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Mashiro Morimoto

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Mashiro Morimoto 4th-Seat

PostPosted: Sun May 08, 2011 7:24 pm


Name: Mashiro Morimoto

Age: 30 years

Position(s) Held: Squad 13 Fourth Seat
Squad 13 Unseated

Hight and Wieght:
6'3" and 211 ibs.

Appearance:
User Image

Personality:
Mashiro is hardly easy going. He believes in the Rules and follows them to the letter... most of the time. He is an extreamist when it comes to loyalty and duty. Most of the time he will be sarcastic, but when caught off guard he can be alot of fun to be around.To go with his loyalty, when needed, he will assist any and all friends that call on him. Just be careful when you upset him. Mashiro can be a little bit hotheaded when confronted.

Brief History:
Mashiro was born a Shinigami, both parents served different Squads. His mother was apart of Squad 11 and father Squad 5. So it would stand to reason Mashiro was a good fighter and understood the basics of Kidou. When he came of age, Mashiro joined the Soul Reaper Academy.During his Senior Year there was a Hollow attack on the academy. Mashiro and what was left of his class, as a few fell in combat, stood against the Hollows. The first Shinigami to arive on the battlefield was a Squad 4 member whos name has been forgotten. While trying to save a cadet, a Hollow nearly killed the Shinigami if it hadn't been for Mashiro to jump in the way to save him. This left three very ugly and large scratch markes on his neck. While recovering that Shinigami gave Mashiro a red cape with the symbol of Friendship on the lock. Mashiro would never meet that Shinigami again but Mashiro vowed to always wear that cape.
Soon after Mashiro joined the 13th Squad, under the leadership of Mock-Taicho. He had many experiances fighting Hollows and training with his Sqad mates. He finally made it to 4th-Seat and looks ever further to asend the ranks, but never forgets where he has been or where he comes from.

Zanpakutou:

(Obtained) Shikai: Write, Joushiru (Emporer's Pen)

Appearance "Shikai": User Image

Physical Appearance: User Image

Inner World: Joushiru's Inner World resembles the Chrysanthemum Throne Room of Japan. There is a single seating area with two chairs, unoccupied. On the floor is the Imperial Seal of Japan. Joushiru appears as a Shogun in this world as he does in the physical world. Though simple, the Inner World itself speaks of the power of Joushiru.

Shikai Powers: SHukai Batsu (Flowing Kidou)~ User Image

THe ribons on the hilt wrap around the blade and draw the reiatsu from Mashiro to create a wave of pure kidou, similar to Ichigo's Getsugatensho. The second power of this attack is being able to conjur items, such as swords and shields.However, this is hardly used unless in a deep need because of its limited ability. Each ribbon acts like a charge for this attack. Once all ribbons are gone, SHukai Batsu can no longer be used.
Joushiru also has the power to perfectly flow kidou from the blade itself and with the combined power of the Zanpakutou and Mashiro, the kidou can be amplifyed in speed and attack power.

Hitshiro Tsurugi (Inverted Kidou Blade)~ *Picture Under Construction*

Mashiro uses this technique and sacrifices his ability to use Joushiru's Kidou abilities with Shukai Batsu. All the ribbons are turned into pure kidou and obsorbed by the blade to create of more amplifyed attack power using kendo. This complements Mashiro's abilities in both Kendo and Kidou.



(Not obtained) Bankai: Joushiru Shujou Hakeshiro (Emporer's Pure Pen and Blade)~ *Picture Under Construction*

Mashiro is surrounded by a white light beam. When he steps out, he is completly white, all of his even his clothes and blade are white. Joushiru takes the form of a Harbringer. The only thing that is left unchanged is the green eyes of Mashiro.

Bankai Powers/Attacks:
The attacks of Mashiro's Bankai are identical to his shikai powers, however with a twist. There is no limit to his conjur power, nor his ability to manipulate kidou.


Joushiru Kokuou Shousoku (Joushiru's Letter Wall)
In this form of Bankai, Joushiru changes form into a Yari Spear with a Red and Green Ribbon. The space around Mashiro, up to 70 feet, is turned into a large room with writting on all four walls. The writtings are names of all the enemies that Mashiro has defeated in the past. The room is mostly for show and color, however, Mashiro can manipulate the writtings to create Kidou attacks. But after each attack a name is erased.


Gokuin Joushiru (Final Pen Stroke)
Mashiro uses all the power of his Bankai to envelop himself and everyone around him as far as 70 feet into an alternet world. Inside it looks alot like Joushiru's Inner World, but with a twist. This time the Seats are occupied by Joushiru and the enemie's Zanpakutou. WHile inside the world, the power of Bankai and Shikai are reduced to nothing, even for Mashiro. Mashiro and his enemy must fight each other with the four basic fighting styles of the Shinigami. This is a last resort for Mashiro, because if he looses his duel with the enemy he will not be able to use Bankai again for a while.


Special Accessories: Mashiro wears a Red Cape that was given to him by a member of Squad 4 as a sign of friendship. He is always wearing the cape.

Abilities: Shikai, Shunpo, Kidou.

Kidou:

Bakudou: 1) Sai (Restrain)
4) Hainawa (Crawling Rope)
8 ) Seki (Repulse

Hadou: 1) Shou (Thrust)
4) Byakurai (Pale Lighting)


*Lost Threads to show proof of training in kidou and shunpo, will post them once I go through training again*
PostPosted: Mon May 09, 2011 1:11 am


Um, no.

First, all pictures need to be either hyperlinked, or removed completely, and in their absence there needs to be at bare minimum one well formed paragraph (8-11 sentences) though it is perferable to have at least two.

Personality and History also need to be longer and have more detail.

No one starts out with Shikai. It is up to your captain to decide when you can train for it. Until such a time you have to put (Unobtained) next to it in red.

No one starts with Shunpo. Same deal as shikai. Please remove it until then.

Everything dealing with your zanpukatou needs to be fleshed out more. Things to add in would be limitations, details about attacks, ect. Also, it tends to be extremely frowned upon when you reference cannon material. If you can, you should try to describe your first attack in a different manner. I will have to talk with one of the other mods to see if your abilities are approved, especially with how vague they are.

KyrosDevil XIII

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