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Posted: Tue Jun 25, 2013 9:14 pm
 - Username: Kiiyashi - Character Name: Amaranth Trammel - Pronunciation of the Name: Am-uh-ranth Tram-mel - Character Squad: Squad 5 - Character Rank: Captain, Kido Commander - Affiliation: Soul Society, the Gotei 13, the Kidō Corps - Sexuality: Heterosexual - Character Personality: Amaranth is an extremely curious and intelligent individual, though she generally prefers to learn through notes and books rather than taking a hands-on approach. She is also quite interested in the workings of Zanpakutōs, and enjoys seeing the various powers they command when unleashed. Amaranth can generally be found munching on a cookie, with a bag of them in her possession in most situations. Unsurprisingly, she is also quite fond of Kidō, often trying out various combinations of the spells in an attempt to maximise their effects and strength. Though usually kind, giving assistance to those who need it, Amaranth is quite protective of her friends and Squad members, and should one of them be threatened, she will do what she can to aid them. - Character Likes: Kidō, Zanpakutōs, learning, reading, eating. - Character Dislikes: Overly cold weather, fools and obnoxious individuals, running out of cookies. - Character Age: Human Age: 24 Shinigami Age: 750
- Character Birthday: 24/08 - Character Zodiac Sign: Virgo - Character Blood Type: O- - Bio: Born into a minor noble family near the end of the 10th Century, Amaranth wasn’t expected, or allowed, to do much with her life, instead merely being used as a political bargaining chip, to be married off at some point for her family’s gain. Which, at the age of 16, was exactly what happened, being paired off with another noble and being sent to his castle. However, being more interested in the budding art of Alchemy, the young noble ignored Amaranth for most of the time, leaving her to do what she willed while he played around with chemicals and strange substances. Continuing for several years, Amaranth eventually gained some interest in Alchemy, too, occasionally checking in to see what the man she had been married away to was working on. It was during one of these visits, checking to see what concoction was bubbling away this time, that the noble discovered something amazing. Unfortunately, it was a highly volatile substance, and in the process of examining it, the noble managed to detonate it, taking out a wall of the room, leading to the collapse of part of the castle. After dying and moving on to Soul Society, Amaranth eventually wound up in the Shinigami Academy, and was placed within the accelerated class after than entrance exam. Though her swordwork and shunpo skills were still better than average, her true talent lay in Kidō, with her skills eclipsing those of her fellow students. Graduating from the Shinigami Academy early, she was immediately given the position of 10th Seat in Squad 5. Steadily moving up the ranks, constantly refining her Kidō skills and unlocking the power of her Shikai, Amaranth eventually made it to Lieutenant, where she remained for a few years. During her brief time as Lieutenant of Squad 5, Amaranth sought to expand her already impressive knowledge of Kidō, and thus delved deeply into the higher level techniques that the current Captain, Vera Sharova, wielded, attempting to use that knowledge, and her Zanpakutō, to enhance the effectiveness of both. As a result of this, in addition to learning some more advanced Hadō and Bakudō, the young Lieutenant also unlocked the basics of her Bankai. However, only a few years after she was promoted to Lieutenant, Vera fell in battle, being defeated by an unknown foe during a brief expedition to the Human World. Although the transition was tumultuous, and the entire Squad’s morale hit hard by the loss of their Captain, Amaranth’s proficiency with Kidō and her newly obtained Bankai secured her the position of Captain. Since being promoted to the rank of Captain, Amaranth has mastered her Bankai, and the few Hadō and Bakudo that she didn’t know as a Lieutenant, in addition to further refining the 5th Squad’s usage of Kidō. Upon achieving mastery of the standard Kidō, Amaranth’s progress faltered for a time, drifting from observing the Zanpakutō of other Shinigami, in order to see their unique abilities, to giving her Squad members extra training. After some time, the 5th Squad Captain returned to her true passion, Kidō, coming to the conclusion that the limitations of other Shinigami didn’t mean that the area was a dead end. As such, she sought to develop a new branch of Kidō, one that would allow Shinigami to bypass previous boundaries, and further aid the 5th Division of the Gotei 13. Following the second war against the Time Rogues, wherein the unnatural entities were finally defeated during a full scale invasion into Euthoria, Amaranth was forced to readjust her approach to combat, due to the presence of foes whose speed severely outmatched her own. Creating several defensive Kidō abilities for her own personal use, she then spent several years devising a special one to alter her own Bankai.
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Posted: Tue Jun 25, 2013 9:15 pm
 - Character Skin Color/Ethnicity: Caucasian, very pale. - Character Height: 176cm / 5’9” - Character Weight: 150 kg - Character Hair Color: Amaranth’s hair is thick, and coloured a deep reddish-brown. - Character Hair Length/ Style: Amaranth’s hair is wavy, reaching down to the middle of her back. Though some of her hair is left free to border her face and fall down to her collarbones, a ribbon tied around her head, from the back of the neck to the top of the head, directs most of her hair down her back. - Character Eye Color: Amaranth's eyes are a deep violet colour, with streaks of both lighter and darker purple scattered around the pupil. - Character Description: Amaranth is noticeably overweight, and rather pear-shaped, with her weight being distributed more on the lower half of her body. Her chest, while still larger than average, is a little smaller than one would expect of someone her size. Her hips are significantly wider than average, and her legs are quite large. Amaranth’s belly is large enough to hang slightly, generally pressing against the fabric of her uniform. Her face is round in shape, with a small nose, and lips that are slightly thinner than average. Amaranth’s body type ensures that, while her cheeks are somewhat plump and she has a slight double chin, her facial features are still relatively well defined. - Character Attire: A Captain's Haori over a standard Shinigami uniform, which is a little tight from her abdomen down, but otherwise fits well. The ribbon Amaranth wears is dark purple, with a chain embroidered along its length. - Character Tattoos/Markings/Scars: N/A - Reiatsu Colour: Purple, with a red outline.
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Posted: Tue Jun 25, 2013 9:17 pm
 - Zanpakutō Name: Musabori-gui (貪り食い, Devourer) - Zanpakutō Spirit Appearance: Musabori-gui takes the form of a shadowy figure, with no notable features besides the mouths that cover its entire body. Its body is constantly shifting in terms of proportions, and the location of the mouths. In addition, it is also wrapped in thick chains, sometimes wound tightly enough to obscure parts of its body.  - Zanpakutō Sealed Form: Musabori-gui’s sealed form is that of a standard katana, with the only major changes being a reddish scabbard instead of the usual black, and the handle appearing to be wrapped in tiny chains. After Amaranth’s Kidō modifications, Musabori-gui’s sealed form is now the ribbon she wears in her hair, and is reddish-brown with a purple chain embroidered along its length. By grabbing the ribbon and sweeping it down in a slashing motion, it can be returned to its traditional sealed form, and deliberately dropping the weapon will cause it to revert back to the ribbon, which will automatically return to its usual position.  - Shikai Status: Mastered. Sealed. The changes preformed by Amaranth have left her Shikai sealed, forcing her to move straight to Bankai if she needs to user her Zanpakutō. This sealing is not permanent, and could be reversed. - Zanpakutō Shikai Name: Musabori-gui. - Zanpakutō Shikai Activation Statement: Consume, Musabori-gui .
- Zanpakutō Shikai Appearance The Shikai activation causes the blade to split into two reddish-purple ethereal chains, which wrap around Amaranth’s forearms. These chains seem to writhe of their own free will unless being directly used.
- Battlefield Changes: When activated, Musabori-gui passively consumes reiatsu in the surrounding area, eating away the spiritual pressure of other beings, bit by bit. - Zanpakutō Shikai Abilities Shōhi suru (Consume) – Passive – Being in close proximity to Musabori-gui’s chains drains reiatsu, with a portion of it being transferred to Amaranth. Outside of melee range, this drain is minimal. In melee range, however, this results in a constant drain on the attacker's reiatsu, making hit and run tactics more effective than prolonged melee combat.This is often used as the primary combat tool, to weaken a foe’s energy as well as injuring their body with the chains. It can also be used to reduce the power of oncoming Kidō.
Baindo (Bind) – Activated on command – When activated, this ability lengthens the chains, allowing them to wrap around the target and hold them in place. Once this is done, the chains can constrict.
Dakitomeru (Restrain) – Activated on command – This has a range of 2m, and can only be used at maximum efficiency on those below Captain Level. When used, this releases a network of purple chains that twist around the target and drag it to the ground. At Captain Level or higher, the target will merely be hindered, rather than immobilized. This can be used on Kidō and some Zanpakutō abilities.
- Achieved? Obtained - Zanpakutō Bankai Name: Ancheindo Musabori-gui (アンチェインド貪り食い, Unchained Devourer)  - Zanpakutō Bankai Appearance: Ancheindo Musabori-gui takes the form of a dark purple hat, shaped like the ‘traditional’ conical witch’s hat, though one with a pair of red eyes and a grinning mouth filled with sharp teeth. There’s also a single loop of chain around the joint between the brim and the pointed tip. Ethereal chains can be created with a mere gesture, either to be flung at a foe or used as a weapon. The Bankai can be activated traditionally, with the Phrase “Bankai”, or by reaching up to grab the ribbon, and pulling downwards on it, as if to drag it over the face. - Bankai Battlefield Changes: In Bankai, the passive reiatsu drain from the Shikai form is amplified, potent enough to make unseated Shinigami pass out after a time, and effectively negating aura effects of other Bankai. While the reiatsu absorbed is stored within Amaranth’s body, any reiatsu absorbed beyond her body’s capacity causes her to gain weight, effectively reducing her speed and mobility the longer her Bankai is active. A minor Kidō has been devised so that Amaranth can temporally disable this effect. - Zanpakutō Bankai Abilities Shōhi suru (Consume) – Passive – Being in close proximity to Musabori-gui’s chains drains reiatsu, with a portion of it being transferred to Amaranth. Outside of melee range, this drain is minimal. In melee range, however, this results in a constant drain on the attacker's reiatsu, making hit and run tactics more effective than prolonged melee combat. This is often used as the primary combat tool, to weaken a foe’s energy as well as injuring their body with the chains. It can also be used to reduce the power of oncoming Kidō.
Kuiiruyōni (Devour) – Activated on command – Upon activation, this ability converts all of Amaranth’s excess body fat into pure reiatsu, granting her a significant boost of strength and energy. This ability has a cooldown period between uses, ensuring that there is a trade off between getting extra reiatsu quickly, and holding out, slowing down due to the gained weight, and then using it to gain an even greater boost. This ability does not heal wounds, but rather allows Amaranth to continually hurl out high level Kidō abilities until she is physically incapicatated.
Tōgoku suru (Imprison) – Activated on command – When activated, waving a hand releases a wave of purplish energy that, upon striking a target, wraps it in chains, which hinder their movement and slowly drag them to the ground. This is an upgraded variant of Dakitomeru.
Gan'yū (Contain) – Activated on command – The most potent combat skill for Amaranth’s Bankai is Gan'yū, the ability to store up to three sets of three Kidō abilities and then release them simultaneously. While they can be prepared in battle, Gan'yū is best prepared when out of combat, ensuring that the incantations have been used to maximise the efficiency. The three sets of Kidō combinations for this ability are separated into Bakudō, Hadō and Sogaidō, with the release phrases “Gan'yū Bakudō”, “Gan’yū Hadō” and “Gan’yū Sogaidō” unleashing the corresponding Kidō combination. Each set can only contain one Kidō above level 80, so the other two must be below that level.
Bakudō - Zanpakutō Bankai Time Able to Hold: Technically unlimited, though the uses of Kuiiruyōni need to be managed to ensure that it is held for the maximum length of time. - Achieved? Obtained - Ōrarirīsu Status: 5 - Ōrarirīsu Type: As the Kido Commander, Amaranth has access to all three aspects of the Kido Release. - Kidō Basis: Bakudo #99: Bankin. - Ōrarirīsu Appearance The underlying theme of Amaranth's Kido release is bordeaux ribbons, which are partially transparent and gradually move around her body in place of the standard aura appearance. These ribbons are thin in the Caster Release, thicker in the Offensive Release, and more densely wrapped in the Defensive Release. - Ōrarirīsu Abilities: Offensive Release. Impact – In the instant that a physical attack connects with their foe, the user can release a blast of Reiryoku out from their fist/foot/forehead/etc. to enhance the force of the strike. A slightly weaker blast can be released from a position behind the user to balance the forces and prevent them from being flung away. Skilled users can repel Kidō and break through barriers with this. Amaranth's version of this technique has no visual variation. Bladesurge – By increasing the Reiryoku flowing around the forearms and hands, the user is able to condense the aura further, coating the arms from the elbow down in high density energy, which is able to clash with a Zanpakutō without yielding. This must be done with both arms, as trying to coat only one results in a Reiryoku imbalance and threatens the Release’s stability. Rather than a solid blade, Amaranth's variation of this completely wraps her forearms and hands in ribbons. Otherwise, it acts as per normal. Sunder – By layering their hand with Reiryoku and punching, the user is able to release the layers as a series of concussive bursts, all within a small time frame. This pressurizes the air in front of the fist, releasing a potent blast of compressed air and Reiryoku that rockets forwards. Amaranth's version of this technique has no visual variation. Defensive Release. Withstand – With a slight wave of their hand, the user is able to expand their aura briefly, forcing all other Reiryoku back and blocking most attacks that strike it. When Amaranth uses this, the ribbons briefly expand to encase her body in layers of transparent fabric. Repulse – By releasing a short, but powerful, burst of Reiryoku, the user is able to release a potent shockwave, capable of forcing opponents staggering backwards, and repelling any attack caught in the blast. Amaranth's shockwaves are visible as transparent loops of fabric. Shell – By crossing their arms, the user expands their aura and holds it in position, forming a large dome centered on their location. This dome is able to withstand all but the most powerful attack, but the user cannot move nor do anything else while it is active. Its primary purpose is to provide protection for injured allies, until they can be healed. When Amaranth uses this, it forms a ribbon-wrapped dome that otherwise acts as per normal. Caster Release. Glitter – After further condensing the Reiryoku around their arm, the user thrusts their palm forwards, unleashing a cloud of Reiryoku which blasts forwards, each particle exploding on contact. Instead of simplistic particles, Amaranth releases a myriad of ribbon fragments. Shroud – Drawing the aura around them further inwards, focusing it into a thin sheen, the user releases it by snapping their fingers, unleashing a pulse that wraps around those it hits, briefly binding their movements before hurling them to the ground. This pules takes the form of a loop of ribbon. Rebuke – By increasing the concentration of Reiryoku around their hands and clapping, the user is able to unleash a potent explosion in a 2m radius around their body, what starts as a blast directly outwards from the body, but forces anyone caught by it into the air. This technique releases a multitude of translucent ribbons, which lacerate the air within the explosion radius. - Achieved? Mastered
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Posted: Tue Jun 25, 2013 9:21 pm
Kido As the Kido Corps Commander and Captain of Squad 5, Amaranth possesses all standard Kido techniques, for Hadō, Bakudō and Sogaidō, as well as the Junshin abilities. She currently posses no Kaidō, but has learned the following Hiroshi Kidō abilities. - Hiroshi Hadō: #38 – Seizu #41 – Hari Kan #51 – Kuen #56 – Bōfū Kyōfū #65 – Nigai Akui #71 – Daen Kidō #80 – Sogeki no Kirifuda #94 – Kōdo no Sāji - Hiroshi Bakudō: #19 – Kōsei Kubun #35 – Migamae #36 – Sen'yū #42 – Yugata #50 – Kishikan #56 – Kaminari-sai #64 – Agehachō no Shukufuku #69 – Ten no Tsubasa #75 – Enjitsuten #82 – Ishuku no Kēji #84 – Hachinosu #87 – Shōkan
- Miscellaneous:Forbidden KidōSpell Name: Jikanteishi (時間停止, Temporal Stasis) Type: Forbidden Incantation: Unknown Description: A spell which halts time in a specific area.
Spell Name: Kūkanten'i (空間転位, Spatial Displacement) Type: Forbidden Incantation: Unknown Description: Teleports a specified portion of space from one point to another, transporting even other active Kidō spells. Kidō TechniquesSpell Name: Hanki (反鬼, Reverse Demon) Type: Unclassified Incantation: None Description: This technique nullifies an opponent's kidō by hitting them with a perfectly opposite surge of energy. The reverse demon technique is not exactly a Kidō, but will be counted as one nonetheless.
Ability Name: Eishōhaki (詠唱破棄, Incantation Abandonment) Type: Unclassified Description: A skill that allows the caster to use a Kido without a spirit chant. While it decreases the time needed to release the Kidō, it drastically weakens the spell, cutting it down to a third. The 5th Division Lieutenant can supplement their skill to retain the power of Kidō below 50. The 5th Division captain can do the same with Kidō below 70.
Ability Name: Nijū Eishō (二重詠唱, Twofold Incantation) Type: Unclassified Description: A class of Kidō Incantation where the Kidō practitioner mixes the incantations of two entirely separate Kidō spells together to save time and confuse ones' opponent at the same time.
Ability Name: Kōjutsu Eishō (後述詠唱, Spoken-After Incantation) Type: Unclassified Description: Another method to circumvent the necessity of a Kidō's incantation is to use the Kidō in question, and then repeat the incantation afterward, effectively strengthening it. This has little applicable use with Hadō given their immediate nature, and works best with Sogaidō & Bakudō.
Ability Name: Kagirinai Eishōhaki (限りない 詠唱破棄, Unlimited Incantation Abandonment) Type: Unclassified Description: An ability that requires significant skill, limited to the 5th Division Captain and the Commander herself. By pumping more reiryoku into the creation of a Kidō, the caster can use any Kidō of any skill instantly without it weakening. The drawback to using this skill is that each use causes a buildup of energy within the caster's body, the excess reiryoku that was used to speed up the process but was never released. This buildup causes quite a bit of pain and after [3] uses, the caster's reiryoku reserves are swelled shut and cut off completely for [6] posts. Personal Kidō TechniquesSpell Name: Energy Loop Type: Unclassified Incantation: None Description: This technique nullifies the passive ability of Amaranth’s Bankai, looping her own Reiryoku into it to avoid draining that of everyone around her. As an unintentional failsafe, any attempt to copy this Kidō directly and use it against Amaranth will result in the user’s Reiryoku being fed directly into the Bankai, merely accelerating the speed at which their energy is drained.
Spell Name: Denied Passage Number: 66 Type: Sogaidō Incantation: None Description: After the Time Rogues were defeated, this Kidō was created to deny forced entry to Soul Society, should any other entities arise who had a power similar to the Rogues. This Kidō creates a circular barrier, with a radius of six meters, which activates when someone attempts to move through the same dimensional position as it. Generally invisible to the naked eye, one cannot avoid these without prior knowledge of their location, but the time taken to set them up means that they are only scattered around Soul Society at the moment. Upon activation, the barrier drags the target out of whatever dimensional space they occupied, and wrap them in a solid sheet of Reiryoku, which then binds them in place and launches them towards a predetermined location.
Spell Name: Trinity Array Number: 86 Type: Sogaido Incantation: None Description: This technique was created purely to help Amaranth defend against the faster moving opponents she may need to face, and consists of three overlapping barriers. The first barrier activates in the event that a foreign reiatsu approaches at a speed above her own Shunpo capabilities, and then releases three pulses of Reiryoku, which cling to any individuals within three meters and prevent them from moving with Shunpo (Or equivalent) for a post. An individual can only be affected by two of these pulses in one burst. The second barrier repels foreign Reiryoku when it comes within a centimetre of her skin, flinging the assailant backwards, there are three charges, but an individual can only be affected by one. The third barrier is of the more traditional variety, and will merely tank the first three attacks which strike Amaranth, absorbing the damage, but not the momentum. Other - Reiryoku Capacity: Above average for a Captain rank Shinigami. - Reiryoku Control: Amaranth is a master, able to manipulate Reiryoku to an extremely fine degree. - Reiryoku Regain: Amaranth recovers her energy at an astoundingly fast rate, allowing her to hurl out Kido under level 10 almost indefinitely, without feeling any particular strain. - Hand-to-hand combat: (Hakuda) Though she is experienced and knowledgeable about how to utilize hand-to-hand combat skills, and better than most Shinigami, but outmatched by most fighters on her level. - Agility: (Hohō) While more agile and flexible than one might expect from her appearance, Amaranth is definitely not the most agile of Shinigami. - Swordsmanship: (Zanjutsu) Amaranth is quite proficient with her Zanpakutō, and can hold her own against most combatants, but her skills with her sword are primarily defensive. - Shunpo: Skilled with Shunpo, but in terms of raw speed, outmatched by other Captains.
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Posted: Fri Jun 28, 2013 6:59 am
Squad 5 --Kidō Specialists-- Amaranth Trammel Captain of Squad 5 Kidō Commander  HERE IS WHERE THE WORDS GO WORDS AND LETTERS AND THINGS Gan'yū Status Bakudō: #, #, # Hadō: #, #, # Sogaidō: #, #, #
[align=left][color=indigo][b]Squad 5[/b] --Kidō Specialists--[/color][/align] [align=center][color=indigo][url=http://www.gaiaonline.com/guilds/viewtopic.php?t=23876175]Amaranth Trammel[/url] Captain of Squad 5 Kidō Commander[/color][/align] [imgright]http://i238.photobucket.com/albums/ff246/Valk_Dragonbane/Roleplaying/Amaranth Post Timeskip/Done500_zps5c62cd11.png[/imgright]
[align=center]HERE IS WHERE THE WORDS GO WORDS AND LETTERS AND THINGS[/align]
[align=right][color=purple][b]Gan'yū Status[/b] [u]Bakudō:[/u] #, #, # [u]Hadō:[/u] #, #, # [u]Sogaidō:[/u] #, #, # [/color][/align]
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Posted: Fri Jun 28, 2013 7:02 am
Change Log 29/06/13 - All basic requirements completed. Still needed: Images, Expansion on Zanpakuto. 6/07/13 - Lowered her age from 935 to 700, in accordance to the recent Bio guide, making her Shinigami age fit in with the creation of the Academy. 7/07/12 - Now that the Hiroshi Clan Kido has been added to the listings, Hado #38 and #41 and Bakudo #19, #50 and #82 have been added in. 31/07/12 - Fixed up some confusion between Reiatsu and Reiryoku in the information section at the bottom. 2/08/13 - Neatened up the Kido listings. Due to the recent update of the Kido List, it was becoming too chaotic to list every Kido that Amaranth can use. 4/08/13 - Added in Amaranth's Kido release. This has not been fully mastered within the RP, yet. 26/08/13 - Did a bit of an art update. New images added for the initial post, appearance and for the Zanpakuto Spirit. 10/11/13 - Updated the character to deal with the Timeskip. Some images still missing.
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Posted: Sat Jun 29, 2013 9:47 am
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Posted: Sat Nov 09, 2013 4:02 pm
Looks good to me! Reapproved!
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The Hopeless Optimist Vice Captain
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