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A Literate Bleach Roleplaying guild. Each character has a chance to bring direct change into the story as it revolves around each one. 

Tags: Bleach, Roleplay, Literacy, Brink of War, Originality 

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Reaper Elyse

Magnetic Capitalist

6,750 Points
  • Treasure Hunter 100
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PostPosted: Mon Sep 19, 2011 5:12 pm


Minerva Antolk

Quinn Macer

Diana Ayame
 
PostPosted: Mon Sep 19, 2011 5:17 pm


~Character Data~


Appearance


Personal Information


User Image
Name: Minerva Antolk
Nick Name Nerv, Nirvana, Geisha
Actual Age: 3000
Age Appearance: 28
Gender: Female
Sexuality: Pansexual
Zanpakuto: Leviatán (Leviathan) is Minerva's Zanpakuto and its blade is a long 4'8ft length; refined and ornamented steel design that carries a blue ting where the blade is at it's sharpest. Single edged and shaped like a katana the dull edge side of the blade has an indent to insure greater damage is uncured as the blade exits a strike. The sheath is of a sapphire hue and has white gold decorating it in the designs resembling a wing in which the hilt matches.
Reiatsu Color: White with a aquamarine tint
Reiatsu Appearance: Bellowing clouds of mist which seem to swirl and sway rising into the air that seem to disperse in a radiant white glow that halo's over head in the sky.
Orientation: Las Cincos Dios: Dios Segunda
Personality: Minerva is a vastly open being; one who quite frankly doesn't discriminate with her emotions and so rarely deeply hates or loves anything truly to a defined binary understanding of the emotions. Yet she does believe in a higher understanding of feeling which she explores with everyone she can and this may take place just in taking part in being in their presence or feel for the personality of another being. Minerva in her explorative nature has an adept ability in all forms of knowledge and ways of life having taken the venture of struggle and joy as equally powerful revelations to the experience of existence. To be around people and things is one of her greater loves in life and whenever she can she tries to present herself in the presence of both death and life. This invokes her to call for her opponents to stay in her defeat, or for her self to cradle the defeated till they pass. War being one moment where she realizes the perfection of mixture between a desperation for life and a relevant closeness with death she prides herself in the joys of most professionally knowing the varying lengths one can reach death. Relatively humble and far less sure of herself despite her range of knowledge Minerva's distance from the ups and downs of emotions in any seriousness allows her to act with out hesitation. Despite always being present to the crowd and appeasing to what she can accommodate with out compromising her own ways, Minerva' emotionally interested but irrelevant intensity of emotion leaves those around her feeling at a distance when physically close, as if her mind and soul are far away from the figure set before you.
Contentment is her goal with most of her endeavors but she's ever conflicted in how to reach the perfection of this goal in all it's forms. She isn't exactly a scientific sort but she ask numerous questions and she tends to find the answer in one way or another. Joyously going about her life feeling ever content, yet still searching for something more. (a walking contradiction in this sense)
Aspect of Death: Euphoria
Theme songs:Personal~Because
__Battle~Atomic Bird

~Background~



Mask Remnant: Crowned piece of protruding skull that seems to sit like a cap or hat upon her head in an ornamental fashion with two horns pointed to the side of her head aiming downwards.
Hollow Hole: In the middle of her forehead above her eyebrows about the size of a golf ball, hidden by her hair near the remnants of her mask. This feature is a symbol of her over all spiritual, mental, and physical longing for more than her constant state of “contentment” can offer.
Numero Location: Below her chin.
Height: 5'7ft
Weight: 152Lbs
Hair: Two toned, black & golden blond (the part over her hollow hole
Eyes: Aquamarine
Physical Appearance: Fit, Voluptuous, (woman has some pronounced curves), She for the most part doesn't look very intimidating than~ more over esthetically pleasing to the eye. Due to her dress style she hides one of her more easily noticed features is the build of her legs and their length. her legs being particularly longer than normal and her firmly plump and muscular thighs makes for her fighting style to primarily involve heavy kicks.
History: ~Life and Death Minerva was a young priestess when she was alive who was a captive of a traveling band of religiously interested great cities of the ancient world. Originating from the middle east near the Egyptian civilizations she'd been crowned as a earth born goddess of the sea and for the time she'd been alive was covered in the gaze of admirers and coveting individuals. Yet the religion of which she'd belonged to had grown to be problematic and the very same cities and civilization her and her followers had traversed to had become the hunters of their flock. Believing in the true beast of “the beyond” the Leviathan. Minerva had lead her people to peacefully receive the hatred of their pursuers and place themselves at the countless tortures of their swords with the pity and faith that they would be rewarded in the afterlife. In this faith they found happiness and as they passed they had become known as the people of the people of the twisted smile. For not on of them died with out an eerie look of fulfillment. It was contagious; the very idea of passing on with the Euphoric ideal of bliss beyond of the extent Minerva had shown in her peoples peaceful display brought on more followers who had diverging beliefs but wished for the same bliss. Minerva herself having kept secret the truth of her people bliss. A base and ancient hallucinogen which numbed them from the depths of pain they faced, to which in the sight of their own gore and entrails displayed before them they'd only come to laugh or smile uncontrollably.

Before each capture she'd given them their “religious right” and she herself had deeply been intoxicated. A false prophet to a ascension she wasn't sure of. In the end she'd died by fire smiling as she'd passed; her body so well soaked in the hallucinogen that the ashes and smoke from her corpse spread and cause the city she was burned to fall into utter twisted chaos of recklessness and joyful mutilation. It would come to pass that the truth was found but the faith of “the beyond” and it's crazed priestess would pass from the pages of time never to be retold in fear of the “witches” insanity.(age of death 18 )

Hollowfication:
Minerva trough out this was nothing but a pawn, well from the beginning. She'd been raised by people who had strong medical knowledge and had taken their lot in life in experimenting with live or dead bodies. Testing to see the limits of the flesh and searching for the “physical location of the soul”. Theorist as they were, what she could call parents were nothing to the standard figures most came into their own under. She'd been though that giving of oneself was a great gift and it made for a twisted exaggeration to this meaning. The realization of how wrong she'd been had only come after 100 years (avoiding detection from shinigami and trailing the whereabouts of those who had connection to her religion) of roaming long after her people were purged from the surface of the earth. The crafts they'd learnt and instilled in their culture long gone.
The despair of witnessing this loss as a positive soul brought her soul chain to finally break from the weight of ever being the observer of others ascension and her ignorance to the truth of the world beyond left her with a deep craving for more knowledge. In her transformation the void in her mind, heart, and soul presented it's self amidst her mask. Minerva would become a creature representing the thirst for fulfillment she'd been plagued with. A Dragon like creature that swam trough the sky much like the sea, a rendition of the Leviathan of creation myths set far off from the primordial home from whence it came. Her thirst being satiated by the souls of the most devote and faithful of souls, introducing and inducing the same hopelessness she'd become accustomed to in her personal lament. Once feeling incapable of being truly satisfied by human souls she'd finally dug her way into the land of Hollows, Hueco Mundo

Evolution:
It was a long and winding road in Hueco Mundo as Minerva grew. Once in the sea of sand She'd make her trips in and out of the Menos forest hovering between the plains of the endless desert searching for the signals of “life” or spiritual energy she'd thirsted for. Ever sensitive to the placement and nature of Reishi She'd become a hunter and attack from both above and below the enemies eating trough the other Menos quite quickly until she'd become Gillian. In her Gillian stage she'd become quite more sensitive and rather more relaxed of an hunter, coming to continuously believe that maybe this “beyond” had another further away that could hold true to her. It was lost to her why she'd retained this thirst for more knowledge and experiences but the intense desire to live and feel drove her on to allow her enemies to come to her. Devouring other Gillian with a more defensive stye of attack until she'd taken the next step in her being.

As a Adjuchas, her personality became stronger so strong that it barely came to mind the differences of those who were consumed into her being and herself. They shared the desire to know and feel and simply “to desire” in it's rawest form. She'd governed a respect and depth of apatite that became rarely ever selective but always inquisitive to the point of reasoning behind her existence. Ever feeling the closing fulfillment of completion The Vasta Lorde evolution had come with in the blink of an eye and Minerva had reestablished her being to something resembling her former self and the youthful and sensual figure she'd carried held a depth of power and treachery to those who'd desired her. She'd never completely object to the advances of one who desired her but she'd taken as much “pleasure” from them as they could from her. Armed with her apatite’s Minerva had grown to unbound prowess and power to which her number was placed below the meek chin she'd graciously rest on many weak and dieing shoulders. One of the La Cincos Dio the title of Dios Segunda number two under the god of the land Minerva had meet with what contentment this form could hold for her. Spreading the “Joy” and “Suffering” only she had the length of breath to display.
Still ever the faithful servant but much more the seeker of pleasures of the typical and imaginative Minerva has embodied the spirit of false transcendence a deep twisted Euphoria.

Hobbies: Scrying, Witch Craft (occultism), Medicine (intense knowledge of various biologies)
Likes: Sharing experiences, Pain ( personal, shared, or given), Pleasure (personal, shared, or given)
Dislikes: Distance(physical, and more more over social), Blanks (the roaming souls), Selfishness
Relatives: (As of now none, but most likely characters of a dragon or serpentine background may be distant relatives of her)


~Zanpakuto Information~


Zanpakuto Appearance: Leviatán
Zanpakuto Name: Leviatán
Zanpakuto Type: Long Katana

Resurrecion Appearance: First Release, When awoken to her true form Minerva again assumes the vicious form of the Leviathan, but it's of a sleek and scaled skin that much resembles that of an assassins outfit. Her head is completely hidden underneath a shelled casing that stretches back into a tailed curve that whips about behind her and from it's under belly bellows out a thick mist that fills out around her about twenty-five [25] feet in all directions. Her armored scales look light but durable and easy to move in with white base hue and dark-blure running near black tints of color run about the defining lines of the armors appearance. Her over all body looks highly dynamic and made for greater speed with sleek movement. After she'd unsealed her first form Minerva reishi suddenly grows like any Arrancar yet her reiatsu seems to spread out and create a lucid liquid feeling in the air that may seem like the opponent is under water (though they can full well breath and if up to snuff aren't effect by this type of spiritual pressure which would feel like having the ocean resting on top of you)
Resurrecion Release Command: “Ascend and submerge use, Leviatán”
Resurrecion Abilities:
- Legión: After transforming into her Resurrecion Minerva's reishi is capable of forming numerous “clones” of her which all hold the same motivations and thoughts as she does but trough her multiple vantage points of insight may act independently. (can ever create 10 at a time) these clones are weak and can only ever create cero and bula that are even weaker than the originals. Yet this band retain all of her normal Hollow skills and can relay information not telepathically but empathically in which by way of feelings they communicate intent but not strategy or proper structure of taught and motive. One clean strike to the clones and disperse the Reishi that's created them from the aura that exudes from minerva. (over all retain the powers of the original accept "Oceania Cero", and have a relative power of a lower class vice-captain shinigami)

- Cambiar Equivilencia (Equivalent Exchange): Minerva has the ability to transfer reishi by means of touch from one thing to another and in doing so she can procure a registered amount with in a given time period while in contact (in turns of contact, also it's at least more than just a few second). In transferring this reishi from one thing to the next she can pass on states of health (over all a balanced homeostasis) or infliction (injuries or ailments) into the environment ( plants, animals, or even natural resources that can be degraded or be rejuvenated in some sense) or into her opponents, also the the inverse of taking on these traits from others to rid them of an infliction of injury or level of health. All of this requires some reishi to iniate the process and passing on "necrotic" or disesed reishi which trades damge she holds to others, takes her actually being damaged first. [ One turns worth of contact create or repair a simple (most time just a minor scratch or something of a visible flesh wound) cut in transference; two turns of consistent contact causes a considerable gash to or from minerva and her target; three turns a may do the same as two and effect performance overall slightly to or from her; four turns of consistent contact can cause a terminal injury that may become permanent or un-healable; five turns may cause a coma inducing length of damage.]
Note: transferring damage or ailment can only occur when she's hurt (which can be absorb into her to pass on), as well as taking on a healtier state would require someone to be with in some length of health matching the she's drawing towards, so she can't heal terminal damage with some one who is as well in a terminal state or somewhere close to it.
In a word she transfers damage to and from things by passing the nature of a given level of health or damage with in the time she retain contact with something that can retain reishi or does retain reishi.

- Enhanced Awareness: She grows increasingly aware of reishi signatures and their movements further enhancing her reaction time.

- Enhanced Fluidity: not greatly increasing her speed very much more than a slight adept level above her class Minerva’s actions become much more easily strung together and broken and changed in mid-action making her momentum something completely with in her control.

- Spiritually Massive: Though her power isn't exactly so far exceeding the leveled increase of her stature as Dios Segunda. Her spiritual pressure spreads to a much vaster length and it's density can seem to create a mass illusion of being submerged in a large body of liquid. This effect can be simply noticed and bare not great yield against Vice-Captain shinigami and above. Yet those below may feel as if they were drowning in her power (though this would be a hallucination and they'd more or less fine but mentally fatigued)

- Scales Edge: Minerva can make make shift blade by elongating a layer of the scale armor her in her present form and wield it as a blade, relatively with the same strength of steel and like a zanpakuto reietsu can be used to reinforce it's durability.

Resurrecion Attacks:
- Neblina Transcendente (Transcendent Mist): From the bellowing bilge like gills that have formed on her head Minrva can create a thick mist of air that can disrupt normal reishi detection obscuring her movements as she navigates by way of sensing for the empathic wave lengths of emotion her opponents have. Creating a heavily body of lush cloud like nirvana to quickly and silently kill her opponents.

- Oceania Cero: Creating a Cero that rather than escaping from a a point focuses the mass or reishi she has and bellows out from her gills She creates a slow corrosive mist that eats away at other reishi signatures, flesh and so on. Though it occurs in an increasingly slow pace and can take up to five turns before it starts to significantly show a break in skin as hard as a normal heirro (for humans three), and further by ten post it would start to hinder motive functions (humans seven). Further than that and it has the chance of causing death from blood loss and other numerous side effects of being slowly corroded. With in an mass field of Cero. (has a 100ft diameter)

- Disturbia (Riot, Outbreak): An ability that Minerva can do in passing by lacing her reishi with a slight air born hallucinogen that numbs there sense of pain but also drops their ability to focus and react. Being an inhaled invisible mist the hallucinogenic take time to reach it full potential, but it's first signs (in one post) is a slightly drunken state of the opponent, second turn would be the be the slow numbing of ones sense of pain, third the person will begin to slow in their movement and reaction time, fourth concentration over all begins to slack and accuracy is subpar to standards of rank, fifth turn the opponent is completely decidedly drunk and can no longer feel pain, sixth they start to see figments and imagine various things that may please them or drastically frighten them (roll of two sided dice to decide on users turn,odd it's pleasant, even it's horrifying). To regain composure a set number of turns out side of the field of effect is needed. (meaning about twenty-five feet away from Minerva.


Segunda Etapa Appearance: Second ReleaseXxOo, The Levithans form has taken full form over all of Minerva's body increasing her already strong endurance and grants added definition to the asset of her legs. Though not directly effect her sonido abilities she can now run a speed that matches sonido with out using reishi. On her back the protruding tail like extension of the mask like cover on her face as shortened and has been further replaced by large orbs that open and release strands that draw reishi towards them more efficiently and at a length of 30 ft numbering into the hundreds. the more reishi these tendrils or thread gather in the air the thicker and more dangerous they become making it much more easy to cut trough objects. as time goes by. and further extend the length of the mist by 25 more feet. Minerva's hand claws become like blades. To release this form Minerva says, "Dive to the depths of the infinite and back, Transcend Nirvana Leviatán"
Segunda Etapa Abilities:
- Same as previous, with improved strength matching higher level release. (one turn less to take effects)
- Develops a highly durable Hierro that's light and soft to touch but absorbs shock forces, and is inert (meaning current of energy don't pass trough it well.) Though not the hardest it can be a close match for the damage it can withstand. (Cero's of only the grand ray level in the La Cincos Dios rank can truly arm it. "black cero's" of lower ranks can also do the same)
- Can run at a natural speed that can match sonido without using reishi.
- Cero can be fired from any narrowed point or edge from Minerva's new form.
Segunda Etapa Attacks:
(retains all previous)
- Nirvana: The Mist begins to propagate an intense Euphoria that alines itself along ones very own reishi. This ability doesn't hurt the victim but sends them into such a state of relaxed serenity that they lose the resolve to fight, more over focus enough to do much else in life. This can sometimes lead to simply one taking a nap or to an extreme someone committing suicide out of a profound feeling out completing all life has in stored for them. this ability takes up to 5 turns to come into it's own and it's effect restarts as soon as you leave the mist. (trough out these four turns the progression goes from a light dream of realizing ones dream to utter and complete sense of relaxation and fufillmeant.)

- Leviathans Caress: The reishi that the tendrils on Minerva back can collect can be further used to create waves of motion that exude the energy in an intense pressure that once it touches someone can slowly crush or slow down an opponent with what would feel like an increase in gravity but it's only builds or pressure that wash over the opponent like waves of power.

- Aletear Turbulento (Turbulent Waves, thrashing): The tendrils can further refine their power to condense their energy and power into a illusionary wave which forms much like wings to carry minerva into the sky and send thin and sharp shock waves which can cut trough most defenses. (heirro's of her rank can with stand this but are still gonna be lightly scratched from the attack, other wise the a** of string thin shock waves will shred trough everything like a hot knife trough butter.)

Hollow/Arrancar Techniques:
- Cero (Atk) (虚閃, lit. "hollow flash"; the pronunciation is Spanish for "zero") are high-powered energy blasts that can be fired from either the mouth or hand. Only menos, arrancar, and vizard have so far been shown to use cero attacks, and it appears that stronger entites can use it more efficiently.
- Bala (Atk) (虚弾, lit. "hollow bullet;" the pronunciation is Spanish for "bullet") is a weaker but quicker alternative to regular cero blasts. The technique hardens the user's spiritual pressure and fires it at around twenty times the speed of a cero. Can only be learned and used after leaning and mastering Cero.
- Pesquisa (探査回路, lit. "inquiry circuit;" the pronunciation is Spanish for "inquiry") is the arrancar equivalent of the shinigami ability to sense spiritual pressure. It functions similar to sonar detecting those even invisible to the naked eye and annoying reiatsu hiding techniques.
- Negación (反膜, lit. "counter membrane;" the pronunciation is Spanish for "negation") fields are used to rescue fellow hollows. Only the gillian-class menos have shown the ability to use it. Negación fields surround a target in a square beam of light that isolates the target from the dimension they are currently in, making it impossible to harm them. The field then pulls the target towards the menos that created the field.
- Caja Negacion- Espada have a special cube-shaped device called Caja Negación (Spanish for "Negation Box") meant to simulate negación fields, which are used to punish their subordinates if necessary. The cube, when used on a subject, traps them in an alternate dimension from which there is no escape; however, this assumes it's being used as intended. More powerful arrancar, namely the Espada themselves, can escape given enough time.
- Garganta (Mov) (黒腔, lit. "black cavity;" the pronunciation is Spanish for "throat") is how arrancar move to and from Hueco Mundo. It literally tears open the dimensional fabric separating the worlds, revealing a tunnel of whirling, torrential energy that must be focused and solidified to create a discernible pathway. 1000 benimitsu to use a two way trip gate, the return point will always be Hueco Mundo.
- Sonido (響転, lit. "resounding revolution;" the pronunciation is Spanish for "sound") is the arrancar equivalent of the shinigami flash steps; it allows the user to travel at incredibly high speeds for short distances. Use of sonido is punctuated by a brief static sound, in contrast to the "swish" sound used for flash steps.

- Heightened Negacion: Has especially strong negacion fields that she can perform in absence of the normal Caja Negacion device. Make her detainment fields far more uncompromising than the normal Arrancar. Though this may only prolong the time before it's dispersal when holding highly powerful enemies.

- Physiological Expert: Minerva's medical prowess allows her to figure out at least medically obvious things such as maybe height and weight by what's logical (so those with differing from logical traits do not apply), yet she can further asses in battle the length of ones medical condition such past past injuries or possible weak points and physical rhythm. None of this being defined in a given time period but fairly assessed in battle as she fights. Her speed in doing this comes from an experience of knowledge with differing body types and knowledge of key area's that are common to the species or creature she's fighting, things such as pressure points are a viable tool to her. also further more her own understand of her own physical limits and her bodies capable adaptability allows her to actively work to prevent herself from taking greater forces of shock when hit or over exerting herself making her endurance over all greater.

- Submergence: Minerva can passes her being trough anything that doesn't retain a defined reishi signature, and can press up to one inch deep into things that do have one. Making it possible for her to break trough or compromise the defenses of various forms and rip portions of reishi from said structure as she's withdraws herself from it. (She can pass trough the ground walls, and stuff, but zanpakuto's or any other thing with a sentience of reishi or physical bodies with a soul she cannot truly phase trough.)

-Empath: Minerva has an extra sensory ability to feel the emotions of those around her. which alerts her to possible actions her opponent may take. This further grants her a grasp of when to react to their advances, for personal use it also allows her to blend into crowds in genuinely feeling what her opponents feel (pain included, but she's not one to shy away from pain).

~Former Hollow Information~


Former Hollow Appearance: Adjuchas
Former Hollow Class: Adjuchas
Former Hollow Abilities: Submergence able to phase trough undefined spiritual energy and objects and hide Reiatsu signature.
Former Hollow Attacks:
Sonido
Submergence
Cero
Pesquisa



Coding
[size=14][color=steelblue][b]R[/b]evel in Ecstasy...[/color][/size][color=white]--------[/color][size=14][color=cyan][b][i]Minerva[/i][/b][/color] [color=steelblue]Antolk[/color][/size]
[IMGleft]http://i393.photobucket.com/albums/pp20/Twisted-Phantom724/NPCsGalore/Princess_Ranara_by_T_Flux-1-1-1-1-1.jpg[/IMGleft][IMG]http://i393.photobucket.com/albums/pp20/Twisted-Phantom724/blubar3.jpg[/IMG][color=steelblue][size=10]

[/size][/color]
[IMG]http://i393.photobucket.com/albums/pp20/Twisted-Phantom724/blubar3.jpg[/IMG][color=cyan]
[size=14][b]...A[/b][/color][color=steelblue]ndfeed till there's nothing left[/color][/size][imgright]http://i393.photobucket.com/albums/pp20/Twisted-Phantom724/length_by_viviphyd-d39pcf2-2.jpg[/imgright]

Reaper Elyse

Magnetic Capitalist

6,750 Points
  • Treasure Hunter 100
  • Brandisher 100
  • Signature Look 250

Reaper Elyse

Magnetic Capitalist

6,750 Points
  • Treasure Hunter 100
  • Brandisher 100
  • Signature Look 250
PostPosted: Fri Sep 23, 2011 2:40 pm


~Character Data~


Appearance


User Image

~Personal Information~



Name: Quinn Macer
Nick NameThe Flash Hammer Robin
Age: 30
Gender: Female
Sexuality: Heterosexual
Race: Quincy
Ethnicity: Astralian (Aborigine)
Rank: Head Quincy
Great House: The Shinken
Quincy Cross: "The Flash Hammer Robin" is then name of Quinn's Quincy Cross ( Actually a five point pentacle). The actual Cross it located on her neck bound to a choker but the choker leads a metallic connector to her wrist to what looks like large iron hand cuffs missing the chain on either side they act a terminals for the cross to draw more power trough it to Quinn to use. The design of her cross if almost like the typical yet the to point resembles and arrow and the fray out to create the "t" shape of the cross with an open circle in the middle and four smaller arrows pointing to the diagonal directions.
Reiatsu Color: A refined and sharpened image of flowing Orange and red resembling a sunset.
Reiatsu Appearance: floating orbs that resembles the inner workings or a clock or machine and surround her. Also they seem to spole threads of reiatsu from her and out into the atmosphere. The threads seem to bound around her in a ring.
Personality: Quinn is a knowledge seeking individual and more over a person to look for the limits with in herself, but by no means is she truly reckless or a person who stands without fear. She's more over courageous when it counts and where it counts and she'd never do something with out trying to check as many times as she can that her theory is correct or she has some base grounds to act on what she may feel. Not a person to work from the "gut' Quinn is entirely cerebral and can admit to her own fear and short comings. Yet her strength is in how in spite of what flaws she lays bare she seems to instinctively lay on a brave face and push forward only sharpening under the pressures around her. Loving to those she knows and interested in meeting other to expand her own view of the world Quinn is far from short minded to the concept that she may not know everything and can allow herself to be receptive to foreign and risky ideas, but as with her entire life's philosophy ever things must come in moderation. Reserved and usually quite unless engaged by others or if she's in need of something Quinn pretty much stays to herself for the most part and only ever gets serious or demanding of other attention or understanding when she's in a serious need of others to hear what she has to say.
As a leader Quinn is not a lay back and let things for kind of person as she likes to be hands on and do all forms of labor trough out a project or business she may be partaking in keeping herself aware of every step and string trough issues meticulously in her great skill of organization and focus. When it comes to Hollows, or Shinigami Quinn isn't strongly against them but finds it to be a gravely demeaning manor in how they view mortals. So she carries a slight animosity towards them though she wouldn't ever directly attack them with out cause or reason. (Hollows for one being such a largely disturbing presence on humans is a reason for her to confront them)
Theme Music:Know Your Enemies
~Battle Theme:Private Army

~Background~


Height: 6'ft
Weight: 170Lbs
Hair: Brown, cut short from the front and sides and grown out in back but tied up.
Eyes: Hazel, and narrowed in shape. (she almost always seems to have an intense expression)
Clothing: Wearing something of a tribal make shift version of the normal Quincy clothing she wears deep crimson red and white dress that has a belt around the waist that holds the symbol of her Cross. also dark red colored armor (on her left side) that seems to be able to pass reiatsu trough it and bound it to them. Giving a slight glow trough the slits where it can be seen that they are being with imbued with power. Though when in normal standing she's most likely to just wear for fitting long dresses and varying raised heeled footwear. Casually she'd wear average jeans and halter top. Though she always tends to expose her arms.
Physical Appearance: Over all tall and fit with a slightly muscular athletic build. She has numerous tattoos that seem to mirror a depiction of moving reiatsu the most noticeable is the one on her right arm but trough the rest of her body such as her legs and back.
Occupation: Collage Professor, ( Anthropology), minor degree as a doctor.
Affiliation: N/A (well other than obviously the Shinken house and Quincy)
History: Born in Australia and being born of a traveling Quincy and a young Australian Aborigine school teacher Quinn had a mixed up child hood of trying to meet either of her parents expectations. Always moving towards being something of a "genius" in her work and practice with the bow. Though she'd taken after her clans tendency to lean away from the use of strictly her bow, but rather lerned a boxingkarate rendition of her powers by making it so she can readily transition her attackign had of how she'd materialized the energy for the bow in quick flash instances where it would exude it's self a a bursting arrow head effect. Making Quinns punches much more fearsome as she'd improved her manipulation over time. Her "dominant" hand had become something of a useless term to her as she'd be able out draw back and with either and switch hands in motion of drawing back the other to allow the other to hold the "bow".

Quinn's parents didn't last long and had divorced due to differences outside of their issues in how to raise her but it never stopped being a question that she'd plague herself with as she grew up. Quinn wasn't much of a quincy initially and she'd been much more the average child and teen trough her formative years. Going out with friends dating and ever so often killing the straggler hollow here and there. Though as she drew closer to moving on to collage she'd be called to her quincy clan and be drawn to the call to aid theri diminished race of humanity. With her growing interest in the development of humanity as a whole Quinn's major in Anthropology had become something of a controlling device for her to further develop her understanding of her people and what the emergence of Quincy naturally amongst humanity could mean for the entire race over all. Fueled by a thirst for knowledge and what ties she'd still held with her father Quinn has grown avidly strong in her skills as a Quincy and hasn't turned back even when her minds told her to run many times before. building her trust and credits in school and amongst her clan she'd find herself with in a leading rank under the the anner of the Shinken.

Extra Weapons or Items: - Seele Schneider (Kon o kirisaku mono) [x5]:, Out the five she carries and four are strapped to her back (these four create an effect with in the particles the posses that form the spirit particles under these four rules, Polarity: positive/negative, Density, Mass, Velocity. Each rule produces a different manipulation in which Quinn can utilize in a fight to help her abilities). Quinn has one that is especially large and can fluctuate a higher mass of reishi from the atmosphere allowing her to tether a string of reishi to her other arrows to it or place it a blunt mass to form a large claymore sized arrow head in which she can use like a blade. (the fifth one is usually carried by her in hand and look more like a mace or bludgeoning tool , the best reference is her profile picture)
- Hollow Bait : This item is a small coin-shaped disk that attracts hollows when crushed. Though the amount of hollows attracted vary, it is advised that this item be used with extreme caution.
- Gintou Silver tubes [x20]: Gintou are small liquid-filled capsules that are able to contain energy of the user. Though they are useless on their own, once they are used by a Quincy they can create an effect much like how Shinigami kidou work. Also, when using a Gintou, the Quincy must chant the incantation for the spell to take shape

- Quincy Heart: This is an item created by Quinn while using her special ability to craft intricate items and small machinery using her skills in controlling spiritual particles semblance. Much like how Quincy are capable of creating their armors and bows Quinn can take this a step further and create mines, smoke bombs, blast shields, and other items that the quincy use (except the Gintou silver tunes). The Quincy Heart is a product of her using her Ransotengai skills to overhaul her cardiovascular system to naturally circulate spiritual energy at a much more efficient rate allowing her to further her stamina and the efficiency of her muscles. Over all making her much stronger than the average human to where she can wield large weapons with ease and fluidity.

Hobbies: Reading, Shopping, Charity (helps out at homeless shelters among other places of similar charity)
Favourite Food: Ginger Chicken
Favourite Drink: Mango Smoothy
Least Favourite Food: Spinach
Likes: Honest People, Hard Work, Games (Chess mostly)
Dislikes: Arrogance, Danger, Tricks
Relatives: N/A (May change later)

Abilities
~ Efficiant Reiatsu: Quinn's power level isn't exactly enormous but it does impress those of fairly powerful levels with out exactly dwarfing those on par with her own strength and class. Yet Despite not being far vastly stronger than her position would require Quinn is far more efficient in the use of her power making her stamina something immeasurable by just looking at her.

~ Seido (Accuracy): She can fire up to two miles away with a clear accuracy fine enough to hit specific limbs but not exactly items of a size resembling a marble or toy car. Her accuracy drops slightly as she gets streonger but the area and intensity of her arrows become stronger.

~ Hakaido: Quinn remains adept in these skills and can use them in conjunction with her manipulations of the spirit particles that her Seele Schneider's can manipulate.

~ HirenKyaku: Quinn's ability to move about is unquestionably high classed amongst Quincy making her seem like nothing much more than a red blur once she starts moving. Her reaction timing being one that allows her to counter multiple weaker opponents as they may come at her at once.

~ Reiryoku Absorption: Quinn' spiritual absorption abilities are fair and for the most part well in her control though she doesn't break records for the masses she can build she does have an ability to speed up the amount she can procure in short burst.Creating power full quick shot arrows that can be increasingly bothersome at range or close up. Though actual rapid fire with this isn't possible the attacks do move in a rhythm where it would be hard to find holes.

~ Quincy Item Specialist/Inventor: Quinn isn't much for many things when it came to her quincy skills but she does have a length of ability in inventing better quincy items that may improve proficiency and shrink the risk of their skills in time. Over all she's been able to bare herself from some of the recoiling effects of the quincy items and further more she hads mastered her spiriton manipulation to such an extent that she can creat functioning solid arrows that carry more complexity that the average arrow. Seele Schinder can be produced with a given amount of prep trough this fashion (meaning in a turn of focus she can make more, up to one more for each turn)

~ Double Drawn Quick Shot: (she can fire her bow in quick succession switching from hand to hand) Not possessing two bows but only one much like all Quincy, Quinn has figured how to use her Quincy skills trough both arms and draw her bow from wither by simply extending one before the other much like a boxer or karate user would. This presenting it's self as a style of fighting by using the quincy arrows at close range and in short burst of intense force she can make it seem that her punches are becoming stronger. While it's only her bow being fired at an incredibly fast speed where it's barely even seen. (this happens as fast a a shunpo)

~ Master of spirit particle manipulation: Despite never using the Senrai shuto Quinn is able to form a solid and complete bow. Her ability to create objects of solid mass with spirit particles allows her a full range use of the spirit particles she retains.

Quincy Bow Appearance: Her bow is normally a four flexible steel limbs set as a cross around a ring at center, the point of the limbs fork at the edge of each creating two string for each and creating a eight string bow that creates a greater force released in short instances with a far longer range. Yet this awkward creation lacks some of the finer accuracy other bows do. The limbs are set in a cast iron hue with streaks of rust red the swirl along the base of the cannons shape and the limbs of the bow. (best reff would be her picture above. )
Quincy Bow Name: Flash Hammer Robin
Quincy Bow Type: Long Bow (Cross Cannon)
Quincy Bow Attacks:
- Flash hammer: by quickly withdrawing one hand back and jutting the other forward Quinn can create a monstrous flash release of an arrow on an enemy though the accuracy is off the speed of which the bow appears and dissipates in releasing this arrow is enough to make it a great application for close quarter fighting (hands the power of a low level vice-captains shikai's attack)

- Boomerang Blitz: Quinn in her ability to greatly control the nature of the spirit particles that produce her weapons and arrows she can shift the polarity of her arrows so that as they're fired they can travel a certain distance by force and become attracted to the magnetic like charge she places in her bow. The returning particles can be somewhat reabsorbed if they mist hitting the target on the return. (She can fire ten of these at a time in his state)


Overdrive Form Appearance: When Quinn enters her Overdrive her bow turns into a four limbed cannon based on her arm and the limbs of her bow now surround a the cannons mouth. When at rest the limbs retract and close in on the cannon but over all the bow still needs to be drawn to fire as a handle is apparent on her inner portion of her arm.
Overdrive Form Abilities:
- Blitzed attacks: Quinn's attack speed increases dramatically as she can now fire a powerful attack with in seconds and with fairly great accuracy. Her attacks baring enough force to harm a normal Arrancar's hierro

- Frayed Fire: tough firing one arrow Quinns arrows tend to fray at the full length of their distance of travel acting much like a shotguns crowd controlling spray fire. This feature is something that Quinn can willfully manipulate when drawing her bow.

- Enhanced Physical skills: Quinn already superior physical skill are pushed and put to the test by the spirit particles she now flows trough herself and uses to to increase her physical performance Via her "Quincy Heart", putting the device to the test.

Overdrive Form Attacks:
- Five Lances: Rather than a singular attack this attack is more over a fighting style utilizing the five Seele schnieder that Quinn carries on person. This blades are used in fluid rotation to manipulate the spirit particles to do specific things as she waves or fires them.

1, Polarity. Controls the repulsion or attraction of particles that may posses a negative or positive affinity and creates and edge that can more efficiently defend or cut trough spiritual affinities of these negative or positive characteristics.

2, Mass. Simply can create moving clouds or heavy waves of energy from the particles it readily absorbs and vibrates them at differing speed to shift the sensation the mass may carry.

3, Density. The Vibrations of this seele schneider allows Quinn to increase the density of particles around her allow her to make shields or have her blade become sharper and harder to break, though with this the weapon becomes more heavy and weight is one of the side effects of increasing density.

4, Velocity. With this seele shneider Quinn uses the vibration to speed up the motion of other spirit particles so that she can quickly burn trough the other particles and entropy can naturally take place faster, but this comes with a exhausting side effect on her that leaves her as well easily more tired if over used.

5. The Tether. the largest seele schneider and the connector to the others that allows quinn to dua wield these blades up to at least three at a time by having them be thrown and coordinated by the pull and motions she send trough the large fifth, the vibrations of this seele schnider are a bit loose and allow for some particles to stream off of it but as it's moves it particles tighten once more allowing for tethers to be formed

- Earthly Grave: By shooting a seele schneider into the ground and firing another arrow at her opponent with a polarity to attract the arrow she shot into the earth the seele schnider under ground will bore trough the ground with it's vibrations absorbing what spirit particles that can be concealed with in the earth and release and curves to rise and hit the opponent conjoining with the other arrow to create a powerful explosion that could level a ten story building. The arrow rises in a geyser of earth and rock that hides the arrows form from the opponent as it comes closer to me the other arrow. (realize the seele schnider will remain under ground gathering spirit particles until the arrow to attract it forces it to move.)

- Shotgun prison: using the frayed blast her arrows can form Quinn can have the dispersing particles form a web or net that can slow down or trap her enemies (captain levels are only slowed lower ranks maybe some what stopped for a portion of their post. Like maybe just an instance they come to a dead halt. )

Final Form Appearance: Gaining full formed control of the particles about her more actively and fluidly than before her becomes the " Blitz Hammer Robin" Her attire becomes a light yet durable armor that flows rreiatsu openly and surges it out to come to focus in her bow Which has grown in size (yet her strength allows her to use it in spite of it's size) Blitz Hammer Robin
Final Form Level: Masered
Final Form Abilities: (All of the previous)
- Enhanced Speed and reflexes
- Mastered Hand to hand techniques
- Full range use of all five "Lances" using her claymore sized Seele schnider
Final Form Attacks: (previous)
- North Star Flash Havoc : A Arrow is built in such density from Quinn's bow that it becomes solid but it sin't fired right away but rather held as. The energy of this arrow can be used by Quinn as a blunt force to pierce trough other spiritual energies and ad onto the arrows potential force after three turns of tis the arrow is ready and once shot into the sky it creates a flash that cause the reactions of those who see it to slow. This flash is so bright that it can combat the deepest of darknesses. As the shocking brightness of this light fills the massive area of five miles Quinn moves center of the flashes mass and at her birds eye view uses the fill of this attack to sense where her enemies are and fire numerous attacks that are pieces off residue of the flash it. She fires until the flashes spirit particles have all been used and the flash dissipates. (this can last for two turns)

- Five pronged Judgment: Using her five classified abilities of her Seele schneider Quinn locks her enemy in a stasis field of sorts that can work to constrict each of the facets her ability works one locking her opponent in place. The four are aimed at the limbs (arms & legs) and finally the fifth is stabbed trough the center tethering together the power of all five to disassemble the opponent spiritually and literally disintegrate their soul into the atmosphere. (( The disabling ability of each goes like this, 1, stops one from using energy blast (negates it before it can be built), 2, growing or phasing abilities, 3, makes one heavier and slower, 4, stop regeneration abilities. 5, has them all begin to burn trough and weigh down heavy on the soul until it implodes) )

- Cross Hammer: simply enough a really powerful smack with her cannon sized bow that can transfer a large shock trough it when touched in this maneuver. Though it simple this attack is fast and can work to disorient an opponent when they come close to give a great amount of time to prepare and attack, blurred vision and tensed sluggish muscles are the usual side effects of this attack.

~Quincy Arts~


Ginto: (Silver Tube Spells)
- Heizen ( Heat ):Heizen is a Gintou technique that creates a transparent rectangular beam of energy that can slice through an opponent.

Incantation: “Feel the wrath of battle and accept this sacred chalice. Sacred Bite!”

- Gritz: A binding technique that creates a human sized pentacle that envelops the target and crushes it to death. This spell restricts the movement of all the main limbs of the target.

Incantation: “A silver rod strikes the five fingered stone bed, Quintuple Restraining Frames!”

- Leere ( Void ): Extends around a physical or spiritual pressure, tightening to try and crush the object or energy source with a fierce gravity field. Ineffective against attacks valued higher than user's Ginkaihou stat; if valued higher, the attack reverses and explodes back out.

Incantation: Maw of the accursed, squelch existence - Mu! (Leere)

- Sprenger (Explosion): This technique uses five Seele Schneiders to create a pentagram-shaped seal, which when activated causes a massive explosion within its borders. The Seele Schneiders function as accumulators, gathering the necessary amount of spirit particles to create the explosion. The liquid inside the Gintou acts as the trigger. The preparations for the technique combined with the charging time for the Seele Schneiders make its use in battle impractical unless the user has a partner that can stall to buy time.

Requirements: Head Quincy and (5) Zeele Schneiders.

Quincy Techniques:

- HirenKyaku (Flying Screen Step)
Analogous to the shinigami flash steps or the arrancar sonido, the Quincy hirenkyaku allows the user to move quickly over short distances. To perform the technique, the user gathers spiritual particles under their feet and rides them to the desired location. Like the air-walking skill displayed by most arrancar and shinigami, it can also be used to hover or fly for long distances. (Quinn is especially skilled in this ability and isn't likely known to be seen standing still. Having her skills in HirenKyaku being next to the most fluent among Quincy)

- Ransotengai (Heavenly Wild Puppet Suit)
Ransotengai is a high level technique that allows the user to control their body parts using strings of spirit energy controlled by their brain. By using this technique, the user can control their body as one would a puppet, allowing them to move freely despite paralysis, broken limbs, or any other force that would impede normal movement. It was originally created to allow old Quincy to fight effectively, but it was said that some high level Quincy have been using this to aid them in combat even when heavily injured. However their is still a limit on how far the body can go before it is completely incapacitated.

- Reiraku Takan (Spiritual Thread, Deep Perception)
A special sensory skill reserved only for Quincy whose capabilities have matured markedly. Reiraku Takan allows the Quincy to deeply focus upon the spiritual signatures of all surrounding entities within a certain area and manually compress them all into different-colored "threads." The maximum range of this ability is the same as the Shinigami's highest Reiatsu Noukan range. Colors are as follows:

White : Normal soul, Plus soul, Quincy
Red : Shinigami
Black : Hollow
Dark Red : Arrancar, Vizard

- Geigeki Interception
A special skill of the Quincy where they use themselves as bait before striking hard on the opponent. A ranged attackers biggest weakness is when the battle is brought to them. To counter this the Quincy have developed the Geigeki. Using the principles of Hirenkyaku, the Quincy is able to dodge the attack that is thrown at him right before it hits and move himself away from the target, where he fires off an arrow that is valued 1.5 times its normal strength.
PostPosted: Thu Nov 03, 2011 7:30 pm


~Character Data~




Personal Information

User Image

Name: Diana Ayame
Age: 432
Gender: Female
Sexuality: Bisexual
Species: Shinigami
Ethnicity: African (Egyptian), Chinese
Division: 4th Squad
Seat: Lt., Lieutenant
Zanpakuto: Kindachi Yori Titania (Noble Children of Titania)
Reiatsu Color: Winter green hue with a warm saffron tint., (In full bloomIt's a number of colors (blk(tint), Wht(tint), blu, red, indig0, saffron, grn)
Reiatsu Appearance: Her Reiatsu spreads out in a "rooting" nature into the air around her seeming to use the very air as fodder for her Reiatsu to grow and blossom, and as she focuses her energy this rooting fosters the illusion of a mass of flowers viciously whirling about the wind taking her normal colored Reiatsu and expanding the hue into a rainbow mixture of various natural floral colors.
Personality: Diana is of a sharp mind and rigid resolve and she takes to her appointment as a vice captain very seriously. She's genius but to be honest she's not so much noticed quantifiable measure, but rather on a more instinctive one. Much like a wild animal her instincts and natural assumptions of her surroundings tend to be correct and she is always readily correcting herself when found wrong and building on it rather quickly. This characteristic spreads trough out most things she does mentally and physically and tends to allow her a variety of options to help herself grow. Yet her interest stop at one thing...how best to be like an assassin. though she's of the healing corps now Diana remembers her days in squad 2 and often she's reminded of her capabilities to work in the field towards this unction. Her reason for transfer being solidly trough her clear "genius" in toxicology allowing her to create a number of brews, cures, and poisons. This natural development came from her "nature girl" complex where she finds most things that are mass produced and artificial to be disgusting and she takes to a more "tree hugger" like existence rather than enjoying the many joys of modern society. In her time communing with nature she fonds herself very often examining the plant life and animals she may hunt to eat. (meaning she usually eats what she catches herself, not often taking what wasn't killed by her own hand) Despite all of the rugged and alarming features of her personality. outside of her drive to perform at her best, Diana is a rather loving and caring individual. Yet the contrast of just how cold she can be in the sight of blood and gore can play to mask this fact well.
Theme:: Kugutsuuta ura mite chiru
Battle Theme:: Psalms 40:2

~Background~


Height: 5'9
Weight: 145Lbs
Hair: Dark Brown
Eyes: Dark Brown
Clothing: (click the picture to get a general idea of what she wears as her own personal flare of the shinigami uniform.) Generally speaking Diana alway s wears a horned Oni mask with her hooded rendition of a ninja's pants and loose hamaka. Her sash is like any one else's but she carries a pair of chains over it that have pouches that are hooked to them that hand off her left-side that carry various small items she likes to keep on person.
Physical Appearance: her bodies build is fairly slim and athletic. Yet her figure still does fill out her uniform enough to see a few of her curves even under her loose clothing. She also has tattoos on either forearm with a dragon wrapping around it.
Past Divisions: Division 2, and Division 3
History:
Diana's life wasn't long in the land of the living given that she'd grown up with a nomadic tribe that travelled trough the sahara desert selling what they could trade and what water they could spare for goods and food they couldn't make up for in their own search for resources. Her family was simple. Her and her two little brothers, she being the eldest at six and they four and three. Life was hard but thy were happy. Yet as time wore on wars and conquers of the time had begun to brew in the major cities and their men had spread to find slaves to add to their nations conquest. Diana's small nomadic family was subjected to cruelties such as torture, and rape before they'd all find their grave lined side by side in the sands of the desert, a single desert rose placed atop each body as the slave traders had at least the respect to bury them. It was a quiet tragedy that no one would ever hear of or truly care about.

In passing over to the soul society Diana having thought she'd pass on withher family found herself dreadfully alone, and with out people who truly cared for her being around. pretty much finding her to be a nuisance since she'd arrived and had been fostered by a family name. Diana though having forgotten many things since passing over hadn't lost the memory of her families face, and the name she'd be specifically born with. Yet her surname would be invented as she'd dreaded the idea of carrying the name of the cruel family she'd been placed with. so one day having spent what seemed like forever to her building up the courage and knowledge from around those who lived in the rukon district. She'd made her way to the the woods and started living by herself. It was hard at first and she'd come into bandits and many other forms of violence and abuse, but she'd savagely fought trough the hardships and found herself to be at peace finally by the time she'd physically come to resemble a 15 year old. One day as she'd be taking a nap in a tree over a path she'd liked to survey from time to time she'd witness a noble being attacked by a group of bandits. It was a lower house in the nobles, but it was still guarded by Shinigami none the less. These shinigami though were well out numbered and planed against so as she'd come to the decision Dianan would take the time to move into action to help the convoy move trough the woods safely after helping them beat of a just enough bandits to make a hole int he mass of them. Due to her show of strength and speedy skills and knowledge. Diana was offered a chance to join with the shinigami and go to the shinigami academy. She wasn't doing much with her life thus far and the idea of going to an actual school intrigued her enough to make think of a future beyond sitting back and relaxing all day. It wasn't really in her true nature to be like this and so she'd made it her business to attend and become as astute of a student as possible.

To her discredit she wasn't exactly the smartest person in the classes and she'd made it clear that she could do the work but her mind often drifted into multiple things at once and she'd confused her subjects. It wasn't easy for her in the beginning, but Diana made a come back with each mistake and she'd grew steadily in her skill, but most of all her techniques and knowledge pharmaceutical agents had brought her to serve in squad 2 upon her graduation. She'd remained a fairly low ranked officer for a number of years but she'd made a realization that her sneaking skills weren't all she had to offer and yet still ignoring her full potential as a doctor she'd made a run for third squad as a fourth seat. Immediately she took tot he physicality and mindful endurance of the group but was ultimately transferred amidst her time there to fourth with the invaluable nature of her considerably unique Zanpakuto best suited to supporting the fourths needs. With her length of knowledge from her previous ranks it took only a short matter of time before Diana was a vice-captain with in the squad and had begun rapidly advancing in her toxicology studies. readily spreading her knowledge in parts to her fellow squad members and sharpening the talents of her blade and mobility skills to a fine craft where she'd made it to the base structure of her Bankai.

Extra Weapons or Items: Kuni x20, Syringes x10(all holding a given toxin that when regulated carefully when implemented can grant differing assisting qualities such as increased adrenaline production, or faster metabolism. Yet injecting the entirety of any one of the syringes can kill, being the dosages are full on lethal. (only one or two can be used in a normal body with out killing that person. each syringe can work safely for two shots.)
10 Toxins:
- Adrenaline booster::, burns trough calories and other maters with n the system at an accelerated rate, but can be over blown to the pint it drains all protein from the body when not regulated correctly in dosage. *also note that full dose may cause your heart to rupture by the end of the standard time it last. (last three turns)

- Pheromone:: Causes the subject inject to excrete stronger pheromones that can grant a charming effect over a subject animal of focus. Normally this effect can be somewhat resisted by humans by force of will, but and insects of varying types are weak against this manipulation and it grants the subject some control over the creature that it focuses on. Selecting the focus takes one first resonating a pulse of reiatsu that mirrors the structure of that animals spiritual signature. (meaning this may work on weaker holllow's, Arrancar maybe able to resist just as humans and shinigami can.) [last for three turns]

- Hormone:: A cocktail of hormones are introduced in this physical booster that directly enhances ones strength (technically it's a spiritual steroid), increasing ones endurance and pain threshold allowing them to strain their body beyond it's normal limit. The use of this can have adverse effects after it's reached the wall of it's use, but the bodies regenerative capabilities are allowed to be persistently increased for at least a week. making it a fair a fair trade when using it at the end of a battle. Though over exertion end over dose can both kill you. Physical/spiritual abilities virtually double. (last four turns and afterwards burns subject out making them no longer able to fight.)

- Coagulant:: this increases the blood ability to dry and harden, and to a prescribed amount can harden blood to the point that it can act as a pseudo-armor under the skin, but this also makes the body move slower and hurts likes hell once coming out of the effects, though it ca stop perfuse bleeding and close large wounds. (last two turns, by the second the wounds should close fairly enough to keep you alive. reopened before can reintroduce the same danger.)

- Neural Inhibitor:: This slows down ones senses and allows you to reduce the damage of effects that may focus on using ones senses against them. This can draw back most any sense back by half of it's proficiency and make it far less viable as a subject area to manipulate. Pain as well as much other sensations are lowered and become much more bearable.

- Neural Enhancer:: Speeds up the transmission of signals to the brain from the "receivers" of all five senses and spiritual senses as well making one experience the world more vividly and slowly. Ones reaction time increases by half that of their previous ability and it becomes far easier to operate within this prescribed length of enhancement. (meaning they don't jump a rank because of this but it's a fair boost that may get them close to the next rank. Lasting at least three turns)

- Anti-Poison Agent:: A bacteria that works symbiotically with in the body to eat away at most known pollutants with in the system after which it's taken care of by the immune system as it's assistance becomes no longer needed or registered as an ailment after a set time. (last three turns)

- Molecular Recumbent:: A molecular relaxer in other words this makes the body more pliable and un-tenses most every part of a persons body. This characteristic can be over blown int to relaxing even the heart till it stops for some time or greatly slows. Works well for faking deaths trough slowing the heart far enough to assume a false death, and useful for convulsing patients in pain who need to relieve the tension. (takes two turns to take effect, last for three)

- Molecular Fortifier:: Increases the bodys biological resistance with Reiatsu to the extent that the entire body works to bulwark against foreign agents of an outside reiatsu signature. This energy creates a biological membrane of defense that keeps the body temporarily immune to infections. (last for three turns)

- Molecular Accelerant:: Increases the over all movement of the body molecules in a subtle vibration where the person will seem to blur as they move. increasing not only their reaction time but their over all movement and bodily functions. Yet this also mean pain is enhanced as well and can cripple if some one is hit while using this. The accelerant only boost one by half of their previous ability. can literally have you falling apart after two turns. Accelerates your bodies progression into entropy, meaning wounds can get worse once made in a short amount of time. (last two turns, before burning the person out.)

Gigai Appearance: Earth Bound Attire
Hobbies: Hunting, her medical practice.
Favourite Food: Pumpkin Pie
Favourite Drink: Herbal Tea, Homemade Coffe
Least Favourite Food: Soda and pretty much all processed foods.
Likes: Professionalism, Nature, Chemistry
Dislikes: the Ignorant, artificial things (robots are not her friend neither most unnecessary electrical medical equipment)
Relatives: (none, but she's seeking out the means to form a house of her own nobility and name. So adopting people into her clan may come along if she's successful.)


~Zanpakuto Information ~


Zanpakuto Name: Kindachi Yori Titania (Noble Children of Titania)
Zanpakuto Type: Short sword
Zanpakuto Sealed Appearance:Short-Blade, This simple blade has no real outstanding feature other than it's brown leather and the hilts jagged design with swirling curls in it representing a blowing gale.

Spirit Appearance:The mother; Titanina, Mother (angered), Vague appeal of the daughters..The mothers appearance is distinct but the daughter all have a similar angular build as the picture describing them. They wear no clothing and all have varying colored hair and eyes and their "wings" are actually tree branches that sprout from their backs and bloom into a mass of leaves that allow them to fly at intensive speeds as they gain strength. Then theirs not mentioning the talent of each daughter in length of the mother. Each daughter weas an oni mask and resides with i their own domain except for on who's lives with the mother.
Spirit Personality: Titania and her children area a working mind of one, but set as physical individuals. titania being the eldest and Queen amongst the Sylph elementals of air and earth. Their hive mind characteristics are a bit different from normal. Each child or rather daughter of Titania is a part of her personality broken and spawned to a differing maturity according to how strong it's character persist with in herself. (the ideal would e an equaling look of age to each daughter, symbolizing balance with in this singular sentience. All being one yet still different) Despite not talking herself Titania's daughter show off the seven Cardinal personalities of her person and can pull the motives and whims of this spirit as freely as the wind blows. Yet one thing stands strong and unmoved is the bond of love and deep compassion with the cycle of life and death that all sisters share. The flock around three silent mother who seems to simply change expression and watch joyfully or with mourn or any set varying emotion on their interaction with one another, and these expressions change rather frequently or for some times they may stay the same for days. Each daughter has a personality "core" and color to represent their nature with in the personal alchemy of the cycle from death trough rebirth and then new thriving abundance of life.
Personality core of each daughter:
~ Name: Knight, Hue of hair/petals: Black {Personality: Fearful,yet Humble (foreshadowing) }

~ Name: Lisian, Hue of hair/petals:Indigo {Personality: Judgmental, Noble }

~ Name:Anemone, Hue of hair/petals:Blue {Personality:Relaxed, Spiritual }

~ Name:Sage, Hue of hair/petals:y/Green {Personality: Harmonious, Giving, Balanced }

~ Name:Chrysanthemum Hue of hair/petals:Saffron {Personality: Wise, Willful }

~ Name:Rose, Hue of hair/petals:Red {Personality: Zealous, Confident }

~ Name:Yuugao, Hue of hair/petals:White {Personality: Chaste, Enlightened }
(For personal reference to their aspects of her power)

Spirit Relationship: Diana's relationship with the mother and her "daughters" in one of a close caring friend of the "family". She spends a lot of her time trying to commune between the domain of what is truly "titania" entire soul and have her differing sections resolve their differences. By doing so she makes a pathway in which the power of this nature of titania is extended to her use.

Spirit Inner World: Kingdom of the Sylph, Is the area where Diana go's to meet the sister and their mother Titania. She's and her daughters live trough out a massive kingdom most well defined by the colors of the varying quarters of their city that when looks to be built along a valley that hangs the city along it's sides on a floating isle. Each daughter and the mother have an area, through the others and the considerable "youngest" of the seven share one area of black flora compared to the various colors of the many others. the most thriving in the beginning being the white, but as time wore on and their relationships mended diana has seen the city respond to this with the growth of the differing colored leaves come to a balanced divide.Well almost there's still a uneven placement of red, saffron and white still being rather large in mass of area of the cities area's. As the days wear on in this world the wind seem to make the leaves dance with one another and it can be seen that this act is an embodiment of the spirits as the interact with one another sometimes pushing others back. This is a sign of the war with in Titania's heart. The design of the massive city of the floating valley is very much like a feudal japanese palace. Yet there are some peculiar advancement of small technology and other things outside of that time that work along the landscape to help traverse the wide area.

Shikai Appearance: Titania
Shikai Release Command: "Disperse and take root,Kindachi Yori Titania "
Shikai Release Appearance: Titania's true form is that of two angles curved short blades that split out from Diana's initial sealed zanpakuto. The blades are about 2feet 4 inches (including hilt and handle). The shape of the blades take form after Diana performs a movement which looks much like she's committing senpaku (slitting her stomach open). The blade firmly grasped in both hand as it passes trough her surges out in a roaring wind of energy all about her as her skin becomes riddles with the intricate tattoo of roots,(which aren't seen fully due to her cloths) . As the quick motion of moving the blade tough herself is completed the blade is set a in twain as the two blades of her shikai. The blades root like design can sprout from the blade to Diana implanting her with seeds she can pass from with in her body.
Shikai Ability:

Sown life Enhancement, trough the root like tattoo's (which are actually the blade laying it's working power trough out Diana's body) The shikai las seeds with in her body that work to regulate her physical body to it's pea and beyond (this can improve if you develop physically outside of the shikai's help). All of her abilities such as her reaction time or running speed-(shunpo level) all increase along with strength and her senses. Though all of this goes up her reiatsu becomes inert and insensible with in the seeds feeding off of it or rather drawing it inwards rather than projecting it out and burning trough it to sustain this state of evolution. The draw back is that she can't release much energy with out expending (destroying) the seeds. Which don't come back without three turns for a single one, the seeds numbering in the hundreds of thousands.
Her body not only is enhanced by the seed but protected as they increase her natural healing abilities naturally detoxifying her body and riding it of decay,by also consuming what dieing cells she has as fodder for the seeds to flourish. and continue their function (meaning she can heal flesh wound in a turn and by the higher degree's she can at least regenerate from a near fatal mutilating attack. (losing a limb means it's gone for good unless she's saved by a chiyudou)

Sprout: by having the number of seed with in her body Diana can have them be cut into her opponents or sent out in sharp surges of dense blade like air to plant them with in someones body and have it work to transfer her kiyudou, or chiyudou effects via the seed. Meaning she can remotely heal from a distance. Sprout Shurikens; are compressed small air blades embedded with the seeds that Diana can throw to perform her long ranked abilities trough.

Winds of the land: This ability is a spawned martial art from her shikai that creates a number of wind or rather air based assassination techniques that involves her using precision control and compression of air to attack, create distractions, illusions, and intensify her physical blows with high pressure air. This is a two part ability that takes what little energy she can spare to fluctuate the air where her bodies focused and rhythmic movements can push it and wave it along her bodies strides (pretty much most any movement she makes) specific gesture along with what slight pulses of reishi she has can create the number of effects her wind manipulation provides her.

Shikai Attacks:

Sylph's Festival: by pumping her arms excessively hard and using her reishi to trap the air her arm passes and drag in with it's movement she creates an explosion that sends a number of seeds flying out in wind blades that sprout in the ground and will begin to grow over a five turn stretch of time. These seeds as they grow can fill the area with air that especially saturated with oxygen of that's woven to react to the flickers of reishi. This now allowing her to create explosive burst of solidified streaming flames that not only burn but spread wider and do not burn the trees as they grow. (note: as these trees grow they'll persistently become fodder or mulch for another after being cut down only dropping the time for the to grow to maturity by one post for each death delaying them five times will only make it grow instantly to maturity the sixth turn. This means even as dust they can still be viable nuisances.) The flames from the reishi saturated oxygen these trees exude (not only making themselves grow from Diana's power but what reishi they pull from the surrounding) a assorted color of flames of differing intensity that appear as the maturity advances and upon the final stage they become able to exude all the colors (ranging from, black, indigo, blue, green, saffron, red, and white). The flames can be used along her normal wind abilities to create greater illusions (better said enhance the ones she can do normally) and differing effects according tot he color of the flame involved
[this ability can be used trough out a fight, unless destroyed after coming to it's full growth.]

Persona of the wavering leaves: This ability is only viable after the seeds of Syplph's festival has been planted. The leaves of the varying trees are set in the numerous shades that can be found with in the flames and as these flames part from the trees int he wind they can then go on to burn. the burning of the leaves causes a sense dulling effect on an opponent (at least knock their senses and reaction time back by one rank) once inhaling the smoke. This smoke and be directed by Diana as she fights and can hide with in it safely. The smoke

Titania's Crucifixion - "The Stigmata": Something like a sudden burst of her enrgy releases all the seeds with in Diana's body all at once forcing her blood to come out from most any where it can slowly all over her body, Diana begindgs to cry blood and even bleed from her ears and nose. The blood is all taken as sacrifice as it drains her of all the stamina she could withhold coming out of her enhanced state. She begins to expend a wafting aura of energy as her hand begin to become pierced straight trough and seeds that escape to hit the floor she's standing on grow into a three that lifts her onto it and the roots latch her body to it.
The blood is drawn back into the three as the lease flicker in many colors but settle on black and then burst out into a massively destructive of high density wind blade cuts accompanied with a poison composed of Dian's blood that can be inhaled along with taking lace in your body as you're cut. This poison will take five turns to kill, and with stronger opponents it can be suppressed but as it slowly kills someone with the same bleeding fit as she'd suffered. The only cure to this poison is to actually catch one of the fleeting black petals and eat it or drink a certain amount of diana's blood to build a tolerance. Yet each leaf is wildly moving at great speeds about the field as diana is further consumed by the tree that's reenforced in strength by a dense reishi and protects her until the leaves all dissolve into the wind after the five turns are up . After using this attack Diana can no longer fight or even move for half a month. (those stronger than her may be able to break into the tree, but the tree rejuvenates at a advanced pace as well. So it would take a depth of skill along with power to truly cut her out of it.) Once freed from the trees protection she's subject to her enemies mercy. This tree grows to be about forty feet and radiates white barrier light (on the surface of it's bark) in contrast to the black leaves it sends out. The leaves can act with some sentience under Diana's control but only a slightly. Catching the random movement and quick pace of the leaves along with her blade like wind protecting them is the test to curing ones self, though you'd also have to figure out the more of the poison in this case can heal you .

Bankai Appearance: The FormXxX
Bankai Release Appearance: Diana's Shikai comes from all the reiatsu she has drawing into her face and centering around her eyes as the tattoo's of the roots seem to draw the power from the blade trough her tattoos and from into a glowing mask of light that projects it's self into several mask that depart from diana's actual one or just her face. Each f these mask have slight different markings with a floral pattern and color representing the "daughter' of titania's psyche they represent. Diana's attire shifts into that of a custom made shinigami uniform that has far more buckles and belts (much like the picture). The mask form into full bodied wind elemental figures which are all chained to Diana by a chain of of wind and dust that materializes with in the stream of air. The daughter or masks all carry a coffin. Yet there's an eight coffin which doesn't appear unless Diana completes her training with her bankai; in which her clothing shift from black to white. The movement of the coffins about her seem constant but are dictated by gestures from her arms when moving quickly or simply instigated by thought casually. Finally a blade is assumed in diana's hand with a large arcing blade that has a perforated back edge that splits towards the tip and catches air when withdrawing the blade creating a whistle. (blades length 3'5, weight 26lbs)

Bankai Ability:
~ Speed increases
~ Coffins can change size and latch themselves along her new shinigami uniform, but cannot exceed there normal full sized coffin girth. They also move as
~ The coffins each retain roots of a three that perform different characteristics of the elemental which wields it.
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Black,The roots move about like tentacles Causes things to progress trough natural decay faster, (This entropy isn't restricted to physical materials but also energy)
Indigo, the root come from the coffin in fat thick cloud like tendrils takes the decades material of the black an feeds on it burning this material as energy that can project an indigo mist.
Blue, roots stir with in the air or ground to create manipulations of the wind which create subtle illusions
Green, Heals various depths of damage.
Saffron
Red
White
~ the coffins and their contents are like zanpakuto and are brimming with Reiatsu, so much so that they can be rather difficult to break materials

Bankai Attacks:
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~Destructive Arts~


Bakudo: (Way of Binding, just list numbers learned.)
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Hado: (Way of Destruction, Just list numbers learned.)
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Chiyudo: (Way of Healing, Just list numbers learned. )
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~Spiritual Arts~


Zanjutsu: (Swordsmanship Techniques)
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Hakuda: (Hand to Hand Combat Techniques)
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Hoho: (Step Method Techniques)
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Reaper Elyse

Magnetic Capitalist

6,750 Points
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Profiles: Character I.D

 
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