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Volkner Brehmen: Tyrant

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iChan-Chan
Crew

Tricky Informer

PostPosted: Sat Mar 16, 2013 10:06 pm


User ImageCHARACTERxx DATA_____

Name: Volkner
Nickname: Volk, The Lion
Gender: Male
Age: 26
Height: 5' 10"
Weight: 159 lbs.
Eye Color: Blue
Hair Color: Blonde
Blood Type: O-

Personality: The most discerning feature about Volkner's personality is his conviction. It isn't that he's the best, but that he believes and follows the conviction that defeat is inevitable. Despite this belief, he feels that he can only be defeated if the game itself wishes it and that he is otherwise unbeatable. Consequently, he is a rather serious person, rarely, if ever, flashing a smile. He's also no where near what could be called a gentleman, preferring curt or blunt replies to a drawn out explanation. A solemn fellow, he often finds himself holding back against foes who struggle to fight, their convictions faltering as they battle. This usually leads to the death of his foes, if not their permanent "retirement" from the game.
Likes:
  • Classical Music
  • Sour Food
  • Tigers
  • Conviction

Dislikes:
  • Weak Willed People
  • Spicy Food
  • Alcohol
  • Overbearing People
  • Overly Tenacious People


Race: Human
Occupation: Bounty Hunter

Rank: Game Meister
Class: Ranger
Sub Class 1: Spiritualist
Sub Class 2: Tactician
Sub Class 3: Flair
Energy: 1775/1775

INVENTORY_____

    Main Weapon
      Name: Geist
      Appearance: Geist
      Special Abilities: Even when landing a blow, Geist leaves no mark of dealing damage. However, organic creatures feel the damage dealt by Geist, the only benefit for them being that it leaves no physical reminder other than pain varying based on the location of the blow.


Primary Weapon
    Name: Pfiel
    Appearance: Pfiel
    Special Abilities:Pfiel generates arrows from Aether in the battlefield, meaning it has no ammunition if the user has not converted anything into Aether.


Sub Weapon
    Name:
    Appearance:
    Special Abilities:

тє¢нηιqυєѕ

F Rank

E Rank

D Rank

xxName: Fauna Flux
xxDescription: The user converts nearby terrain or a D-rank or lower technique into aether and releases it back at the foe in the shape of an animal. This can be a flock of birds, a couple of dogs, a pack of mice, a colony of butterflies, or a bear that last for up to three posts and are affected by techniques like any other game entity. Additionally, the user may use this outside of combat to create a scout animal in which he can see everything the scout does and lasts indefinitely. Should the user enter combat, the scout immediately fades away. Killing the scout also ends the technique and cuts off vision for the user.
xxRange: Self
xxLasts: 3 Posts
xxCost: 0 Technique Points
xxEnergy Consumption: 20 Energy

xxName: Aetherize
xxDescription: The user touches an object or objects with a shared base and turns the affected object(s) directly into energy, effectively dispelling any form of attack or defense of a D-Rank or less. Using this to dispel attacks will still force the user to take full damage. When used on weaponry, it only dispels the weaponry or armor for 1 post before returning it to its rightful place. It may not consume more than 3 meters worth of material.
xxRange: Short
xxLasts: 1 Posts
xxCost: 3 Technique Points
xxEnergy Consumption: 20 Energy


C Rank

xxName: Age
xxDescription: The user holds out one hand, releasing a pulse of energy from it that causes rapid, destructive aging of all objects hit. This also dispels any technique of a C-Rank or lower, with the added benefit of at a range. Offensive techniques still pass on roughly a quarter of their intended damage and steel remains relatively unaffected. This move does show powerful aging however, allowing the user to even rot through lumber buildings or turn stone to dust.
xxRange: Short
xxLasts: 1 post
xxCost: 4 Technique Points
xxEnergy Consumption: 30 Energy

xxName: Dart
xxDescription: Converting a small amount of terrain into energy, the user swipes their palm towards their foe, firing off a mass of 36 darts in the direction of the foe all at once, using a large amount of numbers to minimize the chance to dodge as the Aether Darts shotgun spread at the enemy. Since these are effectively just darts, they are only truly dangerous to the throat and eyes.
xxRange: Moderate
xxLasts: 1 post
xxCost: 4 Technique Points
xxEnergy Consumption: 30 Energy

B Rank

xxName: Refreshing Aether
xxDescription: The user Aetherizes a Technique or object, consuming no more than 3 meters of it and still receiving damage from offensive attacks as with the Aetherize ability, only this time coating there body in a flash of green, restoring some of their stamina and healing minor scrapes and bruises.
xxRange: Self
xxLasts: 1 post
xxCost: 5 Technique Points
xxEnergy Consumption: 45 Energy

xxName: Footprint
xxDescription: The user creates a sphere of energy that floats harmlessly at their current location. The orb continues to float harmlessly at its location for the following two posts. During either of the following two posts, the user may transport instantly back to the orb or fire a technique from the orb's location, consuming it immediately after use.
xxRange: Self
xxLasts: 2 Posts
xxCost: 5 Technique Points
xxEnergy Consumption: 45 Energy

xxName: Aether Shift
xxDescription: The user points at a target location, causing a powerful, momentary shift of gravity that only affects techniques of an equal or lower Rank. Techniques of an equal rank are pulled towards the focal point, being greatly thrown off their normal trajectory. Techniques of a lower rank are pulled in and dispelled upon entering the perimeter of the technique.
xxRange: Moderate [Focal Point], Short [Perimeter]
xxLasts: 1 Posts
xxCost: 5 Technique Points
xxEnergy Consumption: 45 Energy

xxName: Interruption
xxDescription: The user charges their hand with energy and seeks to make contact with his foe. Should this move make contact with an attack of B-Rank or less, it is dispelled, offensive moves dealing a quarter of their intended damage to the user as they are dispelled. Should the user come in contact with his foe, and they are charging a Technique, the technique is interrupted and refunds no Energy to the victim.
xxRange: Self
xxLasts: 1 post
xxCost: 5 Technique Points
xxEnergy Consumption: 45 Energy

A Rank

xxName: Gravity Dance
xxDescription: The user points at a target location, usually a person or piece of equipment, with the occasional tree or bush, causing a massive gravitational shift the leaves the user completely unaffected. Although through physical or other means, once can fight this shift, it causes nearby rocks, small boulders, and smaller trees to move rapidly towards the focal point, compacting them into a sphere. This technique does not affect other techniques however, preferring raw might instead.
xxRange: Moderate
xxLasts: 2 Posts
xxCost: 7 Technique Points
xxEnergy Consumption: 75 Energy

xxName: Skylight Sorrow
xxDescription: The user sends forth a wildly moving bolt of electricty from his hand towards the foe. Upon contact or reaching the end of its range, the lightning bolt splits, creating a vertical pillar of aether lightning that ravages the area around it.
xxRange: Long
xxLasts: Instantaneous
xxCost: 7 Technique Points
xxEnergy Consumption: 75 Energy

S Rank

xxName: Dawning Fluxation
xxDescription: The user begins by creating an orb and throwing it into the air. The user's next post, the sphere fires in a line, starting directly in front of the user and moving towards the foe, a continuous, powerful laser carving through the ground.
xxRange: Moderate
xxLasts: 1 Post [Charge], 1 Post [Fire]
xxCost: 10 Technique Points
xxEnergy Consumption: 120 Energy

xxName: Soul Fire
xxDescription: The user causes visual distortion followed by spontaneous combustion at a focal point, the fire aetherizing any inorganic material it comes across, burning organic material like a normal fire would.
xxRange: Moderate
xxLasts: 1 Post
xxCost: 10 Technique Points
xxEnergy Consumption: 120 Energy

xxName: Reversal Flux
xxDescription: The user grabs a technique (subsequently taking the full on force of the move, should it be offensive) or piece of terrain and then fires it at as a piercing bolt back at the opponent. No matter what Rank of technique is consumed for this move, the difference in energy brings it up to an S-Rank. Moves of a Higher or Equal Rank cannot be used for this Technique. Additionally, although the bolt pierces well, it does very little damage, being both thin and lacking any form of explosive or powerful follow up.
xxRange: Moderate
xxLasts: 1 Posts
xxCost: 10 Technique Points
xxEnergy Consumption: 120 Energy

xxName: Blitzkrieg Waltz
xxDescription: The user Aetherizes the nearby terrain or a technique of S-Rank or less (offensive techniques dealing three quarters their intended damage) through direct contact and rushes the foe at a high speed, seeking to strike them with an amplified blow. Should the blow connect, the foe will find their movement hampered and for their next post, any technique they perform will be considered one rank lower than normal, with F-Rank techniques fizzling out and failing.
xxRange: Self
xxLasts: 1 Post
xxCost: 10 Technique Points
xxEnergy Consumption: 120 Energy

S+ Rank

xxName: Chrono Walk
xxDescription: The user emits a ghostly aura and takes several steps forward before moving at an extremely high speed towards the end of this technique's range. Any offensive techniques passed that make contact with the user are dispelled, dealing half of their intended damage to them. Barriers or other forms of defensive techniques are completely reduced to energy. Any form of buffs on a player hit by the user between the starting and ending point are also dispelled. During this time, the user moves in a straight line from point A to point B, unable to change direction or dodge any incoming attacks. However, as a bonus, the user gains energy equal to one quarter of all offensive techniques that land during this time period.
xxRange: Long
xxLasts: 1 post
xxCost: 15 Technique Points
xxEnergy Consumption: 250 Energy

xxName: Masterful Endgame
xxDescription: The user creates a tiny sphere roughly the size of a baseball and tosses it casually at the foe. Upon contact with the ground or foe themselves, the orb erupts, turning everything but the opponent(s) and the user and their belongings into sheer energy, leaving all involved parties seemingly untouched or unharmed and creating a large, invisible sphere with the original baseball sized orb as the focal point, making a large pit for all inolved to fight in. If one were to attempt to use a technique, user included, it would fizzle and fail, granting the user of this technique half of the energy the technique would use so long as the user was not the one attempting to use the technique. At the fringes of this move, A-Rank and higher ranked attacks may be used, but anything less is still devoured. B-Rank and below attacks fired into the zone created by this technique fizzle out upon entering but do not grant the Energy refund to the user.
xxRange: Exceptional
xxLasts: 5 posts
xxCost: 15 Technique Points
xxEnergy Consumption: 250 Energy

xxName: Shackles of Eternity
xxDescription: The user moves forward, charging their hand with energy, aiming to come into contact with his foe. Upon contact, this technique activates instantly, draining the target of the amount of energy used to charge this technique. It should be noted that this move has a minimum requirement of 250 energy charge and a maximum of the user's remaining energy. Additionally, this move must charge all intended energy to be used at once, and cannot charge it bit by bit, forcing the user to use this technique with extreme caution. This is the technique that led to the defeat of the GM by the Apocryphal.
xxRange: Moderate [Swords], Short [Snakes], Short [Venom Explosion]
xxLasts: 1 Post
xxCost: 15 Technique Points
xxEnergy Consumption: 250 Energy minimum

Total Technique Points: 130


OTHER_____

    Other: Volkner constantly keeps his Title changing, only revealing it to be a Meister inside of Nidavelier. Otherwise, it changes to the rank most appropriate for the area he is currently in. However, the rank will never read Apocryphal.


THEMES_____

    Main Theme:
    Emotional Theme:
    Battle Theme:
PostPosted: Wed May 29, 2013 12:05 am


User Image
User ImageUser Image
User Image
Volkner
✘Seireitei's Mad Gunner✘

When I pull the trigger...

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...You'll go out like a light

Rounds: Rounds
OOC: OOC
Technique: Technique

iChan-Chan
Crew

Tricky Informer


iChan-Chan
Crew

Tricky Informer

PostPosted: Sat Dec 07, 2013 5:44 pm


/ / șɦiηiɠaɱi

User Image

Full Name: Volkner Brehmen
Nickname(s): Volk, The Lion, The Wolf, The Tyrant of the Sixth
Gender: Male
Actual Age: 530
Appearance Age: 26
Height: 5' 10"
Weight: 159 lbs
Eye Color: Blue
Hair Color: Blonde
Blood Type: AB+
Reiatsu Color: Cyan

Division: Sixth
Rank: Captain
Affiliation: Gotei 13


↣ ҏersonal ιηƒσrмαтιση

Personality: Volkner is not kind but he is forgiving, often giving people "one last shot" at redemption. Failing to do so, he will execute them mercilessly. He is cold, calculating and generally brash. He prefers to find himself alone and staring out into the rain rather than looking on in a sunny day. His attitude is almost like something out of a Eastern European drama and anyone who's ever watched one can certainly attest to that. He has several bad habits such as his abrasive and unfriendly attitude as a whole and down to the fact he will chase a kill as far as he thinks he can and get away with it. Given his skills and past expertise, this registers as a very long distance in his mind. His mindset is not competitive however, as his goals are either to force the foe to be unable to continue permanently or kill them trying. Because of the way he acts, he doesn't bother with relationships but with some questioning, one can be told that he does in fact muse about had he lived longer, he certainly would have had one. The only times he's ever been seen to flash a smile is immediately after an execution or confirmed kill or mid-combat. Because of the adrenaline rush, he can sometimes become more excitable, although not an entirely "different" person, simply a more hyped up version of himself. To be blunt, the man is an almost tyrannical psycho.

Sexual Orientation: Heterosexual
Relationship Status: Single
Likes:
  • Kill Confirmed
  • Headshots
  • Lions
  • Wolves
  • Orchestra Music
  • Spicy Food

Dislikes:
  • Sweets
  • Densely Populated Areas
  • Sunny Days
  • Failed Kills
  • Heavy Restrictions

Fear(s):
  • Absolute Failure

Bio:
Volkner had an uneventful childhood up until the age of sixteen. Shortly after his sixteenth birthday, he suddenly decided to change his life drastically. He ran from home and became something close to a liar. While many his age had no chance, he joined a gang. This wasn't any ordinary gang. They weren't big like the Yakuza or the Mafia. Volkner was German and Russian by heritage. He had no Italian or Japanese roots. But that made this gang no less dangerous. Effectively an Eastern European counterpart to the more infamous names, this group grabbed power easily in the splintered Eastern European mob underground. The only rivals they had was the Mafia, which while located in a vast number of areas, did not have the members that Volkner's gang did. It could have escalated into full on war. By this time, Volkner was only seventeen. He had made it to the place many people desired financially in only a year. But he wasn't done there. Granted audience with the head of his organization, he proposed a plan. Rather than bring out open warfare, locate key points and do a series of assassinations, hitman hit and run style. This would confuse police a bit and possibly hamper the movements of the rivaling Mafia. The plan was granted with blessings. Volkner moved out.

In his first ever assassination, he took the rear and set up a position as a Sniper. It was a simple raid. They gassed out a factory where some Mafiosos were gathered and while the firefight ensued down below, he picked them off with terrifying accuracy. It turned out the boy was a natural with a sniper. This led to a quick and mostly painless end for a majority of the other gang members. Those that survived were interrogated and then executed on site. Volkner didn't even bat an eye. He took out more people by himself for so much as a mention of the mafia bastards and their "family". There was no mercy. The next time out, he got closer, using a light machine gun to literally saw down the doors of another building. While his kills couldn't actually be confirmed, the scene was no less brutal as he again executed anyone brave enough to speak out of turn, even if it was them coughing out their own intestines. He slowly got more and more brave, moving up to high powered explosives, grenades, dynamite, and even pistols. The boy wasn't just good with a single weapon, but just about anything he could throw or pull the trigger on. In the mob world, a truly terrifying gift, especially for someone that made their living now as a hit man. But all was not golden for the golden haired hit man.

His life of mercenary work lasted for only two years. At the age of nineteen, almost twenty, a raid went terribly, terribly wrong. Halfway through, the police showed up and started tearing through everybody not wearing a uniform. Needless to say, that was pretty much every other person already there. Fortunate enough not to be shot, injured, or killed, Volkner found himself imprisoned and put on trial, found guilty and to be executed if he didn't bend to the police's will. As the day of his execution neared, Volkner did something no one expected: he caved. Although he agreed to help the police, he did so under a set of circumstances that neither party could walk away from unsatisfied. It boiled down to several things. The first was he worked alone, save for one partner chosen before every outing. The second was he would eliminate the threat, both Mafia and his own gang alike. The third would have the police turning a blind eye to the massacre he would undoubtedly leave in his wake. The last tying bind though? That would be simple. If he failed even once and came back alive, execute him on the spot. One way or another, this man would end up dead. News televised how he would help the cops, ruining his hopes of returning and staying silent would kill him still. So he used what he had and escaped with his life only to serve the dogs of the country as their own personal hit man. Although living was in fact part of the deal, Volkner kept it hidden that he felt as if he had been given a second chance at life and he was going to use it to redeem himself.

Only a couple years later he found himself outgunned and had to go back to the police headquarters. Although the police refused to kill him as per their arrangement, Volkner stuck fast to the deal, taking down an officer and removing his pistol before aiming it at his own heart. He remarked how things would have been had he continued or even succeeded and then ended on a low note saying how if he had to die, he'd rather be a heartless monster at the end than a brainless moron. A moment later, his heart was splattered over the conference room wall. A brutal ending, but not one forced on him by anyone but himself.

Volkner awoke in the realm of the dead. There were people everywhere and there were people dressed in black everywhere. Curious, he went up to a civilian and asked who was in charge. That led him to the people in black, whom he confronted promptly. He asked their business and after a short back and forth was told to get lost, more or less. Good news was that the people in black were Shinigami. Bad news was they were fresh off the line soldiers and Volkner had his experience in hand to hand long enough to know that swords are painful and disarming a swordsman took away most of their real ability most of the time. The first person found themselves laid out and without weapon, the second, who had been able to draw their sword, had their forearm forced out of their body. The newly made soul of Volkner hadn't a clue how hard that normally is and here he had done it within fifteen minutes of waking up. Merciless and brutal as always, he asked them again where to go to get a weapon. When he was finally answered, well, they had no more use, so he put them under an old woman's care and left for the gate they pointed to. The new soul found himself surrounded and arrested, dragged into a panel of jurors who seemed rather intent on killing him... again. That only lasted as long as it took them to realize Volkner had no freaking clue what was going on. He remembered suicide and that was about it until he left those two Shinigami broken like wooden toys. So instead of killing him, he was conscripted and tossed into the Academy with a zanpakuto.

There were a couple of problems with this. One of them was the fact that Volkner hated close range combat with weapons. He didn't mind a little hand-to-hand but with swords and knives, forget it. So he never drew the thing unless he knew the guy telling him to do so could beat him. That left just about every instructor in the place. Anyone else trying it would find themselves in quite a bit of pain, some of them forcibly retired before they ever actually became Shinigami. And that led to the second mistake. Volkner was not amiable in the slightest. He scared off those trying to be nice most of the time and those who were less than friendly in their approach were often nearly killed in the process of trying to get away. Some who tried again were killed, even though he was told that was totally unacceptable. Although wary the first time, he found out it wasn't that strictly enforced and continued anyways. By the time he finally graduated, he had such a reputation for refusing to draw his weapon that two Divisions were looking at him with careful, eager eyes. The Second Division, famed for assassinations and stealth operations, skilled heavily in Hakuda and Zanjutsu alike, whichever you preferred for the killing, and the Eleventh Division; swordsmen, yes, but ones that appreciated the brawling fist fighters that survived there. In a sort of "finger to the sky" action, he told them both to get lost and immediately made way for the Sixth Division. Spurned, the two Divisions that wanted him the most never stopped trying to get him through various, sometimes not so subtle means. He ignored them and continued a calm, largely uninspiring career for a time in the Sixth Division as an unseated soldier. It began to rumor he would do things late at night, like wander aimlessly around the Division or go the training fields at night. Some tried to follow, some lost him, others were beaten to the point of being unable to walk and the lucky few swore he could use Shikai. When it finally became serious enough, the Captain engaged him in conversation. This was some three hundred years after having joined the Division and Volkner hadn't shown the slightest bit of aspiration the whole time. This worried some, others saw it as him being content where he was, but Volkner found that age was no longer an issue a long time ago and looked far to the future. So, he asked. One match in front of 200 members of the Division and several other major witnesses in two days. The captain attempted to refuse, but Volkner trapped him with Seireitei code. This wasn't a practice match, this was an attempt at the older man's captaincy. With a smug smile, the older man accepted and the match would be held at dawn the following day.

The next morning, the Captain showed up and Volkner arrived just a bit later, seemingly unarmed. Today, the captain he served under for three hundred years wasn't the only one wearing an arrogant smile. The captain complained at first, then mocked Volkner's foolishness, even if he was excellent at Hakuda. Mistake number one, Volkner hadn't come unarmed. He was wielding his Shikai, which was effectively what he thought may be one of the hardest to notice Shikai in the current employment of the Gotei 13. Mistake two was when the captain got in close and nearly cleaved off Volkner's left arm in a toying manner. Mistake three was taunting Volkner right after, letting himself be a sitting target. Bringing his right arm up, the captain mocked him further, saying he'd let the boy get in one free hit since he had no weapon on him. Volkner laughed, thanked the man for an easy match and proceeded to use the effect of his Shikai to blow out the captain's brains in front of two hundred soldiers. From the looks of the aftermath, it seemed the captain had in fact reacted to it at the last second, realizing he was in some serious trouble, but failed to do so due to the small amount of distance. He turned to the stunned crowd, issued a command and for any who had a problem with him to step forward. The Lieutenant was the first to go. She stood up first and had a reiryoku generated bullet slammed through her chest. Then the weapon changed to something closer to a cannon and Volkner began decimating the ranks. The destruction of the rampage was not something fitting of the Sixth Division but that didn't matter to the newly and forcibly elected captain who took on a cheeky and altogether arrogant captain and then a stunned crowd, blasting them to bits like lambs at a slaughter house. Although he was in fact weakened and for a while after remained weaker than most of his Division, the terror of this one day sealed his captaincy. He was able to train effectively uninhibited and quickly brought himself to the right strength one would exude as a captain of the Gotei 13. Now even stronger, he found himself with less and less Division members and more challenges which died down as fast as they sprung up. He spared no one who challenged his law from his own Division, killing them "with mercy to their idiocy" and sparing those from elsewhere "for their ignorance."

Tyrranical and powerful, Volkner effectively rules the Sixth Division with an iron fist. The men that stay are no doubt strong enough to take his harsh treatment, and of course rude from the outcome, but they are also extremely, fervently, loyal. Those who do not fall into these characteristics are unlikely to last long and transfer quickly, surmising they live long enough to do so.
Family:


ʑαηραкυтō

Zanpakutō Name: Tanju
Type: Kido
Sealed Appearance: While sealed, Tanju is not much more than an elongated dagger, too long to really be a dagger, too small to really be a sword.
Zanpakuto Spirit Appearance: Tanju is nothing more than a rather average sized, wild looking blue and black lion.
Zanpakuto Spirit Personality: The spirit is cold and harsh, much like Volkner. Oddly enough they actually talk a lot to each other mentally, although neither make much note of this, the conversations of such little importance that the words are rarely ever remembered.
Inner World: The Inner World consists of wide open plains where the weather is absurdly cold, at least for a lion, the grass gray, the sky permanently overcast with a light drizzle and the landscape tinted a dismal gray-blue.


ѕнιкαι

Release Incantation: "Take Them Down, Tanju"
Zanpakutō Changes: Tanju dissolves entirely into Volkner's body.
Physical Changes: Volkner's body sparks with reiryoku made electricity. It is nonharmful and simply shows that his Shikai is active. When he was weaker it did not do this, showing that the amount of sparks more or less show how much energy he had left.
Battlefield Changes: None
Additional Changes: None
Power Boosts: Enhanced Speed
Shikai Special Ability:
Selective Shunpo: Although a Shunpo in and of itself is nothing special, Volkner's Shikai allows him to utilize a "selective" Shunpo in which he only speeds up a particular part of his body. While this sounds impressive, it only works on his thumbs, which act as the hammers for his Shikai weaponry. Consequently, while he can use his weapons at a high rate of fire, it is otherwise not noteworthy on other parts of his body.
Shikai Abilities:
Kenju:
  • Active: When activated, the next round Volkner fires from each hand is two rounds for the price of one. This means that he fires two bullets at once as one bullet from each hand if it is their first time firing.
  • Passive: Changes Volkner's rounds to pistol rounds. They offer light penetration, moderate damage and moderate range with a moderate-slow rate of fire at 60 RPM. He may dual wield these rounds, using one hand each for a gun.


Kagai:
  • Active: When activated, Volkner automatically releases a wave of bullets at his foes. He cannot hold the wave back nor its fire pattern. It is always used as soon as he activates this technique and is fired in a wide cone so a foe is unlikely to get hit by more than one bullet unless they are at an extremely close range.
  • Passive: Changes Volkner's rounds to Assault rounds. These rounds have high damage moderate penetration power and moderate range. However, when used, he must fire at least twenty rounds every time he fires and while firing cannot move while firing. These rounds do boast the fastest fire rate at 300 RPM though, making up for the lack of mobility and is excellent at close quarters.


Juji:
  • Active: When activated, this skill paints a target on his foe that allows his next round to home in on his opponent. This comes with several setbacks. Firstly, he must be able to distinguish something as his opponent as this technique can fire at extremely long distances, but he gains no way to see farther than he naturally can. Secondly, this homing round takes the most direct route to the target, meaning if they can get behind cover, the round will attempt to go through the cover rather than around it. This makes it ideal for use on running targets or people in wide open places but terrible for urban operations.
  • Passive: This changes Volkner's rounds into Distance rounds. Effectively a sniper rifle, these rounds are by far the highest single target damage per round in his arsenal and also his longest ranged, able to strike something at half a mile, although it's active is only useful at fifty to sixty feet at best. With the highest penetration and single round damage, this also has the second slowest fire rate at 30 RPM.


Kaimetsu:
  • Active: When activated, this creates a breach charge blast: a directed blast that only affects a single direction behind the explosive, using the charge as a starting point. This blast starts at the user's feet and outwards directly in front of them, throwing them backwards to give them distance from rushing foes as well as blasting foes away with a relatively strong blast.
  • Passive: Changes Volkner's rounds to Demolition rounds. They have the most damage as a whole unit, but unlike the Distance rounds, these rounds are explosive and dish out destruction over an area. They have a blast radius of two meters and small range that keep Volkner on the move consistently to make sure he doesn't hit himself with the blast or the following debris. Great for urban warfare or close quarters fighting where lots of cover is involved due to combined demolition properties from the explosive rounds and the ability to basically aim next to targets he wants to hit, making accuracy and direct hits less of a problem. However, this has the slowest rate of fire coming in at 15 RPM.



вαηкαι

Name: Raion Taiho
Zanpakutō Changes: Like before, the zanpakuto remains absorbed in Volkner's body.
Physical Changes: Volkner's body sparks fiercely with reiryoku as his bankai remains active.
Battlefield Changes: None
Additional Changes: None
Power Boosts: Further Enchanced Speed
Bankai Special Ability:
On the Hunt: This ability effectively goes beyond typical power boosts in that it grants Volkner a sense of hyper awareness towards his surroundings and other hostile targets in the area. This comes with several negative effects as well, the first being he loses sense of himself, usually unable to detect when he is injured or when people are talking to him. This affects allies more than enemies, since he's already focusing hard on the latter. His lack of focus to others and pain is because his zanpakuto sends massive surges of adrenaline throughout his body.
Bankai Abilities:
Sanda: Changes Volkner's rounds into Thunder rounds. Highly explosive, these rounds have a moderate range and are used for demolishing any and all obstacles in Volkner's way or striking large targets. With a blast radius of five meters and a range of only ten meters, it's best that Volkner keeps moving while firing these things because there's a huge chance that even at their fire rate of 10 RPM fragmentation of the surrounding landscape will hit him if he sits still too long.

Kami no Te: Changes Volkner's rounds to Mistmaker rounds, the name is probably scarier than the actual round itself. Boasting an incredibly slow fire rate at only 5 RPM, these rounds are designed to totally ignore cover and destroy anything running in a straight line. The round itself is enough bore through a couple dozen feet of concrete which is extremely problematic to weaker life forms, but rarely for anything strong enough to usher the use of a Bankai. The real damage to people isn't really from the round most of the time though, but the two foot cone around it from the air pressure as it travels until it wears out or hits something solid enough to stop it. At the lowest fire rate, it does hold the highest single round damage and the longest range, the air pressure enough to damage concrete structures, although not cripple them like a round directly impacting it would.

Wakare: Changes Volkner's rounds to Goodbye rounds. Close ranged and wide spread, these rounds are designed for the close quarters combat he's used to in the Human World and the Seiretei. This is more or less a shotgun rather than a super charged version of one of his Shikai rounds, giving him a sizable cone of damage coming off the front of it and a light amount of penetration power to solid objects. This is used more or less for crowd control purposes as it can mow down a small bit of two or three rows of people but also helps for the faster targets as the grapeshot spread makes it ultimately harder to dodge. This has the fastest rate of fire in his Bankai at what is, to his Bankai, and astounding 145 RPM.


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Hadō: Volkner forgoes any and all Kido because of the functionality of his zanpakuto
Bakudō: Volkner forgoes any and all Kido because of the functionality of his zanpakuto
Other Abilities:
Hakuda Expert: Preferring his hands to his sword, Volkner is surprisingly good at Hakuda, enough to subdue your average brawler. Unlike most Hakuda experts, he aims for grapples on the arms and legs because he wants to break the bones there and render them useless for a while.

Shunpo Master: Speed is Volkner's game. Whether it be on the draw or running to a better position, he needs to capitalize his speed and makes good use of it, claiming to be even as fast as the Second Division Captain. However, since the two have never actually fought nor raced, it is presumed to be prideful boasting.

Shinigami Gunslinger: Being one of the few Shinigami to ever use a gun compared to something like a bow and arrow or even a kido, granted he does utilize reiryoku bullets, Volkner's hands are incredibly fast from centuries on the draw with his zanpakuto and his eyesight is significantly better than average, seeing things at sixty feet at what the average person could see at twenty, making his eyesight three times as good as the standard person.


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Main Theme: Such Great Heights-TSQ
Emotional Theme: How to Save a Life-TSQ
Battle Theme:Wagner's Ride of the Valkyries
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「iChan-Chan」The Almighty Channy Chan!

 
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