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Kyodai Kantoku, 10th Division Captain [Deceased]

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ZephyrsBlade
Crew

Business Businessman

PostPosted: Sat Apr 30, 2011 5:51 pm



Name: Kyodai Kantoku
Aliases/ Nicknames: Kan
Age: Unknown/Infinite
Appears to be in his late twenties, early thirties
Division/Seat: Captain of the 10th Division
Height: 6’3”
Weight: 194 lb
Personality: Kan’s personality is very boisterous and outgoing as hell. He’s not afraid of getting physical either, often making it appear as though there’s a storm of energy around this man. Staying still with nothing to do or look at is a challenge for him and standing at attention is still something he has not mastered, despite his status as a Captain of one of the Gotei. His energetic nature often leads him into “interesting” situations that most men would shy away from, but those men aren’t as awesome as Kan, so there. His overwhelming self-confidence is one of his main personality traits. Even the reiatsu of an absolute beast would not affect it. After all, Kan himself has fought some pretty beast enemies before and everything about him was living proof of how awesome he was, wasn’t it? Just because he was the fearless leader doesn’t mean Kan’s stupid, reckless, or stupidly reckless. He’s very observant of how his enemy acts in battle.

Outside of battle, Kan isn’t all too different. He still carries himself around with that air of energy and self-confidence to everything he does. Being quite a social hell butterfly, Kan doesn’t really mind who he socializes with, unless its somebody obnoxious. With his somewhat whimsical soul, he tends to wander around and explore when not busy with paperwork, training, or other generic Captain tasks. Other times he can be found hovering around places with alcohol. Though Kan isn’t the type to go binge drinking, and its not as though it’s going to kill him. Still, he enjoys the taste and the feeling the drink gives him. Overall, he’s a likable dude.


Theme Song(s): Yakuza 3 - Fly

Physical Description: The most notable feature about Kan? He’s a soul less natural redhead. His hair is somewhat spiky and usually a mess. The most care Kan has taken of his hair would be spending five seconds smoothing it down after insane bed hair. His eyes are also a rare color, although a few shades darker than his hair. Kan also has very little facial hair due to a few factors, the main ones being that his facial hair grows at a slow rate and he shaves the morning it becomes visible.

His own outfit isn’t exactly orthodox. Sure, the whole Shinigami attire is there with the shihakusho and the haori. However, half the uniform has been modified/mutilated to fit his debatably odd tastes. For one, instead of a classic jacket-like haori, Kan has turned it into a cape/cloak adorned with the symbol of the 10th Division on the back. The cape drapes around his shoulders and is kept on his body by a thin yet durable string and a small clasp that lies a few centimeters below his neckline. His shihakuso sleeves barely reach down to his elbow area. Around there, the sleeves are ripped, ragged, and burnt more by accident than design. He wears a fingerless glove on each hand.

Zanpakuto Name and Sealed Description: Horunin (Digger)
The sealed form of Horunin takes the form of a classic katana. The color of the cloth wrapped around the hilt is bronze while the scabbard’s base color is brown. Painted onto the scabbard appear to be blurry green images resembling leaves and a single blue winding line resembling a long, tortuous river. His Zanpaku-to is worn on the left side of his waist. Often times only the tip of the hilt of his katana can be seen due to his cloak.

Zanpaku-to Sword Type: Melee/Elemental
Zanpaku-to Element: Earth
Zanpaku-to Spirit: The Zanpaku-to spirit Horunin appears as a Shaolin monk who has a shaved head and wears the traditional outfit most monks are instantly recognized by. Horunin carries around a Shaolin spade with him too but usually engages in hand-to-hand combat before utilizing it. Often times he can be found meditating in one place for hours upon hours without so much as twitching an eyelid. Actions like that show Horunin’s cool, calm, and aloof nature. He will not go out of his way to interact with anybody. It’s also incredibly rare for him to be anything but polite and respectful at all times.

Inner World: Kan’s inner world appears as a large mountain in the middle of a large forest. The top section of the mountain appears to be missing due to a heavy impact of some sort, seemingly a meteorite. Inside the crater is a large, pristine lake surrounded by beautifully fine beaches. Near this lake appears to be a temple built back against the edge of the crater impact with stairs leading down to the lake. The temple is the home of Horunin and this location is where Kan and his Zanpaku-to spirit meet, train, and converse.


Shikai: “Pierce the Heavens, Horunin!”
When Kan calls out his Shikai, his katana glows green and begins to morph into the shape of a Shaolin spade with a flat, spade-like blade on one end and a crescent moon on the other end. Both ends are capable of stabbing and slashing. Overall, the Shaolin spade is around seven feet from tip to tip.

Seismic Wave: Kan slams the crescent moon into the ground, embedding the two points, and channels in his reiatsu. With his reiatsu, he can force it down a pre-decided and unchangeable path in the ground to attack his opponent, allowing him to maneuver it around stationary objects. The forceful breaking up of the surface of the ground it travels on shows the path of his reiatsu. Anyone who stands in its path will feel a large shaking and have the ground beneath their feet become unstable and uneven footing with the possibility of a minor collapse, forming a five feet deep trench, if enough force is applied. Kan can also cause this by running another Seismic Wave in the same area after the first one is done. However, the real offensive capability of this attack is the six ten-feet tall stalagmite-like spikes that erupt from the ground all at once to impale his opponent. Kan can control the orientation of the spikes when they erupt, making them either straight up, tilted, in a row, or encircling the enemy. They can also engage airborne targets by being launched from the ground, propelled by reiatsu, at Kan’s opponents in a linear fashion. The spikes can only be used within a square with an area of thirty-six feet, the area of the reiatsu passing underneath. The reiatsu cannot backtrack and travels at a constant, unchangeable speed. The width of the wave is six feet.

Earth Uprising: When Kan smashes the ground with the spade-like blade, he can force the a dome of earth covering a right angle, with the ground and the location of Kan’s feet as a measuring tool, to rise up in front of him like a shield. The thickness of the reiatsu-packed earthen walls varies with location. Directly in front of Kan, the walls are around six feet thick while the sides are three feet thick and the top portion is only two feet thick, making it easier to break through them than a direct frontal assault although his back is wide open. That can be remedied if Kan can pull off two Earth Uprisings in the same spot to form a semicircle. The ground this ability pulls off is from the outer area of the dome, leaving a depression around it.

Subterranean Swimmer (aka “Swimming Is Too Mainstream for Me, I Liked It Better When It Was Underground”): Kan condenses his reiatsu and surrounds himself with a large proportion of it in a sphere. Kan can have the concentrated reiatsu temporarily alter the properties of the ground, allowing Kan to swim through the ground as though it was sand, solid yet fluid-like at the same time. Kan can travel through the ground quickly by propelling himself along yet it doesn’t change the fact his lungs still need to intake oxygen. As a result, Kan’s ability to hold oxygen in his lungs have improved and he can hold his breath for four minutes safely underground. Any time after five or six minutes could make him pass out from oxygen-deprivation, and passing out while completely underground, with an ability active that allows the ground to be permeable, would kill Kan.

Bankai: Tairiku Kussaku ki (Continent Excavator)

When Kan calls out and activates his Bankai, Kan’s blue reiatsu multiplies and expands outwards explosively. Kan’s Shaolin Spade also begins to glow as it prepares to undergo another transformation into its Bankai form. The spade-blade begins to go from its relatively flat look to a large, rectangular one, appearing as a very large war hammer. Meanwhile, the crescent blade on the other end begins to entwine within itself for three extra feet, forming the spiraling shape of a drill. Inside the large war hammer is a piston that will exert extra force when it activates. A breastplate, pair of shoulder guards, and pair of shin guards, each one of them black with a red outline, also appear on Kan and become part of his outfit, offering some additional defense.

Improvements: By activating his Bankai, Kan becomes faster and more powerful and his reiatsu skyrockets. Two of his Shikai abilities, Seismic Wave and Earth Uprising, are improved. The parameters of the Seismic Wave are doubled, forming a twelve feet wide wave that causes the ground to collapse in its wake. The spikes available for deploying double to twelve too and the effective area where it can be used are a twelve feet by six feet rectangle, covering an area of around 72 square feet. Earth Uprising is also improved. While the original dome is the same size with the same width of packed earth, the entire dome is covered in four feet long spikes to deter attackers and increase its defensive capabilities.

Swords of Damocles: One of the staple abilities of his Bankai, Kan fills the earth with his reiatsu and causes seven very large rocks to rise from the ground. The rocks are roughly forty feet tall and twenty feet wide at the widest area around its middle. The Swords of Damocles are shaped like a diamond with its edges smoothed over with the exception of the bottom edge, which is pointy and sharp. Six of the Swords of Damocles form a circle around the seventh, which would appear and rise out of the ground directly underneath Kan. Kan can also manipulate the height at which the Swords levitate, even allowing them to fall to the ground with a mighty impact, and the distance between them. This ability can only be used twice per Bankai due to the massive amounts of reiatsu it uses up.

Saturation Zone: Stone Spikes: Kan can have one of the Swords of Damocles split and changed into a large amount of spikes, around thirty, to launch at his opponents. The spikes are filled with the reiatsu that previously occupied the Sword and when they impact anything, they will release the energy, giving the spikes more concussive force, allowing them to cause more damage than usual. Impacts on the ground will create an unstable area around where the spikes would have landed. Neither must all the spikes be fired at once. Kan cannot, however, convert spikes back into a Sword, giving him a limited supply.

Stone Beasts: On each Sword, the tip/bottom will begin to glow with reiatsu and a zigzag line from it will spread out from it to about three-fourths of the length of the Sword. Then, the Sword will open up at the areas of the line, revealing a cavernous mouth filled with rows of teeth-like stalactites and stalagmites. Two diamonds will form, one on each side that fill with reiatsu and appear like eyes. Kan controls the movements of the Stone Beasts much better than he can control the movement of the Swords of Damocles. The Stone Beasts are also powerful enough to tunnel through the ground, and other objects, by brute force. Their mouth can crush and/or impale whatever is unfortunate enough to be caught by it and their movements leave behind a trail of reiatsu. Kan can ride atop a Stone Beast of ride in its mouth by wedging it open with his Tairiku Kussaku Ki and standing on the hammer.

Kidou:
Bakudo:

  • 1. Restrain (Sai)
  • 4. Crawling Rope (Hainawa)
  • 8. Repulse (Seki)
  • 9. Strike (Geki)
  • 9. Disintegrating Circle (Hourin)


Hado:

  • 1. Thrust (Shou)
  • 4. White Lightning (Byakurai)


Bio:
Unlike many of the souls in Soul Society, Kan had never existed in the World of the Living. Instead, he had been born directly into the Rukongai, around the outer numbers of the East. While his family wasn’t even close to being well off, especially in comparison to the noble families, neither did they have to struggle to scrape together a living. They lived together with three other families sharing a two-story house with Kan as their only child. As a child, Kan was curious and outgoing, earning him an entourage of friends and followers in his escapades.

His first encounter with the Shinigami came about during his adolescent years, still romping about the Rukongai with a large group of friends and acquaintances. Inside the group, Kan and a few others were notoriously famous for constantly feeling “hungry”, a desire unknown to most of the others. One day they had gathered into a café, they noticed a person garbed in an odd black outfit. The other people of the Rukongai all seemed to be much more respectful to this person. Word eventually spread to them that it was a “Shinigami”. At the same, the Shinigami had noticed them, or more specifically Kan. He approached him, introduced himself, and told Kan that he had noticed a good deal of reiatsu in him. The Shinigami went on to explain that people who had high spiritual energy would feel hunger and should head to Seireitei to become a Shinigami. He explained what a Shinigami was and their duty to combat Hollows and bring souls from the Living World into Soul Society. Afterwards, the Shinigami paid for his food and left without adding anything else.

Initially Kan gave it no thought but pondered the Shinigami’s words for upwards of a month. Looking around, he realized his life was growing stagnant in the Rukongai with nowhere to go and nothing to do. Compared that to what he imagined as a Shinigami’s job, he eventually made up his mind to join. After telling his parents and saying his good-byes, he departed for the Seireitei. Passing the entrance exam on the first try, Kan was admitted into Shinigami Training Academy. After completing the required courses in academy, Kan was originally placed into the Third Squad. However, after Kan had managed to achieve his Bankai, he was transferred to the Tenth Squad, where most Elemental Zanpaku-to users resided, to help aid his training and understanding of his Zanpaku-to.

Time passed on and Kan began to improve immensely, moving up through the ranks steadily. Within ten years, he had become the Lieutenant of the Tenth Division. By then, he had combated hundreds of Hollows, been to the Human World multiple times, and mastered his Shikai. Even his Captain was impressed with Kan’s progress. Kan would remain as the Lieutenant for the Tenth Division for a long time until his Captain “retired”, or was transferred into the Royal Guard, Zero Squad. Kan’s abilities had made him the first candidate for Captaincy and, after the test, he was promoted.
PostPosted: Fri May 13, 2011 2:26 am


Heat/Energy Manipulation: Cool idea, but your shikai is way over powered. For one you can no absorb energy from someone. At least, not as how you are describing it. Especially as you say it's any type of energy. My suggestion, cut that whole bit out. If you want to absorb something and turn it into usable energy, have it be fire or fire based attacks.

Fiery Weapon Creation: Change it. You can not have something that is so difficult to block, especially when you make these weapons sound as if they are monsterous.

Your bankai is also slightly over powered. I think it'd be reasonable to knock your ability down to absorbing kidou 75 and under, especially since you don't really give a reason as to how it connects to your fire manipulation.

The diameter of your Hell Flare Barrage could also be knocked down a hundred feet or so and still be good as well. The whole locking-on to your opponents thing is also iffy because it almost makes it so you can auto-hit. If I catch you doing this, I will put a hold on your character. Until such a time though I'll let it slide.

The 'Blaze Tempest: Twin Dragons' also needs to be changed. It's fine for the most part, but you have absolutely no reason for these dragons to relay information back to you. I also don't feel like they should be able to just absorb energy from his surroundings unless of course there is a fire or something near-by that he can draw upon.

Once you've worked these things out, contact me again, kay? Sorry it took so long.

KyrosDevil XIII


ZephyrsBlade
Crew

Business Businessman

PostPosted: Sat May 28, 2011 3:37 pm


Sorry it took so long, I've changed the zanpaku-to to a different one and it's open for review again.

Thanks for your patience/understanding in this 3nodding
PostPosted: Sat Jun 04, 2011 6:53 pm


Seems okay to me... But I'm no pro.
XD
But anywho... GO AT IT PADAWAN.

Shattered_Fangs


Mirouni

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PostPosted: Sun Jun 05, 2011 8:06 am


One thing here kinda concerns me a bit. But I think as long as you make sure to not play it this way, that you'll be fine.
Basically, the way you described the rock wave makes it sound like you can track people. Which is a big nono. If you could perhaps explain it a bit better than "not necessarily a straight line" that would help. Other than that, it looks fine.
PostPosted: Sun Jun 05, 2011 12:50 pm


Re-edited, hopefully it makes a bit more sense

ZephyrsBlade
Crew

Business Businessman

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