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Requiem of Remorse RP name: Akura Shimaru Nicknames/Former Titles: The Crimson Eye Flash God. Guardian angel-san. Captain Shimaru.
Description of appearance: In his generally unused humanoid form, Akura has a rather feminine appearance to himself. With a slender build and emotion filled eyes he has been mistaken for the opposite gender on more than one occasion. His hair does not help all to much either as it only adds to his female like appearance. He wears the standard Shinigami garb. The additions to his clothing being that of a red scarf around his neck, and what appears to be the remains of a captains haori adapted into a cape like piece of clothing pinned to his right shoulder. Beneath all of this he wears a keisen uniform for usage of his signature style of fighting.
Aside from his feminine qualities, Akura has twin tufts if hair upon the top of his head that almost appear to be animal like ears and his teeth appear to be sharper than normal. He carries with him, a small stuffed teddy bear that he has named "Yuki". Yuki is rather odd, it was given to Akura in the past by the former captain of the twelfth division. The true purpose of Yuki is a limitless pack. The inside of Yuki, by unexplained Kido developed by the former 12th division captain, is much larger than the total size of the stuffed animal on its own. In fact, the size on the inside is thought to have no limit. As long as it can fit though Yuki's mouth, it can be stored within.
Akura's most used form is also the most confusing. Those he knows have all tried to figure out just how his rare and rather strange ability occurs. Most have blamed his Zanpakuto, though none are completely sure. In this form, Akura takes shape of a small black fox. His tail is long and bushy and his eyes are a dark crimson. The white and blue gloves he normally dons are still worn on his front two legs and opon each of his fox like ears are two silver ring piercings. His zanpakuto is not carried on his body in this form. Instead it vanishes along with his clothing, returning to the inside of his stuffed companion that he carries on his back or in his mouth. His voice in his fox form, raises considerably high in pitch. Sounding female. This of course becomes confusing to those he is around if he has shown them both of his forms. As they are unsure of his true gender.
Age: Though it is unknown to all, including Akura himself. Akura's true age is probably in between the period of four to five thousand years old seeming as he has been around since the original Gotei 13 was still in action. When asked he simply shrugs and gives the date of the day he awoke once more. January twelfth. In his human form, he appears to be in his late teens or extremely early twenties. It is generally an accepted fact that Akura is older than all of the current captains, save for the captain-commander. Behind his back, most would probably call him the fossil. Gender: Male Race: Asian decent, Exiled Shinigami. Personality: At the most blunt definition of his current personality, Akura can be called absent minded. Often finding himself lost or in situations he did not wish for in the first place. He is quite calm and warm spirited anyways, rarely finding himself angered, though calling him a female can end badly for the offender. He can easily talk himself out of most situations, and will avoid combat until it is absolutely necessary. Former Division: 2nd, former head of the Onmitsukidō. Former Rank Captain Unique abilities/masteries:
Hoho Mastery: If there is one better at Hoho than Akura, then they have never crossed paths. During his time as the Onmitsukidō's head and the second divisions captain, Akura earned himself the nickname of the Crimson Eye Flash God. It was often said that he had to use his Hoho abilities at less than half of his total power, else he would rather quickly leave his squad-mates in the dust. His grasp of Hoho is also said to be so great, that in combat he is said to be in several places at once. He used this while training with the onmitsukido, often taking out a whole squadron of his fellow soldiers at once. He is able to outrun even fellow flash step masters, and even in his fox form he is able to preform shunpo. The afterimages he is able to leave in his wake can actually be made to bleed and can fight back for a limited amount of time of about thirty seconds. He is able to preform a high number of shunpo's before he is even tired, and he has mastered the Onmitsukido's movement oriented techniques. The most prominent being Utsusemi (空蝉; Cicada, referencing their molting).
Expert Swordsmanship Specialist: Though he hasn't shown usage of his Zanpakuto in the last three hundred years he was still awake, Akura is still extremely deadly with a blade. Records showing him taking down a Menos level hollow with a single strike of his Zanpakuto.
Hakuda Mastery: Akura has trained himself to the point of mastering the art of Hakuda. In fact, he generally relies completely upon this art. If one needed proof of his mastery of this art. The fact that Akura has never drawn his Zanpakuto in combat during the last three hundred years he was a captain should be enough to convince anyone of his level of mastery. Because of his level of mastery, Akura rarely even carries his Zanpakuto on himself anyways. Forgoing the use of a Zanpakutō all together in order to simply use Hakuda.
Kido Expert: As his style of fighting is based upon unarmed combat, Akura had to adopt quite a bit of Kido training in order to further defend and attack without a zanpakuto. He openly admits that he is not the greatest Hado user around. But he knows enough of the art to the point that he can easily and efficiently mix the art in with his style of hand to hand fighting. With no delay in his speed. He displays highly efficient levels in bakudo type spells, using them to halt his opponents movements before he strikes down upon them with a deadly finishing strike.
Shunkō: This highly advanced technique is Akura's signature style of combat. It is a style that combines hand-to-hand combat with kidō to explosively increase a Shinigami's offensive capabilities. A high-pressured Kidō surges throughout the user's body, enhancing their arms and legs for battle. The Kidō itself can also be controlled and fired at opponents from the user's body with deadly results. With this style comes a move called Hanki (反鬼, Reverse Demon): This technique is an ability Yoruichi used during Shunkō, which nullifies an opponent's Kidō by hitting it with a Kidō of perfectly opposite speed and energy. The ability can even neutralize an opponent's movements.
Immense spiritual pressure: Akura's spiritual pressure is powerful enough to act as a weakened version of a Arrancar's Hierro. He has demonstrated this by stopping an non-captain shikai level Zanpakuto with his bare hands, though a bit of damage was naturally still received. He often uses this to deter attacks upon himself, simply by releasing enough of his spiritual pressure to unnerve and scare away the attackers. It is said he is able to cause anyone below a third seat officer to have trouble even breathing beneath his vast spiritual pressure.
Enhanced speed and strength: Even though Akura's body is small and slender, his terms of strength and speed are quite high. He often displayed this when he would be challenged by other shinigami for his captains seat. As he insisted he would only using a single finger to fight with, often the finger being his pinky. These challenges would often end with the challenger being rushed to the fourth division for medical treatment, while Akura had only made one move.
Master assassin: Akura has demonstrated time and time again of his knowledge of the vulnerable areas of a body, as well as his par none abilities of shrouding himself from view and suppressing his immense spiritual pressure from others. His style of combat revolves around disabling an opponents movement and striking down upon them in one finishing strike. He is quick to find and exploit vulnerabilities and his sense of balance is actual quite high, making it quite hard to throw him off of his feet or to break his posture while in combat.
Fox Transformation: This is a skill unknown to most all shinigami. In fact, Akura is one of the only shinigami he knows that can actually change forms in this style. It is unknown, even to Akura, why he can do this. Though it is mostly thought of as a skill developed through forbidden kido. In his fox form, most attacks and skills are unable to be used. Though he still has the high level grasp of Hoho he is known for, and that combined with his claws can become quite nasty to the unknowing victim. He can still talk, although his voice sounds highly feminine and light pitched. And his fur takes on a dark black sheen with silver/grey on the tips of his tail, ears and feet.
Weapon: Zanpakutō - Kagesouku (Shadow hound) Pic/Description: Kagesouku is a Nodachi carried on Akura's back via a thin white strap that crosses his chest. Nothing special about the blade in this form. Spirit manifestation pic: Kagesouku Zanpakutō type: Poison type. Call phrase to release your zanpakutō: "Howl into the wind, Kagesouku." Shikai - Kagesouku (Replace the rope with a long crimson sash) takes the form of twin pairs of bladed tonfa connected to one another though a long crimson sash. Each one of the tonfa's blades is made from an out of worldly gold that almost seems to be luminescent, even in complete darkness. The beauty of Kagesouku is purely awe inspiring. The weapon is highly resistant to kido, it is even strong enough to withstand Akura's shunkō. Meaning Akura is able to use shunkō while wielding the weapons. Increasing the weapon's overall attack power greatly.
[ Dokudokushii Dageki ] - Venomous Strike - This is Kagesouku's greatest offensive ability. It is also the reason why Akura was such a successful assassin. Each of the weapon's blades are literally dripping with there own type of highly specialized type of spiritual poison. Meaning Akura has exactly two types of poison at his disposal when wielding the tonfa. It takes just a single wound to administer a single does of the poison, and that is normally all it takes.
The first poison is much like an acid, it originates from the right tonfa. When a wound is administered by the blades, the poison sets to work near immediately. Eating away at the affected area and leaving nothing in its wake but a rotting flesh like smell. The acid, when left alone, will stop after about ten minutes (Five posts) of grueling, flesh eating pain. This of course is not even the worst part of the poison. The true power of the poison lies in is explosive qualities, a second slash of the tonfa's blade over the exact same original wound is all it takes to trigger the explosion. The explosion itself will take the affected area with it, destroying the area beyond normal repair. If the poison is given more time to spread throughout the victim's bloodstream, its deadly results will double for every minute (post) passed. Eventually allowing for the entire body to explode from the inside if a second cut is made after twenty minutes into the fight (twenty posts).
The second poison is much different and this time it is from the left tonfa. This poison actually allows for Akura to control the affected area though his spiritual pressure. For an example if Akura cuts the left arm of an opponent, that arm is then able to be controlled like a puppets arm though the manipulation of Akura's spiritual pressure, with Akura pulling the strings. This of course has a few downsides to its power. In order for Akura to gain control of the said wounded area, he must first struggle with the victim for control. This brief period of time unfortunately gives the opponent time to preform a swift cut to the affected area. If done correctly, this cut will sever control of the arm to both the victim and Akura. Rendering it useless to both. (Three posts of struggling before the victim losses control.)
The true strength of the poison is shown when an opponent suffers a wound on their neck and or head. When a wound is administered there, Akura gains complete control over the victim's body. Turning them into a human puppet. Restrictive kido spells placed on the victim will cause all motion to cease. Also, if the poison is somehow removed from the body, Akura will lose control of the affected area or body. This wound takes far longer for control to be completed, and once done, Akura only has control of their physical body. Their Zanpakuto will revert to its sealed state, and any kido they may know is unusable to Akura. Meaning he only has control over body, not mind. (Five posts of struggling before control)
[ Chuuwa ] - Counter-act- This ability requires Akura to cut himself with his own blades, this causes a counter-poison to enter his bloodstream. This poison is highly adaptive and will work to eat away at other poisons placed onto Akura. Mush like his own personal antidote. He can use this ability on others as well.
Bankai - Shoushi Kagesouku (Midnight shadow hound) - When the bankai is released, the area Akura is currently fighting in is enveloped in an unnatural black, mist like, haze. This haze to victim's, only gives about a three foot radius for viewing, all beyond that becomes nothing but a swirling mass of shadows and darkness. This can prove deadly as the fight progresses if the opponent is not used to fighting without their vision.
The weapon in this form takes no exact shape. Instead it is a swirling mass of shadows concentrated entirely around Akura's arms and legs, as well as a pair of fully functioning wings upon his back and a long spiked tail coming from his rear end. These shadows are deadly in there own ways. Though "unarmed" combat like strikes Akura shows the true combat style of his bankai. The shadows work almost like a blade, creating blade like wounds on whatever Akura is attacking. This of course is not their only function. But it is the most noticeable. The shadows can still block much like a normal blade can, though high captain-level opponents may be able to still inflict a bit of damage on the limb beneath with their stronger attacks. This causes Akura to focus more upon dodging and evading rather than blocking when in combat against a higher level opponent.
The hidden attacking power of the weapon follows the Zanpakuto's poison type. With each wound inflicted, a small amount of poison is administered. This poison targets the victim's heart and diaphragm muscles exactly three days after the fight. It will remain slightly hidden in the victim's system until that time, though most medics could probably see the tell tale signs of poisoning on a victim, it is also so highly spread out at the time of activation, that removing the poison is virtually impossible without hundreds of medics working in concert. The poison, when finally activated, will make quick work of the target areas. Taking only about four hours to completely destroy the heart and diaphragm. Causing the victim to die near instantly. The symptoms of the poison will worsen with each passing day. The first day being much like a common cold, with simple raises in temperature and a sickened feeling throughout the victim's body. The second day, is mostly when the alarm bells sound for most victims, telling them to seek medical attention. Their symptoms worsen, forcing them to become bed ridden with the tell tale signs of a major poisoning. The final stage forces the victim into what would be best described as a poison induced coma. Here they must hope that they reached the hospital in time, else they will die where they collapsed if not found by another.
Even if they seek medical treatment, the removal of the poison is almost as deadly as the poison itself. The poison must be delicately removed from areas completely spread throughout the body. This indeed will be extremely painful for the victim, and also highly draining upon the medic removing the poison. Though it is not impossible, it will still take long, draining hours of pain painstakingly slow work to remove a ticking time bomb from the body.
While the bankai is released, Akura's total speed increases past his normal amount due to the shadows enhancing his muscle structure. This puts him at an above-average captain class level in rankings of speed and reaction times.
[ Reiji ] - Twelve o' clock - Being Akura's most prominent bankai related technique, Reiji is well known by Akura's enemies and friends alike. For this move to be completed, Akura must be behind the opponent. Shifting the shadows completely into one long lance like weapon on his right arm, Akura will rush forward. Aiming the lance for his opponents back in hopes to rupture their heart from behind. The move is naturally named after the fact that if done properly, the lance will jut out from the victim's chest. Like an arrow pointing toward their twelve o' clock.
[ Senkou Shushou ] - Flash palm - Extending his palm outwards at a chosen target. Akura will release the shadows surrounding the extended arm, firing the shadows off like shards of spiritual energy. It takes a great deal to stop the shadows from moving, normally high leveled kido based shields will work, though low level shields will only slow the shards, not stop them. A visual example of the pure strength each of the shards hold would be when a single shard is fired at a building sized object. The shard will collide with the structure before tearing it to nothing more than dust coated rubble. Up to five at a time can be fired, either all together or separately. The shadows after firing will quickly reform on the arm after a short recharging period of two minutes. (Two posts) Leaving a small gap in Akura's defenses during that time.
[ Ko-ru Shugotenshi ] - Call of the Guardian Angel - Akura will charge a large amount of reiatsu deep within his throat before releasing it in a deafening, bone chilling roar. The reiatsu, upon release will arc toward the chosen target while taking the form of an angelic being, complete with a set of wings and a halo atop of the figure's head. This angel, when the target is reached, will impact and detonate with a fierce force. Spreading a high concentration of destructive reiatsu throughout the area.
Known Kidō
Bakudo
1. Sai (塞, Restrain) Locks a target's arms in place behind their back.[3]Incantation: unknown.
4. Hainawa (這縄, Crawling Rope) An energy rope entangles the target's arms.[4]Incantation: unknown.
8. Seki (斥, Repulse) Creates a round shield that seems to temporarily paralyze and repel whatever strikes it.[5]Incantation: unknown.
9. Geki (撃, Strike) Engulfs the target in red light, completely paralyzing them. Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!" ("自壊せよロンダニーニの黒犬!! 一読し・焼き払い・自ら喉を掻き切るがいい!" wink
9. Hōrin (Disintegrating Circle) Causes an orange hued tendril with spiraling yellow patterns to erupt from the users hand and attempt to trap a target. the end of it remains in the hands of the user allowing them to control the path of the tendril before and after capture. The Kidō is able to connect with another one of itself if both have captured a target and bind them together. Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and tear out your own throat!" ("自壊せよロンダニーニの黒犬!! 一読し・焼き払い・自ら喉を掻き切るがいい!" wink
21. Sekienton (赤煙遁, Red Smoke Escape) Creates a blast upon activation and is used like a ninja's smoke bomb.[6]Incantation: unknown.
26. Kyakko (曲光, Curving Light) Hides the target from sight, by bending light. The spell has the ability to totally hide the presence and reiatsu of the user or specified object.[7]Incantation: unknown.
30. Shitotsu Sansen (嘴突三閃, Beak-Piercing Triple Beam) Forming a golden triangle with one's finger, it shoots three beams of light that pin the target to one place on a surface, slamming into his or her body in three places in a shape of a perfect triangle.[8][9]Incantation: unknown.
37. Tsuriboshi (吊星, Suspending Star) Creates a star-shaped cushion of Spiritual Energy, which anchors it to nearby objects with "ropes" of spirit particles. It can stop falling objects, acting like a safety net.[10]Incantation: unknown.
39. Enkosen (円閘扇, Arc Shield) Summons a shield of condensed reiatsu to block opponents' attacks.[11]Incantation: unknown.
58. Kakushitsuijaku (摑趾追雀, Summoning of the Tracking Sparrows) Tracks and locates any spiritual force the user focuses on. To activate it, the user must draw a circle on the ground, cut into four parts with a specific character in each. The incantation animates the circle, causing various numbers to appear within until the specific set is found. The number set seems to be a variation on longitude and latitude.[12]Incantation: "Heart of the south, eye of the north, finger of the west, foot of the east, arrive with the wind and depart with the rain." ("南の心臓 北の瞳 西の指先 東の踵 風持ちて 集い雨払いて散れ" wink [13]
61. Rikujōkōrō (六杖光牢, Six Rods Prison of Light) Summons six thin, wide beams of light that slam into a target's midsection, holding them in place. The target is then unable to move any part of their body including the parts that were not struck by the beams.[14]Incantation: "Carriage of Thunder. Bridge of a spinning wheel. With light, divide this into six!" ("雷鳴の馬車 糸車の間隙 光もて此を六に別つ!" wink [15] 62. Hyapporankan (百歩欄干, Hundred Steps Fence) A rod formed of energy is thrown towards the target before it disintegrates into numerous short rods which are used to pin the target to the surroundings and render them immobile.[16]Incantation: unknown
Hado
1. Shō (衝, Thrust) Pushes the target away from the caster.[28]Incantation: unknown. 4. Byakurai (白雷, Pale Lightning) The user fires a concentrated, powerful lightning bolt from their finger.[29]Incantation: unknown.
11. Tsuzuri Raiden (製本雷, Bound Lightning) Electric current flows through any object the user touches and is able to lead electricity, damaging any target that is in contact with the object the current runs through.[30]Incantation: unknown
31. Shakkahō (赤火砲, Shot of Red Fire) Fires a ball of red energy at a target.[31]:Incantation: "Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!" ("君臨者よ!血雨の仮面·万象·羽ばたき·ヒトの名を冠す者よ!焦熱と争乱、海隔て逆巻き南へと歩を進めよ!" wink [31]
33. Sōkatsui (蒼火墜, Blue Fire, Crash Down) Fires a burst of blue spiritual energy at a target in a similar manner to #31, but over a wider area and with more power.[32]Incantation': "Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Truth and temperance, upon this sinless wall of dreams unleash but slightly the wrath of your claws." ("君臨者よ!血肉の仮面·万象·羽ばたき·ヒトの名を冠する者よ!真理と節制、罪知らぬ夢の壁に僅かに爪を立てよ!" wink [33]
54. Haien (廃炎, Abolishing Flames) Fires a blast of purple spiritual energy that will incinerate a target completely when it makes contact.[34]Incantation: unknown.
Other Hoho related moves
* Shunkō (瞬閧, Flash Cry): An advanced technique that combines hand-to-hand combat and Kidō energy to explosively increase a Shinigami's offensive capabilities. A high-pressured Kidō surges throughout the user's body, enhancing their arms and legs for battle. The Kidō itself can also be controlled and fired at opponents from the body.[57] Shunkō first appeared being used by Captain Soifon in her fight against her old master, Yoruichi Shihōin. Soifon states she invented the technique of combining Kidō and Hakuda so recently that she had no experience with it in battle, let alone enough time to give it a name. Yoruichi, however, reveals Shunkō is the technique's name, and that she invented and learnt the ability long before Soifon. The keisen uniform has no back or sleeves because the fabric will rip apart when the user's back and arms are filled with Kidō. Though Yoruichi's Shunkō is perfected, unlike Soifon's version, she still has difficulties controlling it.
Hanki (反鬼, Reverse Demon): This technique is an ability Yoruichi used during Shunkō, which nullifies an opponent's Kidō by hitting it with a Kidō of perfectly opposite speed and energy. The ability can even neutralize an opponent's movements. (Somewhat erroneously named Hanki Sōsai in the Viz translation, as sōsai (相殺) means "mutual cancellation", referring to the ability's effect.
Senka (閃花, Flash Blossom): a special shunpo technique where one moves to their opponents back. Directly attacking and sealing one's "Saketsu" and "Hakusui" in one strike. The movement is so fast that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are.
Utsusemi (空蝉, Cicada, referencing their molting): It allows for a movement at great speed leaving an afterimage behind.
Biography: Akura was born, was killed, and was sent to the seireitei all in karakura town, all on the same day. You see, he was the victim of a rather sick minded hollow. This hollow loved- no. This hollow lived to kill newborn children the day they were born. Sadly, Akura was one of these children. He never even had a chance. It was unknown how he was named, or even who brought him to the seireitei. But what is known, is that he was one of the first shinigami to ever be exiled from the seireitei.
It all happened so suddenly. Akura was enjoying the prime of his life, he was the captain of his own division, the head of the Onmitsukidō. Things could not have been better for him. Sadly, fate had to intervene. It was a standard retrieval mission. A fellow high leveled shinigami had to be rescued from a rebel group within the Rukongai. Akura and a company of around fifty solders from the fourth squad had been chosen to search for the lost shinigami. The higher-ups insisted that Shimaru should take his own men. But Shimaru knew well enough that the fourth knew the layout of the soul society better than any other squad...
It was all going well, that was, until both Shimaru and the fourth division members were "ambushed", leading to the death of the "attackers", several members of the seventh division that were on a routine patrol. The friendly fire incident near sparked a small squad based war between the seventh and the second divisions. The higher-ups, fearing rebellion, felt the simplest solution would be to banish or execute those responsible. It was by sheer luck that Shimaru was informed of the executions before they occurred and was able to escape into the world of the living. But he did not escape unharmed, and in his weakened state it only took a few minutes for him to be discovered by a group of spiritually aware humans.
The humans, fearing Shimaru's vast spiritual pressure would attract hollows, sealed him away with an odd combination of their powers. The human's spell caused Shimaru to be placed inside of a scroll meant to completely seal away spirits. There, he was stuck inside of the paper prison that lasted for hundreds of years. Only recently was he able to escape. The long drain of time taking both his memories, and his friends. Leaving him alone and confused in the world of the living. With no true idea of who he really is. Will he be rescued from his living nightmare?
Other information: It is unknown whither or not anyone truly remembers Captain Shimaru, his name only surviving in lost history books spread throughout the Seireitei... Theme song: Seranade of Water Quote: "I-I think my name is Akura....."
Requiem of Remorse · Sat Dec 26, 2009 @ 05:07am · 0 Comments |
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