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Bleach Platinum Hearts RP
Welcome to Bleach Platinum Hearts RP! This is a Bleach Role Playing Forum set in the year 2416, over 400 years away from the Original Bleach's timeline. It has elements of both canon and custom for a unique mixture of role playing never seen before on Bleach. To get started, please sign up and read our starter guide:

https://www.platinumhearts.net/t13634-bleach-platinum-hearts-starter-s-guide

And again, welcome to our Bleach RP.
Bleach Platinum Hearts RP
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Lillian
Lillian
Seasoned Member
Joined : 2017-03-31
Posts : 1640
Age : 21
Location : Beep beep i'm a sheep

Member Info
Platinum Points:
The Wanderer | Danava of Eastern Myth [WIP again] Left_bar_bleue42100/16000The Wanderer | Danava of Eastern Myth [WIP again] Empty_bar_bleue  (42100/16000)
Tiers:

The Wanderer | Danava of Eastern Myth [WIP again] Empty The Wanderer | Danava of Eastern Myth [WIP again]

Thu Oct 21, 2021 7:19 pm
The Wanderer | Danava of Eastern Myth [WIP again] Ll7yaJH

INFORMATION DOSSIER

Basic Information

○ Name: N/A
○ Other Names: Wanderer
○ Age: Few Weeks Old
○ Birthday: October 9th
○ Gender: Yes
○ Race: Danava of Eastern Myth
○ Affiliation: N/A
○ Alignment: ???

○ Marital Status: Single
○ Religious Standing: Yes.
○ Sexual Orientation: ???

○ Height: 6’3 ft
○ Weight: 145 lbs
○ Hair Colour: White
○ Eye Colour: Yellow

The Wanderer | Danava of Eastern Myth [WIP again] BtvW6Tk

Appearance & Details

Notable Traits

○ Small pale swirling patterns marking along chakra points all except for the crown, which is marked by their horns.
○ Rigid tail w/ sharp spines.
○ Claws and sharp teeth.
○ Some parts of their body have visible yellow-and-black scale patterns dispersed upon their skin.
○ Pupils that grow and slit rather than increase and decrease in size, not much unlike a cat's.
○ Feet are a lot more talon-like but still relatively humanoid looking.
○ Upper half of body appears a lot more feminine, lower half appearing more masculine.
○ Voice is rather high, child-like and airy - could be mistaken for either gender.
○ Dragon-like traits become more pronounced when experiencing intense emotion.


Psychological Analysis

New and uncertain of their place in the world, they have a personality highly reflective of this. They behave much like an energetic young child would - bright eyed, highly curious of everything around them, and very much lacking an understanding of boundaries and social etiquette.

Despite not being incredibly smart, indicative by the rather poor, rash decisions they tend to make out of ignorance in youth, they take in newfound knowledge like a sponge to water, a little too remarkably well, which indicates that despite their childishness, they have a natural urge to experiment and learn, rather fervently on top of that.

They tend to express their emotions rather incredibly, having hardly any filter especially towards more provoking moments, acting with their heart on their sleeve. If they’re feeling a certain way, it will be incredibly obvious to everyone around them, though their most prominent emotion is happiness, almost as if predisposed to a sense of joy and elatement. They tackle the world with bright eyes, a large smile, and plenty of excitement and intrigue.

BACKGROUND INFORMATION


The wanderer suddenly came into being within a hut in a deserted village, hosted someplace within India. Daylight caught their gaze through the tattered remains of the ceiling, an ajar, torn door ahead of them. Intrigue struck them, and they went ahead to push the door open, to be met with two sights - that of gorgeous greens and blues, and a hungry dark beast with a white face prowling the remains.

Quickly, they retreated to the darkness of the hut at the sign of danger, settled on the dusty floor as they tried to figure a way around the creature just outside. Grasping one of the fallen sticks that acted as a part of this shelter’s roof at some point, they tried to think about it. Maybe.. If the creature couldn’t see them, could they get around them?

As if by instinct, this intent was woven into the stick they held, a hum of power entering the object and thus did their visibility ripple away until they could no longer see their hands or legs. Surprised by this sudden change, the newborn Danava let out a loud gasp, dropping the stick and wondering what had just happened. However, the noise they made alerted the beast just outside, the sound of it’s footsteps drawing ever closer.

Hastily, they looked for that stick, finding it just as the ceiling was knocked down and the bright yellow eyes of the creature looked down into the old housing. The Danava looked back, as the beast merely turned away upon realizing nothing was in the hut, and proceeded on with it’s hunt, as if they weren’t sitting in the middle of a destroyed home covered in fibers and sticks.

This was the first object they would ever bless, a stick that gifted invisibility. A power the Danava would not realize the full extent of for a good while - only knowing that they were able to do something rather curious.

From that destroyed village, they would venture out to explore, and more immediately pressing… Find something to eat.

NATURAL ATTRIBUTES


Scales
Even if they don’t appear to have them in their humanoid form, Wanderer’s body is made up of 117 scales, being particularly dense on their chakra points. While they don’t grant any extra effects or anything, they are spiritual in nature and are built to make Wanderer’s body naturally more durable than the average person.

Karmatic Sight
If they so choose, Wanderer is able to focus on a person and read them to see how much of either good or bad karma is within them. This doesn’t have much utility beyond having a more definite read on the nature of a person, to judge if their character leans towards a good one, or a bad one.

Digits
Much more cosmetic than any sort of weakness, the further away from the east Wanderer moves, the more digits they lose. The most they end up keeping is three per limb, but this isn’t painful or even a bother as they still retain full use of their hands and feet, it’s more just an indication of how far from their spiritual home they are.

Listener Of The World
Albeit currently quite weak due to their youthful, more unfocused nature, Wanderer is able to hear the ‘voice’ of nature. Of course it isn’t a literal voice, but they are able to sense, say, a forest being in distress from it’s trees being cut down, or a lake seeming ill from pollutants.

Artistically Gifted
Wanderer has a rather uncanny natural draw to and talent for particular arts, even without formal teaching. They are able to create impressive works of art in a multitude of older age formats, play stringed or woodwind instruments with no issue, sing beautifully, and overall be rather gifted in these areas.

Connection to Tai Chi
While they don’t possess forefront knowledge of Tai Chi practices, they naturally possess some kind of unconscious retention of the practices and forms, so if they were exposed to it they may point out familiarities or even perform them rather well despite not really having a conscious idea of what they were doing. Even objects, weapons, or even places connected to Tai Chi will evoke these feelings and motions of familiarity.

ORIGIN ABILITIES


The Dragon’s Blessing
Wanderer is a being brought together by ideas of eastern gods and blessings unto humanity, and so can apply these elements to the world around them in order to create gifts that may aid themselves or especially others in their journeys. Given the ideas of what a god’s blessing or act can do are incredibly varied given the sheer amount of information regarding it circling throughout history and even now, it gives grounds for such incredible diversity to this ability’s capabilities.

The process for performing this ability is very simple; Wanderer must first touch an item, and then imbue it with a blessing in the form of rules or commands for the item (Ex: Touch a broom and tell it, ‘Sweep the house’. With Elite in both Mental Deduction and Possessive Influence, they can cast this by merely focusing on a particular object. This can be done in spoken words or thought, as long as at least one rule for the item is given. They are unable to undo or change the blessing once cast, only destruction of or wiping the item of the power possessing it can remove it. They can only place up to four enchantments on an item with this method.

(Locking this section behind Advanced Mental Deduction because Wanderer is dumb right now)
However, if they write the blessing on paper, the amount of blessings able to be put on an item increases to nine. Since much more thought is required for this to work without rejection, it requires a well-thought mind to execute it. Through this method, the blessing is instead a main idea held up by sub ideas to reinforce it, as opposed to the simpler method’s specific yet limited elements. So, when done writing these rules, all Wanderer has to do is touch the paper to the object with the intent of imbuing it, and if there are no issues with the rules it will be accepted. (Ex: ‘Whoever wears this object will become a woman (Main Idea), they will be X height (Descriptor), have Y hair color (Descriptor), Have Z skin tone (Descriptor), Sound like A (Descriptor), be wearing B (Descriptor), and smell like C (Descriptor).’)

Wording matters as well, if Wanderer does not word their rules correctly, it could lead to a completely unintended action, as the blessing takes the words at face value. (Ex: ‘Sweep the house’ - while the broom will now sweep the house, it will literally sweep the entire house, including the walls, ceiling, and pretty much anything in the house will be swept, and as there was no condition given for it to stop or start, it will just keep sweeping everything in the house until it breaks. A better phrasing of the enchantment would have been, ‘When I touch the top of the handle (Trigger), sweep (Action) the entire floor of this house (Range) until it is clean of dirt and debris(Condition)’.)

The blessings for the gift cannot conflict with each other or else it will not work; being two things that cannot be true simultaneously. (Ex. The enchantments ‘X object is to warm who wears it’ and ‘X object is to cool who wears it’ cannot be, as ‘cooling’ and ‘warming’ are opposing states.)

For blessings that influence the effectiveness of physical or mental states, a measure must be given in order for it to work, and are unable to be stated as greater than that comparison. However, other factors come into play with enhancing aspects of a character; say a character was given an item that gave them incredible strength - if their durability is too low, their bodies will sustain breaks and injuries as it is handling a force it is not physically built to sustain. This kind of thing can affect the item as well, so whatever is used for the specified enchantment must be taken into account, because it is possible for the item to be destroyed whilst doing what it was blessed to do.

Concerning the mental, similar factors must be taken into consideration. Say Wander makes an enchantment for one to be as smart as whoever they chose; while the user will gain that intelligence, in turn they may not be able to handle the new volume and structure of thought, possibly even losing their sanity if the disparity is great enough and the item is worn long enough. Wanderer is unable to completely overwrite one’s will or self; they cannot bless something to fundamentally change one’s personality in totality, only acting as a layer on top of it rather than a true change - the original personality will inevitably leak through and even take back over if their will is great enough.

The actual blessings do not remain on a person, they are entirely bound to inanimate objects; only the effects in using the objects for what they are blessed to do will stick.

Cursing
Cursing works quite the same as Blessing, except as an intentionally negative or opposing effect. Meaning, to weaken, to hurt, or otherwise do something that will bring harm or misfortune.

(OOC Note: Items that possess more than one blessing/curse that are retained, or have a significant enough singular enchantment, must be made into an actual item and run by staff)

THE PATH OF CONSTANTS




ATMA VATOU


The Nimbus

A rather simple tool; when Wanderer calls it’s name, a cloud appears before them in which they can hop on and fly, being able to go a bit faster than common airplanes at top speeds. They are able to make the cloud bigger for others to ride on, however if they’re riddled with negative thoughts and heavy hearts, it will weigh the cloud down and make it travel far slower.

ETERNAL PARTNER


○ Eternal Partner Name: Sashi
○ Eternal Partner Appearance: Sashi appears as a large eastern dragon with many differently colored scales, primarily black but alternating between dapples of red, blue, white, and yellow.
○ Eternal Partner Personality: Presently unknown, but they have been known to be rather sullen and depressed about something they can’t quite remember.


SKILL SHEETS & INFORMATION


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


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


Racial Skills
  • Possessive Magic: Master
  • Possessive Influence: Advanced



Last edited by Lillian on Sat Nov 06, 2021 8:09 pm; edited 8 times in total
Lillian
Lillian
Seasoned Member
Joined : 2017-03-31
Posts : 1640
Age : 21
Location : Beep beep i'm a sheep

Member Info
Platinum Points:
The Wanderer | Danava of Eastern Myth [WIP again] Left_bar_bleue42100/16000The Wanderer | Danava of Eastern Myth [WIP again] Empty_bar_bleue  (42100/16000)
Tiers:

The Wanderer | Danava of Eastern Myth [WIP again] Empty Re: The Wanderer | Danava of Eastern Myth [WIP again]

Thu Oct 21, 2021 7:26 pm
Using a normal character slot (-1000 credits)

Using a wish!
From: https://www.platinumhearts.net/t20051-character-progression-of-the-year-2018-finals
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