________________⊰BASIC INFORMATION⊱________________
- »Character name: Haru Saito
»Pronunciation of name: ha-roo s-eye-tow
»Character squad: 10
»Character rank: Captain
»Sexuality: Heterosexual
»Character age: 2339
- Appearance: Haru is a tall and muscular man. He has many small scars along his arms and a moderately sized scar on his right shoulder blade. The has several tribal like tattoos running down his torso aswell as the number 13 tattooed onto his right bicep. He has no facial or body hair as that would slow him down when it came to swimming.
Actual: 36
________________⊰PERSONALITY, TRAITS & BIOGRAPHY⊱________________
- »Characters personality:Haru is a parental figure at heart. He deeply cares for his students and fellow squad members who he puts through intense combat training every single day. He is a strict teacher when he needs to be but his best virtue is his patience for teaching students. When he is not teaching he can be a cheerful man who is always up for having fun and will never pass down a challenge/bet/dare. His main flaw however is his over confidence which can get out of hand if un-checked. This was the cause to his worst mistake he has ever made. Now as a fully evolved soul reaper captain he has become more mature but his arrogance is still lurking in the back of his mind.
»Characters likes:
- Training young kids in the Roukon District dojo
- Camp fires by the sea
- Watching subordinates grow as people and warriors
- Spending his time to help others
- All underwater creatures
»Characters dislikes:
- Rude people with attitude
- Boring people with boring personalities
- Animal cruelty
- Losing
»Fears/Phobia:
- Loosing men due to his own over confidence
- The inability to fight
- Death
»Habits: He is obsessed with drinking green tea while training students
»Talents:
- Swimming
- Seeing people's potential
»Biography:
Haru found himself in the soul society as a kid washed up on the beach, miles away from anything. He had no one to look after him and nothing to his name. Infact he did not even remember his own name. The boy wandered further in-land before he found a village. He was taken in by the saitos who could not have children of their own. Haru lived there for 11 years before the family moved to the roukon district. It was at this point in time when the boy began to develop his spiritual powers, feeling hungry more often when others around him did not even need food. When he was old enough, Haru enrolled into the soul reaper academy. He was not an outstanding student in most classes at first. The only class he excelled in right away was his zanjitsu ones. He was not a prodigy at all, Haru had to work hard to become powerful which paid off. When he graduated he was assigned to squad 11 as a 11th seated officer. His life in the squad went well until he awoken the powers of his zanpakuto. His weapon was a kidou type weapon so he was shunned from the squad and was forced to transfer to squad 13. The captain at the time took pity on the lad and took him under his wing. 90 years went by and the boy grew stronger, specialising in his sword skills and communication with his zanpakuto. He learnt how to lead and how to be a patient teacher through his sensei (the squad captain). He was promoted to lieutenant after being a squad member, his parents were very proud of him that day. He gained the respect of the other squad members over time as well as members from a few other squads. In his spare time he set up his own combat school in the roukon district for those wanting to learn to defend themselves. And while on duty he lead more and more missions into the world of the living. After 10 years of being a lieutenant, Haru had gained the use of bankai and trained with the squad captain in secret. The boy did not want to seem like he purely relied on his bankai so he decided he would rarely use it if not at all for the time being. 40 years had passed and the squad captain had passed away due to illness, leaving Haru partly in-charge.
It took a few years before Haru was elected in as squad captain. At first Haru became overly confident and charged into every battle, it was because of this that got his 6th seat killed in battle. After that Haru promised to himself and his entire squad that he would think before charging in and he would become more patient. Haru had to find himself again, look within and go back to basics if he was going to take his new role as captain seriously. When he had the time he would find the sea where he first woke up in the soul society and meditate there. Even re-train himself with mizuro who showed Haru how to use his most powerful techniques while using shikai and bankai. Haru learnt that in order to wield his zanpakuto properly then he would have to act more like the water he was manipulating and become more fluid. He had to go with the flow with every battle and not over think anything. He learnt to use each ability in a single fluid motion as to never give an opponent an opening. It took him a few hundred years but Haru did become a more wise and patient captain. Training kids in the roukon district as well as teaching his subordinates, making them more skilled warriors. All Haru wishes for in life is to bring up the next generation of soul reapers, ones with better judgement and skill than he has.
________________⊰PHYSICAL APPEARANCE⊱________________
- »Characters skin color/ethnicity: Tanned
»Character height: 6"8
»Character weight: 260
»Character hair color/length/style: Blue/long/tied back
»Reiryoku Color: Dark blue
________________⊰ZANPAKUTO INFORMATION⊱________________
- »Zanpakutō name: Mizuro (Flood Chamber)
»Zanpakutō spirit appearance:
»Zanpakutō sealed form:[X]
»Shikai status: Mastered
»Activation incantation: "Tread upon the water"
»Released appearance:
The physical aspect of Mizuro is the sword handle and that's about it. Blue and slightly curved, it is from this handle where the blade made of water flows from. The blade and hilt are made up of water which retains its shape and the sharpness of a regular sword by a thin barrier of spiritual pressure. The water will flow from the blade, curving at the boottom half near the handle and forming the top half of the blade which also has a slight curve. The water making up the blade and hilt glow blue faintly while in normal sword form and glow bright blue when Haru's spiritual pressure rises.
»Physical changes: n/a
»Battlefield changes: n/a
»Abilities:
Atorantisu no tsunami (Tidal wave of Atlantis)
When the wielder drops the barrier holding the sword shape together and pours their spiritual pressure through the handle like a powerful river. Mizuro can produce a giant wave of water (5 km3) which floods the entire battle field. The power of the wave can do alot of damage to the surrounding areas but this ability is not meant for offensive purposes. The enemy could easily get out of the way if they can walk on air like most races. It is the ability that is tied to Atorantisu no tsunami which is used for offensive purposes. The water takes 1 post to entirely flood the battle field and will last until Mizuro is sheathed at which point the water will evaporate within seconds.
xxxxxxPost Duration: 1
Cooldown: Can use once per battle
Kaijin'noikari (Sea god's wrath)
A passive ability of Mizuro is to allow the wielder to manipulate the water created through Atorantisu no tsunami. This can be done through the movements the wielder makes with their hands. The water has an average range of 30 meters but this can change when an ability is being used. If one is not then the range goes back to the default of 30 meters. The more the wielder uses this ability then the more worn out they will become as it takes Reiryoku to manipulate the water. The density of the water can also change based on the ability that is being used. The water can be moulded to make any shape the wielder can imagine and can be used to block abilities if used correctly (more powerful abilities and high level kidou can not be blocked through the used of the water unless in bankai).
xxxxxxPost Duration: n/a
Cooldown: n/a
Mizuppoi shin'en (Watery abyss)
This ability definitely needs Atorantisu no tsunami in order to function as the water required has to come from that ability. The wielder will manipulate the water using a high amount of Reiryoku to form a large dodecahedron trapping the target inside (must be 20 meters from the user). To do this streams of water will rise from the battle field and latch onto the target. Once this happens the water can form the dodecahedron (10mX10m). The water will become as dense as the bottom (well nearly) of the ocean, producing around 10,000 psi on average. Those who have superior strength, speed and Reiryoku will be able to escape but it will take them 6 posts to do so due to the sheer pressure weighing them down. Those who do not have the strength will possibly drown and die if the prison is not taken down.
xxxxxxPost Duration: 6/9
Cooldown: Once per shikai activation
»Bankai status: Experienced
»Activation incantation: "Bankai"
»Appearance:
Weapon
When Mizuro's bankai is released, all of the water in the area be it Mizuro's or earth's water (as an example, just other external sources) will flow into Mizuro and flow around the wielder. Once the water bursts out and disappears, the wielder is wearing a golden shoulder piece, two gauntlets, a golden battle kilt/skirt (?), a pair of golden sandals and a crown. The blade of Mizuro also changes, it gains a physical aspect. The sword is no longer a one handed blade but a greatsword. The metal constantly glows blue and energy ripples off its surface. The handle has extended so the wielder can use both hands to hold the blade and the hilt is made of the same substance as the blade so it to glows blue. Streams of water curl round the wielder wherever he goes, it is from here that Mizuro's water is projected. Atorantisu no tsunami HAS to of been activated for the wielder to use bankai due to the amount of water needed to use it. Mizu no kami unlike Mizuro can produce and manipulate water without needing to cover the battle field. This means it is less limited however it does have the capability to flood the battle field once more. The waters of Mizu no kami are razor sharp and can change in weight and pressure more freely.
»Physical changes:
Armour
»Battlefield changes: The water from before is gone
»Abilities:
Kaijin'noikari (Sea god's wrath)
Just like its shikai version, the wielder can manipulate water but can also create upto 10 smaller tentacles this time but this time the water is razor sharp. The tentacles have a range of 40 meters like before but these constructs are alot faster. They can fly at speeds upto 110 mph. The wielder can also use these tentacles to block attacks by manipulating their weight but using them to block attacks will make them fall apart after.
1-2 tentacles: can block weapons for 10 strikes before falling apart
5 tentacles: can block one level 50 kido spell (and below) before falling apart
10 tentacles: can reduce the damage of one level 80 kido spell (and below) before falling apart. The wielder will still receive damage but it wont be as bad.
Same no kyōran (Shark frenzy) '
The wielder pumps Reiryoku but this time splits it into 20 parts which form into 3 meter long sharks made of razor sharp water so they can tear apart targets easily. The wielder is able to fire these 20 sharks all at once (30m range) but need a really long time to cool down or one at a time with a shorter cooldown for each shark. Even with high defensive capabilities, you would not want to be hit by all 20 of these things at once. Those who specialise in speed only have the chance of out-running these things. These constructs take one hit of anything before they erupt and explode.
xxxxxxPost Duration: 1 to fire
Cooldown: One shark: 5 Twenty sharks: 17
Mokushiroku tsunami (apocalyptical tidal wave)
Mizu no kami's ultimate technique which is used to obliterate the target and the surrounding area. The wielder needs to stand still for one post, pouring everything they have into this attack. If any water is on the battlefield then it too will be absorbed into the blade. The sky above will darken as clouds begin to form. Once the ability is charged the blade of Mizu no kami will be emitting arcs of energy. The wielder will raise the blade and swing it to fire. As they do this a giant tidal wave measuring 300 meters wide and 200 meters long will cascade from the blade and fly towards the target at a whopping 200 mph that can travel up to 45 meters. This ability can case major destruction and will definitely wear the user out making them unable to fight and can even make them pass out. There is a chance if the wielder is badly injured that this wave will break apart and instantly disappear, it has happened before as Haru has not fully mastered this ability yet.
xxxxxxPost Duration: 1 post (charge) 1 (duration)
Cooldown: Once per bankai activation
»Duration: 12
________________⊰Kidō⊱________________
- »Field of Study: [which kido does your character favor/use the most. if not applicable state n/a]
»Bakudō:
Spell Name: Sai (塞, Restrain)
Number: 01
Incantation: Unknown
Description: The practitioner, pointing his/her index and middle fingers at the intended target(s), causes the target's arms to lock behind their back. The spell is usable on a single target or a significantly large group of people.
Spell Name: Hainawa (這縄, Crawling Rope)
Number: 04
Incantation: Unknown
Description: Binds enemies with a Reishi rope to stop their movement. The practitioner generates a crackling yellow energy rope within his/her hand(s) and throws it toward the opponent. The energy entangles itself around the opponent's arms and body, immobilizing them.
Spell Name: Inemuri (威眠, Forced Slumber)
Number: 06
Incantation: Unknown
Description: This technique knocks the victim unconscious when the user places their palm in front of their face. For a moment, the victim's pupil's dilate several times before they fall unconscious.
Spell Name: Tanma Otoshi (タンマ落とし, Time-Out Drop)
Number: 07
Incantation: Unknown
Description: The user of this technique holds the palm of their hand over the victim's face. White light emanates from their hand, disorientating the victim and causing them to black out.
Spell Name: Seki (斥, Repulse)
Number: 08
Incantation: Unknown
Description: The practitioner generates an orb of light blue energy, which not only blocks attacks, but repels whatever strikes it.
Spell Name: Geki (撃, Strike)
Number: 09
Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!"
Description: The practitioner, drawing the symbols of the spell in the air, causes his/her entire body to permeate a red energy. The same red energy, engulfing the body of the target, causes complete paralysis.
Spell Name: Hōrin (崩輪, Disintegrating Circle)
Number: 10
Incantation: "Disintegrate, you black dog of Rondanini!! Awaken from your slumber and look on in terror at what you have become!"
Description: The practitioner, using the index and middle fingers, generates an orange hued tendril with spiraling yellow patterns which, ensnaring the opponent as the tendril wraps around their body, immobilizes them. The end of it remains in the hands of the user, allowing them to control the path of the tendril before and after capture. The Kidō can connect with another one of itself, if both have captured a target, and bind them together.
Note: Canonically, Hourin shares the position of Kidō #9 with Geki, and has the identical incantation. Geki is seen in both the anime and manga, whereas Hourin is solely from an episode of the anime, during a filler arc. As such, I've taken the liberty of moving Hourin to be Bakudo #10 and tweaking its incantation to be different from Geki's, since having two identical Kidō in everything except effect is completely impractical for our purposes. - Akakakushi
Spell Name: Amekaze (雨風, Driving Rain)
Number: 14
Incantation: Unknown
Description: Creates a large rain cloud that the caster can move over a target, then disperse it to release a torrent of rain over a limited area for several minutes (3 posts). This makes seeing difficult, and is often useful for water and electric types while hindering fire and earth types.
Spell Name: Kami no Hikari Shōgen
Number: 15
Incantation: Unknown
Description: This spell is a cube like barrier of heavenly gold light that surrounds an individual in order to protect them from an attack. Depending on the user, it can withstand quite a bit of force, but after one or two powerful attacks, the barrier will dissolve. If the user of the spell is Captain level, the barrier will last longer than if a Lieutenant or Seated Member were to utilize it.
Spell Name: Kage no Manto (Cloak of Shadows)
Number: 17
Incantation: Unknown
Description: This is a barrier that can be used to hide the user, making them invisible. They are only detectable if they let too much of their reiatsu out, and if they are discovered, a gold light forms around them, before the barrier shatters.
Spell Name: Hakufuku (白伏, White Crawl)
Number: 20
Incantation: Unknown
Description: When this technique is used, the target sees the illusion of purple cherry blossoms falling around them. Their vision then begins to blur and becomes unfocused as their consciousness becomes muddled, disoriented, and confused. Shortly thereafter, the target blacks out altogether, losing consciousness, only to awaken with an unclear memory of what occurred.
Spell Name: Sekienton (赤煙遁, Red Smoke Escape)
Number: 21
Incantation: Unknown
Description: The practitioner creates a cloud of red smoke, swiftly engulfing the surrounding area and briefly obscuring the movements of whomever is within the smoke, allowing a quick getaway.
Spell Name: Kyokko (曲光, Bent Light)
Number: 26
Incantation: Unknown
Description: Hides the physical form and Reiatsu of the caster by bending light.
Spell Name: Noren Mekuri (暖簾捲り, Curtain Stripping)
Number: 27
Incantation: Unknown
Description: Nullifies types of illusory effects which may be used to conceal something from view. The practitioner, extending their hand, appears as though they are gripping thin air before stripping away the technique which is currently in effect. Doing so creates a light blue and violet aura around the object which is being revealed as it gradually comes into view.
Spell Name: Shitotsu Sansen (嘴突三閃, Beak-Piercing Triple Beam)
Number: 30
Incantation: Unknown
Description: Crackling yellow energy gathers in the user's hand, who draws in triangle mid-air. The symbol creates solidified energy on the shape of smaller triangles from its three points and fires them at the intended target, pinning them to a nearby surface, slamming into his/her body in three places in the shape of a perfect triangle and immobilising them.
»Hadō:
Spell Name: Shō (衝, Thrust)
Number: 01
Incantation: Unknown
Description: The practitioner points at his/her target with his/her index finger, a small amount of energy is dispelled from the tip of the index fighter with enough force to thrust a considerable amount of kinetic force at a target causing the target to be pushed back a few feet from the caster.
Spell Name: Byakurai (白雷, Pale Lightning)
Number: 04
Incantation: Unknown
Description: The practitioner gathers high-density spiritual energy, which they discharge from both hands.Alternatively, the practitioner, pointing at the intended target with their index finger, can generate a concentrated bolt of lighting to use against the target.
Spell Name: Tsuzuri Raiden (綴雷電, Bound Lightning)
Number: 11
Incantation: Unknown
Description: The practitioner generates an electric current through any object they touch, which damages anything or anyone which is in contact with the object the current runs through.
»Kaidō
n/a
________________⊰Combat⊱________________
- »Field of Study: Zanjitsu
»Hakudo:
--Tesshō___
Usually utilized with a single strike, the user utilizes an open palm to deal a straight-armed blow to an opponent. Depending on the strength of the individual the damage dealt is scaled, ranging from small bruising to shattered bones.
--Tsukiyubi___
The practitioner extends the index and middle fingers of one hand in unison while they are in contact with an opponent, who is sent flying several meters away.
--Taketonbo___
Holding their hand out to the side, the practitioner performs a simple but effective throw, which violently flips their victim upside down. The victim lands heavily on their back, which knocks the wind out of them.
»Zanjutsu
--Senmaioroshi (千枚卸, Thousand-Page Wholesale): Multiple extremely fast blade movements take place, shredding a target into pieces
-- Hitotsume: Nadegiri (一つ目・撫で斬り, The First: Killing Stroke): A precision cut of extreme force and speed which can casually slice through large, multi-story high opponents protected by steel skin. This slash is so precise and swift, its victims are not even aware of it until after it has taken place.
-- Ryōdan (両断, Bisection): Grasping his or her sword with both hands, the practitioner brings it down with enough force to cut an opponent in half down the middle
-- Suikawari (西瓜割, Watermelon Splitting): A two-handed, overhead slash which cleanly and precisely cleaves an opponent's head in twain.
-- Kendo (Mastered)
--Iaido (Mastered)
-- One-handed (Skilled)
-- zweihänder (dual handed style) (Master)
»Hohō:
--Basic Shunpo/Sonido/Hirenkyaku___
At the most basic level, this skill allows you to move a certain distance at a certain speed based on your mastery of high speed movement, and the one you receive is dictated by race; shinigami get shunpo, arrancar sonido, Quincy Hirenkyaku. While Somone like Omaeda was capable of performing high speed movements, he was not as fast as Captain level shinigami such as Byakuya or Soi Fon.
--Utsusemi___
Originally simply a shinigami skill, the other races have adapted their own form of Utsusemi as well, where the practitioner moves at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage. For the single use of this technique, the user has 15 higher reflex and speed in order to make this a viable defense. Has a three post cool down.
________________⊰Extra⊱________________
- »Theme: n/a
»Characters possessions: n/a
»Stats: 500