~Information~
Name: Czar
Appearance Age: 30
Actual Age: 600
Gender: Male
Sexuality: Straight
Personality:
Czar normally appears as a calm and collected Shinigami; he normally comes across quite caring. During battles, however, he reveals a darker side.
Czar carries an obsession for what appears to be his "crusade," and compulsively quotes passages of the Holy Bible as he speaks. He is extremely determined to achieve his end, usually by whatever means necessary.
In battle, he is merciless and almost unstoppable. He has a habit of hissing during fights, and often loses all control of himself. Despite this, he can stop himself and focus on his mission.
Bio:
Unknown.
Division: Third (Sanbantai)
Rank: Captain
~Appearance~
Picture/Description:

Height: 6'8"
Weight: Unknown
Hair Color: White
Eye Color: Blue
Usual Clothing: Usually Czar wears odd clothing that appears to be old armor.
Zanpakutō Position: On his left hip under his cloak.
~Zanpakutō~
Sealed Form Appearance:
A normal length Katana. It's sheath his pure red while the hilt, handle and guard are completely white.
Name: せき Kanseki ["barrier/gate"]
Element: None
Zanpakutō Spirit Appearance:
Kanseki
Shikai:
Kinseki - Shikai
The ability to create different assortments of barriers. When released, Kinseki takes the form of a small crystal ball that floats around Czar's head. Czar never actually touches Kinseki in Shikai. Whenever Czar uses an ability, the orb glows bright purple.
88888888888888888-✦ かくへき [Kakuheki] Barrier Wall
The ability to construct a massive barrier. In this ability, a large bi-level wall made completely out of reiatsu absorbing substances is erected in front of Czar, or a target of his choosing. This ability absorbs reiatsu based attacks and also completely cuts off Kido spells.
88888888888888888-✦ ぼうえきしょうへき [Bouekishouheki] Trade Barrier
The ability to trade his opponents mind with another acceptable target. Within this attack Czar places an enemy in a white type orb. After doing so, he is able to trade his opponents mind with a nearby target, for example, he could make his opponent have the mind of the ground or air, completely disabling them from doing anything. He is also able to trade minds with an opponent, which in turn trades bodies.
88888888888888888-✦ グレートバリアとう [Guretobaria tou] Great Barrier
The ability to construct a massive barrier. An increase from his first Shikai ability. Great barrier is a massive green walled barrier that is a perfect defense against Kido spells and heavy reiatsu based attacks. This ability is able to not only cut off reiatsu based attacks, but it is able to send them back at a random target. This attack is not immune to physical damage. The green barrier can cover half or a whole part of any target Czar chooses, and distance is not a limitation, he is able to picture the target in his mind and no matter the area, a Great Barrier will appear there.
88888888888888888-✦ あんぜんばりあ [Anzenbaria] Safety Barrier
The ability to stop moderate physical attacks. Until now, most of Czar's abilities have been to stop Reiatsu/Kido. This ability consumes a target in a light purple orb which can stop high level physical attacks. This attack gets stronger for seven hits by any physical attack, and on the eighth hit disperses.
Obtained?: Yes
Bankai:
Kinseki - Bankai
In Bankai, Kinsek's abilities change. Instead of creating barriers, it is able to open gateways that let loose different monsters and provide different abilities to Sin.
88888888888888888-✦
ゲートウェーこうかんき [Getoue koukanki] Gateway Switch
The ability to open a gateway and redirect an attack back at an opponent. In this ability, a beautiful wooden set of doors appear with marveled carvings of different objects on both frame and door. The handles are giant Roses. As the attack is coming in, the doors open to reveal a darkness, the attack is sent in and the doors shut. From this point on, the opponents attack can come out of nowhere at any moment without warning, making it virtually impossible to block.
88888888888888888-✦
かんもんいきじごく [Kanmonikijigoku] Gateway of living Hell
The ability to drag an opponent to a alerted dimension of the one they are currently in. In this ability, the opponent is surrounded by large thin steel doors, the opponent cannot escape by going over top for as they try the doors grow, even speed wont play a factor. The opponent has no choice but to enter a door. Any door he/she chooses will be a altered dimension of the one they entered from.
------Door 1 - Dimension is only slightly alerted with weird creatures walking around.
------Door 2 - Dimension is severely altered and target begins seeing nightmarish creatures that attack but are extremely weak.
------Door 3 - Dimension is unrecognizable. Target lives own worst nightmare, fends off strong nightmarish creatures that are only known to the target. World is dark and fiery.
------Door 4 - Dimension is completely altered, target is engulfed by darkness, fends off beastly strong own nightmarish creatures that are now fully recognizable to target.
The dimensions are altered by the targets own mind, and not Czar. The only way to escape this attack is to enter the dimension and find what is known as a "Yokari" (Orb of sealing) destroying this orb breaks the dimension and the attack. In order to be trapped by this particular attack, one first must be under the spell of "Kusari" (Chain) which is a unique character ability of Czar.
88888888888888888-✦
ふじんポルタル [Fujinporutaru] Heartless Portal
88888888888888888-✦
Unknown
88888888888888888-✦
Unknown [Said to be destructive]
Obtained?: Yes
~Skills, Techniques, and Kidō~
------くさり Kusari: This ability creates multiple doors that appear all around an enemy. Chains, several sets, appear from each doorway and wrap around the enemy. These chains moderately drain an opponent of their reiatsu and weaken their physical strength.
Kido
Points: 7
Hadō (破道, "Way of Destruction")
Hadō (Destructive spells): refer to offensive spells which harm an enemy or cause damage.
Hadō #1: Shō (衝, Thrust)
Description
Pushes the target away from the caster.
Hadō #2: Beniikazuchi (Crimson Thunder)

Description
A beam of deep red lightning is blasted from the user's pointing finger towards the enemy. It's intention is to make so much noise, that it breaks the enemy's orientation. Its strike is not very strong but the impact can make superficial bruises. It's a good Hadō for initiates.
Hadō #4: Byakurai (白雷, White Lightning)

Description
Fires a concentrated bolt of lightning from the caster's forefinger.
Hadō #5: Kūkū no Akuryoku (空空 の 握力, Grip of the Void)

Description
This art creates a short-lived bubble of nothingness around its target, causing weak spirits to explode. Stronger beings are not affected at all.
Hadō #8: Kutsūnomaru (苦痛 の 丸, Circle of Pain)

Description
This art creates a shining circle of yellow around the feets of the target, destroying very weak spirits instantly, causing great pain to spirits up to lower medium power and causing light discomfort to anything stronger.
Hadō #11: Tsuzuri Raiden (縛られた電光, Bound Lightning)

Description
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.
Hadō #20: Nesshō (熱傷, burn)

Description
Allows user to interlace energy into an item for the purpose of creating a flame. The flame is hottest about two millimeters from the object. Energy is constanly drained from the user to keep the flames burning. The flames can not be put out by conventunal methods. The user would likely pass out if this were kept up for more than 4 posts.
Hadō #27: Akkaihira (圧壊平, Crushing Palm)
Description
A direct Kidō attack, this move must be done at point blank range. The user of this attack focuses Kidō energy into one of their hands, the entire hand soon becoming covered in the energy. The energy is constant, and will stay as long as the person wills it to. This technique gives the hand a great destructive force, allowing it to punch holes in walls and greatly increase that person's striking power - to the point of being able to fracture or break bone. The power of the fist becomes stronger the longer the person keeps the energy concentrated, the energy becoming more taxing to keep it going. The largest cost is in between successful strikes when the energy has to renew itself. In stronger shinigami this technique can even allow them to destroy large structures without a Zanpakutō.
Hadō #31: Shakkahō (赤火砲, Shot of Red Fire)

Description
Fires a ball of red Reiryoku at a target.
Hadō #33: Sōkatsui (蒼火墜, Blue Fire, Crash Down)

Description
Fires a burst of blue Reiryoku at a target in a similar manner to #31, but over a wider area and with more power.
Hadō #35: Tenken (天剣, Sword of Heaven)
Description
This spell is about as big and flashy as they come below the sixties. Meaning, of course, that if you use it, everyone knows where you are. Worse, it can be easy to dodge, if you recognize that it's coming. But if you don't, This spell summons a straight long sword, about eight feet long, made of pure Kido that falls from the sky and pierces the spell's target through. It takes one or two seconds from the time the incantation is complete for the sword to cross the space from heaven to earth (depending on how much the target moves.) The sword is capable of "homing" on its target, but it can't track more than fifty feet away from its original target point. The sword can easily be shaken by Shunpo, dodging just before impact, or just by running into a building (not so much a dodge, but it prevents the person getting hit.) A person failing to dodge, on the other hand, is skewered like Mongolian barbeque.
Hadō #37: Senheki (千劈, Thousand Burst)
Description
A ball of energy is focused in the palm of the hand. When released the ball travels a very small distance before exploding into a thousand small spheres of spirit energy, spreading out as they travel. In a modern context it is most similar to the blast from a shotgun loaded with 100 buckshot, and can easily overwhelm a target through by spreading out the contact area of between the spheres and the target. Maximum effective range is no greater then 30 metres before the spheres become too diluted to do much damage.
Hadō #38: Seidan (聖壇, Altar)
Description
The user presses their hands to the ground as they chant this spell. Stone javelins shoot forth from the ground, surrounding the opponent. They all come down on the person, shredding them. It starts out with four javelins. However two javelins are added for every additional level used. Each javelin appears ten feet from the target, they are all about one yard in length and four inches in thickness.
Hadō #42: Uchū no Shinjitsu (宇宙 の 真実, Truth of the Universe)

Description
This art destroys not the body, but the mind of its victim, overloading its senses with a massive torrent of information streaming in much too quickly.
Hadō #47: Naichū (亡い宙, Dead Air)

Description
A lot of air is compressed to the size of a golf ball in the palm of the hand. This heavily compressed air is thrown at the opponent. When the ball makes contact or when the user detonates the sphere, the released air acts like a vacuum blade. Fifteen metres range. Any further requires more energy to keep the air concentrated.
Hadō #48: Hekinagare (劈流れ, Burst Stream)

Description
The user of this spell gathers energy into their hands. The energy then calls upon the elements of water, causing a spherical ball of liquid to form between the users palms. The energy is then shot out with a great burst of strength. A small (one foot) screw-like whirlpool shoots from the orb blasting right at the target. The whirlpools lasting time varies on level. Beginners can only hold it for two posts, but higher ups can hold it for up to four. Higher-level shinigami can use this technique with one hand and can even control the whirlpools direction. Even higher-level shinigami can create whirlpools so strong that anything nearby will be caught in them.
Hadō #49: Ikijigoku (生き地獄, Hell on Earth)

Description
This destructive art incinerates the moisture inside and outside of the target, boiling it alive. It is neither nice to watch nor easy to cast, draining its user quite a bit but can destroy most hollows up to the Gillian class.
Hadō #52: Bakuhatsu no Chakudan (爆発 の 着弾, Detonating Impact)

Description
Similar to the first blasting spell, Sudden Impact, this releases a blast of air from the hands of the caster, but instead of the 'normal' one, this one is huge in comparison and is supercharged with spirit energy, detonating on impact, thus the name. It uses a lot of strength to cast it.
Hadō #53: Oogatatsuchi [大型槌, Great Hammer]
Description
A large hammer appears in the air as a manifestation of the user's spiritual pressure and smashes the opponent to the ground.
Hadō #54: Haien (廃炎, Abolishing Flames)

Description
Fires a blast of purple spiritual energy that will incinerate a target completely when it makes contact.
Hadō #58: Tenran (闐嵐, Orchid Sky)

Description
A widening tornado-like blast is fired towards the target.
Hadō #60: Rensaharetsu (連鎖破裂, Chaining Explosion)
Description
The user shoots a ball of light through their opponent, the light does not hurt the opponent at first however. From that ball, five points of light are created behind the target and strung together by a string of Kidō energy. The first ball acts as a guiding point for the attack. The first ball explodes, knocking the target into the other points which then explode on contact with the target.
Hadō #63: Raikōhō (雷吼炮, Thunder Roar Cannon)

Description
Fires a massive wave of yellow energy at a target.
Hadō #65: Nenshōiki (燃焼意気, Burning Spirit)


Description
The user creates a massive tornado of whirling fire that consumes and destroys everything inside.
Hadō #67: Rensahannō (連鎖反応, Chain Reaction)
Description
The user of this spell injects their Kidō energy into the ground. They then direct it to the target(s) of their choice. Once the Kidō is under them, it creates a marking around whatever limb it touches. The energy then shoots up from the ground, and if it marked someone it will even follow after them. The Kidō can even be manipulated to be used in traps, or even to destroy the earth beneath your opponent and cause them to fall.
Hadō #72: Hekikanketsusen (劈間欠泉, Burst Geyser)


Description
Four flaming geysers of lava and magma begin to shoot forth from the ground. The geysers start to twist and turn, creating four powerful whirlpools. The flaming whirlpools then start to converge, moving in on the target and trapping them in a single, gigantic whirlpool of fire.
Hadō #73: Sōren Sōkatsui (双蓮蒼火墜, Twin Lotus Blue Fire, Crash Down)

Description
Essentially a doubled version of Hadō #33, this spell fires two shots of blue fire with greater potency than the single-shot variety.
Incantation
"Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! On the wall of blue flame, inscribe a twin lotus. In the abyss of conflagration, wait at the far heavens."
Bakudō (縛道, "Way of Binding")
Bakudō (Binding spells): are a broad category of defensive spells which block or repel attacks or freezes enemies in place.
Bakudō #1: Sai (塞, Restrain)
Descritption
Locks a target's arms in place behind their back.
Bakudō #2: Kabe (壁, Wall)
Description
This spell erects a wall of spiritual energy in front of its target. It is neither high nor wide though, so most spirits, Hollows and Shinigami are just able to jump over it or go around it.
Bakudō #4: Hainawa (這縄, Crawling Rope)
Description
An energy rope entangles a target's arms.
Bakudō #7: Gaman no Fuuin (我慢の封印, Seal of Patience)
Description
When invoked, the seal creates a white mark on the casters right palm. When this mark is touched to a living being, the mark is transferred to it's body and turns black. From that moment, the flesh touched by the mark becomes rooted to that location in space, relative to the earth. What this means is that the part of the body that bears the mark cannot be moved from that location without being forcefully removed from the body. And even if that is done, it will continue to float there until the spell is released. While it's low rank is due to the extremely low amount of spiritual power required to activate, the spell itself is actually quite complicated and difficult to pull off properly. For this reason, most Shingami pass it up for other sealing spells that are just as effective for far less hassle.
Bakudō #8: Seki (斥, Repulse)
Description
Creates a round shield that seems to temporarily paralyze and repel whatever strikes it.
Bakudō #9: Geki (撃, Strike)
Description
Engulfs a target in red light, completely paralyzing them.
Bakudō #12: Fushibi (伏火, Ambush Flare)
Description
A net formed from an attachment point on the caster, can be small or large depending on the reiatsu force behind it. Has been used before in conjunction with Hadō #31: Shakkahō.
Bakudō #13: Doseiago [土製顎, Earthen Jaw]

Description
Creates incredibly strong tendrils of dirt that spring from the ground and ensnare the arms and legs of the opponent. Because the nature of the tendrils is somewhat tricky, the caster must be close to the target. Five metres is the maximum range. Otherwise the strength won't be sufficient to hold the opponent.
Bakudō #16: Ryūsa (流砂, Quicksand)

Description
This art effectively anchors the victims feet to the earth, denying any movement. It can be broken with enough strength, though.
Bakudō #21: Sekienton (赤煙遁, Red Smoke Escape)
Description
Creates a blast upon activation and is used like a ninja's smoke bomb.
Bakudō #25: Betabetakenwonuku (べたべた剣を抜く, Sticky Draw)
Description
Freezes the sword in the sheath. If not already drawn out, the opponent won't be able to pull the zanpakutou out of the sheath for two posts, depending on the level of the user.
Bakudō #26: Kyakko (曲光, Curved Light)

Description
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.
Bakudō #28: Ikari (錨, Anchor)
Description
The user of this Kidō shoots their energy out in the form of a thick strap. The strap wraps around the target's torso, and then an energy spike shoots from it. The spike is connected to the strap and will shoot out, dragging the trapped victim with it. The spike will either drag the victim back about twenty feet or burrow them into whatever hits it before then. When that spike hits something (or burrows into the ground), three more spikes will shoot out in all directions. The spikes will bind the victim in their spot. They will then dissipate after twenty seconds, and can only be broken by someone of moderately higher spiritual energy than the user.
Bakudō #30: Shitotsu Sansen (嘴突三閃, Beak-Piercing Triple Beam)

Description
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.
Bakudō #37: Tsuriboshi (吊星, Suspending Star)
Description
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.
Bakudō #39: Enkosen (円閘扇, Arc Shield)
Description
Summons a shield of condensed Reiryoku to block opponents' attacks.
Bakudō #45: Yajuukiba (野獣牙, Beast Fang)
Description
The user raises their hand, clinching their fingers like fangs. A large red jaw (about five feet large) then shoots from that fist, fangs formed from pure Reiryoku. The fangs then latch onto the target, trapping them in its grasp and biting down on them harder and harder until the spell dissipates about twenty seconds later.
Bakudō #50: Sokubaku (束縛, Shackles)
Description
This demon art denies any and all movement of the targets arms and feets, binding them together at the back of the target's back.
Bakudō #58: Kakushitsuijaku (摑趾追雀, Summoning of the Tracking Sparrows)
Description
When the caster inscribes a symbol upon the ground, the targets' locations and movements can be identified.
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!"
Bakudō #61: Rikujōkōrō (六杖光牢, Six Rods Prison of Light)

Description
Summons six thin, but wide, beams of light that slam into a target's midsection, holding them in place.
Incantation
"Carriage of Thunder. Bridge of a spinning wheel. With light, divide this into six!"
Beyond this point, brute force will not release you from these Bakudō.
Bakudō #62: Hyapporankan (百歩欄干, Hundred Steps Fence)
Description
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.
Bakudō #63: Sajō Sabaku (鎖条鎖縛, Locking Bondage Stripes)
Description
Similar to Hainawa, but stronger. This Bakudō pins the target's arms to their side with a thick white chain.
Bakudō #73: Tozanshō (倒山晶, Inverse Mountain Crystal)
Description
Creates an inverted pyramid-shaped barrier around the caster.
Bakudō #75: Gochūtekkan (五柱鉄貫, Quintet of 1 kan Iron Pillars)

Description
Summons five incredibly tall and thick pillars to pin a target to the ground.
Incantation
"Walls of ironsand, a priestly pagoda, glowing ironclad fireflies. Standing upright, silent to the end."
Bakudō #77: Tenteikūra (天挺空羅, Heavenly Rickshaws in Silken Air)
Description
When the caster inscribes a symbol in the air and chants the incantation, telepathic communication with any or all people that the caster or his/her comrades have encountered is possible.
Incantation
"Black and white net. Twenty-two bridges, sixty-six crowns and belts. Footprints, distant thunder, sharp peak, engulfing land, hidden in the night, sea of clouds, blue line. Form a circle and fly though the heavens."
Bakudō #78: Sentousemeku (千刀責め苦, 1000 Knife Torture)
Description
Heavy cloths of Kidō wrap around the target, forming into an iron sarcophagus. The user then clinches their fist and one thousand small knives of energy start to levitate around the sarcophagus. Since this was used as interrogation tactic in the old days, the user can control them when the knives are plunged into the coffin. However, the longer they wait the easier it is for the person to break free.
Agility: 9
Zanjutsu: 10
Hakuda: 5
Physical Strength: 7
Reiatsu: 10