest easily. They had entered a time of peace. Not very long after the wars that encompassed Japan had ended, the country was entering a time of peace. For them, it was a massive sigh of relief -- no more bloodshed, no more death. It was a time of evolution, prosperity, and progression.

However, the coming months would be nothing but bleak. Their mother had fallen ill from some form of poison in her drink. While not immediately fatal, it caused the last months of her life to be a constant drain. Every day, her strength grew weaker and weaker, as if it sought out to drain her of every last drop of strength she had, like cancer.

Every day felt more drab and melancholic than the last as her condition never improved. Their father and brother brought some of the best doctors and physicians they could get, and yet, it only seemed to serve to keep it at bay. But, those months went by as if they were nothing, and their mother's condition never improved. With Asahi bedridden, it felt as if that sickness had not just sucked the life out of her, but sucked the life out of everything around her. The mountain felt dull and depressing, the light and beauty that it seemed to hold were slowly disappearing.

And then...she was gone. The Light of Japan faded away, with her last embers of life spent in the care and arms of her children and husband. For a while, that dreary atmosphere remained. It felt like happiness was taken with Asahi when she died. However, life must go on -- and, while it was hard for them, they were slowly able to start living life normally again.

But, hiding away like they did when they were children, the siblings shared in their grief, comforting the other as best they could. But, they both knew that they had to move on, no matter how pointless and hopeless it seemed.

Part Two - Life's Final Breath

Everybody knows that everybody dies. The scariest part is that many never know when.

And, for Atsuko, that night came much sooner than both her, as well as her brother and the rest of her family, ever thought it would. Retiring to bed early as Yuuto stayed up late, as he had done for the last few weeks, Atsuko laid down and quickly fell under the spell of sleep. She didn't know how long she had been asleep before she was awoken by the scent of smoke and blood.

Her eyes snapped open, smoke immediately assailing her eyes and causing her to start tearing up. Wiping her eyes and squinting into the blaze, she saw a shadow slowly creeping into the room. Slowly rising to her feet and reaching for a nearby weapon, a glint of steel came from the smoke, a throwing star whirling toward her and into her arm. Crying out in pain as the limb fell back to her side, she saw the shadow throw another star, embedding itself into her other arm.

With both of her arms wounded and unable to lift a weapon properly, there was little she could do. But, even then, she remained defiant. Taking a step forward to try and kick at her attacker, before stumbling as the shadow stepped into the light. The stars had been coated in a fast-acting poison that was gradually paralyzing each of her limbs.

Falling onto her back, Atsuko turned her head up to look at her assassin. An emerald-colored eye glared back at her, with as much cold as a winter wind. Turning her head back to the ground, she let out one last sigh as he grabbed her hair, forcing her head back up, raising his weapon, and slit her throat. In little more than a few minutes, the Daughter of the Mountain's life was snuffed out, her body left to burn with her family and home.

Part Three - The Afterlife

The cold embrace of death had its grip on her for a much shorter time than she expected. As not long after the chilling white had taken her, she awoke once again in far-off districts of the Rukongai in tatters of what her clothes had been. Given a ticket and sent off to the 78th District of the Rukongai. With a hazy memory, she almost blindly wandered throughout the impoverished lands of the district to try and get a grasp of where she was and how she had gotten here. The last thing she could remember was the fire, the assassin in her room, and...everything going cold and white.

She tried to remember more of her former life, but was unsuccessful, and resulted in many large gaps of her memory with only the names of her family being within them. Even her name was lost to her. Thus, naturally, she spent time trying to recall anything she could, no matter how small or insignificant, she just wanted to remember something about the life before and the people who meant so much to her during that time.

And yet, there was nothing.

But, she knew that she couldn't just wallow in this forever. So, she chose a new name: Kitarune, northern magic. So, with a new name and a new life to live, Kitarune kept these fragments close to her heart as she lived in the slums of the Rukongai. These pieces of what she so desperately wanted to remember soon became her primary source of motivation. Constantly having to fight for either necessities or her life, it was this desire to find what these fragments connected to that kept her going.

Never remaining in one place for long, Kitarune constantly moved around between the districts as a way of scoping out the landscape and learning more about where she was. Eventually finding herself in the Zaraki District, it didn't take long for her to discover it's brutality. Almost everywhere she went, there was a trail of blood and a pile of bodies. Picking up one of the many swords from the corpse pile, it didn't take long for her to end up in the center of this brutality. The empathy in her was able to discern one thing from their eyes:

"I want you dead."

While she was still fairly rusty and clumsy with a sword compared to her living days, it wasn't hard for her to dodge and avoid their swings, allowing her to learn their fighting style and get away, only for them to give chase. It didn't matter where she went, they always pursued. So, she ran and ran, even out of the Zaraki District and ran closer and closer to the Seireitei. Continually running and hiding, she just kept trying to avoid her pursuers, even if she had a weapon to defend herself, as well as them very clearly wanting her dead.

But, as she felt that she would just be on the run from these people for the rest of however long this new life of hers would last, a light managed to shine through the darkness. Someone found her, a young swordsman with black hair. It almost looked like...

"Yuuto...?"

No, it wasn't him. At that moment, she went from happy to terrified in an instant. What if he wanted to hurt her too? What if he was like the others, or knew them and allied with them? But, rather than attack her, he comforted her. Cold, hungry, tired and alone, Kitarune hadn't felt this level of kindness in so, so very long. It overwhelmed her and she cried without shame at someone finally, after so long, showing compassion to her.

Eventually warming up to the kind stranger, he let her stay at his home and took her to his dojo, teaching her the principles of Kendo and Bushido, sparking a memory to awaken within her. The principles had seemed familiar, with many of the movements and techniques, even the act of holding a wooden sword and shinai coming as almost second nature to her and allowing Katsuhiko's teachings to come across without much issue.

It didn't take her terribly long to come to a near-mastery of the weapon and principles. As a result of this practice with both Katsuhiko and the rest of the dojo, Kitarune's gentle and loving nature allowed her to bond with Katsuhiko and the rest of the dojo, treating them all as if they were family. But, above all, Katsuhiko was without question the one she was closest to. After all, he had saved her from the lifestyle of the slums most of the Rukongai was. She helped her remember aspects of her life and re-learn how to defend herself -- even if Kendo wasn't directly made for that purpose.

So, when Katsuhiko was training and honing his skills in order to obtain Reiryoku, she gladly went to help him. It wasn't too hard of a concept to understand, though the actual method of obtaining it was rather unclear. Nevertheless, she sought to help him as a way of repaying him for everything that he had done for her. Eventually, it came time for Katsuhiko to try out for the Academy. With many good wishes, good lucks, and a very anxiety-filled and tearful goodbye from the Daughter of the Mountain, he left, entrusting the dojo to her.

The first few days were...hard for her. Katsuhiko was someone she trusted and cared about, someone that she hardly ever wanted to leave her side sometimes, and now, here she was, the feeling of loneliness tightening around her neck like a vice. But, as the people who trained at that dojo came to her, comforting her and reassuring her that both she and Katsuhiko would be perfectly fine.

With this, it gave Kitarune solace and confidence that she could take care of the dojo in her place. After all, he had entrusted it to her -- she had to show that she could handle it and live up to what he most likely expected of her. Eventually, she became confident enough to help and bolster the skill of the various others who came to the dojo. The months passed, and while it was rocky and tough, she did come to get a handle on how to teach.

Before she knew it, a few years had passed, and not only had she become a fairly competent teacher. Not only that, but she had discovered something new about herself -- the maternal instinct in her. Over time, she grew to love and care for the other unfortunate people that lived nearby, particularly children. Thus, she took them in and took care of them under the roof of the dojo, and did what Katsuhiko had done for her, trained them in Kendo in order to give them the ability to defend themselves, understand the sword, and give them a place to stay.

As if they were her own children, she took care of each and every one of them. It warmed her heart to see them grow and gave her more confidence to keep teaching. Sure, she became a bit lenient, but she believed that as long as they were able to progress, she could afford to be a little bit lenient...sometimes. Thus, as the fifth year passed, Kitarune found herself in a mix of running a pseudo-daycare, and mentoring people in the art of Kendo.

When Katsuhiko came home, he was met with an overjoyed Kitarune, and many happy faces, both new and old. He wasn't happy at first, but he warmed up to it, albeit lightly scolding her for her occasional leniency. Hearing of his success in the Academy, Kitarune almost immediately went to work on a celebration. Even if he hadn't finished his time at the Academy, the fact that he was able to get this far in the span of time that it had taken was a monumental feat to her.

Not long after the celebration, Katsuhiko approached her about one of the skills that he was struggling in during his time at the Academy, Kido. While she didn't practice it and had no formal training, it wasn't hard to understand the concept and begin attempting to apply it in practice, with her discovering how much of it felt like second nature. But, again, while she had no formal training, there was a certain mindset that allowed her to efficiently tap into the mystical arts of Kido.

Thus, the two of them grew as they taught one another, giving Kitarune new skills to hone as Katsuhiko bid yet another farewell to return to the Academy and finalize his education as a Shinigami. As Katsu went through his final year in Shin'o Academy, Kitarune continued to teach at the dojo, while also making sure to take some time for herself in order to hone the new skills that she had. Life continued as it had, and eventually, she got the news that Katsu had graduated from the academy and was placed within the Gotei, leaving her overjoyed at his success.

As time went on, it wasn't hard for Kitarune to notice the changes that his placement in the Gotei was having on Katsu. He did his best to hide the wounds he received from Hollows, especially a scar around his neck. He was growing colder by the day, and it worried her. He rarely, if ever showed it to her, but she knew and could tell that there was a shadow that clutched at his heart and mind. This worry fermented and grew when Katsu told her that he wanted to leave the Soul Society, smuggling her out with him.

Arriving at the World of the Living, Kitarune stuck with Katsuhiko, going under the radar and accompanying him as he took care of a group of Hollows in China and eventually settled in Japan. It was there that the fragments began to piece themselves together and Kitarune's memory was finally, at least partially, recovered. She remembered her brother and the dying embers of their bond that she could feel in her heart. Her mother and the love that she showered her and her brother with, as children.

But, it was also then that Katsuhiko's cynicism became more and more outward, and his struggle to hold down a job for long eventually caused Kitarune to separate from him in an attempt to find her brother, as well as to find somewhere that they could at least have a stable life. Having learned how to properly kill Hollows and perform Konso with her Zanpakuto, Kitarune began the journey on her own.

Due to her not being a formalized Shinigami and with a Zanpakuto that was essentially useless without her having imprinted on it and discovering its name, being alone in the World of the Living made her feel as if she were back in the Rukongai, fighting for her life once again. But, that experience gave her the ability to fight back. Over and over, she defended herself from Hollows and purified them just like how Katsu had told her, and purified wayward souls that she came across.

A few years later, she was able to obtain her Shikai. Almost immediately after, she set to work on trying to figure out as much as possible about the powers that it granted her and how far her creativity could be pushed. To this day, she's still wandering the world in search of her brother, as well as to test her limits and learn more about herself and her Zanpakuto. Learning how to apply the effects of her powers to the weapon itself and increase its power, creating something unique behind it and learning how to apply that to make it even stronger.




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Last edited by Henrex on Sat Jan 25, 2020 7:24 pm; edited 174 times in total
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Henrex
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[Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] Empty
Subject Post 2PostSubject:    [Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] EmptyMon Jul 09, 2018 8:50 pm




[Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] 6EdIfMt



NATURAL/RACIALS ABILITIES


Natural Talent: One of the most important parts of Kitarune's skill set is her natural talent, particularly in swordsmanship in her human life, and, during the afterlife, Kido. During her time as a human, Kitarune always had a natural affinity towards the art of the sword, capable of wielding it without much issue and understanding most of the basic martial arts revolving around the blade, taking her little time to learn them on a very base level. Over time she was able to continue advancing her skill with swords, a skill that wasn't entirely lost after death. Though nowhere near the same level that it was before, Kitarune is still very capable with a sword.

During her time with Katsuhiko in the Rukongai and his dojo, the basic movements of Kendo came as second nature to her, allowing her to remember the martial art and master it once again. Furthermore, another aspect she showed innate talent in would be energy control, something she picked up much later after she had become a Plus and, by extension nowadays, Shinigami. With this, Kitarune was able to get a grasp on the concept of energy control much faster than other Shinigami, and, as a result, was able to use the knowledge of the different terminology of energy from Katsuhiko to accelerate her learning. As time went on and as she was on her own in the Wastelands, she honed this skill to manifest into the Kido skill that she has today.

Speed: Speed is one of the more important skills that Kitarune possesses, arguably one of her most important general skills. Due to her low durability, this is both a given and a necessity. As a result of her Avian Physiology like Henrex, her bone structure is much lighter to compensate for it and allows her to reach higher speeds easier and with much less effort. This can be supplemented with energy to go even higher, but, at her base, movement is one of the key points of her speed. It allows her to maneuver the battlefield and keep at a range where her spells would be the most effective and allows her to move out of the way whenever needed.

The second application of this would be her focus on reaction speed. While not nearly as talented as she is in movement speed, Kitarune is still very capable of processing events in front of her. For her, this became an important skill to hone as she learned more about the potential of her Zanpakuto and where her main talents, skills, and proficients lie. It works well with her abilities and allows her to use this processing to discern what her next move should be; whether it be what spell to weave or what her next literal move is.

Strength: With most of her proficiency laying in the realm of energy usage and control, Strength is another area that is, at most, average. While she is capable of reaching moderate levels of power, her main skill is, again, with energy. At the base level, her strength isn't anything particularly amazing. But, she is capable of using her immense energy control to boost her strength beyond this, but at the cost of her not being able to handle the backlash of such power, a very short time limit of how long this kind of enhanced strength can last, as well as a much higher energy cost as a result.

Durability: Generally speaking, Kitarune isn't the most durable girl. In addition to the trade-off of being able to handle and reach higher levels of speeds and process events in front of her faster, this left her with a very lackluster defense. While she can cast barriers and shields to bolster her defense or prevent attacks from reaching her, at her core, she isn't sturdy by a long shot. So, it can be rather easy to break her bones and damage her overall. However, this also has caused her to think of additional ways to circumvent this, with the use of her demonic spirit and her skill in magic.

Martial/Weapon Skill: When it comes to the use of weapons, Kitarune isn't the best. While she has had experience with different weapons in the past and has been able to grow experienced and accustomed to them, certain ones shine above the rest. Firstly, it should be noted that staff-type weapons are Kitarune's bread and butter. Polearms and other melee weapons with long-range are the ones that Kitarune have noted to have exceptional proficiency, as it is the closest resemblance to her Zanpakuto, and so, it is something that could be considered muscle memory, as the similarity between the two is something that allowed her to pick up the weapon and wield it with ease. But, at its base, Kitarune's skill in most weapons can be boiled down to average.

Kido: The magic of the Shinigami is likely Kitarune's strongest and most refined skill. Upon entering into Shin'o Academy, it was evident that this was her strongest suit. To put things simply, it comes as second nature to control her energy and exert it in the form of Kido. As a result of this, it became something that she was able to refine and progress and allow her to reach new heights. This has allowed her to cast spells without incantations, infuse more energy into her Kido to boost the power, as well as being able to cast multiple Bakudo and Hadō spells in quick succession. As a result of this, the concept of magic was something that became rather heavily emphasized on for her Zanpakuto -- adding even more for her to learn, and more limits to breakthrough.

Zanjutsu: In likeness to her Kido skill, Kitarune's natural talent and practice in the art of the sword has made this one of her greatest skills alongside the art of magic. Before unlocking her Shikai and discovering the true nature of her Zanpakuto, Kitarune wielded it as a basic katana for the longest time during her time in the Rukongai and while honing that base skill in Katsuhiko's dojo. As a result of this, it wasn't hard for Kitarune to adapt and understand the mechanisms of the Shinigami's way of the sword, allowing her to master the basics of Zanjutsu within a short time. Additionally, the true nature of her Zanpakuto allowed her to reach new heights with the skill and merge the principles of her various styles into her new style of fighting.

Hakuda: Her weakest skill, without question. While she can defend herself against opponents equally lacking in skill in this area, one of the main weaknesses of Kitarune when it comes to this is her lack of a formal style and her very "roughhouse" style of fighting that she normally uses, due to her time in the Rukongai, teaching herself how to fight to properly defend herself. Extremely unpolished stances, terrible footwork, with predictable and unrefined movements. With all of this and a very reckless abandon when it comes to hand-to-hand combat, it isn't hard for someone to best Kitarune in this area.

Hoho: While she does have a basis in speed, Kitarune's main forte comes from her general speed. As a result of this, her Flash Step is rather average. She's capable of using it multiple times in succession before having to rest and can leap rather high distances without many steps. However, something that is somewhat unique about her Flash Step would be the near-instant nature. With her level of energy control, it's easy for Kitarune to be able to summon the energy to perform the technique in rapid succession between two steps, ask well as easy for her to be able to use it without much if any delay and without any initial movement.


UNIQUE ABILITIES


Avian Physiology: Excerpt from Henrex's App: As a man who has wings, it should not come as a surprise that the rest of his body would be that of an avian. However, this has noted to provide a bit more of a downside, rather than having positives. To begin things, this is something that heavily affects Henrex's skeletal system. For one, it makes his bones fairly hollow. This means that Henrex's skeleton is a lot weaker than normal, which causes his bones to be injured a lot easier. This is something that does not affect his skill sheets, but rather, just makes him a bit more susceptible to damage. While he makes up for this with the Cybermind plating that his skeletal system is surrounded with -- along with other protections -- this also has a slight upside. This also allows Henrex to move a lot faster, as his weight is slightly decreased from this.

Furthermore, Henrex's body receives several natural boosts as a result of this. The first thing that is boosted would be Henrex's senses. While this mainly excludes touch and taste, Henrex's hearing, sight, and sense of smell are increased to exponential levels, with him being able to hear and smell things from miles away, while his sight is only enhanced by being completely 20/20. So, while his senses are not extremely boosted, they most certainly are not normal. Another thing that would be his increased lung capacity. This is something that grants Henrex a much larger range of how long he can hold his breath, or even going as far as to keep his lungs constantly filled with air.


Stillness in Motion: As a way to make literal meaning of the Chinese proverb, this ability is, simply put, regaining energy. By drawing from the spiritual energy and particles in the area, she can fill her energy capacity. Through this, Kitarune can rapidly increase the rate at which her energy is refilled, allowing her to have a seemingly “unlimited” pool of energy for her to tap into. However, this is simply not the case. Kitarune can regenerate energy from this, but this by no means makes it unlimited in any way. This does have its limits -- being that Kitarune cannot move at all while she is doing this. Even if so much as a single finger were to twitch, the concentration would be broken, and she would have to wait for a post before being able to perform this again, and it would take her three full posts to get to the maximum capacity of energy.

The Sibling's Bond: This is a passive ability that Kitarune possesses, and directly connects to her brother, Henrex. This, in essence, is what binds the two together as siblings, and what truly defines their connection together. Upon activation (something that will need IC progression to occur, as it's currently inactive), Henrex and Kitarune will be able to connect, mentally. As a result of this, they will be able to transmit thoughts to each other, and they can detect and read each other's emotions, no matter the distance. Even if they were entire dimensions apart, they would still be able to create this connection. Furthermore, this allows them to have the innate knowledge of where the other one is, and -- if the other permits -- they can use this to "picture" the environment around them, allowing them to gain a semblance of where they are, and what it looks like. This can also occur when it comes to sharing memories, as the events will be projected into the other's mindscape. As children, they often used this skill to pass secrets to one another, or just to tell the other what they were thinking. However, now that they have both matured immensely, this is capable of so, so much more.


ZANPAKUTO


Zanpakutô Name: Jugenro (呪源路, "The Way of Magic's Source")

Inner World:



Zanpakutô Spirit Appearance:



Sealed Zanpakutô Appearance:



Sealed Zanpakutô Power

Zanpakuto Manipulation: One of the applications that Kitarune's energy control and manipulation of said energy is the control that this gives her over the shape and size of her Zanpakuto. It's a very small, basic power, retained in every form that she mainly uses for either small adjustments to her Zanpakuto, or to change its form entirely, with a single post in between changes, whether full-form or small adjustments.


SHIKAI


Shikai Release Phrase: "Enchant, Jugenro!"

@Rawk wrote:
Meaning: This name is actually fairly difficult to translate neatly into English, but I think it comes across very well in Japanese. Speaking literally, the kanji together would be "spell source path," but the choice of kanji and their order play into the thematic, particularly when taken alongside the Bankai name (which we will get to). "呪源," the "jugen" here, is a play on the phrase "水源," pronounced "suigen" and referring to a fountainhead, the source of a river. The kanji 水, for water, has been replaced with 呪, the kanji for a spell (or curse). The imagery evoked in this particular wordplay, then, would be a source of magic or spellcraft that was akin to a river's source. 路, pronounced "ro," is an antiquated method of referring to a path or road. While one can take this word to mean a very literal road, it can also be taken as a belief, practice, or set of principles. Therefore, all together as 呪源路, "Jugenro," the meaning implied is more akin to "The Way of Magic's Source."

Shikai Appearance:



Shikai Abilities

  • Will of the Magus: One of the first abilities that Kitarune learned about her Zanpakuto Spirit, especially when it came to honing the powers, was learning more about the spirit within the sword and how to manifest it into the real world. With her unwavering will and dedication, Kitarune can summon her Zanpakuto Spirit to the physical world. However, while in Shikai, she is only capable of summoning them for about 2-3 turns and having to wait for six posts afterward.


Arm of the Magus: The core of her Zanpakuto, put simply is magic itself. This ability is meant to show her creativity, utilizing her natural talent for Kido and Zanjutsu in a manner that allows her to create different forms of magic with her Zanpakuto's powers. A prime example of this would be Elemental Magic, the bread and butter of her list of magics. For her, this type of magic deals with the basic elements of the world: fire, water, wind, earth, and even stretching out to some of the concepts of the environment and the world, light, and darkness.

All of these are exceedingly versatile, allowing for Kitarune to create a variety of different forms of this power, such as using this to send a fireball towards an enemy, create a veil of shadow in a select area, or create a flash of light to blind an enemy. All of these stem from an additive power to this, Kido Manipulation. Due to her extensive research and eventual knowledge in Kido, it wasn't hard for Kitarune to learn about the potential modifications to a spell and develop it as an ability.

With this, she takes the base form of a spell, for example, #54, Haien, and alters the form and shape of it to create a massive fireball or create a set of fiery eruptions from the ground. Or, taking something like Hadō #11, Tsuzuri Raiden, and increasing the power of it to cause more damage and be more on par with the more powerful Hadō spells such as Soren Sokatsui. This knowledge and ability in Kido allow her to have a lot of creative freedom to make spells both as potent, or as weak as she needs them to be.

Abilities

Magic Circles: Above everything else, this is the main technique of Kitarune's Zanpakuto. By compressing her spiritual energy into a single area of focus, she can create a purple circle in any location within two miles of her, of which she can control all properties of it -- an example being the size. This allows her to focus her magic into this specific area and allowing it to be much more powerful than it would have been on its own. Furthermore, as stated before, these act as enhancements to her magic. While she can cast spells without the use of circles, the added refinement of her energy alongside the circles naturally makes her magic slightly more powerful, as well as her Kido. Were she to not use these, her spells would be about 5% weaker.

Additionally, it should be noted that these are very easy to create, as they require little to no energy to form, along with the fact that they can also be stacked on top of one another to create vastly more powerful spells (though this would cause them to cost more energy). Another application of these would be summoning them around her hands to enhance her strength and serve as made-due weapons. During this, they would boost her strength at a single level, halting at Elite. Any attempt above that would give a 30% boost. So, it should be obvious that these are a very common form of combat with Kitarune, as they are one of the most versatile techniques that she has.

Techniques

Spell Link: One of the many tricks that Kitarune learned to perform during her time in the Wastelands and learning Kido was the ability to link her spells with one another. Similarly to "Nijū Eishō", or Twofold Incantation, this is performed with two spells, though this is notably different due to it not only being able to utilize two separate spells, even without incantation but also two of the same spell to save time. There are notable strengths and weaknesses of this technique, the first being that this allows the second spell release to be cast for only half the energy cost, but also reducing its overall power to around 60-70%. Furthermore, this can only be used twice before having to wait for three posts to perform this again.

Conduit: As a Zanpakuto is an extension of the Shinigami's power, Kitarune can use the weapon as a catalyst for her base powers. While she is capable of utilizing Kido with her hands and without her Zanpakuto, utilizing her Zanpakuto as a conduit has a unique effect on her spells. By channeling the energy through her staff instead of her body, Kitarune can cause her the Kido generated from the staff to have a small increase in power -- around 5-10% -- to make them slightly stronger and hit harder, at the cost of control and energy of a spell ten levels higher, capping off at Kido spells of #80 and below. Furthermore, one of the key effects of this technique is that it also bolsters the general effects of the spell in question.

If it were a fire spell, it would burn hotter. An electric-based spell, it would have a higher voltage and give a much more powerful shock. This also is true for spells that are based around the forces of the world, such as impact spells hitting with more kinetic force and sharp, piercing spells and attacks being able to deal more damage to defenses and being able to pierce through targets better. However, while these are what amounts to a direct upgrade to her regular spells, channeling them through her Zanpakuto like this can cause a much higher energy cost and causes a longer cooldown both in between spells and in terms of downtime, making the recommended amount of times she uses this be around 2-3 times before waiting for 3-4 posts to conserve energy.

Reflective Ward: Upon activating Shikai, Kitarune gains a small passive barrier around her body, barely visible. This barrier around her allows her to directly weaken the effects of other magics used against her. Aether Magic, Demon Magic, Kido, anything inherently magic in nature will generally be less effective against her in terms of damage. It will cause her to take around 20-30% less damage from other magics while this is active. Otherwise, this would last for around two to three posts, with a four to five post cooldown. This can only be used three times and can be shattered by two hits of a Hadō #80 or above spell, requiring a four turn cooldown between uses, lasting as a max duration of eight posts.

Furthermore, something else that should be noted about this is that it doesn't absorb the energy of incoming magic, or negate the attacks by nature, it simply dulls the potency of energy when it comes in contact with the barrier, causing the overall attack to be weakened. Additionally, this does have some level of influence over basic energy and energy attacks, although much less powerful, only able to negate up to 10-20% while in Shikai. Finally, this effect is bolstered when she enters Bankai, allowing her to weaken the effects of magic up to 50-55%, with basic energy attacks up to 25% at max.

Mist of the Lethe: Likely one of the most standout spells that Kitarune has in her arsenal. By generating a thin, sweet-smelling purple mist in a half-mile radius, Kitarune can cause two set effects in the immediate area: drowsiness and forgetfulness. Most NPCs in the area will feel these effects almost immediately and begin to have their actions slowed, whereas other characters will have significantly more resistance, depending on their Willpower and Focus. Adept and lower will begin to feel the effects of sluggishness within the span of the first post, with the second or third post being long enough for them to fall asleep and be out of commission for the rest of the thread.

Advanced would take much longer to feel the direct effects, though the initial dizziness and sluggishness would still be in effect. It would take around three to four posts for them to begin to feel the drowsiness in full effect, and another post after that for them to fall asleep. Elite and higher would be able to resist the effect completely, but, in exchange, would feel the sluggish and dizziness effects much more than others. This would cause them to have visual difficulties, and make it harder focusing on the task at hand. This lasts for three posts, with a four-post cooldown.


The Warp spell being used

Warp: Warp is one of the most simple spells that Kitarune possesses. A personal variation of the Shinigami's Senkaimon, Kitarune uses this to travel anywhere in the multiple, more specifically and commonly used to travel between dimensions. No matter if it's Hueco Mundo, Soul Society, or the Demon World, the Warp spell allows her to transport herself or others into any dimension of her choosing, at her own risk. Furthermore, it should also be noted that this does include being able to transport anywhere in that dimension that isn't directly and explicitly stated to prevent teleportation such as this. But, as a final note, it should be noted that this has almost zero applications in combat, outside of transporting people in and out of the battlefield. This is due to the portals and the general time it takes for the portals to form and teleport people being far too long to be practical in combat. Therefore, this does not have a direct cooldown or limitation for that reason.


Hundred-Layer Magic Circles: As her main form of combat is the use of magic circles to focus her magic into a specific area to condense, contain, and increase the destructive power in said area, Kitarune needed to find a way to improve this technique. To do that, Kitarune discovered the ability to "layer" her magic circles on top of one another to increase their power. Doing this allowed her to reach some of the greatest heights that her magic circles were capable of in that state and create levels of power and influence that she had never thought possible before.

The first thing to be noted about Hundred-Layer Magic Circles would be the very broad nature of the ability itself. While the limits in this form are quite apparent at 100, it is by no means the only way that she can utilize this stacking. The Hundred-Layers act as a limiter of how far she can bolster her magical spells from both her Zanpakuto and her Kido spells. The next thing that should be noted is the scaling energy cost and the time needed to form them. While all of her spells can be launched within a post, the more circles that she ends up stacking increases the amount of time that she will need before actually firing the spell before her turn is over.

The next point, energy cost, is that the more magic circles that Kitarune stacks on a single spell, the bigger the energy cost. Ergo, should she use a consistent amount of full-power, Hundred-Layer Magic Circle spells, it would cause her energy reserves to be quickly tired out. So, she makes certain not to use the full-powered spells constantly, as she's well aware of this limitation and uses the flexibility of the ability to get around it, while still making sure that she is capable without those "trump cards."

  • Hundred-Layer Magic Circle - Kido Empowerment: With most of her skill and finesse coming from her skill in manipulating Kido, this "sub-spell" for her layered magic circles is focused on making even some of the weakest spells in her arsenal applicable in any situation and powerful in their own right. As said in the base power, this allows her to stack up to one-hundred magic circles to empower any Kido spell she chooses to cast, drastically increasing the amount of power that it contains, and allowing certain Kido to become deadly and fatal in their own right.

    For example, she could cause a spell as weak as Hadō #1, Sho, to turn into a powerful blast of kinetic force capable of leveling a building. However, this does share the drawbacks that the base power has. Firstly, the energy cost. The energy cost has a lot of variables, such as the amount of power put into it, the number of the spell, and how many circles that she uses to empower it. The higher the spell, the higher the amount of energy that she uses, on-top of the energy that she uses to both create and stack the magic circles. This, in turn, causes her to increase the cooldown time, scaling from something as small as a single post, all the way up to a five to six post cooldown.

  • Hundred-Layer Magic Circle - Bound Discharge: As her main form of magic is elemental, one of the elements that she can put into overdrive with the use of magic circles is lightning. By layering up to one-hundred magic circles, Kitarune can create an electrical spell that allows her to potentially reach levels of destruction that only some of the highest levels of Kido could cause before. By pointing her staff forward, she can unleash a powerful blast of lightning capable of equaling Kido levels 70 at maximum magic circles and maximum output.

    After unleashing this blast, a series of magic circles will appear in a line in front of her in an attempt to track her opponent as a series of lightning bolts strike the magic circles in sequence. Each circle reaches around ten to twenty feet in length, totaling the amount of distance covered by this line of attack to around half a mile. However, the more power she can put into these attacks, the more range she can cover, at the cost of more energy being used, giving her a pretty heavy drawback when it comes to this.

  • Hundred-Layer Magic Circle - Abolition Phoenix: Using Hadō #54, Haien, as a base, Kitarune casts Haien through a purple magic circle in front of her, unleashing the spell in the form of a large phoenix-shaped blast of energy. As it travels, the blast ignites and melts away, turning the blast of energy into a colossal, burning phoenix that singes the ground, causing a small explosion of fire upon contact. Like the previous spells, this is also modifiable in how many magic circles are used to give a full range of how many levels of influence and power this, with the maximum power of this being able to be around the level of Hadō #70. Due to the massive drain that this can create for Kitarune, this is restricted to two to three uses in a turn, before being restricted for six turns afterward.

  • Hundred-Layer Magic Circle - Orchid Wind: Named after the Kido it's based on, Orchid Wind is, for the most part, an augmented and modified version of Hadō #58, Tenran. By creating a magic circle and causing it to spin at rapid speeds, Kitarune can use this time to layer the magic circles on the spell to increase the power during the casting time. Whenever she decides to stop the spinning, Kitarune can unleash a powerful funnel of spiritual energy and air at an opponent, generating from her staff and traveling in a straight line. This can also be modified, using multiple magic circles in tandem to create multiple smaller whirlwinds, with a more wide-spread effect, rather than everything being focused in a single circle. Like the other spells, this is also restricted to 2-3 posts, before going on a six post cooldown.



BANKAI


Bankai Name: Jugenro - Hakkakusu (呪源路 八角州, The Way of Magic's Source - Eight Angle Sandbar)

@Rawk wrote:
Meaning: ...Now, onto the Bankai. Continuing with the thematic of a river, 八角州, "Hakkakusu," is a play on the phrase 三角州, which refers to a river delta. The literal translation of the term would roughly be "three angle sandbar," but in changing the first kanji to 八, it becomes "eight angle sandbar." Eight is something of an important number in subjects of wisdom, seen most prominently in the Noble Eightfold Path in Buddhism. By adding this number to the many branching paths of a river delta, there is the implication of a more enlightened design to said branches.

Bankai Release Phrase: “Cast a spell unto the heavens, Jugenro - Hakkakusu!”

Bankai Appearance:



Bankai Abilities

The Archmage: When Kitarune enters Bankai, the first thing that changes would be a tremendous boost in power in her magical prowess, allowing her Kido Modification, and Empowerment spells to be taken to an even further degree. This allows her to boost Kido spells to even the limits of the Kido library's power, and even beyond that with the addition of magic circles, leaving her a dangerous foe to fight. Furthermore, there is an additional passive effect that Kitarune gains when she is in this state. To combat against others who share a similar skill or talent as she does, Kitarune gains an improved version of her Shikai ability, "Reflective Ward". Just by being in this second release state, Kitarune emits a shield around herself that functions the same as the aforementioned: resisting the damage of other magics used against her, this time by around 45%.

This allows her a great deal of magical resistance to this who might end up using Kido, or other forms of wizardry against her, but, like Reflective Ward, this shares many of its downsides. While it is capable of weakening any magic that impacts this shield, it is by no means a permanent effect. Like before, three high-powered spells (i.e, an all-out attack from someone of a similar tier, or something akin to two spells of #80 and below) can break this shield and leave her open, but the shield will automatically restore itself within a five post period, while also being limited to three uses and a max duration of eight posts.

Temporal Magic: The first form of new magic that Kitarune gains while in Bankai, this allows her to manipulate the concept of time in her way. Unlike Reality Magic, this -- along with Spatial Magic -- allows her to directly affect another person. Using this, Kitarune can freeze the flow of "time" in another person or object, freezing the energy in said person/object. In a person, this would cause the flow of energy to slow down, making energy-based attacks be slow and difficult to unleash (20%). On the other hand, however, Kitarune can apply the reverse, affecting allies and speeding up the flow of time in their bodies (also 20%). During this period, allies would be able to perform energy-based attacks much easier and faster. These effects begin to fade in two posts, fully dissipating by the third post and going on a five post cooldown.

Spatial Magic: The second magic that Kitarune attains in Bankai, spatial manipulation. As the name entails, this allows her to briefly alter the properties of space around her to a maximum of three miles. At its core, this allows her to briefly disturb the space of something, either physical or spiritual to achieve a variety of effects. This can go as far as to swap the locations of two things occupying a different space. One of the main uses for this would be the ability to "prevent" regeneration, in a sense. By tapping into this power, Kitarune can use this to cut through the body and disrupt the space between the body and the limb, moving it to a separate space. With this, regeneration can't activate normally, as the limb technically isn't "removed", it merely occupies is in a different space, and can still move and function normally. However, this requires Kitarune to actually "cut" someone with this. Furthermore, this can only be done once before going on a five post cooldown.

Spatial Magic Scale (Kido)
Beginner: Half-mile
Adept: One mile
Advanced: Mile and a half
Elite: Two miles
Master: Two and a half
Grand Master: Three miles

Solar Magic - Sunbreaker: Solar Magic isn't as much of a new form of magic as it is a highly advanced form of her original fire magic. As per the name, this allows her fire magic to reach new and higher levels of heat (15% fire-based spell damage increase while decreasing Bakudo proficiency by 40%), enough so that it could be considered to be drawing energy and heat from the sun itself. To do this, Kitarune must gather energy from the world, heating it and combining it with a fire-based Kido as a base, such as Shakkaho, Sokatsui, or Soren Sokatsui to create a physical form for the spell. This advanced form of magic is the basis for the penultimate spell of Kitarune's fire-based magic: Apocalyptic Blaze.

Thousand-Layer Magic Circles: The ultimate form of Kitarune's magic circles, only accessible while in Bankai. As it is an augmented form of the previous two incarnations of the ability, there is little that has changed. With her now being able to layer up to a thousand magic circles on top of one another to achieve even greater levels of power to modify and augment her Kido spells with, her magic becomes incredibly powerful, costly, and dangerous. The power of her spells has increased to titanic proportions, with her spells reaching only singular usage limits before going on cooldown as a drawback to this, as well as a massively increased energy cost.


  • Thousand-Layer Magic Circle - Apocalyptic Blaze: The strongest of Kitarune's fire magic, and the signature of her Thousand-Layer Magic Circles. By creating hundreds of magic circles in the air her opponent -- all of which are already layered to further increase its power to absurd proportions -- Kitarune can use two spells as a base for this spell. The first being Shakkaho, causing a large ball of red energy forms above the circles, before crashing to the ground, passing through the circles as it goes, empowering the spell as it falls. When it reaches the ground, it sets off a tremendous explosion in a three-mile radius around it.

    Immediately afterward, Kitarune can utilize the second Kido spell used as a base, Haien, to manipulate the flames in the ensuing explosion, altering them to both start spreading at an incredibly fast rate, as well as taking on the properties of the spell they are based on. By doing this, anyone caught up in the flames will find their regeneration taking more energy to utilize to their fullest potential, as well as said regeneration being much slower than normal. However, due to the immense power of this spell, it is only able to be used once, and after that, it will be unusable for the rest of the thread due to the immense energy costs.


  • Thousand-Layer Magic Circle - God Thrust: While this spell does not have nearly the amount of area-of-effect that her other spells have, Kitarune is still able to use the compressed form of the spell to cause a great deal of damage. By using the first Hadō spell as a base, Sho, Kitarune can channel this into either her staff, her hand, or another magic circle as she layers the others on top of it. By pointing a finger, thrusting her staff or sword forward, or by using some other means of casting, Kitarune mixes in Byakurai in order to increase the damage, and add to the effects.

    Both of these spells combined create a spell of kinetic force and electricity, capable of piercing most kinds of defense -- albeit over a small area -- and push an opponent backward with the force of an F1 tornado. However, what makes this spell different than most others is that due to the negligible energy costs of the two spells used for this, God Thrust is one of the very few spells that can be used in rapid succession, though to do so, Kitarune needs to lower the power of the spell. Furthermore, even without using it in rapid succession, this spell is still capable of being used multiple times before going on cooldown, totaling around three times, before going on a four-post cooldown.


  • Thousand-Layer Magic Circle - Arc Ring: Arc Ring is one of the simplest spells in her Bankai's arsenal, as it isn't modifying the existing spell as much as the others. By gathering and channeling energy into her staff, Kitarune can utilize Zangerin as the base spell, augmenting it with her base powers in order to unleash a slash of energy from the weapon within the immediate vicinity with enough power to level multiple buildings. However, the very nature of this spell is a weakness. By gathering energy and concentrating it into her staff, as well as using Zangerin as a base, this gives the two heavy restrictions of energy consumption, as well as being able to only use this within a very short range, being around three feet.

  • Thousand-Layer Magic Circle - Drums of Raijin: The strongest of Kitarune's electric magic, and one of the most taxing. By using Hadō #88, Hiryū Gekizoku Shinten Raihō as the core for this spell, Kitarune layers all of the magic circles at the end of her staff, empowering the already present energy and modifying the effects of the spell. Instead of firing a single large beam of spiritual and electrical energy, Kitarune is able to take a post to compress the beam into three large orbs of energy that she can release from her staff, one per post. Each of them is able to create a dome-shaped explosion (something that can be turned on her by attacking the orb), expanding outward with electrical and spiritual energy at around fifty feet in size, each. This can only be used twice in a thread, with a six post cooldown in between.


  • Thousand-Layer Magic Circle - Magus Infinite: When it comes to many release forms, there is always a technique or power that is meant to show the absolute pinnacle of their power. For Kitarune, this is Magus Infinite. To begin this spell, Kitarune needs to channel a large amount of energy into her magic circles, something that takes a post to fully charge, creating one for each type of magic as she layers other circles on top of another to give it even further power, before creating a singular one over the rest, larger than the others, stretching out at around three and a half miles in total.

    After the circles have finished forming, almost immediately after, a massive eruption of elemental, conceptual, and spiritual energy occurs, capable of causing a variety of effects within; electrocution, burning, slowing down the flow of energy within the body through the added effects of her temporal magic, and tampering with healing powers through her spatial magic's natural disruption capabilities. However, due to the power of this spell with how many forms of magic it combines together, it comes as no surprise that the energy drain for this spell is absurd, capable of draining Kitarune's energy supply almost entirely if not used properly, leaving it with only a single use per thread.





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[Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] 6EdIfMt



BASIC INFORMATION


The Spirit's Name: Majin
The Spirit's Race: Demon
The Spirit's Gender: Female
The Spirit's Age: 851

The Spirit's Pictured Appearance:




PERSONALITY


Rude & Disrespectful: Being the demonic half of Kitarune, Majin isn't exactly the nicest person in the world. Awakening only shortly after Kitarune's death and awakening in the Soul Society, the life that the two of them lived was harsh. With her host having to fight for her life for a long time, Majin quickly became the pessimist of the two. With the trust issues that the two of them have, Majin is often very dismissive and disrespectful to strangers and new acquaintances. She will quickly turn to insults, no matter how immature, derogatory, or just flat out wrong they might be.

Soft Side & Hidden Kindness: Despite how rude she can be, Majin does have a soft side to her. When it comes to the people she trusts, Majin finds herself being able to put aside the rude, confrontational part of her to be kind to them. While it should be noted that she still is rather hard-headed and hard on even the people she trusts, there are some -- albeit few -- situations where Majin can feel comfortable in the presence of others and be kind. Like her host, this is most often in the presence of loved ones and family, as she's able to understand and feel the connection that Kitarune has to people such as her brother. For others? It simply takes time for her to get adjusted and for her to trust them on the same level.

Fiery Temper: Like her host, Majin has an extremely short fuse and can fly off the handle extremely easily. But, what makes her different from Kitarune is her lack of control. For her, her anger comes out quick, and she doesn't have time to stop it. However, this isn't entirely a bad thing. Tying in with her soft side, Majin can sometimes mean well with her anger, when it comes to the people that she cares about. If someone is close enough to her for her to lash out in anger in this way, it's often because she cares so much about them that she lashes out, simply due to her wanting to keep them safe. Additionally,

Childish: Without question, her childishness is the most important trait that Majin possesses, as it defines her more than anything else. While she is "one in the same" with her host, Kitarune, Majin is a much younger entity, mentally. She has a hard time trusting people, something that leads her to lash out rather easily with an uncontrolled temper, shouting out immature insults and trying to make herself seem strong and confident -- though, in actuality, it portrays the exact opposite. However, this trait isn't entirely negative. She will often tease others, particularly her host or those close to her as a way of trying to show her soft side without it being too apparent, to show that she does truly care about others, even if it's done in her way.


HISTORY


Like her brother, Kitarune's demonic half was dormant for most of her life. It wasn't until after her death that the demonic blood awoke. But, unlike her brother, Kitarune's demonic half grew in power as the days of surviving in the Rukongai went by. Eventually separating from her consciousness and becoming an entirely new entity within her, it didn't take long for Majin and Kitarune to become quick acquaintances and trusted partners.

Majin had her back, and she was part of the reason that Kitarune survived as long as she did. After Katsuhiko took them in, it didn't take long for Majin to start teasing her host about how close Kitarune was getting to him. But, when Katsuhiko left, she quickly became mental and emotional support for her host in the time of loneliness and uncertainty, as did many of those who attended and lived in the dojo.

After Kitarune was smuggled out of the Soul Society, it was then that Majin started to discover and develop her powers. After learning how to materialize her into the physical world for both of them to be able to benefit from the training. Like how Kitarune took on Kido naturally, Majin was a natural in demonic magic, and like how Kitarune's Zanpakuto captured her creativity and magical prowess -- as the demonic half of her -- Majin's powers captured the darker aspects of magic. As Kitarune unlocked her Shikai, Majin merely focused on mastering and evolving her powers, using them to protect her host, and fulfill whatever goals she might have.


NATURAL & RACIAL SKILLS


Master Mage: During the time that she spent with Kitarune to discover, hone, and improve her powers, Majin's main skills have always been within the realm of magic, with one of the first things that she learned to be energy control, something that allowed her to quickly master most of the basic forms of magic that she had access to, as well as learn new ones with little to no difficulty. Furthermore, something else that this has given her is the ability to understand other forms of magic. For example, should she begin learning a new spell from someone else, it wouldn't take her long due to her understanding of energy and magic as a whole.

[Author's Note: I'm quoting and copy-pasting Kitarune's natural skills because there's near-nothing different about them.]

Speed: Speed is one of the more important skills that Majin possesses, arguably one of her most important general skills. Due to her low durability, this is both a given and a necessity. This can be supplemented with energy to go even higher, but, at her base, movement is one of the key points of her speed. It allows her to maneuver the battlefield and keep at a range where her spells would be the most effective and allows her to move out of the way whenever needed. The second application of this would be her focus on reaction speed. While not nearly as talented as she is in movement speed, Majin is still very capable of processing events in front of her. For her, this became an important skill to hone as she learned more about the potential of her magical prowess and where her main talents, skills, and proficients lie. It works well with her abilities and allows her to use this processing to discern what her next move should be; whether it be what spell to weave or what her next literal move is.

Strength: With most of her proficiency laying in the realm of energy usage and control, Strength is another area that is, at most, average. While she is capable of reaching moderate levels of power, her main skill is, again, with energy. At the base level, her strength isn't anything particularly amazing. But, she is capable of using her immense energy control to boost her strength beyond this, but at the cost of her not being able to handle the backlash of such power, a very short time limit of how long this kind of enhanced strength can last, as well as a much higher energy cost as a result.

Durability: Generally speaking, Majin isn't the most durable girl. In addition to the trade-off of being able to handle and reach higher levels of speeds and process events in front of her faster, this left her with a very lackluster defense. While she can cast barriers and shields to bolster her defense or prevent attacks from reaching her, at her core, she isn't sturdy by a long shot. So, it can be rather easy to break her bones and damage her overall. However, this also has caused her to think of additional ways to circumvent this, with the use of her demonic spirit and her skill in magic.

Martial/Weapon Skill: When it comes to the use of weapons, Majin isn't the best. While she has had experience with different weapons in the past and has been able to grow experienced and accustomed to them, certain ones shine above the rest. Firstly, it should be noted that staff-type weapons are Kitarune's bread and butter. Polearms and other melee weapons with long-range are the ones that Majin have noted to have exceptional proficiency, as it is the closest resemblance to her staff, and so, it is something that could be considered muscle memory, as the similarity between the two is something that allowed her to pick up the weapon and wield it with ease. But, at its base, Majin's skill in most weapons can be boiled down to average.

Staff: Similarly to how Kitarune is able to use her Zanpakuto as a catalyst in order to empower the usage of her Kido spells, Majin is able to do this as well. Taking a form closer to an ax rather than a staff, this allows Majin to utilize this as a catalyst for her own spells, both of her Possessive Magic and the spells created from her Possessive Powers by around 5% at the cost of slightly more energy than normal.

Racial Skills

Za Koa Core & Demon Energy: As with the basis of Za Koa, Majin's proficiency in this energy-enhancement racial ability is rather average. She does have a connection with the core of Za Koa and the Demon World as a whole and has more than enough skill to be able to take that energy to fuel and augment herself, but it is still on the lower end of the spectrum when it comes to the actual practicality of it. Majin has no Possessive Drives, so the only thing that she can benefit from with this racial skill would be simply using it as an alternative source of power, utilizing the augmentation part of the ability to boost the power of her spells and curses.

Furthermore, this also is added to the natural inclusion of demon energy as a whole. Due to the aggressive and possessive nature of demonic energy, it can create an even larger boost whenever Majin is under duress. As stated in the demon racial specs, Majin's body, mind and powers have a link that gives her powers deadly potency whenever she taps into her emotions and allows them to influence her and her powers and how deep that connection runs, due to how a demon's powers operate.

Demonic Magic [Possessive Magic]: Like most demons, magic is one of the strongest assets that she possesses. However, for Majin, this power goes a bit deeper than most. With the aspect of the world that her powers possess, black magic, Majin's magic is naturally more potent than most other demons, as both her powers and her Possessive Magic directly affect and derive power from the other. Firstly, it should be noted that, while her Possessive Magic is just as free-form as her Possessive Powers, her Possessive Magic specializes with specific types of dark magic that her Possessive Powers, at least the base forms of magic, do not cover.

Sacrifices & Worship: Sacrifices are not only tools used to help enhance the magic of a demon for the long-term, but there are also short-term sacrifices as well that can be used to influence a demon's magic potency. These sacrifices can often be made by others or even by the demon themselves. In order for them to have an effect, however, these offerings must hold some value to the subject. A few examples include monetary things such as cash, energy, objects, body parts, and even other lives if need be.

However, the sacrifices themselves won't truly become potent unless they hold a sentimental value to them. There are many mediums in this world that can hold varying degrees of value to a person, but those which are closest to the heart will often hold the strongest effect.

Additionally, while free-form sacrifices can be created, they won't be as effective as a sacrifice with pre-established protocols. So it is recommended for most demons to create sacrificial spells for their followers to enforce if they want the strongest effect. This is because they are hard-set rules which are birthed into the universe, set in stone and create more of a bond between the demon and their power.

(Note: The person making the sacrifice can also receive benefits from sacrificial spells as well. However, the demon has to activate it and allow for it to happen.)

Worship is important to Demonic Magic. The reason for this is because of the fact that they can become empowered and enhance their magic further when they are able to build occult-like followings with the teachings of their possessive magic. It is part of the reason why Khala herself was able to wield so much power when she waged her holy war against the Soul Society. There was a high number of devote followers of her religion that would give their lives up for the teachings of her seemly holy possessive magic.

Therefore, worship is a noteworthy way for a demon to build their magical strength up. However, for most IC characters, this will often have to be done in-thread unless staff otherwise say so upon approval on their app. This is to prevent people from abusing the system because potentially anyone can just say they built a large following from scratch in the context of their history. Additionally, Demonic Worship is often stronger when IC characters give their praise to the demon in question because our private characters are far stronger/potent than the average NPC.

Incantations: Incantations are important to demonic magic because of the fact it shows further bonding with their spells. Therefore, if the demon in question wants to reach their strongest magical potential, then it is recommended that they create an incantation before their spell. However, the primary limitation with this is that the incantations have a limit to how many times they can be used before their effectiveness wears out. Thus, skill plays a factor in how potent this ability will be.

External Augmentation: A demon's magic is at it's strongest when they are in their prime element. Once again, I'm going to use Mana as an example. Provided she hasn't directly caused an event of mass madness, destabilization or destruction/chaos; Mana can potentially tap into her possessive element of chaos to help siphon energy from this element of chaos to help empower her magic.

Thus, if they can possess the energy around them that is RELATED to their possessive element, then their magic will often be two times stronger than normal. However, this buff has a cycle for when it's active. When they first enter the zone where their possessive element is active, they can have a variable augmentation (it will be listed below based on skill)

It should be noted, however, each use after the first time will cause a strain on their body. So it should be used with surgery in mind. Every demon gets a free pass the first time they activate their external augmentation, but they will notice their body growing more heavy, weary and tired the more times they use it per thread. And, if they are critically injured, they CANNOT use this augmentation boost. They have to be at least 50% health and energy in order for this to work. Otherwise, their body will NOT handle it.


POSSESSIVE POWERS


Possessive Powers

Black Magic: With Kitarune's prime powerset based around magic, it's only natural that Majin would have something similar. As per her nature as a demon, her powers are derived from the darker aspects of magic, certain subjects that are considered evil or taboo, such as necromancy and bringing back the dead, curses and hexes to bring misfortune or even death upon others, and utilizing blood to make dangerous, risky sacrifices in exchange for untold power in both body and magic.

For Majin, she utilizes two specific types of magic: Shadow Magic and Hexes/Curses, each of them handling a specific purpose. Firstly, Shadow Magic is one of the most common forms of magic that she utilizes in combat, as it is her only offensive magic. With this, Majin is able to weaponize her own shadow, materializing and altering the shape in order to create weapons in order to attack and bind opponents, limiting the use of applications per post at around two to three, and reaching that number or going over leads to a two post cooldown.

The last form of magic, and without question Majin's personal favorite are hexes and curses. While not direct offense magic on their own, Majin's hexes are considered to be supplementary spells, capable of applying debuffs to enemies, directly affecting their stats, their mental state, or even causing some minor effects that can affect them in the long run. This is where Majin's creativity shines the most, as because of this free-form nature, it allows her to have a variety of different possibilities.

For example, she could create a complex curse that affects the area around her, forcing an opponent, as well as herself, to follow a specific set of rules, with either of them breaking the rules causing a punishment toward either side. Another example would be using hexes to bind a person or soul to her in the form of a contract, or using it in order to manipulate the environment in any variety of ways. Or, it could be as simple as a debuff that causes an opponent's speed to be lowered by a certain amount, for a certain amount of time before wearing off. However, this does still have its share of weaknesses.

The first thing that should be noted about the drawbacks would be the number of hexes that can be active at a time. At the moment, Majin is only capable of having two to three curses active on the field at a time, and while she is capable of stacking her curses on top of one another, she can only do this with either two different spells, or two of the same one in order to double their effect. Furthermore, the time limit of these vary greatly, they generally last around three posts, with a five-post downtime in-between once said spells have ended.

[Staff Note: If these criteria are not followed, the ability will be removed from the application as a whole.]

Criteria Of Hexes and Curses

  • Single curses cannot be more than a 15% debuff.
  • Compounded debuffs cannot increase beyond 30%.
  • Debuffs that impact skills up to 30% can only be used once per thread. [Per skill.]
  • Rule type debuffs must include OOC permission from the individuals in the thread.
  • If someone doesn’t agree to the use of debuffs in a rule-esque nature then they cannot be used in that capacity in a thread.
  • Debuffs can be used on ANY skill in a player's skill sheet, but once used on a skill, they cannot be used on that skill again. For example, if she debuffs strength, that is the only time strength will be capable of being debuffed for that thread.
  • Hexes/Curses must scale based on possessive magic and will have the below criteria to them as scale increases.


Hex/Curse Critera
  • Curses and hexes must be specified in the post to be of the following categories. If a multi-skill curse is used, that is the only curse that can be used for the duration, and the user must wait till their curses come off cooldown.
  • Any maximal curse will require a 5 turn cooldown. Using the maximum number of curses at a time will incur a 4 post cooldown.
  • While curses and hexes impact things in a set radius, this radius will be based on your possessive influence, so follow the possessive influence skill-sheet scaling for the distance you can hex people at.
  • Multi-Skills can only be utilized by themselves. If it’s specified a multi-skill is used, then that takes up all hex slots until her hex’s refresh and come off cooldown.
  • Until three hexes can be used, if a compound hex is used then that will take up the entire hex/curse slot, which means curses will not be usable until her slot count refreshes.


Hex Types

  • Singular Curse: this is a curse that is by itself. If it’s specified to be a singular curse, then following the below scale for singular curses.
  • Compound Curse/Hexes: this is the utilization of two or more curses or hexes at a time. If it’s specified that it’s using Compound curses, follow compound curses for the below skill sheet.
  • Multi-Skill Curses: This is the utilization of a curse, or curses/hexes that impact multiple skills, please follow the below scaling for multi-skill curses if using them in the below-scaling sheet.


Curse/Hex Potency (Skill: Possessive Magic)
  • Beginner: at beginner the user can only use one hex at a time and this hex is capable of causing a debuff upwards of 5-8%
  • Adept: the user can utilize up to two buffs at a time, each one with a maximum debuff of 5%, or they can be utilized to make a compounded debuff that will debilitate one given skill by up to 10%.
  • Advanced: The user can utilize up to two buffs at a time, each one with a maximum debuff of 7%, or they can be utilized to make a compounded debuff that will debilitate one given skill by up to 15%
  • Elite: the user now can use Multi-skill debuffs, but when utilizing a multi-skill debuff the user can only impact two skills and at maximum debilitate their potency by 10%. The user can use three debuffs now and has a maximum potency of 20% if there is a compound of two or more debuffs on a singular skill. Each debuff can be utilized with a maximum percentage decrease of 10%.
  • Master: The user is capable of using a compounded multi-skill debuffs that impact two skills at a maximum debilitation of 15% to each of the skills involved. Or the user can maximally debuff an individual with a compound debuff up to 25%.
  • Grandmaster: The user is capable of using a compounded multi-skill debuff that impacts two skills at a time, with a maximum debilitation of 20% to each of the skills involved. Or the user can maximally debuff an individual with a compound debuff up to 30%.


Scaling for Shadow Magic (Skill: Possessive Influence)

  • Beginner: 10 meters and Beginner-level complexity
  • Adept: 50 meters and Adept-level complexity
  • Advanced: 400 meters and Advanced-level complexity
  • Elite: 800 meters and Advanced-level complexity
  • Master: 1000 meters and Master-level complexity
  • Grandmaster: 2000 meters, Grand Master-level complexity.


Complexity Scale (Shadow Magic)
  • Beginner: knives, and basic shapes.
  • Adept: knives, staves, axes, etc.
  • Advanced: anything that would involve chains, hinges or weapons that make ranged projectiles.
  • Master: Any kind of projectile that would utilize multi-functioning points and facets such as joints, hinges, etc.
  • Grandmaster: she can create anything within reason, but it loses effect after 2000 meters.



OTHER DEMON SKILLS


Possessive Influence: Possessive Influence is a demon's ability to possess elements in the world around them through the medium of their energy. Since they are a race that thrives on both inner and outward possession that is related to their power, it makes sense that this thematic extended to their racial skills in this matter. As with this skill a demon can begin to understand how the world functions around them, increase their senses, consume energy and otherwise manipulate the existence around them with this skill.

Possessive Augment: Possessive Augment is one of the key elements that make the physical might of demons rather difficult to deal with. This is because the bodies of most demons are possessing the energy from the world around them passively in varying volumes. They then store this energy within themselves, digest it and convert it into the fuel needed to help them create a physical boost in power. As a result, they can create Possessive Augment which deals with the elements of possessive body manipulation and speed in which their energy movs in their body.

Unlike other races that depend on things like shunpo, Hierro or hakuda; a demon's Possessive Augment houses all of their body manipulation and speed in one skill. And, what makes it different is that they can have some control over all these elements, but they most pick which element of their physical attributes will be their major focus. Thus, depending on their level of skill, they can have varying degrees of control and mastery of these attributes.

  • Possessive Shifting [Major]: Possessive Shifting deals with a demon's ability to shapeshift their body. In essence, the higher your possessive augment is, the more grandiose these shifts can become. On the lower end of this spectrum, one will often only be able to do minor things such as cosmetic changes (hair color, height adjustment, assuming other identities, etc), where on the highest end of the spectrum you have demon's like Mana who can perform sub-atomic manipulation of their bodies to create regeneration based abilities and not need a physical form with organs and such.

  • Possessive Movement [Minor]: Possessive Movement is the demon's ability to otherwise generate speed. If they specialize in this, then they will often begin to focus on creating techniques, abilities, and systems which serve to augment every aspect of their speed. This can range from techniques that allow for sudden burst of movement that enhances their natural speed, the capacity to make their attacks release much faster (I.E. if a demon spell is naturally slow-moving, they can use possessive movement to possess the momentum and increase it's speed while it's being created), creating sustained movement of speed and so on






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Subject Post 4PostSubject: Re: [Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D]   [Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] EmptyMon Jul 09, 2018 8:51 pm




[Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] 6EdIfMt




ZIAMICHI POWERS


Unique Traits

Access to Majin's Powers: As stated in her history, Majin is the entity that separated from Kitarune's consciousness and became her person due to the influence of her demonic half becoming too strong for Kitarune's body alone to contain. With Majin learning to develop her powers, it stands to reason that, as the host and as her other half, Kitarune would have access to them. But, this also serves as a negative, as well as a positive, as Kitarune does not have complete access to her powers. Currently, all Kitarune has access to is her Possessive Magic, Possessive Augment, and Possessive Powers, with a very weak ability to tap into the connection to the Za Koa Core. However, she cannot access these powers within Bankai, and the power of these abilities is halved in Shikai.

Shifter Form: One of the perks that Kitarune gained with having access to her Ziamichi Spirit's skill in Possessive Augment, besides Regeneration, would be her shapeshifting ability. This has, in turn, allowed Kitarune to create a single Shifter Form that she can transform into at any point. This is one of the few traits that she gained from Majin that has an extremely low energy cost to maintain, something that allows her to remain in this form for as long as she wishes.


Drawbacks

Conflict: Like most Hybrids, the primary drawback to having two racial powersets is the constant conflict that Kitarune undergoes. Za Koa is very aggressive and possessive energy, and it is constantly trying to force itself into being the primary source of power for the host. As a result of this, Kitarune has to keep both herself, her power, and Majin's power under a very fine amount of control in order to keep her demonic energy from tearing her apart, one of those points will be detailed later.

One In The Same: One of the main ways of keeping the conflict of her demonic power in check is a trait that Kitarune and Majin adapted for one another, where they keep their power equal. Their power must always be "one in the same". One side cannot be too much stronger than the other. Should one side become a full tier above the other, the imbalance in power could cause one half to consume the other, expelling it from her body, weakening and giving the very high likelihood of death to either Majin or Kitarune.

[A/N: Basically, this is supposed to mean that Kitarune and Majin need to be at the same tier, not only because of the conflict, but also because they literally are one in the same, with Majin just being a separate entity of her demonic half, but still being connected to her in the same vein that regular hybrids are.]

---

Control: 6


EQUIPMENT/OTHER RESOURCES


Hagoromo (羽衣, lit. feather dress): A name given in honor of the dresses given to the Tennin, the angels of Japanese mythology that gave them the ability to fly. While not a dress by nature, the white jacket that Kitarune wears, infused with magic, grants her the very same ability to make up for her lack of wings and lack of a direct, natural ability to fly. Furthermore, due to the magical influence that she has over the garb, she is able to command it telepathically, allowing it to return to her, should she ever lose it.

Magic Glasses: A piece of equipment Kitarune made herself, these are a pair of eyeglasses that allow her to process events at a much quicker speed than normal. For example, it would take her mere seconds to understand the energy structure behind the attack and the energy type behind it. Furthermore, these are also able to use in order to take in a lot of visual information at once, taking "screenshots" of the landscape and making note of every minor detail that can quickly be processed by Kitarune. However, doing this continuously, and with large amounts of information can cause her eyes to hurt, cause headaches, and drain her of mental and physical energy by doing so.


Magic Staves: Created out of the inspiration of her Layered Magic Circles from her Zanpakuto, these staves are an external form of layering her magic on top of one another, though restricted to elemental magic. Each staff carries energy and is "programmed" to utilize a single element, of which she can layer these magics on top of one another to create new forms of magic through these combinations, such as earth and water to create mud, or earth and fire to create magma and so on. They are also capable of layering their own magic circles in order to create more powerful spells and more powerful results of the combined sorcery, though they are extremely limited at ten circles, with any more risking breaking the staves. Only two staves can be used at a time, and only two elements can be combined to create new magic at the moment.

Tomes: Tomes are a set of books containing magic spells that Kitarune has either woven into the pages of the book or have found and kept with her, stored within her Inner World. Generally, these tomes have a specific role and purpose, though the application of these tomes can be much broader in the creative hands of the Archmage. Paired alongside the tome is a pair of gloves with a glowing orb on the backs of them, breaking down the book into pure magical energy, giving the gloves energy to use the spell in the tome, as well as the ability to use the tome as a whole, displaying the Japanese character, or characters for the spell being used.

  • A Book of Five Rings - Earth: This is a defensive spell that allows Kitarnue to briefly manipulate the earth in order to create shields, pillars, walls, and any vast assortment of ways, though the primary focus of this tome is to use defensively. Most shields created by this tome can generally withstand a single attack from most beings comparable to herself before being rendered useless, though attacks on the lower end of the spectrum such as low ranked Kido up to level 20 are capable of lasting much longer, and against many more attacks before breaking. This spell can be used for three posts before having to wait for three posts to use again while waiting for five posts if it is shattered.

  • A Book of Five Rings - Water: By activating the Water tome, Kitarune can use the spell to summon rejuvenating waters that can heal her allies if they are touched by it, regardless of location. The longer they spend in the water, the speed of healing increases to an extent, as even this has its limits. One of the main restrictions of this tome is that it cannot fully restore someone who is on the brink of death, and it cannot restore lost limbs or destroyed organs. It is able to restore small to medium-scale wounds on the body, such as small or deep cuts, or moderate wounds to organs. This can only be used three times a thread, and can only be used once a post before waiting for two to three posts to use again.

  • A Book of Five Rings - Fire: Designed to be a direct offense tome, this allows the user to, at the most basic of levels, release a stream of fire from wherever their hand is pointing. However, it is easy to adjust the shape and heat of the flames to suit the situation or whatever the caster has in mind. A volley of small to medium fireballs that the caster can use over the span of multiple posts, to a single, colossal fireball that takes up all of the energy within the tome for that period of time. Fire may be one of the most basic tomes, but there is still a vast amount of versatility that can be made.

  • A Book of Five Rings - Wind: By pointing a hand in any direction, the caster can release a gust of wind from their palm. While designed for movement and utility, as the caster could point their arm down and push themselves into the air with the gust, this can also be used to push someone over or off-balance or even be used in a defensive format, such as using the gust of wind and attempt to disrupt the energy particles in an attack, weakening the overall effect, or using the gust of wind to push an attack off its intended course and allow the caster to avoid it. This tome can be used three times in combat before waiting for four posts to use again.

  • A Book of Five Rings - Void: Arguably one of Kitarune's most powerful tomes, Void is without question the tome with the strictest usage, with only a single use per post and a five post cooldown. By holding out her hand, Kitarune can channel the tome's power in order to negate a single attack released in that post. However, it can only be used twice a thread with a seven post cooldown between. With such power, however, comes with restrictions. The first thing that should be noted would be that, in the case of an attack with multiple parts to it, such as a storm power with multiple lightning bolts raining down, or in the case of Hadō 91, Void would only be able to negate one of the multitudes of attacks that would come at her from that, forcing her to deal with the rest of the attack on her own. Furthermore, if the difference in power is greater than one major tier (such as 2 tier to 1 tier) or two sub-tiers when within zero tiers (such as 0-5 to 0-3) it will only reduce damage by 60% for that singular attack.



SKILL SHEETS


Spoiler:
 

Ziamichi Host Class:

Ziamichi Spirit Class:

General Skills For Host
  • Durability: Adept
  • General Speed: Advanced
  • Strength: Adept
  • Weapon Skill: Advanced


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


Ziamichi Skills For Host
  • Skill Of Ziamichi Powers: Advanced
  • Control Over Spirit: Advanced
  • Seal Strength: Adept
  • Sync-Rate: Adept


Will Skills For Host
  • Willpower/Determination: Advanced
  • Mental Deduction: Advanced
  • Focus: Adept

____________________________________________________

General Skills For Spirit
  • Durability: Adept
  • General Speed: Advanced
  • Strength: Adept
  • Weapon Skill: Advanced


Demon Skills
  • Za Koa Core: Beginner
  • Posessive Magic: Elite
  • Possessive Augment: Advanced
  • Possessive Influence: Advanced


Will Skills For Spirit
  • Willpower/Determination: Adept
  • Mental Deduction: Beginner
  • Focus: Beginner





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Subject Post 8PostSubject: Re: [Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D]   [Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] EmptySat Jan 25, 2020 7:03 pm




« Application Checklist »

• Let's Get Down To Business •

  • Name [o]
  • Appropriate Age [o]
  • Gender [o]
  • Appearance Present [o]
  • Appearance Described in Appropriate Length OR Picture is Visible [o]
  • Appearance is Not Claimed [o]
  • 10 sentences for personality [o]
  • 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 [o]
  • Skills are not filled in (Omit if a Hollow)[o]
  • RP Sample Present (Omit if this is not the first character) [o]
  • RP Sample is 10 sentences [-]


« The Willsheet Checklist »

• And Comments/Fixes •

  • Willpower/Determination: N/A
  • Mental Deduction: N/A
  • Focus: N/A


  • Power:N/A
  • Influence:N/A
  • Resources:N/A
  • Overall Hazard Level: N/A

[list][*]Comments/Fixes:

To start with, there is an absolutely overwhelming abundance of information in this app, it is clear that youve spent quite a bit of time working on this app and it shows. However, there is a little too much going on for this character, especially with the backstory afforded to her. Right now, as it stands I would have to start by crossing out the bankai due to the fact that there is no corroberation in the history that shows when she acheived bankai. Second, there are quite a few inconsistencies that don't quite make sense, such as her honing her craft at a dojo with a katana, translating to a skill that has to do with the art of the sword in retrospect towards connecting with the spirit within (zanjustu).

I feel that there are quite a few themes in this app that are good, such as the overall structure and theme of a "magic swordsman" which is prevalent to an extent in the beginning of the application, however this being combined with the capacity to change reality, and space as we know it, as well as the capacity to be "hexmaster" in her ziamichi, lend to the credence that there is too much going on in her powerset in terms of diversity to justify the sheer potency she has in any one of these abilities.

As it is right now, there is no way I feel comfortable with approving this application, for me to be comfortable with regrading it I would need to see a consolidation of the skills and abilities she has to follow a more coherent singular train of thematic. Secondly i would need to make sure the abilities are better balanced between host and ziamichi spirit because as it is, there were very few drawbacks when compared to the many immense gains that the spirit affords its host.

I would be more than happy to give feedback and help you with the process of recrafting this app, as again, its clear quite a lot of time, and effort has gone into it, and i would be happy to be able to help you as much as i can. Please shoot me a DM if you have any questions, for now though I would reccomend focusing on a thematic such as for example "magic swordsman with prodigious clout in kido" or "reality manipulating witch" or even the space powers, these all individually could become extremely powerful thematics.

Check 2


Before we proceed further into checking the app, the following has been discussed and agreed upon.

Henrex is to add clauses into abilities to explain what the user is capable of doing at the time of this apps completion due to kitarune not having much experience with her shikai, this can be changed as kitarune becomes more compitent and gains experience during IC interactions.

The Bankai will not be graded until such time as the user completes Kitarunes Bankai training thread, with the sole exception of it being agreed upon that abilities relating to Reality Manipulation will be removed.

Once the following points have been done, I will proceed to the third and final check of this application.

Check 3

Stillness in motion: it requires her 3 turns to restore her reserves, (of being completely immobile without breathing, twitching, moving, or event farting. etc)
Will of magus: remove part about ziamichi being summonable from a zanpakuto skill, increase cooldown to 4-6 posts. Remove part that states she can summon both in bankai.

Magic circle: cannot boost higher than elite, at elite it gives a 20% boost. When not utilizing the magic circle the user is 10% weaker than those of the same skill range when it comes to kido techniques.

Spell link: increase cooldown to two posts.
Conduit: Can increase power by 15-20% but kido utilized will require the equivalent mastery level required to utilize a kido 10ranks above it. I.E if the skill is a Hadō level 50, it will require whatever mastery is required to utilize a Hadō level 60. Only usable on Hadō 80 and below.

Reflective ward: Can only be used three times, can be shattered by two hits of a Hadō level 80 or above spell, requires a four turn cooldown between uses. Has a max duration of eight posts before the user would be too drained to utilize it.

Mist of lethe: caps off at elite, doesn’t affect anyone with a higher willpower than elite.

Warp: It needs to be added in that she warps at her own peril to locations she has never been there before.

Hundred layer magic circle: 6 post cooldown for any maximal layer.
Gigavolt discharge: can be used once with a 4 turn cooldown. Is only comparable to a kido level 70.
Flaming pheonix burning revenge: (abolition pheonix) : cant be used more than once without a 4 post cooldown.
Orchid wind: tornado mentions get changed to whirlwind.
The Archmage: caps at 45% has all the other clauses of the previous iteration of the skill.
Temporal magic: cannot affect zanpakuto. Cannot affect release skills. Only able to slow down energy usage speeds by 20%, and can speed up her kido by 20%
Spatial magic: must scale to either zanjustu or kido. Each skill mastery level will dictate a distance increase of half a mile, and will cap at 3 miles. Intangibility will be removed.
Sunbreaker: due to this passive increasing the potency of her flames by 15% it will decrease any barrier or defense related skill by 5%.
Drums of raijin: requires one turn to charge, these orbs can be detonated by opponent to cause damage to her.
Magus infinititio: requires one turn charge.

Ziamichi spirit:
-Host cannot use ziamichi powers when in bankai.
-The power of hexes and curses are halved when they are in shikai.

Hexes curses and necromancy:
[Staff Note: If these criteria are not followed, the ability will be removed from the application as a whole.]
Criteria

  • Single curses cannot be more than a 15% debuff.
  • Compounded debuffs cannot increase beyond 30%.
  • Debuffs that impact skills up to 30% can only be used once per thread. [Per skill.]
  • Rule type debuffs must include OOC permission from the individuals in the thread.
  • If someone doesn’t agree to the use of debuffs in a rule-esque nature then they cannot be used in that capacity in a thread.
  • Debuffs can be used on ANY skill in a player's skill sheet, but once used on a skill, they cannot be used on that skill again. For example, if she debuffs strength, that is the only time strength will be capable of being debuffed for that thread.
  • Hexes/Curses must scale based on possessive magic and will have the below criteria to them as scale increases.


Hex/Curse Critera
  • curses and hexes must be specified in post to be of the following categories. If a multi-skill curse is used, that is the only curse that can be used for the duration, and the user must wait till their curses come off cooldown.
  • Any maximal curse will require a 5 turn cooldown. Using the maximum number of curses at a time will incur a 4 post cooldown.
  • While curses and hexes impact things in a set radius, this radius will be based on your possessive influence, so follow the possessive influence skill-sheet scaling for the distance you can hex people at.
  • Multi-Skills can only be utilized by themselves. If it’s specified a multi-skill is used, then that takes up all hex slots until her hex’s refresh and come off cooldown.
  • Until three hexes can be used, if a compound hex is used then that will take up the entire hex/curse slot, which means curses will not be usable until her slot count refreshes.


Hex Types

  • Singular Curse: this is a curse that is by itself. If it’s specified to be a singular curse, then following the below scale for singular curses.
  • Compound Curse/Hexes: this is the utilization of two or more curses or hexes at a time. If it’s specified that it’s using Compound curses, follow compound curses for the below skill sheet.
  • Multi-Skill Curses: This is the utilization of a curse, or curses/hexes that impact multiple skills, please follow the below scaling for multi-skill curses if using them in the below-scaling sheet.


Curse/Hex Potency (Skill: Possessive Magic)
  • Beginner: at beginner the user can only use one hex at a time and this hex is capable of causing a debuff upwards of 5-8%
  • Adept: the user can utilize up to two buffs at a time, each one with a maximum debuff of 5%, or they can be utilized to make a compounded debuff that will debilitate one given skill by up to 10%.
  • Advanced: The user can utilize up to two buffs at a time, each one with a maximum debuff of 7%, or they can be utilized to make a compounded debuff that will debilitate one given skill by up to 15%
  • Elite: the user now can use Multi-skill debuffs, but when utilizing a multi-skill debuff the user can only impact two skills and at maximum debilitate their potency by 10%. The user can use three debuffs now and has a maximum potency of 20% if there is a compound of two or more debuffs on a singular skill. Each debuff can be utilized with a maximum percentage decrease of 10%.
  • Master: The user is capable of using a compounded multi-skill debuffs that impact two skills at a maximum debilitation of 15% to each of the skills involved. Or the user can maximally debuff an individual with a compound debuff up to 25%.
  • Grandmaster: The user is capable of using a compounded multi-skill debuff that impacts two skills at a time, with a maximum debilitation of 20% to each of the skills involved. Or the user can maximally debuff an individual with a compound debuff up to 30%.


Scaling for Shadow Magic (Skill: Possessive Influence)
Beginner: 10 meters and simple complexity
Adept 50 meters and moderate complexity
Advanced: 400 meters and moderate complexity
Elite: 800 meters and advanced complexity
Master: 1000meters and master complexity
Grandmaster 2000meters and grandmaster complexity.

Complexity Scale (Shadow Magic)
  • Beginner complexity: knives, and basic shapes.
  • Adept: knives, staves, axes, etc.
  • Advanced: anything that would involve chains, hinges or weapons that make ranged projectiles.
  • Master: Any kind of projectile that would utilize multi-functioning points and facets such as joints, hinges, etc.
    Grandmaster: she can create anything within reason, but it loses effect after 2000 meters.



Tomes:

Earth: when the barrier or shield is broken it incurs a 5 post cooldown, if it runs out naturally it requires a 3 post cooldown.

Void: Can only be used twice with a seven post cooldown between. Only negates a single attack, meaning if an attack is comprised of multiple blasts it only negates one of those. If the difference in power is greater than one major tier (such as 2 tier to 1 tier) or two subtiers when within zero tier (such as 0-5 to 0-3) it will only reduce damage by 60% for that singular attack.


Fourth check: Willskills, hazard rating, tier, etc


Host
  • Willpower/Determination: Advanced
  • Mental Deduction:Advanced
  • Focus: Adept

Spirit
  • Willpower/Determination: Adept
  • Mental Deduction: Beginner
  • Focus: Beginner


  • Power:B
  • Influence:F
  • Resources:F
  • Overall Hazard Level: D

  • Comments/Fixes:

    Skillsheets allowed to be the following after discussing with henrex
    Elite kido
    Advanced zanjustu
    Adept hoho
    Beginner hakuda

    Za koa core: Beginner
    Possessive Augment: Advanced
    Possessive Influence: Adept
    Possessive Magic: Elite

  • Tier: 2-5 Host, 2-5 Spirit




__________________
[Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] LzZCuy7
[Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] BtXe12b
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Henrex
Tor'uk
Henrex

Joined : 2016-01-20
Posts : 2817
Karma : 13
Age : 19

Member Info
Platinum Points:
[Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] Left_bar_bleue419100/999999[Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] Empty_bar_bleue  (419100/999999)
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[Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] Empty
Subject Post 9PostSubject: Re: [Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D]   [Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D] EmptyTue Feb 04, 2020 4:39 pm

Applying an upgrade for Kitarune/Majin from the burst.

Possessive Influence: Adept -> Advanced

Link.
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[Ziamichi] Kitarune Astillon [APPROVED; 2-5/2-5] [Hazard Ranking: D]
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