Post by Deleted on Jun 7, 2013 13:45:47 GMT -5
{Old App - Preserved for Active Threads}
Password 1: [Blubbering Bunny Radical]
Password 2:
Type: [Lazy Genius]
Affiliation: [Mercenary]
Rank: [N/A (Class 8)]
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Name: [Yoko Kusanagi]
Real Age/Age of Appearance: [17/17]
Birthday (Month/Day): [October 31]
Blood Type: [AB+]
RP Sample (Optional): [Not doing one.]
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Height/Weight: [5'1"/105 pounds]
Physical Description: [
Yoko is a fairly normal young girl in terms of appearance. Her build is best defined as slender. There is hardly a trace of fat on her body, which, sadly, leaves her curves a bit lacking. Truth be told, she’s right on the edge of being considered clinically underweight, but she still looks perfectly healthy. She’s more petite than anything else really. Her body does have a few noteworthy differences from what one would expect of a girl Yoko’s age though. The most noteworthy difference is her muscle definition. While she’s far from what one would call muscular, her body is clearly that of an athlete. All of her muscles are noticeable while flexed, but they are small enough that she still appears quite ladylike. Aside from the athleticism, the other noteworthy trait of this young girl’s body is her skin. It stands in a clear contrast to her defined muscles, as it is somehow always as smooth, with just a hint of a tan as if she had been airbrushed.
While everything from the neck down is pretty standard on this human girl, her face is rather exceptional. Her usual expression is one of disinterest and boredom, as if she has better things to be doing. Her eyes are slightly round with bright green irises. The roundness of Yoko’s eyes gives her a gentle and calm appearance, and they do not appear to be the eyes of one who is quick to anger. Her hair is a golden hue. It falls only to her shoulders in front, but it is a few inches longer in back, reaching to the top of her shoulder blades if let down. Normally she wears her bangs in a way that lets the front section fall halfway down her eyes and the sides rest on her shoulders. The back of her hair is most often pulled into a simple ponytail that ends just below her collarbone.
As far as her clothing goes, Yoko can most often be found in a Karakura High School summer uniform. The outfit is rather plain, but she doesn’t have a choice in the matter so she wears it. It consists of a short, gray, pleated miniskirt covering about half of her upper thighs. Her torso is covered by two layers: a white button-up blouse with short sleeves and a tan sweater vest. Much to Yoko’s chagrin, she’s also forced to wear the red bow-tie of the uniform. Most of her calves are covered by a pair of white socks that come to just below her knees, and her feet are hidden by a simple pair of black slip-on shoes.
]
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Dislikes: [
Likes: [
Flaws: [
Habits: [
Fears: [
Goals: [
Alignment: [True Neutral]
Overall Personality: [There are three layers that make up Yoko's personality: Tomboy, Nerd, and Basket-Case. The tomboy side is the one that most people get to know, as it’s the side of Yoko that appears in public. She’s generally the antithesis of anything girly. She doesn’t like shopping, the color pink, or fangirling over boy bands. Instead she spends most of her time in public acting like a delinquent. She actually shows up to class only two days a week on average. Most of her time is spent aimlessly wandering around Karakura Town. Unfortunately, her dojo knows she should be in school, so she can’t go there during school hours to train. She often winds up in music stores or hobby shops. The music stores are great, because Japan still has listening stations. She can relax and be by herself in those stores for as long as she wants, and no one questions it. That’s Yoko’s idea of a good time.
In private, Yoko turns into a complete mecha otaku. Her time at home is largely spent locked in her room. She works on models of robots, watches anime, and even has begun studying robotics a bit. This side of her is completely at odds with the personality she normally shows in public. The only thing that is consistent between these first two layers of personality is that she tends to be a loner. The tomboy side of her doesn’t hang out with other people because the traditional gender rules are a big deal with most people in Japan. The nerd side of Yoko doesn’t hang out with people because female otaku are even bigger rejects than tomboys.
The final side of Yoko is the Basket-Case. This side of her is the true personality, buried under everything else. Yoko is full of uncertainty about her identity, and she’s got a few psychological issues as a result. Her loner-streak is indicative of anti-social personality disorder in the eyes of some, but she really just doesn’t like most of the Japanese norms. The main issue she deals with is her transgender nature. Whether it’s martial arts or robots, no part of Yoko is all that feminine. She strongly believes she was born the wrong gender, but she can’t bring herself to tell that to anyone. She was raised as a strict Catholic, and even though she doesn’t buy into that, she would probably be kicked out of her parents’ house if she came out as either transgender or agnostic.
Despite all this, it is possible to get to know Yoko on a deep level. She’s willing to put her trust in people, but only if she gets the feeling that her secrets will be safe with them. If anyone manages to achieve the task of getting to know her, they’ll have found one of the most loyal friends they can imagine. Because Yoko isn’t used to having people she can trust, she would defend a friend to the death. The thought of finally making a true friend and then losing them would likely break her mind beyond repair. Sadly, this also means Yoko is the type whose will can probably be bent by false friendships pretty easily.]
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Fighting Style: [Yoko’s fighting style is still very rough around the edges. The base of her kit comes from training in mixed martial arts, but that training was so inconsistent, and she was so young, that she didn’t really learn much more than how to throw a punch properly. The parts of her fighting style that are still growing are her newfound practices of Kenpo Karate and Kendo. She is still only adequate in both of these skills, but they still give her enough to hold her own against any mortal opponent. On top of that, she’s also gotten decent at analyzing a battle and dealing with the pain from getting punched in the face over and over when she misses blocks.
The elements of Kenpo Karate, especially at such a low level, are incredibly simplistic. Kenpo Karate has both offensive and defensive components, but the focus of this art is on a strong defense. In traditional karate, karateka usually defend by just throwing as hard of a block as they can against a strike. In Kenpo Karate, fighters are taught to direct the force of an attack away, similar to how Aikido does it. The difference between Kenpo Karate and Aikido is that Kenpo Karate still stops their attack eventually, whereas Aikido aims to let their force continue onwards in an attempt to throw them off balance. As far as strikes go, Kenpo usually prefers linear attacks that flow out of a defensive action. By sticking to a defensive approach, they are able to wait for openings in their opponent’s guard, or even create them with a well-executed block.
Kendo is a more neutral discipline in terms of offense and defense than Kenpo Karate. The Japanese art of the sword focuses more on perfecting form than on actual combat usefulness. While this is less true at upper levels, novices like Yoko have just been forced to drill the basics over and over again. Truth be told, she’s never even been in a spar with a sword in hand yet. Regardless of that, she still knows exactly how to swing a sword in any given direction pretty much perfectly. She’s also relatively solid when it comes to basic blocks and parries. Her knowledge of Kendo is a good building block, but her own style will emerge as she grows stronger.]
Main Fullbring Appearances: [The sealed form of Yoko’s fullbring is an unassuming black ID card she carries around with her. This card is dear to her heart, for it is the NERV identification card she got as a souvenir when she first visited Japan. The card is primarily black, with details in white. A magnetic strip runs along the bottom edge of the card in white, allowing the card to be read as if it were a credit card. A picture of Yoko, a few years ago mind you, adorns the left side of the ID card. The upper middle area contains the words “NERV UN,” and there is a bar code just to the right of that. The box below that space lists her name, Yoko Kusanagi. A secondary unique identifier number can be found in the middle right area, and NERV’s logo is beneath that, as it NERV’s slogan. Behind all of this is a golden watermark of the UN Seal.
The primary released form of Yoko’s fullbring is a drastic change from this sealed state. This fullbring is the type that releases reiatsu to become an entirely different form. Upon being released, green reiatsu flows out from the ID and surrounds Yoko completely. When the dust settles, it would appear that the small girl before you has been replaced with a human sized copy of GN001, Gundam Exia. This robotic frame sports white legs, arms and head with a blue torso. Red accents cover the bottom of the robot’s feet and the sides of its abdomen. Its right hand holds a beam gun that has a foldable bayonet, as well as a small rectangular shield mounted on the wrist. Its left arm holds a shield that stretches from its shoulder to its knee. This unit also has a sword mounted on each hip, with the right sword being notably shorter than the left one. It also has a conical protrusion from its upper back known that emits a steady stream of green particles.
The level two release of Yoko’s fullbring is none other than the upgraded form of Exia, GN-0000: 00 Gundam. This form is a little bit bulkier than the original release, but it is also more streamlined. Where the first form had a separate shield, gun, and swords, 00 Gundam combines the guns and swords into a single unit, and does away with the shield. The gunblades on this unit resemble the swords from Exia, but they also have a secondary handle below the guard that allows for them to be held in a pistol grip. A small slot roughly one third of the way down the blade allows for beam shots to escape. The other significant difference in this form is that the single conical drive on the back has been replaced by one on each shoulder, as well as a pair of wing-like appendages whose durability is comparable to the shields of the Level 1 Fullbring. The beam sabers and daggers are still present.
Main Fullbring Name: [Exia/00 Gundam]
Main Fullbring Level 1 Property: [I am Gundam!
While this property itself is incredibly short, it is also quite powerful. Before the property is activated, Yoko's fullbring is only good for a suit of armor and a sword or two. Once she activates its power, the energy-based systems of Exia come online. This means all the weapons are online, as are the thrusters. Before we get into the cool weaponry, let's just cover the basic abilities of this form. The body of the Gundam is made of Yoko's reishi, and thus it can protect her from most attacks that have reiatsu strength less than her own. The coverage of the armor is 100%, so there are no openings to exploit. Despite that, there are notable weaknesses in the armor. The eyes can be blown out, and the inside of the joints can be damaged with well-placed strikes. Injuring these locations can be done with either an RS at least 75% of Yoko's with an attack focused on that area, or with strength at least 75% as high as Yoko's reiatsu strength.
Aside from those weakened spots, the armor also cannot defy the laws of physics. Any pure force sent into the armor will still harm Yoko inside of it. Furthermore, repetitive attacks in the same location can chip away at the armor, breaking it eventually. This is even true of Exia’s shield, but the shield is better at deflecting strength-based force than the rest of the armor. It is worth noting that releasing to the second level will change the armor out for a different one, and thus repair all damage to it, but it won't heal Yoko herself. Aside from the armor, there is one other defensive system on Exia: thrusters. Small vents are located at various points along Exia's limbs and torso. A concentrated stream of reishi can be fired from these vents allowing Exia to move any part of itself at a speed equal to Yoko's reiatsu strength. Furthermore, they provide enough thrust to enable flight and underwater movement. These thrusters can be utilized so long as Yoko has reiatsu to burn, but it does take 50 reiatsu per post to either activate them or keep them active.
Moving on from the defensive capabilities, Exia has several offensive systems as well. Its armaments include two physical blades, two beam sabers, two beam daggers, and a beam gun. The physical blades and beam sabers function identically, aside from the fact that the beam sabers are retractable. The gun can function either as a rapid fire machine gun, or as a semi-automatic rifle. In machine-gun mode, the shots are less accurate, and they are only strong enough to cause minor wounds on an opponent with nearly the same power as Yoko, but she can fire off a 5-shot barrage for only 25 reiatsu. The rifle-style shots are as strong as a Byakurai, and cost 25 reiatsu each. These shots are not elemental in any way, and could best be compared to the arrows of a Quincy. Exia can also supercharge its shots by imbuing them with more reiatsu than normal. It can class them up to any class as high as Yoko's current class by paying the appropriate reiatsu cost. Oddly enough, their size will always stay the exact same, but the density of reishi, and thus the strength of the shot will improve. Needless to say, the cost increases based on the class of shot used. Furthermore, this can only be used on the rifle-style shots. The machine-gun style shots are always limited to Class 7.]
Main Fullbring Level 2 Properties: [The level 2 properties are "Solar Furnace" "GN Field" and "Trans-AM."
Solar Furnace is the most straightforward of the three properties. While it sounds like Solar Furnace could be a great doomsday weapon, it's actually better known by fans as a GN Drive. The GN Drive has two functions. The first is to act as a store-tank for reiatsu, and the second is to generate more reiatsu. The GN Drive can store an amount of reiatsu equal to Yoko's own normal maximum. As far as gathering reiatsu goes, this is where the name Solar Furnace comes into play. The GN Drive is capable of converting solar energy into spiritual energy at a rate of up to 800 reiatsu per post. While this may sound impressive, it still lacks behind the capabilities of a Quincy at the same level. The Solar Furnace requires sunlight to function, and this means that it only works outside, during the day, in the world of the living or Soul Society. Hueco Mundo and Hell have no sunlight, so the GN Drive can never function there. Furthermore, its reiatsu generation is halved in cloudy weather. This means that anyone with an ability to manipulate the weather can seriously impact the drive's reiatsu generation.
On top of all that, the drive's energy can ONLY be used to power abilities that are a part of 00 Gundam. This includes any properties that cost reiatsu, as well as paying for the reiatsu cost to maintain the release. It cannot be used for non-release techniques, nor can it be used to power the secondary fullbring. The most important part of the GN Drive is that it takes significantly less effort to utilize this reiatsu compared to normal uses of reiatsu. For example, if Yoko was to fire a class one beam shot five times in a row normally, she would probably be passed out, even if she had reiatsu left. With the GN Drive's energy, she would still be standing since she was merely channeling power, rather than expending the energy of her own soul.
Whereas Solar Furnace creates a lot of reiatsu quickly, GN Field spends a lot of reiatsu at once. The GN Drive spins into reverse, halting all reiatsu collection for the duration that GN Field is active. Instead of collecting energy, it sends out a sphere of power surrounding 00 Gundam. This sphere is made of a speckled wall of reishi, allowing vision of 00 Gundam within the field, and allowing Yoko to see out. Despite the non-solid appearance of the field, it will intercept any technique or attack that hits it, including Yoko's own. It is treated as a class one technique for defense, and can be defeated by a class one technique with equal reiatsu strength, a reiatsu based release technique of greater reiatsu strength (assuming the user is at least Class 1), or a physical attack with strength greater than Yoko's reiatsu strength. This property takes 800 reiatsu per post it is active to maintain, in addition to the fact that it shuts down the Solar Furnace.
Trans-AM burns through even more energy than GN Field, but it does so in a different manner. Trans-AM can only be activated when the Solar Furnace has reached maximum capacity. Once activated, 00 Gundam turns bright red and enters a supercharged state. By expending 900 reiatsu per post that Trans-AM is active, as well as shutting down the Solar Furnace, Yoko temporarily increases her speed to mind-boggling levels. Her reiatsu strength is directly used to augment her speed, giving her a speed stat equal to her type adjusted speed plus her type adjusted reiatsu strength. The reason it is capable of such a feat is because of the thrusters that are a part of I am Gundam. The usual output on the thrusters is sent into overdrive in this state, allowing Yoko to hit incredible speeds. Of course, it does this at a cost that is 16 times higher than the normal cost associated with using her thrusters, so it's not like this is done without realistic energy expenditure. She can still utilize any of her properties from I am Gundam!, and she can also use GN Field while in this mode. Outside of those powers, she gains the ability to Quantize once per post at the cost of 100 reiatsu. Quantize functions exactly the same as Shunpo, but it costs twice as much. All other powers are off limits.
Trans-AM can be deactivated at any time, but doing so may be catastrophic. Yoko will personally be reduced to half of her current reiatsu, and the Solar Furnace will shut down for five posts preventing access to both GN Field and Trans-AM. On top of that, this state is extremely stressful for Yoko's body. A single post of Trans-AM will cause minor fatigue, a second post will severely wind her, a third post will cause minor fractures in whatever limbs are being used most, a fourth post will start tearing apart the muscles of those limbs, and every post from the fifth and beyond will cause increasingly worse internal damage, up to the point of complete organ failure if 10 posts is reached. Despite this severe damage, the Trans-AM system will compensate for any of these weaknesses until it is disabled, unless it hits the end of the 10th post as this causes instant death.]
Secondary Fullbring Name: [Haro]
Secondary Fullbring Appearances: [The sealed appearance of Haro is none other than a small Haro necklace. For those not familiar with Haro, these little guys are sphere-shaped robots from the Gundam franchise. They have a wavy line through the middle that usually serves as a hinge, allowing internal access. Four circular sections, two on top and two on bottom, pop out to serve as hands and feet for the unit. On some models, the upper sections merely slide back and humanoid hands come out. They have tiny, red eyes that beep whenever they talk, but they lack any other facial features. The necklace version of Haro that Yoko wears is a bright green model, but it lacks all the mobility of the ones in the anime. This little sphere hangs from a thin silver chain that is typical for women's jewelry.
The released appearance of Haro is what's known as a pilot suit, and is formed by an output of reiatsu, the same as Exia/00 Gundam. At first glance, this is nothing more than a simple spandex garment. However, it also has a helmet that isn't made of spandex! In all seriousness, the pilot suit has spandex like properties; it hugs tightly to the form of Yoko's body while it is on. The neck, shoulders, and bust are white. Most of the rest of this outfit is crimson, but there are notably darker and duller patches along the sides of the body and near the wrists. The hands are covered in white gloves, and the feet are covered in boots that go a half a foot beyond the ankle. The helmet is angled towards the front, and is a bright red that matches the lighter portions of the body. The helmet also has a visor that can be deployed by tapping the side of the helmet. This entire ensemble can safely fit beneath Exia/00 Gundam.
Secondary Fullbring Properties: ["Heads-up Display" and "Comm-link"
Comm-link is by far the simpler of the two properties. So long as the Secondary Fullbring remains active, Yoko is able to communicate telepathically with her allies. The telepathic contact must be voluntary by both parties, and group chat is possible if everyone agrees to it. However, there is a maximum of five people at once in a group chat setup, and maintaining anything more than a one-on-one conversation takes significant concentration on Yoko's part. In fact, it takes enough focus that using it in battle is basically suicidal. She can get around this by relying things from one person to another one at a time, but that method wastes the seconds that are ever-so precious in battle.
Heads-up Display, or HUD, is notably more complex than Comm-link. This property displays a good amount of information on the visor inside of Haro's helmet. The most basic information includes a warning system about incoming reiatsu signatures. It functions equivalent of 100 energy sensory, but since it displays the information in a radar style, the information is slower to be processed than if the character just intuitively knew it. Furthermore, this system can only warn about the presence of moving masses of spiritual energy. It cannot detect anything that is perfectly still. On top of that, it also cannot identify people based on their energy, though it can usually guess what race they are.
The HUD can also process visual spectrums beyond what a human eye could normally see. It can offer vision in infrared, night mode, and thermal imaging. The final piece of information it offers is a status report on both the condition of Yoko and all her known allies. The status is relatively simple for all allies, it merely has their picture color coded to show if their vitals are good, moderate, or critical. In the event an ally is KIA, a red X is placed over their portrait. The status for Yoko gives a more detailed synopsis. It shows the reiatsu she has remaining, the reiatsu stored in the Solar Furnace, and any known injuries she is suffering from are displayed on a paper-doll type figure.
]
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Birthplace: [London, England]
Current Residence: [Karakura Town, Japan]
Memorable Figures: [None really. Her parents I suppose.]
History: [Yoko Kusangai was born on October 31, 1995 in London, England. Now you’re probably already wondering why a girl with such an awfully Japanese girl was born in London. The short answer is that she’s only half-Japanese herself. Her father is a native of Japan, but he had moved overseas, gotten married, and had a child in England. Yoko spent most of her early childhood and adolescence living in England. By all accounts, it was a fairly normal childhood too. She went to a normal school, had a few friends, and she generally didn’t do anything noteworthy. Yoko did average in school, coming in neither first nor last. She did develop Japanese as a secondary language just due to her father being around though.
Aside from that, the only other outstanding part of her childhood was her avoidance of girly hobbies from an early age. While most of her friends would be racing to get the newest dolls or ponies, she was more interested in fighting and giant robots. Yoko did still consider some of her classmates to be friends when they were younger, but they rarely actually hung out. None of the girls wanted to talk about robots or fighting, and all the boys were firmly convinced that she had cooties. When those two are put together, you end up with a child that spends a lot of time by themselves. As such a child, Yoko got exceptionally good at playing pretend, and she had a myriad of imaginary friends while she grew up.
One of the major highlights of Yoko’s life was her first trip to Japan. She was only 12 for this trip, but her loner status had also meant she was independent enough to handle herself if and when she got separated from her parents. Needless to say, this happened on two occasions, and not on accident. Yoko purposely snuck away from her parents once to visit the Evangelion Museum, and again to visit the Bandai Museum. These were easily the biggest highlights of Yoko’s trip. A chance to see the robots (or at least models of them) up close and in person was practically orgasmic for the closeted nerd.
She picked up some souvenirs at each stop as well. At the Evangelion Museum, she found out they had a photo booth that would make a custom NERV ID Card for you. The young girl didn’t even think twice about spending her lunch money for the day on that. In her mind, this meant she was now a certified giant robot pilot. Her trip to the Bandai Museum had her leave with a small Haro necklace. She’d need a companion for those lonely nights of piloting a robot after all! Of course, Yoko got scolded pretty badly for wandering off twice, but her parents never did get the details out of her. The young girl had figured that her parents would probably take away her trinkets if they found out she had them. Her folks probably weren’t too keen on her having mementos that would remind her of getting away with bad behavior.
Several years passed after the trip to Japan before any other noteworthy events pop up in Yoko’s history. Those years were filled with a bit of mixed martial arts, a bit of staying up late to watch the newest mecha series, and a bit of growing understanding that she didn’t like being a girl. Just last year though, Yoko’s life got one major change for the better: her family was moving back to Japan! At this point, she spoke Japanese perfectly fluently, and her features weren’t so white that she would stand out. Yoko presumed she would be able to fit in, and that was true on the surface.
No one tended to judge Yoko for her appearance, or her Japanese skills. What the girl found, was that it was her hobbies that were problematic here. Japan was far stricter on gender roles than she was used to. Her classmates didn’t take too kindly to the idea that a girl was interested in martial arts, and even less of them were willing to accept the idea she liked robots. Unfortunately, Yoko learned that all at once, the hard way, by making those hobbies part of her introduction to her class in Tokyo. However, her luck wasn’t all bad. Her family was only in Tokyo for a month before moving on to Karakura Town.
Upon arriving in Karakura Town, Yoko did her best to blend in, or at least go unnoticed. She introduced herself just by her name now. If asked about her hobbies, she simply said she watches a lot of TV. It didn’t take long for Yoko to start skipping out on school. Her days were spent wandering the town, and her nights were spent at a Kenpo Karate and Kendo Dojo that had accepted her. Despite her almost non-existent attendance, she managed to do decently well in school. She had been in a good system back in England, so she was actually a bit ahead of the school in Karakura Town. Perhaps that was why she was so bored in classes all the time?
Either way, her fortune couldn’t continue forever. All the bad karma she had accumulated from cutting class caught up with her, and it did so in a fierce way. Yoko met her first hollow. She had been wandering around downtown Karakura, like she often did. The monster had just appeared out of a hole in the sky, and it seemed like she was the only one who could see it. The rest of the encounter is just a series of blurs. She remembers the thing roaring a lot. There was something about a man in black… and he had a sword. Yoko’s pretty sure he killed the monster and left, but the entire thing just seems too ridiculous to be true. Things like monsters and samurai fighting in the middle of town are so crazy that this clearly had to be a dream.]
-Opening-
Password 1: [Blubbering Bunny Radical]
Password 2:
Type: [Lazy Genius]
Affiliation: [Mercenary]
Rank: [N/A (Class 8)]
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-Basic Information-
Name: [Yoko Kusanagi]
Real Age/Age of Appearance: [17/17]
Birthday (Month/Day): [October 31]
Blood Type: [AB+]
RP Sample (Optional): [Not doing one.]
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-Appearance-
Height/Weight: [5'1"/105 pounds]
Physical Description: [
{Faceclaiming Saber from Type-Moon (Fate Series)}
Yoko is a fairly normal young girl in terms of appearance. Her build is best defined as slender. There is hardly a trace of fat on her body, which, sadly, leaves her curves a bit lacking. Truth be told, she’s right on the edge of being considered clinically underweight, but she still looks perfectly healthy. She’s more petite than anything else really. Her body does have a few noteworthy differences from what one would expect of a girl Yoko’s age though. The most noteworthy difference is her muscle definition. While she’s far from what one would call muscular, her body is clearly that of an athlete. All of her muscles are noticeable while flexed, but they are small enough that she still appears quite ladylike. Aside from the athleticism, the other noteworthy trait of this young girl’s body is her skin. It stands in a clear contrast to her defined muscles, as it is somehow always as smooth, with just a hint of a tan as if she had been airbrushed.
While everything from the neck down is pretty standard on this human girl, her face is rather exceptional. Her usual expression is one of disinterest and boredom, as if she has better things to be doing. Her eyes are slightly round with bright green irises. The roundness of Yoko’s eyes gives her a gentle and calm appearance, and they do not appear to be the eyes of one who is quick to anger. Her hair is a golden hue. It falls only to her shoulders in front, but it is a few inches longer in back, reaching to the top of her shoulder blades if let down. Normally she wears her bangs in a way that lets the front section fall halfway down her eyes and the sides rest on her shoulders. The back of her hair is most often pulled into a simple ponytail that ends just below her collarbone.
As far as her clothing goes, Yoko can most often be found in a Karakura High School summer uniform. The outfit is rather plain, but she doesn’t have a choice in the matter so she wears it. It consists of a short, gray, pleated miniskirt covering about half of her upper thighs. Her torso is covered by two layers: a white button-up blouse with short sleeves and a tan sweater vest. Much to Yoko’s chagrin, she’s also forced to wear the red bow-tie of the uniform. Most of her calves are covered by a pair of white socks that come to just below her knees, and her feet are hidden by a simple pair of black slip-on shoes.
]
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-Personality-
Dislikes: [
- Being treated like a girl - Despite her appearance, Yoko is actually relatively masculine when it comes to what she likes and who she hangs out with. When people go out of the way to remind her that she's a girl, she tends to take offense pretty darn fast. If you want to get on her good side, just treat her like one of the guys.
- Romance - While Yoko isn’t completely shut off to romance, it isn't something that interests her a great deal. She'd rather spend her time training, watching TV, or doing just about anything else really. However, this doesn't mean she dislikes romance as a concept, or even as a story, just that she has no desire to get romantically involved with someone.
- Academics - Most classes feel like a complete waste of time. When is she going to need to know which Shogun outlawed swords in public. Who cares what 12395x35 is? No one. There are some classes that make it worthwhile, but school is generally a waste of time.
- Horror Movies - Do people actually get scared by these things? Their plots are completely unbelievable, and they're all incredibly boring. The most plot development that most of these movies have is just "Hi, we're stupid teenagers who are about to get murdered!"
- Police - Anarchy would probably work just as well. They spend more time arresting people for pointless things like drugs or speeding than they do catching people that are actually a problem.
Likes: [
- Martial Arts - Yoko has been training as a fighter since she was pretty young. Granted, this just means she has the fundamentals down really well as it's hard to become a true expert as a child, but it's something she enjoys nonetheless. Most of her training is in a generic mixed martial arts background, but she's started to study Jujitsu and Kendo since moving to Japan.
- Theatre - Note the "re" and how it's not an "er." This is probably the only form of classy entertainment that Yoko enjoys. Something about pretending you're something you’re not, and doing it right in front of the audience, appeals to Yoko far more than television.
- Dance Music - Most everyone likes some kind of music. That much is part of being human. Yoko tends to go for poppy dance music, mostly because it's easy to move to. Rock isn't terrible, but it's kind of hard to dance to. Country, Rap, and Jazz just tends to attract too many hicks, thugs, and old men respectively. That leaves Yoko with dance music.
- Alcohol and Drugs - While Yoko doesn't drink that heavily, it doesn't take much to get her under the influence due to her small stature. She only gets drunk/high if she's going out to a party, but since she doesn't get that opportunity too often anymore, these are more of things she enjoys than things she does frequently.
- Mecha - This is both one of Yoko's biggest likes, and one of her biggest secrets. She's a bit of a closeted otaku when it comes to animated giant robots. She knows most of the trivia there is about anything Gundam, and she can probably name more obscure mecha series than most people can name sports teams.
Flaws: [
- Delinquent - We already know that Yoko isn't a fan of academia, nor is she a fan of most of what's taught therein. This means that she tends to skip out on school pretty often. As mentioned before, she's also not above doing drugs or drinking, though she does stay away from anything that could ruin her, such as heroin.
- Idealist - Yoko has a pretty clear vision of how the world should run. If you get in the way of that vision, you're in for a bad time.
- Smart-ass - "Why yes teacher, I did do that homework assignment, it's just that the dog ate it!" Yoko has no problem using obviously sarcastic excuses like this. It can make her come off as a jerk pretty easily, but she's only a smart-ass with you until you get to know her well.
- Trapped in a girl's body - Truth be told, any shrink worth your money could peg Yoko as transgender. She's not just a tomboy, but rather she genuinely believes she was born the wrong gender. This makes seemingly little things, such as having to wear a skirt, into pretty large ordeals.
Habits: [
- British Slang - Having spent the majority of her natural life in London, this much is just to be expected. After spending most of the last year in Japan, some of the slang has faded, but it still pops in once in a while.
- Chewing Gum - Everyone has their vice, and believe it or not, drugs aren't Yoko's main one. Gum gives her something to focus on that isn't the lecture the teacher is giving. She goes through gum like a chain-smoker goes through cigarettes. The only times she's probably not chewing a piece is when she's eating a meal or asleep.
- Acting overly casual - Formality goes a long way in Japanese society, but Yoko is having none of that. She's the type that'll throw her feet up on a desk, undo her blouse a few buttons, and snore in class just because she doesn't really care.
Fears: [
- People getting to know the real Yoko - Beneath the tough exterior Yoko puts on, there's a lot more. In truth, she's a bit of an otaku, transgender, and not sure about her sexuality. These problems are often at the forefront of her mind, and she's terribly afraid of people getting to know that she's so troubled. Yoko always does her best to come off as just one of the guys, and that means she isn't allowed to show any vulnerability at all. If she did, she'd quickly get thrown into the category of "just a girl that thinks she can play with the big boys" and that idea terrifies her. If one wants to get to know the real Yoko, it'll take a lot of time and effort.
Goals: [
- Black Belt - The gym that Yoko trained at growing up didn't believe in a belt-ranking system, so she's actually been unranked until recently. While she can definitely hold her own in a fight with most experienced fighters, she doesn't have the piece of fabric traditionally worn by the best fighters.
- Make friends she can open up to - You think you can discuss issues like being transgender with strict Catholic parents? Yoko would probably be willing to kill to have someone she could vent about this stuff to.
Alignment: [True Neutral]
Overall Personality: [There are three layers that make up Yoko's personality: Tomboy, Nerd, and Basket-Case. The tomboy side is the one that most people get to know, as it’s the side of Yoko that appears in public. She’s generally the antithesis of anything girly. She doesn’t like shopping, the color pink, or fangirling over boy bands. Instead she spends most of her time in public acting like a delinquent. She actually shows up to class only two days a week on average. Most of her time is spent aimlessly wandering around Karakura Town. Unfortunately, her dojo knows she should be in school, so she can’t go there during school hours to train. She often winds up in music stores or hobby shops. The music stores are great, because Japan still has listening stations. She can relax and be by herself in those stores for as long as she wants, and no one questions it. That’s Yoko’s idea of a good time.
In private, Yoko turns into a complete mecha otaku. Her time at home is largely spent locked in her room. She works on models of robots, watches anime, and even has begun studying robotics a bit. This side of her is completely at odds with the personality she normally shows in public. The only thing that is consistent between these first two layers of personality is that she tends to be a loner. The tomboy side of her doesn’t hang out with other people because the traditional gender rules are a big deal with most people in Japan. The nerd side of Yoko doesn’t hang out with people because female otaku are even bigger rejects than tomboys.
The final side of Yoko is the Basket-Case. This side of her is the true personality, buried under everything else. Yoko is full of uncertainty about her identity, and she’s got a few psychological issues as a result. Her loner-streak is indicative of anti-social personality disorder in the eyes of some, but she really just doesn’t like most of the Japanese norms. The main issue she deals with is her transgender nature. Whether it’s martial arts or robots, no part of Yoko is all that feminine. She strongly believes she was born the wrong gender, but she can’t bring herself to tell that to anyone. She was raised as a strict Catholic, and even though she doesn’t buy into that, she would probably be kicked out of her parents’ house if she came out as either transgender or agnostic.
Despite all this, it is possible to get to know Yoko on a deep level. She’s willing to put her trust in people, but only if she gets the feeling that her secrets will be safe with them. If anyone manages to achieve the task of getting to know her, they’ll have found one of the most loyal friends they can imagine. Because Yoko isn’t used to having people she can trust, she would defend a friend to the death. The thought of finally making a true friend and then losing them would likely break her mind beyond repair. Sadly, this also means Yoko is the type whose will can probably be bent by false friendships pretty easily.]
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-Powers-
Fighting Style: [Yoko’s fighting style is still very rough around the edges. The base of her kit comes from training in mixed martial arts, but that training was so inconsistent, and she was so young, that she didn’t really learn much more than how to throw a punch properly. The parts of her fighting style that are still growing are her newfound practices of Kenpo Karate and Kendo. She is still only adequate in both of these skills, but they still give her enough to hold her own against any mortal opponent. On top of that, she’s also gotten decent at analyzing a battle and dealing with the pain from getting punched in the face over and over when she misses blocks.
The elements of Kenpo Karate, especially at such a low level, are incredibly simplistic. Kenpo Karate has both offensive and defensive components, but the focus of this art is on a strong defense. In traditional karate, karateka usually defend by just throwing as hard of a block as they can against a strike. In Kenpo Karate, fighters are taught to direct the force of an attack away, similar to how Aikido does it. The difference between Kenpo Karate and Aikido is that Kenpo Karate still stops their attack eventually, whereas Aikido aims to let their force continue onwards in an attempt to throw them off balance. As far as strikes go, Kenpo usually prefers linear attacks that flow out of a defensive action. By sticking to a defensive approach, they are able to wait for openings in their opponent’s guard, or even create them with a well-executed block.
Kendo is a more neutral discipline in terms of offense and defense than Kenpo Karate. The Japanese art of the sword focuses more on perfecting form than on actual combat usefulness. While this is less true at upper levels, novices like Yoko have just been forced to drill the basics over and over again. Truth be told, she’s never even been in a spar with a sword in hand yet. Regardless of that, she still knows exactly how to swing a sword in any given direction pretty much perfectly. She’s also relatively solid when it comes to basic blocks and parries. Her knowledge of Kendo is a good building block, but her own style will emerge as she grows stronger.]
Main Fullbring Appearances: [The sealed form of Yoko’s fullbring is an unassuming black ID card she carries around with her. This card is dear to her heart, for it is the NERV identification card she got as a souvenir when she first visited Japan. The card is primarily black, with details in white. A magnetic strip runs along the bottom edge of the card in white, allowing the card to be read as if it were a credit card. A picture of Yoko, a few years ago mind you, adorns the left side of the ID card. The upper middle area contains the words “NERV UN,” and there is a bar code just to the right of that. The box below that space lists her name, Yoko Kusanagi. A secondary unique identifier number can be found in the middle right area, and NERV’s logo is beneath that, as it NERV’s slogan. Behind all of this is a golden watermark of the UN Seal.
{Sealed Fullbring}
The primary released form of Yoko’s fullbring is a drastic change from this sealed state. This fullbring is the type that releases reiatsu to become an entirely different form. Upon being released, green reiatsu flows out from the ID and surrounds Yoko completely. When the dust settles, it would appear that the small girl before you has been replaced with a human sized copy of GN001, Gundam Exia. This robotic frame sports white legs, arms and head with a blue torso. Red accents cover the bottom of the robot’s feet and the sides of its abdomen. Its right hand holds a beam gun that has a foldable bayonet, as well as a small rectangular shield mounted on the wrist. Its left arm holds a shield that stretches from its shoulder to its knee. This unit also has a sword mounted on each hip, with the right sword being notably shorter than the left one. It also has a conical protrusion from its upper back known that emits a steady stream of green particles.
{Level 1 Fullbring}
The level two release of Yoko’s fullbring is none other than the upgraded form of Exia, GN-0000: 00 Gundam. This form is a little bit bulkier than the original release, but it is also more streamlined. Where the first form had a separate shield, gun, and swords, 00 Gundam combines the guns and swords into a single unit, and does away with the shield. The gunblades on this unit resemble the swords from Exia, but they also have a secondary handle below the guard that allows for them to be held in a pistol grip. A small slot roughly one third of the way down the blade allows for beam shots to escape. The other significant difference in this form is that the single conical drive on the back has been replaced by one on each shoulder, as well as a pair of wing-like appendages whose durability is comparable to the shields of the Level 1 Fullbring. The beam sabers and daggers are still present.
{Level 2 Fullbring}
]Main Fullbring Name: [Exia/00 Gundam]
Main Fullbring Level 1 Property: [I am Gundam!
While this property itself is incredibly short, it is also quite powerful. Before the property is activated, Yoko's fullbring is only good for a suit of armor and a sword or two. Once she activates its power, the energy-based systems of Exia come online. This means all the weapons are online, as are the thrusters. Before we get into the cool weaponry, let's just cover the basic abilities of this form. The body of the Gundam is made of Yoko's reishi, and thus it can protect her from most attacks that have reiatsu strength less than her own. The coverage of the armor is 100%, so there are no openings to exploit. Despite that, there are notable weaknesses in the armor. The eyes can be blown out, and the inside of the joints can be damaged with well-placed strikes. Injuring these locations can be done with either an RS at least 75% of Yoko's with an attack focused on that area, or with strength at least 75% as high as Yoko's reiatsu strength.
Aside from those weakened spots, the armor also cannot defy the laws of physics. Any pure force sent into the armor will still harm Yoko inside of it. Furthermore, repetitive attacks in the same location can chip away at the armor, breaking it eventually. This is even true of Exia’s shield, but the shield is better at deflecting strength-based force than the rest of the armor. It is worth noting that releasing to the second level will change the armor out for a different one, and thus repair all damage to it, but it won't heal Yoko herself. Aside from the armor, there is one other defensive system on Exia: thrusters. Small vents are located at various points along Exia's limbs and torso. A concentrated stream of reishi can be fired from these vents allowing Exia to move any part of itself at a speed equal to Yoko's reiatsu strength. Furthermore, they provide enough thrust to enable flight and underwater movement. These thrusters can be utilized so long as Yoko has reiatsu to burn, but it does take 50 reiatsu per post to either activate them or keep them active.
Moving on from the defensive capabilities, Exia has several offensive systems as well. Its armaments include two physical blades, two beam sabers, two beam daggers, and a beam gun. The physical blades and beam sabers function identically, aside from the fact that the beam sabers are retractable. The gun can function either as a rapid fire machine gun, or as a semi-automatic rifle. In machine-gun mode, the shots are less accurate, and they are only strong enough to cause minor wounds on an opponent with nearly the same power as Yoko, but she can fire off a 5-shot barrage for only 25 reiatsu. The rifle-style shots are as strong as a Byakurai, and cost 25 reiatsu each. These shots are not elemental in any way, and could best be compared to the arrows of a Quincy. Exia can also supercharge its shots by imbuing them with more reiatsu than normal. It can class them up to any class as high as Yoko's current class by paying the appropriate reiatsu cost. Oddly enough, their size will always stay the exact same, but the density of reishi, and thus the strength of the shot will improve. Needless to say, the cost increases based on the class of shot used. Furthermore, this can only be used on the rifle-style shots. The machine-gun style shots are always limited to Class 7.]
Main Fullbring Level 2 Properties: [The level 2 properties are "Solar Furnace" "GN Field" and "Trans-AM."
Solar Furnace is the most straightforward of the three properties. While it sounds like Solar Furnace could be a great doomsday weapon, it's actually better known by fans as a GN Drive. The GN Drive has two functions. The first is to act as a store-tank for reiatsu, and the second is to generate more reiatsu. The GN Drive can store an amount of reiatsu equal to Yoko's own normal maximum. As far as gathering reiatsu goes, this is where the name Solar Furnace comes into play. The GN Drive is capable of converting solar energy into spiritual energy at a rate of up to 800 reiatsu per post. While this may sound impressive, it still lacks behind the capabilities of a Quincy at the same level. The Solar Furnace requires sunlight to function, and this means that it only works outside, during the day, in the world of the living or Soul Society. Hueco Mundo and Hell have no sunlight, so the GN Drive can never function there. Furthermore, its reiatsu generation is halved in cloudy weather. This means that anyone with an ability to manipulate the weather can seriously impact the drive's reiatsu generation.
On top of all that, the drive's energy can ONLY be used to power abilities that are a part of 00 Gundam. This includes any properties that cost reiatsu, as well as paying for the reiatsu cost to maintain the release. It cannot be used for non-release techniques, nor can it be used to power the secondary fullbring. The most important part of the GN Drive is that it takes significantly less effort to utilize this reiatsu compared to normal uses of reiatsu. For example, if Yoko was to fire a class one beam shot five times in a row normally, she would probably be passed out, even if she had reiatsu left. With the GN Drive's energy, she would still be standing since she was merely channeling power, rather than expending the energy of her own soul.
Whereas Solar Furnace creates a lot of reiatsu quickly, GN Field spends a lot of reiatsu at once. The GN Drive spins into reverse, halting all reiatsu collection for the duration that GN Field is active. Instead of collecting energy, it sends out a sphere of power surrounding 00 Gundam. This sphere is made of a speckled wall of reishi, allowing vision of 00 Gundam within the field, and allowing Yoko to see out. Despite the non-solid appearance of the field, it will intercept any technique or attack that hits it, including Yoko's own. It is treated as a class one technique for defense, and can be defeated by a class one technique with equal reiatsu strength, a reiatsu based release technique of greater reiatsu strength (assuming the user is at least Class 1), or a physical attack with strength greater than Yoko's reiatsu strength. This property takes 800 reiatsu per post it is active to maintain, in addition to the fact that it shuts down the Solar Furnace.
Trans-AM burns through even more energy than GN Field, but it does so in a different manner. Trans-AM can only be activated when the Solar Furnace has reached maximum capacity. Once activated, 00 Gundam turns bright red and enters a supercharged state. By expending 900 reiatsu per post that Trans-AM is active, as well as shutting down the Solar Furnace, Yoko temporarily increases her speed to mind-boggling levels. Her reiatsu strength is directly used to augment her speed, giving her a speed stat equal to her type adjusted speed plus her type adjusted reiatsu strength. The reason it is capable of such a feat is because of the thrusters that are a part of I am Gundam. The usual output on the thrusters is sent into overdrive in this state, allowing Yoko to hit incredible speeds. Of course, it does this at a cost that is 16 times higher than the normal cost associated with using her thrusters, so it's not like this is done without realistic energy expenditure. She can still utilize any of her properties from I am Gundam!, and she can also use GN Field while in this mode. Outside of those powers, she gains the ability to Quantize once per post at the cost of 100 reiatsu. Quantize functions exactly the same as Shunpo, but it costs twice as much. All other powers are off limits.
Trans-AM can be deactivated at any time, but doing so may be catastrophic. Yoko will personally be reduced to half of her current reiatsu, and the Solar Furnace will shut down for five posts preventing access to both GN Field and Trans-AM. On top of that, this state is extremely stressful for Yoko's body. A single post of Trans-AM will cause minor fatigue, a second post will severely wind her, a third post will cause minor fractures in whatever limbs are being used most, a fourth post will start tearing apart the muscles of those limbs, and every post from the fifth and beyond will cause increasingly worse internal damage, up to the point of complete organ failure if 10 posts is reached. Despite this severe damage, the Trans-AM system will compensate for any of these weaknesses until it is disabled, unless it hits the end of the 10th post as this causes instant death.]
Secondary Fullbring Name: [Haro]
Secondary Fullbring Appearances: [The sealed appearance of Haro is none other than a small Haro necklace. For those not familiar with Haro, these little guys are sphere-shaped robots from the Gundam franchise. They have a wavy line through the middle that usually serves as a hinge, allowing internal access. Four circular sections, two on top and two on bottom, pop out to serve as hands and feet for the unit. On some models, the upper sections merely slide back and humanoid hands come out. They have tiny, red eyes that beep whenever they talk, but they lack any other facial features. The necklace version of Haro that Yoko wears is a bright green model, but it lacks all the mobility of the ones in the anime. This little sphere hangs from a thin silver chain that is typical for women's jewelry.
{Sealed Fullbring, but green instead of blue}
The released appearance of Haro is what's known as a pilot suit, and is formed by an output of reiatsu, the same as Exia/00 Gundam. At first glance, this is nothing more than a simple spandex garment. However, it also has a helmet that isn't made of spandex! In all seriousness, the pilot suit has spandex like properties; it hugs tightly to the form of Yoko's body while it is on. The neck, shoulders, and bust are white. Most of the rest of this outfit is crimson, but there are notably darker and duller patches along the sides of the body and near the wrists. The hands are covered in white gloves, and the feet are covered in boots that go a half a foot beyond the ankle. The helmet is angled towards the front, and is a bright red that matches the lighter portions of the body. The helmet also has a visor that can be deployed by tapping the side of the helmet. This entire ensemble can safely fit beneath Exia/00 Gundam.
{Released Appearance}
]Secondary Fullbring Properties: ["Heads-up Display" and "Comm-link"
Comm-link is by far the simpler of the two properties. So long as the Secondary Fullbring remains active, Yoko is able to communicate telepathically with her allies. The telepathic contact must be voluntary by both parties, and group chat is possible if everyone agrees to it. However, there is a maximum of five people at once in a group chat setup, and maintaining anything more than a one-on-one conversation takes significant concentration on Yoko's part. In fact, it takes enough focus that using it in battle is basically suicidal. She can get around this by relying things from one person to another one at a time, but that method wastes the seconds that are ever-so precious in battle.
Heads-up Display, or HUD, is notably more complex than Comm-link. This property displays a good amount of information on the visor inside of Haro's helmet. The most basic information includes a warning system about incoming reiatsu signatures. It functions equivalent of 100 energy sensory, but since it displays the information in a radar style, the information is slower to be processed than if the character just intuitively knew it. Furthermore, this system can only warn about the presence of moving masses of spiritual energy. It cannot detect anything that is perfectly still. On top of that, it also cannot identify people based on their energy, though it can usually guess what race they are.
The HUD can also process visual spectrums beyond what a human eye could normally see. It can offer vision in infrared, night mode, and thermal imaging. The final piece of information it offers is a status report on both the condition of Yoko and all her known allies. The status is relatively simple for all allies, it merely has their picture color coded to show if their vitals are good, moderate, or critical. In the event an ally is KIA, a red X is placed over their portrait. The status for Yoko gives a more detailed synopsis. It shows the reiatsu she has remaining, the reiatsu stored in the Solar Furnace, and any known injuries she is suffering from are displayed on a paper-doll type figure.
]
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-History-
Birthplace: [London, England]
Current Residence: [Karakura Town, Japan]
Memorable Figures: [None really. Her parents I suppose.]
History: [Yoko Kusangai was born on October 31, 1995 in London, England. Now you’re probably already wondering why a girl with such an awfully Japanese girl was born in London. The short answer is that she’s only half-Japanese herself. Her father is a native of Japan, but he had moved overseas, gotten married, and had a child in England. Yoko spent most of her early childhood and adolescence living in England. By all accounts, it was a fairly normal childhood too. She went to a normal school, had a few friends, and she generally didn’t do anything noteworthy. Yoko did average in school, coming in neither first nor last. She did develop Japanese as a secondary language just due to her father being around though.
Aside from that, the only other outstanding part of her childhood was her avoidance of girly hobbies from an early age. While most of her friends would be racing to get the newest dolls or ponies, she was more interested in fighting and giant robots. Yoko did still consider some of her classmates to be friends when they were younger, but they rarely actually hung out. None of the girls wanted to talk about robots or fighting, and all the boys were firmly convinced that she had cooties. When those two are put together, you end up with a child that spends a lot of time by themselves. As such a child, Yoko got exceptionally good at playing pretend, and she had a myriad of imaginary friends while she grew up.
One of the major highlights of Yoko’s life was her first trip to Japan. She was only 12 for this trip, but her loner status had also meant she was independent enough to handle herself if and when she got separated from her parents. Needless to say, this happened on two occasions, and not on accident. Yoko purposely snuck away from her parents once to visit the Evangelion Museum, and again to visit the Bandai Museum. These were easily the biggest highlights of Yoko’s trip. A chance to see the robots (or at least models of them) up close and in person was practically orgasmic for the closeted nerd.
She picked up some souvenirs at each stop as well. At the Evangelion Museum, she found out they had a photo booth that would make a custom NERV ID Card for you. The young girl didn’t even think twice about spending her lunch money for the day on that. In her mind, this meant she was now a certified giant robot pilot. Her trip to the Bandai Museum had her leave with a small Haro necklace. She’d need a companion for those lonely nights of piloting a robot after all! Of course, Yoko got scolded pretty badly for wandering off twice, but her parents never did get the details out of her. The young girl had figured that her parents would probably take away her trinkets if they found out she had them. Her folks probably weren’t too keen on her having mementos that would remind her of getting away with bad behavior.
Several years passed after the trip to Japan before any other noteworthy events pop up in Yoko’s history. Those years were filled with a bit of mixed martial arts, a bit of staying up late to watch the newest mecha series, and a bit of growing understanding that she didn’t like being a girl. Just last year though, Yoko’s life got one major change for the better: her family was moving back to Japan! At this point, she spoke Japanese perfectly fluently, and her features weren’t so white that she would stand out. Yoko presumed she would be able to fit in, and that was true on the surface.
No one tended to judge Yoko for her appearance, or her Japanese skills. What the girl found, was that it was her hobbies that were problematic here. Japan was far stricter on gender roles than she was used to. Her classmates didn’t take too kindly to the idea that a girl was interested in martial arts, and even less of them were willing to accept the idea she liked robots. Unfortunately, Yoko learned that all at once, the hard way, by making those hobbies part of her introduction to her class in Tokyo. However, her luck wasn’t all bad. Her family was only in Tokyo for a month before moving on to Karakura Town.
Upon arriving in Karakura Town, Yoko did her best to blend in, or at least go unnoticed. She introduced herself just by her name now. If asked about her hobbies, she simply said she watches a lot of TV. It didn’t take long for Yoko to start skipping out on school. Her days were spent wandering the town, and her nights were spent at a Kenpo Karate and Kendo Dojo that had accepted her. Despite her almost non-existent attendance, she managed to do decently well in school. She had been in a good system back in England, so she was actually a bit ahead of the school in Karakura Town. Perhaps that was why she was so bored in classes all the time?
Either way, her fortune couldn’t continue forever. All the bad karma she had accumulated from cutting class caught up with her, and it did so in a fierce way. Yoko met her first hollow. She had been wandering around downtown Karakura, like she often did. The monster had just appeared out of a hole in the sky, and it seemed like she was the only one who could see it. The rest of the encounter is just a series of blurs. She remembers the thing roaring a lot. There was something about a man in black… and he had a sword. Yoko’s pretty sure he killed the monster and left, but the entire thing just seems too ridiculous to be true. Things like monsters and samurai fighting in the middle of town are so crazy that this clearly had to be a dream.]