Post by Koshka Volkov on Jan 1, 2023 14:49:29 GMT -5
Monsters lurk above the waves.
✱ OPENING ✱
Passwords: Kitai's Debt / Sanctus Teamwork
Discord: Ilaste#8233
Class/Rank: Class 1/Rank 3
Position/Affiliation: Captain Supervisor of the Vandenreich{Type: Shadow}
Type: Shadow
Description: Assassins, spies, and saboteurs make up this Type. These people specialize in slipping in unnoticed and carrying out their missions with ease. If confronted directly, they are far from helpless, utilizing their skill with their blades or other weapons to fend off enemies until either victory is won, or they can slip away once more. In the Seireitei, many of these Types are Squad 2 members. Despite their obvious combat advantages, most Shadows work with limited pools of Reiatsu, meaning that they must make every strike count. Prolonged combat tends to wear out Shadows, though not as severely or quickly as Geniuses. Their released weapons and powers are often potent, though this comes at a reduced rate of Release. Though their Spiritual Pressure is relatively low, this is actually a boon to some Shadows, allowing them to slip past enemy sensors and appear weak to foes upon their first meeting. From the start of their lives, they have always lived as quiet, silent folk. Not freakish or strange, but merely a little more shy and prone to enjoying privacy and deception. People who would always try to find ways to physically and metaphorically hide.
Advantage:
- Rank 1: 50% increase to Speed and Instinct (100 would be 150). 30% increase to Strength (100 would be 130).
- Rank 2: Double Speed (100 would be 200). 50% increase to Strength & Instinct (100 would be 150).
- Rank 3: 150% increase to Speed (100 would be 250). 60% increase to Strength (100 would be 160). 50% increase to Instinct (100 would be 150).
- Rank 4: Triple Speed (100 would be 300). 80% increase to Strength (100 would be 180). 50% increase to Instinct (100 would be 150).
Disadvantage: 50% decrease to Reiatsu Strength (100 would be 50). 40% decrease to Spiritual Pressure (100 would be 60). Healing Expertise is limited to 50. 25% decrease to Senses & Energy Sensory (100 would be 75). Vollstandig is cut in duration by 3 posts, allowing only 1 post of duration at base. Must have points in Stealth equal to the user's Rank, and must have one point in either a martial arts or weapon category. At Rank 3/4 the second requirement increases to a minimum of two points in either category.
- Rank 1: 4 posts of consecutive combat fatigues this Type. After the actions taken in their last post of combat, BEFORE the opponent’s post, their Speed is cut by 30% (100 would be 70) and their Spiritual Pressure is halved (100 would be 50). Stat boosts applied to Strength & Instinct are voided. In order to recuperate from these Stat losses, a Shadow must rest for 4 posts. Lost Reiatsu is not regained. Maximum is restored.
- Rank 2: 6 posts of consecutive combat fatigues this Type. After the actions taken in their last post of combat, BEFORE the opponent’s post, their Speed is cut by 40% (100 would be 60) and their Spiritual Pressure and remaining Reiatsu are halved (100 would be 50). Stat boosts applied to Strength & Instinct are voided. In order to recuperate from these Stat losses, a Shadow must rest for 3 posts. Lost Reiatsu is not regained. Maximum is restored.
- Rank 3: 8 posts of consecutive combat fatigues this Type. After the actions taken in their last post of combat, BEFORE the opponent’s post, their Speed is cut by 50% (100 would be 50) and their Spiritual Pressure and remaining Reiatsu are halved (100 would be 50). Stat boosts applied to Strength & Instinct are voided. In order to recuperate from these Stat losses, a Shadow must rest for 2 posts. Lost Reiatsu is not regained. Maximum is restored.
- Rank 4: 10 posts of consecutive combat fatigues this Type. After the actions taken in their last post of combat, BEFORE the opponent’s post, their Speed is cut by 60% (100 would be 40) and their Spiritual Pressure and remaining Reiatsu are halved (100 would be 50). Stat boosts applied to Strength & Instinct are voided. In order to recuperate from these Stat losses, a Shadow must rest for 1 post. Lost Reiatsu is not regained. Maximum is restored.
Race Restrictions: Available to all Races except Hollows and Failures.
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.){Projected Stats & Skills (1,700 SP): Click Here}
Strength: 400 [640]
Speed: 400 [1,000]
Reiatsu Strength: 100 [50]
Spiritual Pressure: 400 [240]
Instinct: 250 [375]
Senses: 100 [75]
Energy Sensory: 50 [37]
Healing Expertise: 0 [0]
Light Aura: 0
Dark Aura: 100
Stealth: 4
Martial Arts - Sambo: 3
Weapons - Serrated Daggers: 3
Strength of Will: 3
Anti-Stealth: 1✱ BASIC INFORMATION ✱
Name: Koshka Volkov
Real Age/Age of Appearance: 127/29
Birthday: May 1st
Blood Type: B-✱ APPEARANCE ✱
Height: 5'9"/175 cm.
Weight: 155 lbs./70.1 kg.
Eye Color: Blue
Hair Color: Golden Blonde
Faceclaim: Jeanne D'arc - Fate/Apocrypha
Physical Appearance:
Standing at five-foot-nine, and weighing in at a fair one-hundred fifty-five pounds, Koshka Volkov is a woman of gentle beauty. More than anything, her appearance works quite well to accurately mask the girl's rather... intense personality. Certainly not appearing as someone unattractive in any stretch, Koshka's physical appearance is one that is quite easily recognizable by those that have seen her before. As one could expect, there are quite a number of traits that stand out above all else.
For starters, Koshka's hair is a rather prominent golden blonde in color. Similarly standing out alongside the girl's bright hair, Koshka's eyes appear sky blue in color, complimenting her complexion rather nicely. Her eyes are almost faded in color, closer to that of a pastel than what one might expect, but nonetheless still appear rather prominent on the woman's face. Aside from that, Koshka's complexion is almost entirely clear.
Koshka's face is one that holds quite a number of mature features to it. Nothing about the woman's facial structure appears overly jagged, sharp, or anything along those lines. Instead, Koshka holds a rather "adult" appearance to her, very much appearing as though in her mid to late twenties. She might potentially be confused for someone a little older, but that in and of itself isn't exactly the most likely. Her eyes remain wide more often than not, and her nose remains soft as a button all of the time.
More often than not, Koshka's face can be found left in a smile. She tends to do so a lot; especially when looking toward her friends and Zinnia. Occasionally slight frowns might be made present, but more often than not the Quincy's resting face is going to be that of a soft smile; almost as to hide a much more insidious side to the girl. Regardless of that fact, Koshka still appears rather cheery to everyone.
When it comes to the woman's outfits, more often than not she is going to be found in her Vandenreich uniform, though there might be some exceptions to that. For now though, we touch upon her uniform. Maintaining a clean, white color with pastel blue trimming, she wears almost exactly what you'd expect from a standard military uniform. Her overcoat is very clearly fitted for her personally, as opposed to something stock-standard given to the lower-ranked individuals within His Majesty's forces.
Being double-buttoned, two lines of six buttons rest vertically across the woman's top. Each side of her uniform maintains a breast pocket, the left of which she keeps her Shortbow on the off-chance that she might need to use it during a fight. Naturally, this does not come up often. In the other, miscellaneous materials might poke out every now and again, ranging from wires she might be transporting, neatly-folded papers she may need to keep track of, and more.
Making our way down, Koshka has opted out of any kind of skirt for her uniform, and instead wears a simple pair of uniform pants. Not quite cargo pants, but not quite dress pants, Koshka's own linger somewhere in-between. Designed more for practicality than style, these remain snug against the woman's body, but not so much that it might limit her movements. Especially in combat, such cannot be afforded.
Both of Koshka's sleeves maintain a set of two buttons, keeping her cuffs resting neatly against her wrists. More often than not these will be buttoned up, but this isn't necessarily always going to be the case; whether eating, or simply working with her hands while in the walls of her own workshop, Koshka might opt to roll them up if necessary. Ultimately this is very situation-dependent.
Atop the woman's head rests a rather neat cap adorned with the Vandenreich symbol, with her Spirit Fragment sitting directly in the center of the hat itself. This hat remains pinned to her hair, keeping it neatly atop her head even in during intense situations, making sure she's not going to lose it just due to moving around too much. She's taken quite a number of precautions to make sure it isn't lost.
Instead of wearing any kind of heels or anything, Koshka also opts into wearing a matching pair of boots. As stated previously, she prefers functionality over fashion when it comes to her uniform, especially given that she isn't exactly known for her combative capabilities. Limiting herself even further in the midst of a fight would be nothing short of a travesty to His Majesty himself.
Naturally, there might be times where Koshka finds herself outside of the standard Vandenreich uniform. More often than not, she's going to be found in some kind of sailing gear and/or attire, much like what you'd expect of someone from the seventeenth century to wear. She very much enjoys the attire she's got the opportunity to wear in those situations, and will make no effort to not do so.✱ PERSONALITY ✱
Alignment: Chaotic Evil
Likes:
✱ Contracts - Being an individual that tends to take hits where given the opportunity - both within the Vandenreich and outside of it - Koshka enjoys the process of going on hunt, staking out where she needs to, playing observer, and eventually taking a life as she needs to. Nothing gives her more of a rush.
✱ The Human World - Gas Station Slushies.
✱ Zinnia - The two have been together for quite a long time. It's only natural that this woman sits atop a pedestal in Koshka's heart. There isn't a thing that Koshka wouldn't do for Zinnia, and that much is likely going to be apparent to all that find themselves around the two. If anyone within the Vandenreich is going to get preferential treatment, it's her.
✱ Quick Combat - When involving herself in a fight, Koshka enjoys ending them as quickly and efficiently as possible. She very much detests the idea of spending an exorbitant amount of time in combat; something that makes itself very well known through the girl's noteworthy stamina problems.
✱ Sailing - As one might expect, Koshka absolutely loves the open seas! There's genuinely little that's as relaxing as spending time on the water with her crew where she can. Easily one of her favorite pastimes, there isn't a thing - aside from spending her days with Zinnia - that she enjoys more than relaxing on the open ocean.
✱ The Ocean - Linking in with her last Like, Koshka very much enjoys the ocean. She loves the smell of saltwater, the sound of waves crashing against the shore, the taste of the fish that swim in it... What's not to enjoy? If she could, Koshka would likely spend her life at sea. That said though, given she's got someone at home, and holds a rather substantial position within a military organization, that isn't really an option for her.
✱ Commands - Koshka very much enjoys giving commands to those beneath her. Holding a naturally dominant personality and being a rather natural Captain, Volkov enjoys everything her position offers her in regards to leading the charge with a larger group of Vandenreich. Certainly preferring her crew more than anything, though, Koshka is glad to be a natural leader.
✱ Reading - Contrary to what one might think about the woman, Volkov actually really enjoys reading. While she's not the most well-read, Volkov does enjoy cracking open a book or two while she's got the opportunity to do so. If nothing else, she'll read most anything, even if she doesn't do so particularly often. Recommendations are welcome!
✱ Bow Release - Above quite a bit, Koshka adores her Bow Release. She loves the abilities bestowed upon her by His Holiness, and feels she is a much better person because of those abilities she possesses. If nothing else, she'd like to live up to the standards given to her in that regard and make good use of them where she can.
✱ Shinigami - So, Koshka isn't a fan of Shinigami like someone would expect. She doesn't actually like Shinigami, but more so putting them down like the dogs that they are. There are few things in the world that beat seeing the abject horror in a Shinigami's eyes fade as they die.
Dislikes:
✱ Drawn-Out Combat - Koshka absolutely detests the idea of drawing out a fight longer than it needs to be. If she can help it, a fight'll be over within ash short a time as possible. She simply doesn't have the energy to keep a fight going for an extended period of time, and it shows.
✱ Surrendering - Volkov is not the type to surrender. She will very much fight until her body gives out, and will not stand for anything less. The girl has a rather powerful strength of spirit, and makes that very clearly known. She isn't going to be the type to surrender, no matter the situation, and no matter whom she might end up fighting.
✱ Commands - Koshka does not like receiving commands from really anybody, sans Zinnia. She very much isn't the type to go out of her way to follow orders to a tee, but will still get the bare minimum done in order to keep eyes off of her. As stated, the only exception is Zinnia, whom Koshka will absolutely go out of her way to follow practically any request that her lover asks for.
✱ Disrespect - Koshka has put in far too much effort and has worked far too hard to tolerate any semblance of disrespect from anyone, Vandenreich or not. She's simply not going to put up with it should she receive it, and is notably prone to dishing it back, so long as doing so wouldn't cost the Quincy her life. Namely, toward those within His Majesty's forces.
✱ Rain - She can't quite put a finger on it, but Koshka very much does not like rain. She feels that there's a level of negative emotion that usually follows rainy days, but what exactly that emotion is troubles her. If possible, she'd much rather spend that time indoors as opposed to on a mission or something similar, and will do everything in her power in order to avoid being active during those time.
✱ Training - Training isn't something that Koshka cares for in a rather... unexpected way. She very much enjoys combat, and will certainly engage in combat where she can, but where it stands, training to Volkov very much feels... Pointless? Why would she spend time dedicated to practice fighting when she could spend it dedicated to actual fighting?
✱ Anything Not Human - Who does this surprise, really? Shinigami, Beast Clan, Vizard, Rogue, Bount, Mod Soul, and Hellions. Each end every one of them deserve to be completely and utterly annihilated. Free Quincy are a bit of an odd spot for Koshka. So long as they convert, she's willing to tolerate them. If not, however? Purged.
✱ Pacifism - Being someone whom combat is so intrinsically tied to, Koshka does not like the idea of laying down her arms. Diplomacy isn't exactly her forte; this should come as no surprise to really anyone.
✱ Forgetfulness - One thing Koshka despises is folks that tend to forget things. While her memory certainly isn't exceptional or anything, she can at least remember what she needs to in regards to her own expenditures, purchases, interpersonal relationships, et cetera. Folks that can't even remember those small details will very quickly earn her ire.
✱ Feds - It should come to no surprise that Koshka isn't exactly fond of law enforcement of really any kind. Primarily speaking, this is due to the life she leads outside of the Vandenreich being predominantly crime-fueled. While she keeps herself docile within the Silbern and while interacting with Vandenreich in general, this does not stay the case all the time.
Habits:
✱ Resting - Interestingly enough, Koshka tends to sleep quite a bit. She's not the type to just sleep wherever with disregard toward anyone, but if given the opportunity Koshka likes to get quick naps in where possible. Over-resting however can certainly be dangerous; this is something she's going to avoid where possible.
✱ Provocation - Koshka lives for the rush of a fight. More than she'd like to otherwise admit, she's very much the type to look for a fight really wherever she can, with whomever she can. It's not common that she'll just outright attack someone on-sight without them doing something to actively piss her off, but it's not something she absolutely wouldn't do.
✱ Watching over Zinnia - Any opportunity she gets, Volkov is going to spend her time watching over Zinnia in order to make sure she's safe where possible. The absolute last thing she'd want is for something to happen to her; if something did, she would likely never forgive herself. There's absolutely no question that she'd take retributive action in that case.
✱ Vulgarity - Volkov tends to curse quite a bit while she talks. She isn't exactly the type to watch her language, unless she's around Zinnia. While she is, those that know her will actively pick up on the fact that she doesn't curse nearly as much, really if at all around her lover. Aside from that, she swears like a sailor - how fitting.
✱ Getting Distracted - Koshka tends to find her mind jumping between three or four different things at once. More often than not she'll be monitoring three or four different things all at once, both in and out of a fight. More than that, Koshka does get distracted rather easily by Zinnia or her contracts; so much so, that she might just forget or simply stop what she's doing to pursue either of them.
Flaws:
✱ Greed - An obvious one. Koshka is an incredibly greedy individual. She's the type of person to do most anything she can in order to make some money, almost always regardless of what that might cause as backlash. The only exception to this is when the topic comes to her lover; she'd never do anything to harm Zinnia, and while difficult, can temper thirst for capital if it means protecting her love.
✱ Impulsive - It isn't hard to see just how much Volkov tends to act on impulse. She tends to do quite a number of things without really taking a moment to think through them, and that tends to be quite problematic for her more often than one might otherwise think. Eventually she'll learn, but until that point? She'll be struggling.
✱ Arthritis - It's nothing severe at the moment, but Koshka is beginning to develop early signs of arthritis in her hands. Presumably from how often she spends slaving away to her work has gotten to her over the years, because at times it can be a little painful for the girl to move her hands as dexterously as she might need to, situation depending.
✱ Anger - Koshka tends to get frustrated very easily. She's not exactly the type to work on keeping her cool with most anything at all, aside from during her time with Zinnia. She might blow up around her, but never at the woman. She wouldn't be able to forgive herself if that happened, that's for sure.
✱ Bribes - Koshka is painfully weak to bribery. Leaning in with her greed, there are exceptionally few circumstances where Koshka wouldn't take a bribe; anything that would bring about harm to Zinnia, herself, or directly cost her position within the Vandenreich won't be done, but practically anything else? Totally fair game. She'd accept money in a heartbeat.
Fears:
✱ Losing Zinnia - Easily Koshka's biggest fear would be the loss of her lover. She wouldn't be able to take such a heartbreak like that. What that might result in is up in the air for sure, but if folks thought Koshka was a bit unhinged now, then they don't know the half of what would happen without her love.
✱ Going In The Red - Being forced into a position to claim bankruptcy sounds absolutely atrocious to Koshka. She couldn't even begin to fathom what something like that would be like. For her to lose all of her money would mean she'd lose almost everything that she holds dear. After all, money has absolutely bought a portion of this woman's happiness - forty-nine percent, to be exact. Zinnia holds the other fifty-one.
✱ Tricky Fighters - Volkov very much enjoys the idea of direct confrontation, with rather simplistic and straightforward abilities in the process. She very much fears those that have incredibly complex, hard-to-understand abilities and isn't the type to sit idly by while they explain their shit and get themselves going.
✱ His Majesty - The Emperor of the Vandenreich strikes quite an amount of fear into the woman's heart. Given his nigh-omnipotence, she genuinely fears just what the Emperor would be capable of should she step out of line. It's one of the main reasons she isn't willing to take a bribe that would directly jeopardize her career opportunities.
✱ Wasting Time - Time is money, and wasted time is lost money. Koshka isn't the type to want to waste money, so she is meticulous about sticking to a schedule when given the opportunity. Deviating from that schedule, and thus losing profit because of it, is exceedingly unacceptable. She's willing to make time for those that request it, though that might not be done right away.
Goals:
✱ Keeping Zinnia Happy - More than anything else in the Three Worlds, Koshka enjoys seeing Zinnia happy. She is more than willing to do anything necessary, spend any amount of money, and take down anyone that might bring her closer to the opportunity of seeing Zinnia smile more. She's madly - borderline obsessively - in love with that woman.
✱ To Raise Her Profit Margins - Koshka is a woman of paper; she enjoys seeing numbers go up, especially when those numbers directly correlate to the amount of ryo currently lining her white satin pockets. Any effort she can make to bring in even more income is nothing but time spent doing the right thing in her book.
✱ To Meet People - Unlike a lot of the Vandenreich, Koshka doesn't directly despise any kind of people. Quite the opposite; she enjoys meeting new individuals where she gets the opportunity. While she's quite the people person, and will generally get along with anyone, this is naturally for all of the wrong reasons.
✱ To Become Well-Known - One of Koshka's biggest goals is to become a household name, up there with the best of the best. Teach, Kidd, Roberts... Volkov fits in well with them! By continuing to grow her wealth, and amassing more money, she'll hit that status some day! Though, until then, she's going to work tirelessly to do so.
✱ Raising Her Rank - While certainly not fanatical or anything about the position, Koshka does have a desire to advance further within the Vandenreich. This isn't necessarily due to some fanatical, zealous mindset that might be expected of her, no; quite the opposite. Koshka simply wants to reach both Sternritter and General status almost exclusively for the pay raise!
Overall Personality:
Simply put, Koshka is a woman that cares very deeply about two different things in the world; her money, and her Zinnia. While sure, the Vandenreich, and by extension His Majesty matters to her, she simply serves within the Vandenreich because it easily helps her achieve her personal goals and further aids her livelihood. If not for that fact, she wouldn't be within the organization.
One thing to note, however, is that Koshka is certainly a bit of a sociopath. She isn't the type of individual to give even a semblance of a damn about the repercussions others might have to face for her actions, aside from Zinnia and the Vandenreich. She's collectively damned quite a number of people and their families to financial ruin over the years to make a quick buck, and isn't going to stop now.
When it comes to getting on Koshka's good side, one might find that's incredibly simple to do. The girl does tend to value money rather significantly, and is not opposed to taking bribes toward most anything. Naturally, this does include her favor and inclination toward individuals. Another way to get on her good side would be to appeal to her love toward Zinnia; anything that might outwardly benefit her lover is going to remain something that pleases Koshka.
On the inverse, getting on Koshka's bad side is not a difficult thing to do. Much like previously listed, there are two things that Koshka cares about. Doing something that would directly threaten her income, jeopardize her investments, or stop her schemes from kicking off is a phenomenal way to gain her ire. Similarly, doing absolutely anything that could be taken as even a semblance of a threat toward Zinnia will result in almost on-sight violence from Koshka, if she's able to.
As the above might go far to show, Koshka tends to be rather obsessive over her lover. More accurately, she tends to be quite protective. Anyone that might even come close to harming a hair on her head, or those that do hurt the poor woman will find themselves immediately being targeted by Koshka as well. While she might not be the type to kill individuals, she is more than willing to make an exception for these individuals.
When it comes to maintaining Koshka's good side, such isn't difficult. Even if one might be on her bad side, simply giving the girl a gift of money will certainly aid to getting back on her good side. Consistent gifts of funds, ideas of where to better invest her money, and ideas of gifts for Zinnia will all go a long way to keep someone on Koshka's good side.
Romanticisms is a rather inherent "no" from Koshka, for the most part. The only person that she finds herself absolutely and completely infatuated with is Zinnia. There is no question on her loyalty to her lover, nor would the ever reasonably be. Absolutely nothing - not even for every last cent in the world - would Koshka ever even begin to consider leaving Zinnia's side.
As has been stated numerous times over, Koshka is quite the greedy individual. More often than not, she'll act for the better interest of her wallet where possible. She is gladly going to sacrifice whomever she might need in order to make more money sands the obvious individual, and has absolutely no qualms throwing anyone she might need to the wolves in order to make a quick buck.✱ COMBAT ✱
Fighting Style:
Volkov's fighting style is one of subterfuge; of indirect combat until the prime opportunity to strike back at her foes presents itself proper. She's an assassin first and foremost, and will utilize her combative capabilities and mastery in Stealth in order to tear apart those that look to strike her down. Being of Shadow type, Volkov looks to end a fight just as quickly as they start. If need be, she's not opposed to resorting to utilizing her full arsenal against her opponents, but it isn't often that something like that happens.
Beginning with her capabilities without using her Bow Release, Koshka tends to focus on hand-to-hand combat, and aims to cripple her foes in as few attacks as possible. Being a master practitioner of Sambo, Koshka remains incredibly proficient in close quarters engagements. Being a predominantly grappling art, Koshka focuses on restraining her foes as necessary in order to combat her enemies where she can. Given her noteworthy lack of Spiritual Pressure, a grappling art suits her quite well.
While possessing the advantage over a fight, Koshka is going to focus her attention toward tearing her opponent(s) apart as quickly as she can muster. As someone that emphasizes a lack of necessity to let a fight last for an extended period of time, she's going to do what she can to make sure that they don't last an extraordinarily long time. Pins, restrains, and other forms of locking down her opponent are Volkov's best friend.
If in a disadvantageous position during a conflict, Koshka has no qualms with playing it safe where necessary. She's very much going to focus her attention toward trying to get that upper hand through a number of means; breaking limbs, debilitating her opponents, you name it and she'll likely look to do so. If all goes well? Great! She'll continue on with that. If not? Then there's a good chance her Bow Release is going to be following shortly thereafter.
Speaking of her Bow Release, Koshka has quite a number of options within her Bow Release that make her much more of a formidable fighter than what one would normally expect; especially from a Quincy of all things. Volkov's Form Property shapes her bow into a melee weapon of all things; specifically, that of a serrated, overly-sharpened dagger. As one can expect, the girl is similarly proficient in these as well.
With this weapon, Koshka tends to become a bit of a force to be reckoned with. Utilizing her lightning-quick movement speed and her noteworthy proficiency with the weapon, she continues to focus her combative ability toward quickly finishing off her foes as best she can. Quick, debilitating strikes are the girl's forte as has been seen in previous mentions of her fighting style.
Through her Firing Property, Volkov is able to utilize her allies in combat, allowing them to apply her own Marks with each strike they make as opposed to just her attacks. Naturally the more folks that she works with, the more benefit Koshka will reap from this property. Much like the rest of her allies, she tends to utilize her allies for direct advantage over the situation.
Volkov's Power Property is where a large portion of her utility and lethality come to fruition. It's through this property that she's capable of quickly repositioning herself in order to strike from the shadows. As one might expect, having the opportunity to quickly hide herself amidst the depths of everything around her proves to be rather strong when she's able to do so effectively.
Should she desire, Volkov is also fully able to drag those she desires into the depths with her, aiming to drown them in the deep. As one can expect, dragging someone into the depts to drown serves as quite an efficient kill, allowing Koshka to pick off foes as she needs to keep herself hidden. Serving as quite the assassin in more ways than one through this property, Volkov is a force to be reckoned with.
As the rest of her powers involve marking targets for death, naturally there needs to be something that interacts with those marks. This is where her Mass Property comes into play. It's through this Property, The Vandenreich Always Collects, that Koshka makes her killing opportunity much easier. Whether it's closing the distance with her foes, making them more susceptible to her knives, or outright executing them should the fight last long enough to warrant said kill.
Through her Heart Property, Koshka makes herself once again harder to detect. It's through this property that she's able to create a quick clone of herself in order to set up a quick escape, and an underhanded strike against her opponents as her clone dissolves itself, and ultimately keeping herself hidden to set up for the next decisive strike against her foes.
And finally, we have Koshka's Soul Property. Creating a pool of murky water in the world around her, this not only gives the the option to keep better tabs on her opponents as necessary, but also gives the girl much better control over whom is going to end up next on the chopping block due to the frequency at which individuals are being Marked for Death. If one isn't careful, they'll quickly find themselves being dragged down into the deep.
Bow Release Overall Theme:
Koshka's Bow Release theme is best described as "Assassin from the deep". Two major themes within Koshka's abilities present themselves very clearly as her ability to kill quite efficiently and quickly, and her ability to drag those she desires down into the depths of the deep seas. Touching on very light manipulation of water while only further exemplifying her physical capabilities, Koshka serves as a force to be reckoned with, all things considered. Those that decide to find themselves on her list of targets, beware her ability to kill without a trace.
Class 6 Bow Form Property: The Depth Collector
Through her Class 6 Form Property, Volkov transforms her bow into her signature serrated dagger. This dagger is quite large, and a rather thick rope remains tied around the handle attached to her wrist. As one can expect, her ability to use this weapon scales off of the woman's Strength. Instead of firing arrows, however, this dagger can be charged with reiatsu and thrown, flying at the speed of an arrow and being treated as a Class equal to the price of the arrow that had been paid for. Once this dagger finds itself embedded in a surface - be it biological or otherwise - the only individual that can remove the dagger without problem is Volkov. As one can expect, this makes the dagger exceptionally strong when it comes to pulling people back toward the Quincy, or pulling the Quincy to a new location.
Attacks dealt by Volkov's Bow will Mark For Death, putting this Mark on the target that was hit specifically. Trying to remove the dagger with less than 3 Ranks in Bleeding Tolerance and without help from Koshka will also Mark For Death. These Marks interact with the rest of Volkov's abilities, do not expire, and remain specific to each individual Marked. Being a weapon designed to quickly and efficiently kill those marked on Koshka's list, the OS of defensive properties, abilities, or items used by someone with at least one Mark For Death on them will be reduced by 150 for each individual Mark. Wounds left that Mark For Death will leave a black, necrotic mark on individuals based on the location struck.
Class 5 Firing Property: The Megalodon Loanshark
Volkov's Firing Property allows her to fire her arrows as part of her Stepping Techniques. While utilizing any variety of Stepping Technique, Koshka is capable of firing any number of arrows from her starting location. The arrows she can fire must directly correlate with the cost of the Stepping technique (i.e. she can fire a single Class 3 arrow, up to five Class 7 arrows, or any combination in-between with base Hirenkyaku, provided the arrows' costs always equal 50 reiatsu). The arrows fired from her movements possess a homing property to them and will Mark For Death. This homing property is capable of making no tighter than 90 degree turns while following a target, and will simply fly straight after one post has passed.
Class 4 Power Property: The Queen of the Deep
Koshka's Power Property allows her to do some rather interesting things with everything directly around her. By spending 50 reiatsu, Koshka can sink into a surface at her Speed, ripping through that surface like she were submerging herself in water. This Property allows Volkov to remain submerged within the surface itself as though it were a "pocket dimension". While inside of a surface, she is capable of moving to adjacent surfaces at her Speed in order to easily reposition herself. As one might be able to tell, detecting her while she's submerged can be quite difficult, requiring 200 Energy Sensory, and half of her Stealth Ranks in Anti-Stealth to track her. Ranks in Anti-Stealth will lower this requirement by 100 per Rank someone has, but this requirement will increase by 100 for each Rank in Stealth that Volkov has. If terrain that Koshka has submerged in is destroyed, she is no longer capable of reemerging from that location and thus needs a new spot to emerge from. The inside of this watery world appears as a complete opposite of the world Koshka currently inhabits, except completely submerged in deep, murky water.
While submerged, Volkov is incapable of striking at a target, and is required to resurface in order to attack; this can be a partial-resurfacing, but she's still required to make herself visible in this situation. While resurfacing however, she'll still remain difficult to detect until after making an attack. Resurfacing costs no reiatsu, but 50 Reiatsu can be spent in order to do so violently; in doing so, Volkov's next attack will Mark For Death twice as much as normal, but will reveal her position to even those with 0 Energy Sensory. By expending 100 reiatsu to do so, Koshka can pull individuals into surfaces to submerge with her, so long as her Strength is higher than their own (or if they're willing). Those that find themselves submerged will have two posts plus an additional post per Rank in Strength of Will they have before drowning; while this Property is active, Volkov is capable of breathing in any and all water. Forcibly resurfacing after being dragged into a surface in this fashion will Mark For Death, though can be done by anyone willing to spend 150 reiatsu to do so, provided something doesn't keep them within this watery world. Should someone need an "emergency escape" (i.e. while being held in the water), they can instead expend 300 reiatsu, plus an additional 100 reiatsu per Mark For Death on that target. Spending such will result in an immediate escape, regardless of circumstance. Dragging someone into the depths requires a violent emerge, meaning that an individual will be made immediately aware of an attempt to do so. Those that are submerged in addition to Koshka are similarly cloaked through the property, be it friend or foe, though Koshka is innately aware of all whom reside within the deep.
Class 3 Mass Property: The Dreadwater Harvester
As they are, Volkov's Marks don't do anything to a target physically. Instead, they simply bestow an impending sense of dread upon an individual and nothing more. The Dreadwater Harvester aims to change that, inflicting very notable - very real conditions upon a target for simply being Marked. Every Mark for Death an individual possesses will reduce their Speed by 10%, rounded down, as the murkiness of the water she unleashes and the reiatsu she exudes pollutes their senses and ability to react. Every 3 Mark For Death will reduce a target's Lack of Fear & Strength of Will by 1 Rank for the remainder of the thread; reaching zero ranks in both will then begin to inflict a target with a severe sense of existential dread, reducing all of their Sensory stats by 10% per Mark For Death on them. Those with 100 Light Aura or Dark Aura are treated as though they have a 2 in Lack of Fear. For those without points in both Lack of Fear or Strength of Will, this drop will only kick in after 3 Mark For Death have been accumulated. All aforementioned debuffs cannot drop a stat more than 75% of its base.
Class 2 Heart Property: The Gray Ocean Revenant
Gray Ocean Revenant is a Property that allows Koshka to return to a fight if necessary, after a brief period of respite. While either out of visual sight of an opponent, or submerged through Queen of the Deep, Volkov is capable of utilizing the otherwise toxic and suffocating properties of her murky oceans to instead do the opposite and restore herself. If an entire post is spent hidden, any wounds, effects, or otherwise negative conditions inflicted upon Koshka will have the damage they've since dealt reduced by her Offensive Stat, with her Offensive Stat being treated as 150 higher for each Mark For Death on the target that inflicted the wound. If reduced entirely, the damage and/or effects dealt to her will be negated. Until that happens however, the severity of said injuries will not be reduced. Immediately lethal injuries cannot be healed from. Should she spend that entire post hidden and not make any offensive action against any foe, she is also capable of taking a singular post of rest. This does not apply consecutively, meaning it can only be used to stave off the Stamina problems with her type, and cannot be used to actively recover from their hinderances, including the singular post of rest needed for Rank 4.
Class 1 Soul Property: The Dead Sea Scourge
Living up to a title like the Dead Sea Scourge, Volkov's Soul Property serves as a sort of "ultimate ability" for the Quincy, that aims to kill the moment it's activated. While active, Volkov's arrows (or her Bow, should The Depth Collector be active) will cause all Mark For Death on a struck target to effectively "detonate". On a successful hit, all Mark For Death on a target will immediately be consumed to create an arrow inside of the target on the location that was marked. The shaft of these arrows will form partially outside of a target, whereas the heads of these arrows will immediately begin inside of said target. Terrain, techniques, and effects can be targets for Mark For Death in order to set up for this Property.
These arrows manifest instantaneously, and fire at 800 speed inside of the target in the direction they are pointed in until stopped by an opponent's skin or flex defense, or piercing through the target completely if possible. These arrows cannot be detonated until they are fully-outside of a target after having being formed, meaning that those with appropriate defensive opportunities will be able to prevent these arrows from passing through completely. Arrows that inflict damage from this property leave injuries that are incapable of being healed by anything of an equal or lower class than this Property, including High Speed Regeneration. Instead of expending the normal 500 reiatsu to activate this Property, Volkov is instead required to spend 70 reiatsu per Mark For Death, with a 500 reiatsu cost minimum.
Other Techniques:{Movement - Mastered}
Technique Name: Movement
Class: 4
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This is a movement technique. It's to keep up with things like Shunpo or Sonido. While all races using this have their own variant of a step technique already, this one is pretty much an in-general type of move. It attunes the physical body to the reiatsu in the air, rather than spiritual to spiritual. It is now physical to spiritual. This allows the user to step at 3x speed for the cost of only 25 Reiatsu. This technique does not take up a technique slot.
How to use technique: Focus the body’s energy and release during a step. This technique can be broken off in the middle of its use. Unlike other step techniques, this one can be repeated while in the middle of the previous one, allowing someone to change their movement course in mid movement.
Drawback: None{Willpower - Mastered}
Technique Name: Physical Manifestation: Willpower
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects:
Willpower is a technique that is available to most who dwell within the human world, and has a variety of effects that make it a versatile and useful technique. This technique is one that manifests the willpower of the physical body. It essentially causes spirit and physical body to "become one" and merge their powers. There are two uses of it. The first is a non battle use, and is the main use. The main use is simply to know the technique, which slows the aging process of the body and allows the possessor to live easily as long as a Shinigami or Arrancar. This is a will-based technique, however, and thus, if will vanishes, so does its power to stop the aging, which quickly catches up. Mod Souls and Bounts have a minor version of this part at all times, which allows them to age slowly at all times; humans and Quincy learn this version at Class 1.
Willpower has three stages that are associated with it, as listed below:
[Stage One: Cog]: By giving up 100 Reiatsu, the user pumps an explosive amount of intimidating power out. Anyone of inferior class will immediately be intimidated. This does not mean they won't fight. Those who are weak enough in comparison will feel a huge, exaggerated surge of power that will probably make them surrender. This can also be used on Hollows to actually scare them away instead of having to kill them. This does NOT work on animals! It only works on "intelligent beings." This means unless it has a similar to human intelligence, this wont' work on an animal.
[Stage Two: Pulley]: This causes physical output to increase based on draining spiritual energy. It costs 400 reiatsu. When activated, it increases physical stats by 50%. However, it causes the skin to begin to blister from pumped out Reiatsu. Essentially, skin begins to burn. It's a quick burn. Within 5 posts, burning will start to become quite serious. On top of that, statistic gain is lost by the post, starting after the second post of this being active. After that time, 10% of the gain is lost every post. It can only be restored by sacrificing 150 Reiatsu per 10%.
[Stage Three: Gate]: This has no initial cost. Reiatsu strength and Spiritual pressure (but NOT Reiatsu amount) both double. From there, reiatsu output goes up, meaning that costs are also doubled for everything. On top of that, 100 reiatsu is lost per post until this is deactivated.
Drawback: See each individual stage. Atop that, when Willpower is learned, it comes with all three stages, but costs double the TTP to learn. Humans, Mod Souls, Quincy, and Bounts only.{Hirenkyaku - Mastered}
Technique Name: Hirenkyaku
Class: 4
Technique Type: Quincy Technique
Technique Element: None
Technique Description and Effects:
Analogous to the Shinigami Shunpo or the Arrancar Sonído, the Quincy Hirenkyaku allows the user to move quickly over short distances; according to many Quincy, it is faster than flash steps, though a Captain's superior speed in comparison to a Master Quincy's speed suggests that this is just a generalization. Using it in its base form increases speed 10x for a single step, and costs 50 Reiatsu. However, unlike Shunpo and Sonido, this can be used for a constant movement as well. Giving up 400 Reiatsu allows for a constant movement over the duration of one post at 6x speed. Giving up 1000 Reiatsu allows constant movement over the duration of 3 posts of 4x speed.
How to use technique: To perform the technique, the user gathers spiritual particles under their feet and rides them to the desired location. Like the air-walking skill displayed by most Arrancar and Shinigami, it can also be used to hover or fly for long distances.
Drawback: None.{Output - Mastered}
Technique Name: Output
Class: 2
Technique Type: Other
Technique Element: None
Technique Description and Effects:
This technique is one that makes use of the body directly, using the user’s spiritual strength to increase the body’s capabilities in specific ways. Like Willpower, this technique comes in stages as well, but is limited to two:
[Stage 1: Push]: This power coats the user in a sort of "Output Aura." It does two things. First, awareness can extend out by two more inches. This means someone will become more aware of an incoming attack two inches of distance from the attack earlier than normal. It means that one can try to use this to predict enemies, though not as successfully as actual prediction or reading. The secondary point expands "damage." Essentially, it bypasses defenses. A human using this is completely immune to cutback effect regardless of state, and this extends to weapon uses too. Hierro is also completely ignored during use of Push. This defense ignoring is only present during physical attacks. Reiatsu-based strikes can still meet Hierro resistance. This lasts for 5 posts, and costs 100 Reiatsu.
[Stage 2: Impact]: This stage can be used only for physical confrontation. When activated, hit strength triples. This means that one can activate it while punching an enemy. If the user has 200 strength, that strength will count as 600 during the instance of the punch. This is very physically draining, and quickly exhausts the body's nutrients. It shortens lifespan to use too often, and it weakens stamina very quickly. This lasts for 1 post, and costs 200 Reiatsu.
Drawback: See specific stages.{Schatten - Mastered}
Technique Name: Schatten (Shadow)
Technique Class: 4 - 20 TTP
Technique Type: Vandenreich - Cinematic.
Usable By: Vandenreich Quincy.
Technique Element: Shadow.
Technique Cost: 0 Reiatsu.
Description: Schatten, or Shadow (whichever you prefer) is a Vandenreich technique that allows the user to walk in the shadows of the three worlds for transportation. Similarly to Garganta and the Senkaimon, Schatten serves as a mobility option to allow the Quincy or Quincies in question to move between any world except for Hell, or sections of those worlds with ease, so long as the user has been to said world. At Learned, this allows the user to walk into shadows in order to move about, reappearing through another shadow somewhere else. At Mastered however, this technique allows the user to create portals of shadow for transportation instead, shaped as the Vandenreich emblem, allowing them to make their own shadows instead of relying on those in the world around them.
How to Use: Walk in the shade of the Three Worlds.
Incantation: N/A.
Drawbacks: While Schatten costs no reiatsu in order to create, it cannot be used with zero reiatsu. Stepping through shadows, or creating portals of shadow, take far too much time in order to be able to do in Combat.
Made By: His Majesty the Emperor.
Reserved?: No.{Schneller Schatten - Mastered}
Technique Name: Schneller Schatten (Swift Shadows)
Technique Class: 4 - 40 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Shadow.
Technique Cost: 50 Reiatsu.
Description: Taking the teachings of Schatten and pushing them a step further, Schneller Schatten allows for quicker movements alongside Schatten. Users of this technique are able to make use of both variants of Schatten in the midst of combat, costing them 50 reiatsu in order to do so at faster speeds than normal. Entry and Exit points for Schneller Schatten can be as close to one another as the user would like within these shadows, so long as they are not larger than one foot per point in Reiatsu Strength the user has (A Quincy could opt into lessening the 50ft. distance from Point A to Point B so long as they had at least 50 RS, traversing it exceedingly quickly should they desire).
How to Use: Walk in the shadows of the Three Worlds, but at an accelerated pace.
Incantation: N/A.
Drawbacks: Standard reiatsu cost. Counts against Step Tech total. Requires Mastery of Schatten.
Made By: Stern Ritter H - The Huntress, Helena P. Krantz.
Reserved?: No.{Verfeinern - Mastered}
Technique Name: Verfeinern (Refine)
Class: 7
Technique Type: Quincy Technique
Usable By (Technique is available to which races?): All Quincy
Technique Element: Spirit
Technique Description and Effects (Explain appearance, powers, and effect): A simple technique freeing Quincy of reishi poisoning while using their cross in Hueco Mundo. By halving their reishi intake, they can avoid being poisoned.
How to use technique (How is it activated?): See drawback.
Technique Drawbacks (Limitations, repercussions for use, etc): Use of this technique cuts reishi intake by half to avoid being poisoned by ambient reishi.
Incantation and Effect: None
Made By: Rennos
Reserved? (Yes/No): No{Blutwächter - Mastered}
Technique Name: Blutwächter (Blood Guard)
Technique Class: 5 - 20 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Blood.
Technique Cost: 150 Reiatsu/post.
Description: An extension of Blut Vene, Blutwächter serves as a spiritually defensive option for Quincies that find themselves up against Hollows or Arrancar. By expending 150 reiatsu per post, the user can activate this technique, shielding them from specifically Hollow and Arrancar reiatsu in order to protect themselves from the poisoning and acidic burns that they are capable of inducing. When used alongside the Quincy technique Verfeinern, this technique costs no reiatsu.
How to Use: Pulse reiatsu through the user's veins.
Incantation: N/A.
Drawbacks: Blutwächter cannot be used alongside But Vene. If Verfeinern is active alongside Blutwächter, Blut Vene can be used, but only at half-effectiveness. Requires Blut at Learned.
Made By: Stern Ritter H - The Huntress, Helena P. Krantz.
Reserved?: No.{Blut - Mastered}
Technique Name: Blut (Blood)
Technique Class: 3 - 80 TTP
Technique Type: Vandenreich.
Usable By: Vandenreich Quincy.
Technique Element: Spirit.
Technique Cost: 300 Reiatsu/post for Vene, 500 Reiatsu/post for Arterie.
Description: Blut, translated as “blood,” is a powerful technique that is passed down through all pure-blooded Quincies of the Vandenreich Empire. This technique is a gift from the Vandenreich Emperor, and only exists as long as he, or someone of similar power who has assumed his role, is alive. Channeling that leader's power through their very veins, Vandenreich Quincy are able to draw upon it and make use of it either defensively or offensively in combat. This technique is not active by default, however, and a cost must be paid to trigger it.
The first half of this technique is Blut Vein, the defensive half of the ability. Acting similar to an Arrancar's Hierro, Blut Vein allows the user to protect themselves on the skin level, preventing any physical damage to the body as long as the user possesses a superior offensive stat. Unlike Hierro, though, this armor will not degrade over time. However, attacks with impact behind them can still send the user flying, though the bodily damage will be negated. Blut Vein costs 300 Reiatsu per post to keep active.
The other half of the technique is Blut Arterie, which focuses on offensive ability. While this ability is active, the Emperor's power flows through the user's body and soul, doubling either physical or spiritual stats. This takes up one of the user's long-term stat boost slots, and costs 500 Reiatsu per post to keep active. Note that only one of these two techniques can be active at a time; if one is activated, the other is deactivated.
How to Use: Spend Reiatsu to draw out the latent power in the user's blood.
Incantation: N/A.
Drawbacks: The first major drawback to Blut Vein is that it can be bypassed in one of three ways. First, if the opponent's offensive stat is higher by even a single point, then Blut Vein is ignored. Second, if the opponent is of a superior Class, then Blut Vein is bypassed. Finally, “final forms” of Release, such as Bankai, can ignore Blut Vein.
Blut Arterie has its own drawbacks as well. When active, Blut Vein is removed, removing the user's defenses. Aside from taking up a stat boost slot, the user is constantly funneling excess energy through their body, which is a tiring effect over time. Finally, while active, the user draws in half as much Reiatsu per post as normal, as they are focused on output more than they are on drawing it in.
Made By: His Majesty the Emperor.
Reserved?: No.✱ HISTORY ✱
Birthplace: Kazan, Russia
Current Residence: Silbern
Memorable Figures: Zinnia
History:{CHAPTER Ⅰ}
May 1st, 1895. Such was the day that Koshka Volkov found herself brought into the world. Around noontime she'd been birthed to her parents, Viktor and Maria Volkov. From the very moment she'd been born, Koshka had been somewhat spiritually-aware. While it hadn't ever been anything to write home about (even to this day), it's something she'd always been gifted with, thanks to her family.
Getting into her Family, Viktor and Maria Volkov had both been Quincy from the get-go. Though they have had no specific affiliation aside from their Quincy clan, Viktor and Maria Volkov did make it very starkly known to those in their Clan that they've been quite anti-Vandenreich from the very beginning. Seeing them as an affront to all that Quincy should be, and have been very against them for quite a while.
From a very early age, Koshka wanted for practically nothing as a child. Having spent most of her time in a rather affluent situation and life, she'd been set up from a young age to be rather spoiled with little deviancy from that path; a trait that very much makes itself prominent in her current life. Even into her younger childhood, it was this that led Koshka to keep up with the traits she'd grown to maintain.{CHAPTER Ⅱ}
Early into her life, and upon attending school, it became quite apparent to both her parents that Koshka had been a rather gifted student. From the very moment she'd started her education, she'd been praised almost immediately for her intellect and the fact that she'd been "ahead of the game" in a sense. Though, despite this fact, her early life tended to be focused toward her academics, with very little focus toward the spiritual side of her heritage.
The same more or less held true through her later years of schooling. In secondary school, and even into her high school years Koshka tended to focus on her academics more than anything else. In fact, even despite her spiritual awareness, her own life had come first before any Quincy problems had hit her. Even her parents had kept her relatively hidden until she finished the time she spent in schooling was over.
Though, the moment that she'd finished her studies, before moving onto any sort of university, she took a bit of a break from her education. Reaching out to her parents on the matter, and learning very quickly that she was something called a "Quincy", she took the opportunity to deep-dive the idea behind that side of her life. And, thanks to the assistance of her parents, she had been able to manifest a bow.
Within a few short weeks, and eventually as months passed, Koshka began to learn about the idea of a soul, how souls permeated across the Human World, and what Quincy specifically did to those souls. In time, she'd eventually learned to shape her bow into a more personalized weapon; that of a rather imposing dagger. In time, she'd learn how to fight through her parents, with the minimal amount of knowledge over the topic that they had.{CHAPTER Ⅲ}
As time eventually found itself coming to pass, it was time for Koshka to try out her capabilities against a beast of the Human World; that of a stray hollow. With relatively little problems, and coming quite easily to the woman, she'd managed to take down the beast completely clean of injury; thus was a necessity for Quincy, given her natural susceptibility to Hollow reiatsu.
Despite this natural weakness, however, Koshka made things work to the best of her ability. Knowing full-well what taking a rather potent strike from a being of Hollow reiatsu would do to someone like her, the girl did what she could in order to make sure that taking a hit simply did not follow. And, in time? Her Bow's abilities eventually evolved in such a way to allow the girl to do so; to evade the incoming attacks of Hollows as necessary, and allowing herself to sink into the world around her.
In time, Koshka had eventually decided that it was time for her to focus her education once more. Putting down the bit of hollow-killing she'd accomplished to the side for a time, Koshka focused once more on her education, enrolling in one of the larger universities within the country at the time with a focus toward practicing law. Figuring such would help her down the line, and enjoying the field quite a bit, she quickly found herself focusing on that path.
As one might've expected, she tended to put her Quincy life to the side in favor of a more real-world approach on her life. After all, she'd have time to get back to that at some point down the line. For now, however? She wanted to make sure she could secure a living for herself before having to deal with any of that; after all, what use was being some spirit-slaying archer if she couldn't even put food on the table?{CHAPTER Ⅳ}
Fast-forward quite a number of years, and Koshka eventually made the decision to use her background in law, and her noteworthy martial prowess to join the Spetsnaz not long after the forming of the group. Keeping her abilities under wraps for the most part, and simply utilizing the benefits they gave in order to make herself stand out amongst her peers, getting into the group proved to be absolutely no problem.
It was through the Spetsnaz that Koshka eventually found herself learning quite a bit more about her approach to combat than one might've expected; through her training, she learned proper ways to wield her knife, got quite an extensive background into martial arts through learning Sambo, and met quite a number of people that actively pushed her to achieve greater things as necessary. She felt almost at home in the line of work.
Eventually though, training will only aid someone so much in their fields, and time for an actual operation rolls around. Koshka's situation hadn't varied from that 'norm'. Being stationed close to the western borders of the country in order to keep rising tensions calm during the growing unrest following the World Wars, Koshka eventually found herself caught up in the line of work she was so very interested in exploring.
That was, until everything eventually went wrong.{CHAPTER Ⅴ}
As one might expect, no matter the training they receive, or the arms they carry with them along the way, no unprepared human being is fully capable of standing up against really any level of Hollow. Such was the unfortunate case for Koshka's group at the time, which had stalked the group for days due to the girl's own spiritual prowess leaving her sticking out like a sore thumb.
Following the natural turn of events, almost the entire squad was quickly wiped out fighting against this invisible foe. All except for Koshka herself, that was. Being naturally rather resilient due to the spiritual capabilities she embodied, Koshka managed to hold out long enough to prove a bit of a threat against the hollow, while not being able to outright kill it.
That was, until a savior of sorts arrived. Protecting the young Quincy's life with the risk of their own, a rather interesting individual fully-clad in a white and blue military uniform saved her life with seeming ease. As the two introduced themselves to one another, revealing Koshka's Quincy nature to this individual, she became familiar with the name "Vandenreich".
This was a name that she'd heard since childhood for being rather malicious; awful to Free Quincy. But, this man had just saved her life; how on earth could that have been true? Seeking a bit more information on the matter, and wanting to find out more about the life she'd been missing out on, Koshka found herself following the individual back to Silbern.{CHAPTER Ⅵ}
Eventually arriving in the white city, and quickly finding herself acclimated, Koshka did what she could to ally herself with the organization as a whole, and eventually took up the position of a Private within the organization. Hell-bent on rising in rank to make her own life a bit more comfortable to live, and reach that same affluence she held as a child, she did what she could in order to focus on her position within the organization.
Though, one individual caught Koshka's eye quite quickly; another Quincy around her Rank and age by the name of Zinnia. While the two had only met during the time they'd spent in the Vandenreich, they ended up hitting it off quite nicely! Getting along rather well, with both parties actively enjoying the time they spent together, it seemed that Koshka had made her first real friend within the organization. Someone she felt she could hold onto.
In time, the two would find themselves sent out on missions in the Human World predominantly. More often than not, these served as either recruitment or extinction campaigns aimed to clear out Free Quincy clans (and, to her surprise, eventually her own Clan within Kazan), and to tear down those that sought to stop them. Even if they hadn't there was still foes that found themselves eventually vanquished.
Namely, a group of Shinigami that had thought they could threaten the lot. Holding a position of Captain at the time of the skirmish, against another Captain of the Gotei 13, Koshka did what she could in order to fight valiantly against her foe. Treating the situation much like she'd always been taught to during a Hollow attack, Koshka made sure that she didn't end up hit so much as even once; after all, a single hit could prove fatal.
In turn, however, Koshka had done what very few individuals before her had the hope to ever even dream of doing; vanquishing a Captain within the Gotei 13, while sustaining absolutely no injuries. Not only that, but those she sought to protect had also made their way out of the fight unscathed. Sure, she'd certainly been tired, but that hadn't mattered; her efforts had led to an on-the-spot promotion to Captain Supervisor.{CHAPTER Ⅶ}
Eventually, years passed, and Koshka found herself very avidly falling in love with Zinnia. The two had quickly become absolutely inseparable in almost all circumstances. So much so, that even her stance on the Vandenreich had grown to change into something much more... acceptable. Something less like a workplace and more like a home.
The one thing that eventually found itself staggering however, was her position. After her promotion to Captain Supervisor, and having taken down a number of Captains in the Gotei since her rank had been taken, not all of which had lived to tell the tale, she'd been working toward that rather eye-opening promotion opportunity; that of Sternritter. Thus, she'd found a goal.
At present, Koshka spends most of her time accepting missions (and hits) from the Vandenreich in an effort to further escalate her stature to provide for herself and Zinnia as possible. More than anything, she seeks to comfortably set the two up during their tenure within the fanatical religious military, making sure they can live comfortably within each others' company.