Post by Aramis Tezuka on Aug 11, 2016 18:21:14 GMT -5
-Opening-
Password 1: [Insert Here]
Password 2: [Insert Here]
Type: Strategist
Affiliation: Soul Society
Rank: Squad 12 Captain
-------------------------------------------------------------------------------------
-Basic Information-
Name: Aramis Tezuka
Age: 24
Birthday: October 31
Blood Type: B+
RP Sample (Optional): [Insert Here]
-------------------------------------------------------------------------------------
-Appearance-
Height/Weight: 5’8/150 pounds
Physical Description:
As can be seen, Aramis isn't the most intimidating of specimens at a glance. He isn't particularly huge, being only 5'8, and has a fairly slim build. He has Caucasian skin, and perhaps his most striking feature is the unique color of his hair. Aramis carries himself fairly upright, rather than slouched like some people, and moves about with an air of some dignity.
Aramis's (second) most distinct feature is his olive green hair. It's not dyed, it's naturally that color. He has moderately copious amounts of it, that he lets float freely around his head, including thick bangs that hang in front of his bespectacled eyes, requiring him to occasionally brush them aside. Aramis lets his glasses low on his nose most of the time. They're not huge, they're scholarly glasses, with narrow rectangular lenses and thin frames. In truth, Aramis doesn't NEED the glasses, but they do help. The difference between wearing his glasses or not wearing them is really just the difference between high-def television and not high-def. Aramis's eyes are the same color as his hair, a startling olive green.
Aramis isn't particularly physically imposing, as mentioned above. He's not particularly muscular, and has far from broad shoulders. He lacks even a four pack, but at the very least, has a comfortable build. Slender yes, but certainly not skinny. His arms are just as slender, not thick and powerful like some people's.
In terms of clothing, Aramis favors one of two outfits. His normal outfit consists of a gray jacket overtop a black sweater (see pic). He'll usually wear a regular white T-shirt underneath the sweater. He favors comfortable blue jeans, with white socks and sneakers, for his casual attire. He certainly has more "dressy" clothes if he wants to, but doesn't normally wear them. However, for walking around Soul Society, Aramis will wear the traditional Shinigami garbs, with one notable change. He wears a glove over his left hand, and has the sleeve lengthened on that side so that it completely covers his arm, hanging too far over, completely hiding his entire left arm from sight.
This is not without good reason. The glove Aramis wears covers all five fingers, and is black in color. And the reason Aramis takes the effort to conceal his left arm is because his left arm is proof of his demonic heritage. Aramis's left arm is most unlike his right arm. Notably more muscled, and appears to be more shadow than flesh. Like a physical shadow. That is the best way to describe Aramis's arm. A chain of some unknown red metal protrudes from the shoulder of the arm, and winds its way around his arm, many times, like a physical restraint. It ends in a small, but dense, rusted iron weight. Aramis's left arm is completely hairless, and has no nails. Instead his fingers are akin to talons, razor tipped. Aramis basically has prehensile daggers for fingers on his left hand. This arm is only semi-tangible. Although it has a solid form, and can move much like an ordinary arm, it has no bones, and no blood flowing through it. It is practically living shadow. As a result of this, it is extremely difficult to cause significant injury to Aramis’s demon arm, though Aramis will still experience pain from it just the same.
Fortunately, Aramis's right arm is free of this demonic taint, and bears no chain, which is good. Because it'd be very difficult to do stuff if you constantly have to keep both your arms completely hidden. That arm, as mentioned, although possessing some muscle is quite slender and doesn't exactly scream "power!" Aramis is also right handed, so he uses that hand for most things. Aramis wears his zanpakuto on his left hip. The sheath has a small hook on it, so that he can attach it to the belt of his jeans if he needs to, but most of the time, since he spends much of his time in Soul Society, simply slides it into his obi.
A particularly interesting feature, however, is that Aramis bears a metal shackle on his left arm. This shackle was designed by Squad 12 to mask his demonic reiatsu as well as create an illusion of his arm being normal. Despite this, Aramis still maintains to wear the coverings.
-------------------------------------------------------------------------------------
-Personality-
Dislikes:
Noisy People: Aramis HATES noisy people. They can’t ever seem to appreciate true art. They’re too busy listening to themselves talk! It’s too hard to think around.
Hollows: Crude and primitive creatures, unworthy of pity or respect.
Arrancar: Huh. So Hollows regained a little bit of their sanity, and have made a sad attempt to mimic shinigami. How pathetic. They are only slightly removed from their monstrous kin. Though there is some value in them as research specimens, they are not my area of interest.
Akki: Aramis despises the Nakabakki with a subdued but intense passion, and has dedicated his life to eradicating them.
Stephenie Meyer: She ruined vampires forever. Understood? Good.
Geoffrey Chaucer: For such an avid lover of literature, Aramis actually really doesn’t like Chaucer that much. Ah well. Always gonna be at least one black sheep.
Dying: Not… exactly high on Aramis’s list of priorities at all. Especially as he believes due to his Akki heritage he will likely go to hell, if he does perish.
Killing: Aramis despises killing, believing that if he’s forced to do so, then somewhere along the line, he’s failed utterly. Besides. If you kill someone they’re less useful as an experiment!
Likes:
Literature— Aramis is a big fan of literature. He often has his nose in some book, usually long ones, and can be so focused on it that he can actually exclude the outside world.
Classics—Related to his love of literature, Aramis is particularly a fan of the classics. Shakespeare, Dunn, Vern, Huxley, etc.
Shakespeare—Aramis is quite fond of Shakespearean literature, and studies his plays somewhat extensively when he has the time.
Music: Aramis also has an immense fondness for good music. GOOD music, not that terrible modern day music. He has an intense weakness for classical music, from the likes of Bach, Mozart, etc.
Art: If you haven’t noticed a theme here, Aramis likes the finer things in life, and art is no exception. Ironically though, he has no great love of “Great Art.” He sees no difference between a Picasso, and a drawing by a ten year old. He just loves the concept of art.
Drawing: Aramis is really quite a fan of drawing, though he himself is quite poor at it.
Poetry: Although Aramis can’t write a single stanza, he does admire poetry, and considers it the highest form of art, painting pictures with words.
Shinigami: A trait inherited from his mother, no doubt, Aramis has a soft spot for shinigami and is far more forgiving towards them than other spiritual entities.
Humans: Although Aramis respects shinigami, he outright ENVIES humans, and blames his lack of artistic talent on the fact that he has no human blood within him.
Quincy: Aramis actually quite likes Quincy. Rather, he likes their method of dealing with problems. Complete destruction. No forgiveness. He aspires to be like Quincy in how he deals with Akki.
Science: Aramis adores science. It has become his driving passion in life, to develop and learn and improve Soul Society, in his pursuit of the destruction of hell itself.
Flaws:
Bipolar: Aramis has something of a bipolar disorder, mainly due to his Akki heritage. Normally, he can control this condition, but whenever he releases his Zanpakuto, he inevitably falls prey to it, his mood, and even personality rapidly shifting.
Shyness: When not in Saisei Oni, Aramis is very shy and likes to avoid speaking or involving himself with others, a major social failing.
Bookworm: Aramis can often become TOO absorbed in his literature. As mentioned in his likes, he can become so engrossed in his books, that he can often exclude the outside world completely. This often transpires as him ignoring others even as they’re speaking to him!
Habits:
-Grading people’s responses and answers: Aramis has a tendency of putting a grade onto a response to one of his questions. His grade is determined by how much he likes the response, or is impressed by it, though it’s fairly easy to get a grade of “A+”
-Avoiding questions: Aramis rarely, if ever, answers a question directly. He will almost always answer with a nonsequitor. Ask him how he’s doing and he’ll tell you what he’s thinking about. Tell him something uncomfortable to know and he’ll ask you how you’re doing. Whether through obliviousness or just wanting to redirect questions, Aramis can be hard pressed to answer a question.
-Conversation enders: Aramis can be difficult to speak with at times, because he tends to give simple, blunt responses that cut off the conversations, and rarely elaborates unless pressed.
-Quoting: Aramis quite enjoys the opportunities where he can quote one of the classics, particularly Shakespeare, and seizes the chance whenever possible.
Fears:
Saisei Oni: Aramis is petrified of his Saisei Oni. To him, Saisei Oni is more akin to a curse than a blessing. He loses his sense of self in his demonic form and is therefore terrified of it.
Akki: Aramis has a deep seated fear of these apparitions of hell, despite owing his parentage to at least one of them. He fears and despises Akki, causing him to be uncharacteristically touchy around them. Even the subject of Akki is enough to invoke this reaction in him.
Killing: Aramis is fearful of killing. In his perfect world people would be neither killed, nor be killed. He’s not exactly one for the “law of the jungle” in other words, and is extremely hesitant to kill people as a result. Akki are exempt from this.
Ignorance: Aramis is fearful of lack of knowledge. The horror of not knowing is far worse to Aramis than the horror of what is known. Aramis has managed to use this fear to his advantage, however, basing much of his fighting style upon instilling this fear in his opponents.
Losing himself: Aramis is terrified of losing himself. What this means is anyone’s guess, but the closest meaning could be he doesn’t want to lose sense of who he really is, something that happens every time he releases his Saisei Oni, and what created his fear of it in the first place.
Goals:
Overthrow Hell: Yep. You read that right. Aramis despises hell. Though he appreciates the place for its contributions to art, and Dante’s “Inferno”, his own heritage and links to that place have caused him to take up arms against his infernal abode. He desires nothing more than to see Hell overthrown and broken, and seeks to obstruct its designs at every turn. Granted, this usually takes on the form of just roaming around hunting down Akki, but it’s a start!
Kill his father: Aramis fully plans to murder the being that brought him into this world. There really isn’t much more to it than that, besides that he wants to destroy the being that he feels “cursed” him with his existence. He has been hunting his father for a long time, though has little evidence to go on.
Alignment: True Neutral
Aspect of Hell: Darkness
Overall Personality: At a glance Aramis is a nerd. A very, very peculiar nerd, who speaks constantly in non-sequitors and peculiar metaphors. He can be extremely difficult to read at times, as he will often answer questions with completely unrelated topics. Ask him “how’s your day been” and you will get an answer to the effect of: “Do you ever wonder what clouds taste like?” And he’ll fully expect you to answer it too. He also frequently uses phrases like “dunno” or “whatever.” All in all, an extremely difficult person to make heads or tails of.
Aramis does genuinely enjoy the fine arts, however, as well as linguistics. His nerdiness can often be seen through the fact that he is almost always carrying around a book. These aren’t casual bookstore fiction books, or even nonfiction. These are classics. Maybe it’s a Poe anthology, or one of Thomas Hardy’s works. Maybe it’s even William Shakespeare’s “Hamlet.” Regardless of what it is, Aramis is always carrying around one of these books.
Aramis spends much of his spare time at home. Where that home is, tends to vary, as Aramis moves around a lot. Normally he settles for simply renting out a three to four room flat, and sticking around for a month or two, before moving again. Regardless, he does spend a lot of time at home, simply vegging out on the couch, watching TV, or drawing. A pretty casual life.
However, that’s his spare time. Aramis’s “job” of sorts, is hunting Akki. That right. He hunts Akki. Thus far, he’s had very little success, however, in part due to his low power. With that said, he is surprisingly good at locating Akki, and, due to his involvement in the spiritual world from birth, is frequently able to contact someone who can deal with the Akki he cannot.
Why does he hunt Akki? Because he hates them. Aramis hates and despises Akki, and when the subject of the devils comes up, Aramis’s personality notably shifts and becomes much more direct than usual. His hatred of Akki stems from his father, and his disgust of his own arm, which he inherited from his demonic parent. He is very much embarrassed by his arm, seeing it as more of a curse than a blessing. Something that marks him as different, and “inferior” to others. He knows that because of that arm, he will never be able to access Bankai like those of his shinigami heritage, nor will he ever be able to access the full powers of his demonic heritage (not that he would want to). He is trapped in the middle, with the barest of minimums from both sides. Aramis feels he is trapped between two worlds but cannot truly enter either, which contributes to his aloof personality.
Aramis is often quite hesitant to make lasting relations with people because of his lifestyle, always moving around, and also because he doesn’t want to bring others trouble. He’s a compassionate fellow at heart, and doesn’t want to be anymore of a burden on the world than he feels he already is.
Despite the above comment, Aramis is far from emo. Actually, while incredibly embarrassed about the state of his arm, Aramis is pretty content most of the time. He feels what he is doing is worthwhile, which gives him a real drive, and makes him feel as though his existence is meaningful.
Apart from killing Akki, Aramis has a thirst for knowledge. He always tries to know more, to study, and to obtain new information. Although his memory isn’t nearly photographic, he can learn incredibly quickly, which he takes great pride in. He’s a huge bookworm, particularly enjoying poetry. Indeed, if there’s something Aramis likes above anything else, it’s poetry.
Aramis is something of a pacifist and in most situations will try to avoid conflict. During battle he constantly tries to avoid killing his foe, and merely forcing them to surrender, or simply back off. Regardless of the condition of his foe, if Aramis can get someone to back away, he considers it a victory. He doesn’t care if others believe this to be weakness, he thinks that it takes much more skill, and more power to defeat someone without killing them, than to simply kill them.
But even though he’s content, it’s not all flowers and sunshine. Aramis has his deeprooted fears and the thing Aramis fears most is himself. Or rather, what he’s capable of. Aramis knows that despite his tender-hearted nature, the blood of a literal devil flows through his veins, symbolized by his left arm. He therefore is constantly beset with darker urges. His demonic blood urges him towards murder, and Aramis constantly tries to battle these forces. Nonetheless, they have caused him to become somewhat paranoid, and even bipolar.
Because of his devil blood, Aramis is prone to sudden moodswings, occasionally completely breaking character, and revealing something quite sinister beneath his kindhearted (if a bit peculiar) exterior. This can be unnerving to someone whether they know him well or not, and can even freak out his enemies, who have often become accustomed to the pacifistic foe, and seeing this shift can be rather unsettling.
This personality emerges in full whenever Aramis is forced to use his Saisei Oni. His entire personality shifts completely as he can no longer deny the demonic influence his father’s blood has upon him. In this form, Aramis is sadistic and cruel. He delights in the pain of others, and finds nothing less than pure joy at the suffering of his enemies. Aramis aims to make anyone he finds unappealing suffer to the maximum extent he can, using his powers to fill them with terror, drowning in darkness. He wants his victims to scream for it to end before he will lift his blade to finally end them.
Quite a contrast from his normal self, this demonic Aramis has no issue with killing. Indeed, he relishes the action of murder. Yes, murder. Killing someone is too tame for what Aramis does to those who force him into Saisei Oni. Even murder is almost too tame. Once his darkest urges are released, all that typically remains of those unfortunate to cross Aramis’s path are little more than carcasses that barely even resemble what they used to be. It is this gore and massacre that Aramis takes pure pleasure in. He hates ending someone’s life quickly, preferring to take his time, slowly carving them up right to the final blow.
As a direct result of this considerable shift, Aramis avoids releasing his Primera Etapa, actually fearing it. Even in situations where his life would be threatened, he fears to use it, because of the knowledge that he’ll lose himself in his bloodlust. However, the sole exception to this would be in facing other Akki, in which Aramis knows his pacifistic nature would get in the way of killing them. Only against other Akki will Aramis willingly use his Saisei Oni. Against any other foe the knowledge of what it does to him prevents him from using it. In addition, he knows that when he uses Saisei Oni he draws upon his Akki powers—the part of him that he despises. The only reason he uses it against Akki is because he considers it poetic irony that the Akki be slain by their own demonic powers.
-------------------------------------------------------------------------------------
-Powers-
Fighting Style: Aramis’s fighting style is based in deception. He always aims to keep his opponents in the dark, both figuratively and literally. Ensure that his opponents never truly understand what is going on. Aramis employs the use of psychological warfare, intending to confuse his opponents and instil fear in them. Aramis knows that fear and confusion are powerful weapons, and can oftentimes end a battle without anyone having to die. It causes opponents to make desperate moves, resulting in them making critical mistakes in battle.
Aramis doesn’t particularly like battle though, or killing, and so usually attempts to avoid killing his opponent when possible. His favourite use of his zanpakuto’s ability to render a foe unconscious, making the need to fight them further pointless. If Aramis’s foe flees in fright, or surrenders peacefully, it is the best possible outcome for him. However, being a user of deception, Aramis is all too aware of the potential for an opponent to try and feign surrender themselves. Thus although he is pleased when an opponent surrenders, he is often cautious, often requesting his opponent completely disarm themselves, before daring to lower his guard (and occasionally forcing his opponent to leave or restrain themselves if they are eminently capable of unarmed fighting).
In terms of release, while Aramis is very comfortable releasing his Zanpakuto, he is extremely reluctant to use his Saisei Oni. He is very much aware of how dangerous he can become in that state, and therefore avoids releasing out of fear of killing his opponent needlessly. However, if he feels his life, or the lives of others are truly endangered by his opponent, only then will he choose to use his Primera Etapta. Most of the time, however, he relies solely on his Shikai to overcome an opponent.
When not released, Aramis makes primary use of his zanpakuto. He is not particularly well versed in hand to hand combat, so aside from an occasional kick or punch during a blade lock; Aramis will generally avoid using his body to inflict damage. His Shikai has influenced a fighting style where landing a blow is more important than landing a significant blow. Aramis’s sealed fighting style is based on the idea that small wounds add up over time. On the one hand, it’s highly elusive as Aramis plays on the very edge of an opponent’s attack range, and rarely commits to his attacks enough that he can’t pull back if something unexpected happens. It’s also very effective when it comes to utilizing feints.
However, the primary con of the style is that battles tend to be rather drawn out, and due to Aramis’s non-committal nature of attacking, it can be very difficult to actually finish off an opponent. His style is highly effective at landing blows, but ineffective at landing effective blows. Aramis is often forced to release his Shikai as a result, in order to finish his opponents off.
Speaking of his Shikai, although Aramis is uncomfortable using his Saisei Oni, he has no issue at all, using his Shikai. In fact, he is almost trigger-happy with its use, employing it in most of his battles to finish off his opponent’s. Aramis’s initial Shikai fighting style is quite different from his normal one. Due to the two edges of his Shikai, Aramis commonly will utilize “one-two” attacks, making a forehand strike to erase a target, and then a backhand slice to actually inflict damage on an opponent (while simultaneously erasing another part of them.
When in release, Aramis utilizes a fencing based fighting style, based on precision and quick blows, over fight ending strikes. Staying in line with his basic fighting premise, landing the blow is more important than landing the decisive blow. Aramis will frequently employ feints and parries, ensuring he keeps his distance from his opponent, attacking primarily with thrusts and only using the aforementioned back slice if his opponent makes a mistake. That’s really the idea of Aramis’s style. Poking and prodding his opponent into making a mistake and then capitalizing on that mistake.
As mentioned above, Aramis relies on deception when he fights, and often will outright lie about his zanpakuto’s capabilities. He will freely demonstrate its abilities, usually by striking an opponent’s sword with his zanpakuto to make it seemingly disappear to the opponent’s eyes. He’ll then inform his opponent of his zanpakuto’s power. That his zanpakuto can “erase the existence of anything it touches.” Though a lie, given its display, Aramis can often convince his opponents into believing it, and often will affect their fighting style as a result.
To uphold his lie, however, Aramis has to make certain sacrifices, in that he cannot freely aim at targets that would give his lie away. For example, if he were to slash someone’s torso and make it disappear, the opponent would recognize that he had lied, as the rest of their body would still be attached to the space that their torso had occupied. This means that when Aramis fights with his Shikai he typically aims for an opponent’s extremities, aiming to make their arms, legs and, if he can, head vanish. His primary target is usually the head, as he can render an opponent unconscious with a single solid blow to the noggin.
However, occasionally he meets a crafty opponent who can figure out his Shikai’s true ability, and realize that it doesn’t actually erase whatever it touches. Against such opponents, Aramis will often decide to use his power to affect the terrain. Against most opponents, even knowing the power, they will not be able to see through it, allowing Aramis to set traps using the terrain. Traps his opponents will be unable to account for due to not being able to sense them.
In the direst of circumstances, Aramis will turn his power on himself, making himself undetectable. This is a last resort technique, as it’s possible for him to actually render himself unconscious by doing this. However, if successful, it grants Aramis a considerable advantage over most opponents as he can attack them with impunity. Though this could quickly turn suicidal if his opponents can actually see through his ability, against those who cannot it can prove an effective means of getting in his crucial attacks.
Occasionally, however, Aramis will be backed into a corner and the situation will be dire enough that it bears releasing his darkest urges. His Saisei Oni, Primera Etapa. This form Aramis dislikes using, because it alters his entire fighting style into something he feels is far more sinister.
Before covering how he uses his Primera Etapa powers, it is crucial to note the changes to his overall fighting style. While before, Aramis would use a highly defensive fighting style, his style becomes a lot more aggressive, willing to take a blow to inflict one, if it calls for it. Like before however, he prefers to inflict shallower cuts to deeper ones. However, not out of any desire not to commit to an attack. He does so for two reasons. The first is because he only needs a shallow cut to get in the toxins on his blade. The second is because he wants to maximize his foe’s suffering. To make them suffer in agony for forcing him this far.
Indeed, Aramis’s new fighting style is a lot more sadistic compared to before. He delights in causing pain to his opponents. However, despite his love of seeing his foe suffer, his blows are fuelled by killing intent now. Now, Aramis seeks to end the life of his foe. He wants to kill his foe at their lowest, consumed by the darkness of their own despair and hopelessness. A complete shift from his original fighting style.
In Saisei Oni Primera Etapa, Aramis takes advantage of his opponent’s normally weakened sensory abilities and takes his time killing them. He leaves light wounds on them, as, with their dulled sense of touch, a light wound is harder to notice than a deep one. Plus, he only needs to get a small cut to inject his poison, taking what little his opponent can see away from them, as they will not longer even be able to judge vague distances in their near blindness.
In Primera Etapa, however, Aramis is impatient and easily frustrated. While he’s happy to take his time cutting his opponent to ribbons, he doesn’t like it when his opponents actually prove capable of fighting back in complete blindness and therefore will not hesitate to unleash his Segunda Etapa if he fears he’s losing control of the fight.
Upon unleashing his Segunda Etapa, Aramis now devotes himself entirely to landing even one blow, even if he must take a serious wound in return. Once his opponent has been poisoned by him in Segunda Etapa, they are often much easier to deal with, as Aramis can usually take their back with relative ease, due to their balance being so terrible. At this point if the battle is not decided quickly, it is rare for Aramis to lose, but if it seems his Saisei Oni Segunda Etapa is not enough then he will use his final trump card.
That is, Aramis will use his Shikai again. Now combining all of his releases into a single form, Aramis will go on an all-out offensive, using his opponent’s lack of senses to his advantage. If his opponents could see through his Shikai before, it is very rare they can see through it a second time, while under the influence of his Saisei Oni’s power. He will continuously aim for the opponent’s head, to render them unconscious, so that he can finish them with ease.
Aramis’s hand to hand combat skills are, sadly, somewhat underdeveloped. He focused too much on swordsmanship, plus his demonic arm has caused him to avoid using it in battle whenever possible. So learning hand to hand combat is difficult for Aramis. However, he does possess some abilities, and makes frequent use of his demon arm in battle, raking an opponent with its talons, and shredding through them. He will also use it defensively, as the arm itself is nearly impossible to injure through conventional means (damage yes, but due to its nature, such damage is generally temporary). When deprived of his zanpakuto he will typically wield his talon and chain in tandem, relying heavily on it to compensate for his lack of unarmed fighting skills.
Aramis is a bit of a team-fighter, but when working in groups he prefers ambush tactics. That is, only one of the fighters engage head on, and the other waits for the opportune moment to strike. Due to his zanpakuto and Saisei Oni this is actually pretty easy for him to accomplish. Even his teamfighting can be based on deception. If for whatever reason, Aramis is using Saisei Oni, he can deceive his opponents into thinking wrongly of an ally’s abilities. He can use his Saisei Oni’s power to make his foe think his ability is his ally’s. Naturally, this really only works if his opponent is unaware of his presence.
Still, once his Saisei Oni is active, Aramis has no qualms sweeping in and joining the fight, before his opponent realizes they’re dealing with a two on one situation. Their deprived senses will often fail to realize they’re facing two foes until it is too late. Something Aramis delights in using to his advantage.
Saisei Oni Overall Ability: The main theme of Aramis’s Saisei Oni is depriving his opponents of their senses. His release can use a myriad of abilities to do this, but its ultimate focus is to ultimately render an opponent powerless. It is not primarily focused on direct offensive force, but to place an opponent in a position where they are no longer capable of effectively fighting against Aramis. Aramis's release does this through a combination of sensory deprivation through darkness, as well as using the inherent paranoia and terror of being alone in the dark to cripple his opponents' ability to fight back.[/color]
Also, his Dark Aura becomes 100 and his Light Aura becomes 0 in Saisei Oni, for all the difference that makes. This is due to the radical shift in personality that Aramis undergoes when he uses his Saisei Oni (see personality and fighting style).
During his Captaincy battle with Francis Grin, Aramis finally accepted his demonic heritage as a part of who he is, and what made him valuable to Sayuri. By accepting his demonic heritage, rather than rejecting it, Aramis has gained increased control and potency over his Saisei Oni's powers.
Saisei Oni Appearance:
Saisei Oni Primera Etapa Techniques:
Paranoia: Paranoia is the most prominent of Aramis's Saisei Oni's techniques. When Aramis uses this technique, it creates a colossal dark cloud, that spreaks out from Aramis's very body, covering a total area of about one kilometer at an extremely rapid pace. The fog is approximately five hundred meters high though if used at an elevated height, it can be higher, as it will always move down to touch the ground. The technique does not move around with Aramis, and its epicenter is the point at which Aramis performs the technique. In truth it is not truly "darkness" so much as it is a black fog that prevents all sources of light from entering. Within the fog, absolutely nothing can be seen, but besides sight, it interferes with the other senses as well. The fog carries with it a powerful odor resembling that of burning sulfur, and those within the fog will hear a constant sound not unlike the buzzing sound of static electronics and what might be construed as faint and distant screams of agony. Even touch is affected, as the fog can be felt as though it were semi-solid, brushing against those within it, though not impeding their movement in any way, shape or form, but distorting the sense of touch in this manner, nonetheless. Even taste (if someone were to rely on that) is affected as the fog carries with it a sulfuric taste not unlike its smell. The fog, as mentioned above, does not prevent movement within it, and has no hard borders, which means that it is entirely feasible to escape this technique simply by walking out of the technique's radius. However, even if one escapes the fog, if their escape was enabled by any form of reiatsu technique (such as a Step or Transportation technique), this will result in the fog temporarily "clinging" to the target for one post following their escape. While the fog clings to them, they will continue to be affected by the standard effects of the fog, however, with the exception of sight, the effects on the other four senses will be lessened noticeably, though not completely extinguished until the fog is extinguished. Once performed, Paranoia lasts for the duration of the user's Saisei Oni release, and can be maintained by advancing to the next stage of Saisei Oni.
Limitations/Drawbacks: First of all, this technique costs 300 reiatsu per use, and can only be used a maximum of three times without incurring severe consequences (see below). As mentioned above, there are no hard barriers to this technique, meaning it can literally just be walked out of by an opponent. The use of this technique causes intense, burning pain for the user, that requires either a Pain Tolerance of at least 1, or a Strength of Will of at least 2 or the user is immobilized by this agony for one post, before it subsides. This pain intensifies with each additional use, on the second use, it requires a Pain Tolerance of at least 2 (Or Strength of Will 3), or the user will be immobilized for two posts (Pain tolerance (1) or Strength of Will (2) will make them immobilized for one post). On a third use, the user requires a Pain Tolerance of at least 3 to endure the agonizing pain and will suffer light burns on their inner organs, notably the heart and lungs-- Strength of Will alone is not sufficient to continue fighting with this agony. If the user has Pain Tolerance (2) they will be immobilized by this pain for one post. If they have any less than Pain Tolerance (2), the pain will render them unconscious, though in a particular exception to most releases, being rendered unconscious in this manner will not end the Saisei Oni before it naturally times out. The static noise mentioned above, can be prevented entirely with any number of Skill Points in Illusion Resist. Finally, the fog produced by this technique can be seen through by Hell Races with the Darkness Aspect of Hell, making it of extremely limited value against them.
NOTE: Paranoia does not implicitly negate the senses, but merely obstructs them. This is an important distinction, that is key to its strength. Because Paranoia summons up physical obstructions to the senses, it cannot be overcome through stat superiority. However, this also means that all of the above senses are technically usable if one can ignore the overstimulation. Only sight is completely blocked out in Paranoia, due to the complete absence of light within the fog-- technically speaking, hearing, taste, touch and smell can still function, if the user is able to shut out the "white noise" that causes the disruptions (eg. An individual will still feel someone grab their wrist, or their comrade calling for help. Paranoia merely makes it so that it is more DIFFICULT to sense by touch, because of the constant stimulation of touch, or to miss their comrade calling for help due to the distant screaming and static. All of their senses still WORK).
Duskbringer: Duskbringer is the sole “direct damage” move that Aramis possesses in Saisei Oni. He is capable of producing it from his eyes, hands or chest at will. It consists of a high speed blast of pure black fog, similar to that which composes his Paranoia technique. However, unlike Paranoia, this blast is noticeably different and is so dark that nothing can be seen through it. It notably travels much faster than Paranoia at short ranges. At under thirty meters, Duskbringer travels with a stat speed of 800 (1000 in Segunda Etapa). Between 30 and 50 meters, Duskbringer travels at a speed of 600 (800), and between 50 and 100 meters, it slows to a speed of 400 (500). From 100 meters onwards, it will travel at the slow speed of merely 200 (400) until it reaches the maximum range limit of Paranoia, where it will dissipate into aether. Duskbringer will leave a trail of fog behind, however, and anyone that crosses the trail will be considered a valid target for Paranoia, even if they have not touched the fog produced by Paranoia itself. Duskbringer cannot be stopped by any form of physical barriers, and unlike Paranoia, is not repelled by intense light. It will not stop when it hits a target, but rather continue through the target, and just keep on going until it reaches the limit of its range. A Duskbringer blast is approximately the size of a bala, relative to Aramis’s offensive stat. Note that although Duskbringer does not cause damage and, for almost all intents and purposes is a condensed form of Paranoia, being struck by Duskbringer WILL cause the Paranoia cloud to cling to a character for up to one full post following the initial contact, forcing the target to suffer the effects of Paranoia for a full post, even if they immediately jump out of the cloud after being struck.
Limitations/Drawbacks: Duskbringer costs 100 reiatsu per use, and while it cannot be repelled by bright light like Paranoia, it can be stopped by reiatsu-based barriers. Additionally, targets with a Spirit Pressure or Reiatsu strength more than double Aramis’s offensive stat, will only suffer first or second degree Frostbite, depending on how directly it hit the target.
Saisei Oni Segunda Etapa Techniques:
Madness: This is the culmination of Aramis's Saisei Oni, Segunda Etapa, and builds on the effects of Paranoia. Paranoia is no ordinary fog afterall. It is the black darkness of Hell itself summoned forth through Aramis's demonic powers. Nothing in Hell is good, and the vapors of Paranoia double as a toxin, afflicting anyone who comes into contact with them, or inhales it. However, this is not mundane toxin that slowly kills someone, weakens them or such mundane matters as that, and is completely harmless.... until Aramis activates Madness.
Upon activating Madness, anyone who has come into contact with Paranoia's Fog (even if they have escaped the fog), is subjected to intense feelings of loneliness and isolation. If the character has an internal familiar, a second self, a split personality, even a Zanpakuto spirit, they are completely cut off from this. They are completely alone. The toxin will also cause a perception filter in their mind, causing the target to ignore attempts at communication from others near them. The purpose of this isolation is to drive the target into madness and insanity, and it will continue to develop over three posts, increasing in intensity. As of the second post, this madness will begin to cause the unfortunate victim to hallucinate sounds and sensations in an attempt to unsuccessfully relieve themselves of this crippling isolation. What they hear and hallucinate is up to them. By the third post the effects of Madness are complete, and the subject will begin to hallucinate with all five senses. Their perceived “failure” to alleviate their loneliness will cause them to hallucinate their worst fears as though they have come to pass, distracting them and driving them into insanity.
Note that because these hallucinations are derided from the victim themselves, rather than being explicitly created by Aramis, they cannot be prevented by Illusion Resistance nor by stat superiority. In essence the target themselves are creating these hallucinations, not Aramis so even if they could be overcome by Stat superiority, the target would essentially need stat superiority over themselves. Illusion Resistance of 2, however will allow the subject to at least recognize that the hallucinations are not real, though this may change little as they will still be experiencing the feelings of isolation and loneliness that spawned them.
Drawbacks/Limitations: Resisting Madness is difficult but not impossible. The simplest way to avoid it, is to not be caught in the fog of Paranoia. If they do not come into contact with Paranoia and do not inhale it, then they cannot be affected by Madness. Beyond that, however, Poison Resistance will mitigate the effects of Madness and slow the effects of the toxin. A poison resistance of 1 will delay the final hallucinogenic effects of Madness by one post (requiring four posts before they succumb to full hallucinations). A poison resistance of 2 will allow them to resist the perception filter that causes them to ignore others attempts’ to communicate with them, as well as the effects of 1. Level 3 Poison Resistance will have the same effects as 1 and 2 as well as delaying the initial hallucinations by 1 post (meaning that it takes three posts to begin hallucinating sounds and touch and five posts before they start visually hallucinating). As mentioned above Illusion Resistance also helps the user recognize the hallucinations as not being real.
Weakness: This is Aramis’s final technique, though is less of a technique and more of a poison. Aramis’s talons and blades in his Segunda Etapa are coated in a virulent toxin designed to instill a final despair in an opponent. Weakness attacks the target’s sense of balance, disrupting this sense to such a degree, that even kneeling is virtually impossible for one afflicted by it, unless they use their hands to steady themselves. Without using both hands to do so, even a kneeling position will be nearly impossible to maintain their balance and those afflicted by it will helplessly fall to the ground, and be unable to regain their feet until the poison wears off.
Drawbacks/Limitations: This technique has a relatively short duration of only two posts (by the victim). A subject that Weakness afflicts will be able to shrug off the effects of the poison upon their third post, though the poison can be refreshed by wounding the target again.
Poison resistance will not affect the duration of this post unless maxed out, however will still help the user. With a poison resistance of 1, someone will at least be able to maintain stability in a crouched or kneeling position, and possibly even stand, albeit extremely unsteadily. If it is level 2, then they will be able to maintain a stationary standing position and, if they move carefully, will be able to still move around, though attempts at step techniques, running or bursts of high speed movement, will likely result in them falling flat on their faces. If they have fully mastered poison resistance, then the duration of the poison will only last for a single post, and be able to move similarly to “level 2” poison, albeit they will be able to maintain high speeds in short bursts.
Additional Powers: Though not inherently related to darkness, Aramis's Saisei Oni form lacks legs and instead, hovers above the ground. This does not prevent him using Step techniques, but it does allow him to avoid ground based traps and gives him two less targets to have to worry about protecting. Aramis by default hovers two feet off the ground, but is able to adjust this height, raising up into the air by how high he could jump from that position, or touching the ground if he desires. This only applies to places without air ground. In locations WITH air ground, Aramis effectively flies.
Zanpakuto Release phrase: To release his zanpakuto Aramis holds his blade horizontally in front of him, body held off to the side. He then recites: “Fade Away, Revenant.”
Zanpakuto sealed appearance: www.hiveworkshop.com/forums/attachments/requests-341/79828d1271625295-model-rapier-pistol-duel-equipment-rapier.jpg
In its sealed form, Revenant takes the form of a long, straight-bladed rapier. The blade is a dull iron, but possesses a razor sharp edge and fine tip—exceptional for thrusting or cutting. The hilt is not especially ornate, though the crossguard forms an “S” shape, with the guard protecting the knuckles turning down, whilst the guard opposite curves up towards the sword tip. There is also a more traditional guard that extends down and completely protects the hand. As a bonus this can also be used for punching. The blade is notably longer than the average katana, nearing four feet in length, however, as the blade is weighted toward the hilt, it is perfectly functional as a one handed sword. Designed towards thrusting, it is a quick blade and exceptional for dueling. Aramis's blade appears scuffed, with dark scratches along the blade, and even what appears to be spots of rust forming along its edge, but these are purely aesthetic and do not in any way compromise the blade's ability to cut or stab, nor reduce its actual durability. They merely reflect their wielder, a serviceable, if a bit rough around the edges, tool.
Zanpakuto Released Appearance: michaelch2013.files.wordpress.com/2010/01/moc_rapier.jpg [/img] When released, Revenant takes on the form of an elegant rapier. The blade is three feet long, and the handle an additional foot. The blade is elegantly tapered and razor edged on both sides. The tip is so pointed as to draw blood with little more than contact with the skin. The blade is thin, both in width and thickness, a mere two centimeters at the thickest, and the width is about half an inch in length. The handle is a glorious gold, and quite ornate, with a handle crafted and colored in such a manner that it appears to be made of wood! An egg shaped pommel rests at the hilt of the blade, serving as a counterweight, and a hand guard twists its way up the blade to the crossguard, forming into an ornate hand guard just above the crossguard of the blade.
Zanpakuto Overview: Revenant’s abilities are all passive. Aramis often claims that Revenant is able to “erase anything it touches” but this is a lie, designed to hide the true nature of his zanpakuto. If knowledge is power, then ignorance is weakness. A trait Aramis likes to imbue in his foes, making his zanpakuto out to be far more than it actually is. This can drastically change how his opponent fights and means he can transition with ease into other methods of fighting and continue to take his opponent by surprise.
Revenant is an illusion type Zanpakuto, with its powers tied into the physical senses. Anything that Revenant’s blade touches, whether with the sharp edge, blunt edge, or flat of the blade, becomes undetectable to any of the physical senses. Sight, smell, taste, touch and hearing will all fail to detect anything that has been struck by Revenant. It also affects lesser senses as well, such as one’s sense of balance (for example, if Revenant were to strike someone’s leg, their body would no longer register the leg as being there and they would fall down).
Revenant’s abilities are tied to this power, and making it more complete, so that the opponent will fail to notice obvious things (such as that their hand will not close around the space where the object they were holding used to be). The power affects both biological and inanimate targets, and is cancelled by being touched a second time. Even if something affected by Revenant’s powers is part of an opponent’s body, their body will cease to register the part as being there anymore. The person will have no feeling in that limb at all, as though it were not even there. However, it will still respond to commands, instead of falling lifeless, the owner just won’t be aware that it is.
Zanpakuto techniques:
“Vanish”: This is Revenant’s primary ability. It operates passively and cannot be prevented, even by Aramis. Anything that touches the blade of Revenant’s released form is rendered impossible to detect through one’s physical senses. It cannot be seen, tasted, felt, smelled, or heard. As mentioned above, even lesser senses, like someone’s sense of balance will not register the object. To any onlookers, it will appear to have made the object completely disappear. The effects of Revenant will be removed if something under the effects of its power touches the blade a second time.
Even if Revenant’s target is the part of someone’s body they will lose all feeling in that limb. If an arm is vanished, the owner will no longer be able to feel when they’re holding something, and it will, for the most part, feel as though their arm was cut off. No feeling whatsoever. All sensory abilities of a body part will cease if the part is under the effect of Revenant’s power. This makes it particularly devastating if Revenant can touch an opponent’s head, which will “erase” the brain, ceasing all sensory abilities in the opponent and rendering them essentially unconscious, as a result. This can be prevented, however (see below).
However, there are still ways to notice objects that have been rendered undetectable in this manner. First of all, anyone with an energy sensory stat of over 200 will be able to make out the vague outlines of the objects. Even if the object does not normally have a reiatsu itself, the illusion around it will be visible to someone of high enough energy sensory. In accordance to the vanishing body part scenario above, they will retain all the senses of the bodypart if their energy sensory is at least this high, as well as avoid being rendered comtatose by a blow to the head.
Second of all, it may be possible to notice how the environment reacts around it. An object that has been vanished is still there afterall, and still has a physical mass. A stone can still be tripped over, a vanished limb can still be snared. Furthermore, if someone were carrying a great weight, they would still be burdened and affected by the weight, even though they would not feel it themselves.
Some individuals are also quite talented at resisting illusions, and therefore it is easier for them to penetrate Revenant’s illusions. With 1 point in the skill “Illusion resist” (or similar), a character need only have over 150 points in Energy Sensory to pick up on the illusion. With two points it only needs to be over 100, and with three points it only needs to be above 50.
There are a few notable drawbacks to the ability. The first is that there’s no physical indication of whether or not an opponent can see through it or not. This means it’s very easy for an opponent to let Aramis fall into a false sense of security, as he is incapable of knowing if they have seen through it or not, rendering him potentially vulnerable to an attack he did not expect. The second is that Aramis cannot control it. Anything the blade touches is affected by the ability, even if Aramis doesn’t want it to. Furthermore Aramis himself is not immune to the effects of Revenant, and if touched by his own blade will be affected the same way his opponent would be.
“Blind spot”: This ability is a secondary technique surrounding Revenant’s abilities, and makes the illusion produced by “vanish” complete. Objects affected by “Vanish” also cause minor visual illusions to prevent the opponent from seeing through an illusion too easily. For example, if an opponent were holding onto the object that was vanished, they might notice that their hand will not close around the space that the object once occupied. Blind Spot covers this hole, deceiving an opponent’s mind into believing they can close their hand around the space, the mind tricking itself into seeing the act if they attempt it. It is this same ability that allows someone to fail to notice the excess weight they are carrying if Vanish affected a heavy object they were carrying.
Breaking Blind Spot is notably easier than breaking Vanish, however. The way to break Blind Spot can be overcome in the same manner as breaking “Vanish” but with a few extra methods. It is possible to pierce through Blind Spot with over 200 points in Senses, in which the target will be able to see through the illusion and realize their hand isn’t actually closing, or whatever the effect may be. Like with Vanish, this can be reduced with skill in resisting illusions. For characters with a score of 1 in illusion resist, only senses of 100 are needed. With 2 points a Senses score of over 50 are required, and those with a Resist Illusion of 3 can immediately see through this as long as their senses are not 0.
This technique is also very limited in its effects, and can only make the mind overlook minor things. The fact that the grass bends away from a sword when it is dropped in the grass, for example. Additionally it only affects objects already under the effects of Revenant’s “vanish” ability. It cannot make the mind ignore something like actually being wounded by an “undetectable” item, or tripping over a vanished rock, or similar. Only minor things that would otherwise give the illusion away at a glance, and is limited purely to the visible spectrum. For example, if Aramis were to use Vanish on a tree, an opponent would still hear the sound be slightly muted when coming from behind it (provided his/her senses were sufficient to notice the difference).
Other Techniques (Kido, Cero, Etc.): [Insert Below.]
Shunpo
{Spoiler}{Dark Shroud}
Technique Name: Dark Shroud
Class: 2
Technique Type: Hell
Usable By: Nakabakki or Akki with “Aspect of Hell: Darkness”
Technique Element: Dark
Technique Description: This is a potent defence against foes that utilize lots of light producing attacks. The user surrounds themself in a shroud of darkness so dense that no light can pierce through. Any attack that produces light, such as kido or even Cero, is simply absorbed by the shroud. This defence is not easily broken, since it absorbs and disperses the attack, it does not necessarily stop it. Furthermore due to how dense the darkness is, it is impossible to see through it and determine what the user is doing. The shroud surrounds the user on all sides, extending out to about 10 cubic feet, with the user at the center at the time of casting. It lasts until the user wilfully dispels it, and does not require an upkeep cost-- though it does not move with the user and remains stationary.
How to Use: The user expends 600 reiatsu to create this technique (this cost is halved if the technique is mastered).
Drawbacks: The user cannot see out of the shroud itself, regardless of sensory stats (though they can hear and be heard outside the shroud as well as sense energy). Additionally, while it stops all light producing attacks, it will not stop physical ones. Throwing a rock, for example, will easily pass through the shroud. Also, the shroud can only absorb attacks of equal or lesser class to itself. If an opponent possesses greater than 3x the user’s reiatsu strength, they can break through the shroud with an attack, even if it is a lower class. If a Class 3 attack tries to break through the shroud, only 2x RS is required. Attacks of greater class, or attacks of equal class but with greater Reiatsu Strength than the user's can also penetrate the shroud, even if they are light producing. As the Shroud is not a wall, any physical attack (including light producing ones) will get through (for example if someone threw a flashlight through the shroud the light would be absorbed but the flashlight would still hit whoever was inside).
Technique Name: Dark Shroud
Class: 2
Technique Type: Hell
Usable By: Nakabakki or Akki with “Aspect of Hell: Darkness”
Technique Element: Dark
Technique Description: This is a potent defence against foes that utilize lots of light producing attacks. The user surrounds themself in a shroud of darkness so dense that no light can pierce through. Any attack that produces light, such as kido or even Cero, is simply absorbed by the shroud. This defence is not easily broken, since it absorbs and disperses the attack, it does not necessarily stop it. Furthermore due to how dense the darkness is, it is impossible to see through it and determine what the user is doing. The shroud surrounds the user on all sides, extending out to about 10 cubic feet, with the user at the center at the time of casting. It lasts until the user wilfully dispels it, and does not require an upkeep cost-- though it does not move with the user and remains stationary.
How to Use: The user expends 600 reiatsu to create this technique (this cost is halved if the technique is mastered).
Drawbacks: The user cannot see out of the shroud itself, regardless of sensory stats (though they can hear and be heard outside the shroud as well as sense energy). Additionally, while it stops all light producing attacks, it will not stop physical ones. Throwing a rock, for example, will easily pass through the shroud. Also, the shroud can only absorb attacks of equal or lesser class to itself. If an opponent possesses greater than 3x the user’s reiatsu strength, they can break through the shroud with an attack, even if it is a lower class. If a Class 3 attack tries to break through the shroud, only 2x RS is required. Attacks of greater class, or attacks of equal class but with greater Reiatsu Strength than the user's can also penetrate the shroud, even if they are light producing. As the Shroud is not a wall, any physical attack (including light producing ones) will get through (for example if someone threw a flashlight through the shroud the light would be absorbed but the flashlight would still hit whoever was inside).
Bakudo#26: Kyakko (Bending Light) (Mastered)
Bakudo #79: Shibarikuyo (Mastered)
Ghost (Mastered) [Hell Technique]
Shadow Step; (Mastered) [Hell Technique]
Cutback Assault; (Mastered) [General Technique]
-------------------------------------------------------------------------------------
-History-
Birthplace: Montreal
Current Residence: A small apartment in Tokyo
Memorable Figures: Bokuga Sayuri
{Spoiler}{Spoiler}{History}
History: Normally parentage would play a fairly minor role in regards to an individual’s history, but in this particular instance, it’s fairly vital. When you’re dealing with someone who is half denizen of hell, and the other half, a race dedicated to wiping that sort of thing out? Fairly important detail. Anyways. Aramis’s mother was a shinigami of the 12th division. She was running a little pet project, studying the denizens of Hell. Shinigami have, of course, been aware of the existence of Hell for millennia, but minimal research was actually enacted into the denizens of the place itself. This nameless shinigami wanted to change that. Though it took many decades, and immense planning, she finally managed to locate a breach in Hell’s barrier, and, accompanied by a large group of shinigami highly trained in Bakudo, attempted to restrain and capture the escaped denizen of hell.
This did not go well at all. Even with precautions taken the escaped Akki proved far too powerful for any group of shinigami without even a Vice Captain present, and decimated their number in a matter of seconds. Those who were not killed were savagely wounded, and Aramis's mother was raped by the escaped devil, which then fled the scene of the crime.
After returning to Soul Society to confess the failure of her experiment and delivering a full report, the shinigami was subjected to a number of tests to see what the Akki's actions had caused. After several days of testing, it was discovered that the woman was with child. After this she was forbidden to leave Squad 12's research facilities and was under constant watch and study. Although unexpected, the chance to study a being born of an Akki and a Shinigami was too much to give up.
Several months later, she gave birth to a healthy boy. In appearance he greatly resembled any other shinigami child, except for his left arm, which showed clear signs of Akki taint. It was more shadow than flesh, with small, but deadly talons, and a sinner's chain that bound the limb. Aramis was born.
From the outset, Aramis was subjected to various tests, often headed by the captain of squad 12 himself. Examining the differences between his right and left arms were just the beginning. Could he bleed? How much shinigami was he, compared to how much Akki? What about his chain? What were its properties? So many questions, and now a test subject was available. Aramis was given a small room, and rarely had contact with the outside world. This lack of social interaction left Aramis a very socially awkward individual. Aramis’s sole companions in his time alone were books. Squad 12, it seemed, had done some looking into some of the books of the human world at one point in the past, and a few were still around. These were what Aramis did in his spare time. It kept him occupied and quiet and so no objections were raised, as long as he continued to agree to the constant testing.
With books as his sole companion, and the works of Shakespeare—most notably his tragedies, it may not be considered a surprise that Aramis started to resent his condition and situation. He didn’t blame Squad 12. At least, he did not blame them as the primary reason as to the life he lived. He instead blamed his father—the Akki that had brought him into the world against his mother's will. He did not blame Squad 12 for not ending that life before it had begun.
On one particularly fateful day, Aramis had been scheduled to enter the human world to test that plane of existence’s effects on his shinigami and Akki halves, to determine if there were any notable reactions. Aramis's father, who still lurked throughout the human world, was drawn to the reiatsu of the shinigami emerging into the human world and attacked and killed Aramis’s escort. During the battle, Aramis was knocked away by the explosion of power that had ensued, and ended up stranded in the human world, without a gigai.
Aramis was trapped in the human world for roughly a week, during which it was fraught with danger. His abnormal spirit pressure attracted Hollow’s to him in the droves. Due to having no combat training whatsoever, Aramis was forced to flee from the hollows, hiding out in a fencing school during his stay in the human world. Since he could not be seen by normal humans it was a fairly safe place, and during his stay, Aramis managed to pick up the idea of fencing from watching the humans there practice and train. Aramis had, of course, HEARD of the kendo based swordsmanship of the shinigami, and this had a different feel to it. A more… refined feel to it.
Unbeknownst to Aramis, he could have been recollected at any time. His unique Reiatsu signature was easy for Squad 12 to keep track of, but at the behest of its captain, he had been left to fend for himself, to see the effects upon him. Sayuri had decided to continue the original experiment despite the complications that had arisen.
Aramis's stay in the human world, however, did not last forever. Before long, he was tracked down by Squad 12, and collected to return back home. Upon returning to Soul Society, he was queried and questioned upon for several hours about how he felt, how hollows had reacted, and a number of other questions that Aramis found quite mind numbing. Tests were run on any changes to his physical body or his reiatsu to see if there had been any effects on it influenced by the human world. At the same time, a crew of shinigami, led by Sayuri were sent to the human world to investigate locations Aramis had remained in for long periods of time to see if there had been any effect there.
Eventually, however, the half devil was allowed to retire to his quarters, where he commenced a new study, inspired by his stay in the human world. Aramis was not unfamiliar with fencing, having stumbled upon the concept during his readings of ‘Hamlet.’ Upon the next opportunity, Aramis asked permission to access any information Soul Society had on the art of fencing. What was scrounged up for him to read was minor, but enough for Aramis to homestudy and a new source of inspiration.
Likely the biggest difference between Aramis and other shinigami was the fact that his left arm showed obvious signs of hellish taint, being more shadow than flesh, much like his father. Also like his father, Aramis was born with a Sinner’s chain wrapped about his arm. Besides this, physically he resembled a shinigami. However, his spiritual pressure resembled both sides of his parentage, being a mix of shinigami and Akki alike, with the shinigami side proving dominant. However, very early tests revealed that the infant was unconsciously suppressing much of his Akki’s powers, and attempts were made to bring this power out. These attempts were unsuccessful, but it was quickly theorized that he may be able to tap into these powers similarly to a release. From what little was known of Akki in Squad 12's archives, Akki were capable of a release similar to an arrancar's Ressurection. It was therefore, not impossible to assume that the child of one would be capable of similar release of power.
But such information could not be confirmed unless Aramis's own power increased. His control of his abilities had to improve. Therefore, the captain of squad 12, and the head of the experiments that had been run on Aramis, determined that Aramis would begin to attend the shinigami academy. He would be sharply monitored, but permitted to grow and develop, to see how it would affect his abilities and, how his shinigami based training would be affected by his Akki powers.
And it is here that Aramis’s story truly begins. He knew from the beginning he was different. He was required to hide his Akki traits, which he did so with a glove and a second sleeve underneath his Academy uniform, along with the flowing robes of the shinigami. In addition he was required to wear an iron shackle around the wrist of his Akki arm. The shackle was designed specifically for his use and not only concealed his Akki reiatsu, but also created an illusion of his arm being a normal human arm, instead of his shadowy demonic one. With this, and Sayuri’s “protection” he was able to enter the Shinigami Academy. Now it was time to see how squad 12’s current science project would flourish.
Aramis did not disappoint, either. He excelled in the Academy, rapidly gaining experience and prestige. He was invited to fight against prodigies such as Katrina Kawada and future Vice Captain, Kubi Tsure. He even attracted the attention of Vice Captain Taien. As he slowly unlocked his powers, he suddenly found that his “father”, Sayuri had vanished from Soul Society without a trace, and a usurper had taken his place. Having held Sayuri in the highest esteem, Aramis began to desire to return to Squad 12, and take the reigns from the undeserving. Aramis continued his meteoric ascent through the ranks of Soul Society, serving as an unseated officer in Sozen Kuchiki’s Squad 6. He cultivated his power in secret, never letting the truth of his origins become known. Before he knew it, his power began to approach that of a Captain’s, in an astonishingly short time frame. Perhaps it was his demonic power that began to seep through.
At last, when the squads were in desperate need of new Captains, Aramis applied to his old squad. He passed the trials with flying colors and fared well in his battle against another applicant, Francis Grin. At last. Aramis was Captain of Squad 12, and could begin leading the division into its former glory....
History: Normally parentage would play a fairly minor role in regards to an individual’s history, but in this particular instance, it’s fairly vital. When you’re dealing with someone who is half denizen of hell, and the other half, a race dedicated to wiping that sort of thing out? Fairly important detail. Anyways. Aramis’s mother was a shinigami of the 12th division. She was running a little pet project, studying the denizens of Hell. Shinigami have, of course, been aware of the existence of Hell for millennia, but minimal research was actually enacted into the denizens of the place itself. This nameless shinigami wanted to change that. Though it took many decades, and immense planning, she finally managed to locate a breach in Hell’s barrier, and, accompanied by a large group of shinigami highly trained in Bakudo, attempted to restrain and capture the escaped denizen of hell.
This did not go well at all. Even with precautions taken the escaped Akki proved far too powerful for any group of shinigami without even a Vice Captain present, and decimated their number in a matter of seconds. Those who were not killed were savagely wounded, and Aramis's mother was raped by the escaped devil, which then fled the scene of the crime.
After returning to Soul Society to confess the failure of her experiment and delivering a full report, the shinigami was subjected to a number of tests to see what the Akki's actions had caused. After several days of testing, it was discovered that the woman was with child. After this she was forbidden to leave Squad 12's research facilities and was under constant watch and study. Although unexpected, the chance to study a being born of an Akki and a Shinigami was too much to give up.
Several months later, she gave birth to a healthy boy. In appearance he greatly resembled any other shinigami child, except for his left arm, which showed clear signs of Akki taint. It was more shadow than flesh, with small, but deadly talons, and a sinner's chain that bound the limb. Aramis was born.
From the outset, Aramis was subjected to various tests, often headed by the captain of squad 12 himself. Examining the differences between his right and left arms were just the beginning. Could he bleed? How much shinigami was he, compared to how much Akki? What about his chain? What were its properties? So many questions, and now a test subject was available. Aramis was given a small room, and rarely had contact with the outside world. This lack of social interaction left Aramis a very socially awkward individual. Aramis’s sole companions in his time alone were books. Squad 12, it seemed, had done some looking into some of the books of the human world at one point in the past, and a few were still around. These were what Aramis did in his spare time. It kept him occupied and quiet and so no objections were raised, as long as he continued to agree to the constant testing.
With books as his sole companion, and the works of Shakespeare—most notably his tragedies, it may not be considered a surprise that Aramis started to resent his condition and situation. He didn’t blame Squad 12. At least, he did not blame them as the primary reason as to the life he lived. He instead blamed his father—the Akki that had brought him into the world against his mother's will. He did not blame Squad 12 for not ending that life before it had begun.
On one particularly fateful day, Aramis had been scheduled to enter the human world to test that plane of existence’s effects on his shinigami and Akki halves, to determine if there were any notable reactions. Aramis's father, who still lurked throughout the human world, was drawn to the reiatsu of the shinigami emerging into the human world and attacked and killed Aramis’s escort. During the battle, Aramis was knocked away by the explosion of power that had ensued, and ended up stranded in the human world, without a gigai.
Aramis was trapped in the human world for roughly a week, during which it was fraught with danger. His abnormal spirit pressure attracted Hollow’s to him in the droves. Due to having no combat training whatsoever, Aramis was forced to flee from the hollows, hiding out in a fencing school during his stay in the human world. Since he could not be seen by normal humans it was a fairly safe place, and during his stay, Aramis managed to pick up the idea of fencing from watching the humans there practice and train. Aramis had, of course, HEARD of the kendo based swordsmanship of the shinigami, and this had a different feel to it. A more… refined feel to it.
Unbeknownst to Aramis, he could have been recollected at any time. His unique Reiatsu signature was easy for Squad 12 to keep track of, but at the behest of its captain, he had been left to fend for himself, to see the effects upon him. Sayuri had decided to continue the original experiment despite the complications that had arisen.
Aramis's stay in the human world, however, did not last forever. Before long, he was tracked down by Squad 12, and collected to return back home. Upon returning to Soul Society, he was queried and questioned upon for several hours about how he felt, how hollows had reacted, and a number of other questions that Aramis found quite mind numbing. Tests were run on any changes to his physical body or his reiatsu to see if there had been any effects on it influenced by the human world. At the same time, a crew of shinigami, led by Sayuri were sent to the human world to investigate locations Aramis had remained in for long periods of time to see if there had been any effect there.
Eventually, however, the half devil was allowed to retire to his quarters, where he commenced a new study, inspired by his stay in the human world. Aramis was not unfamiliar with fencing, having stumbled upon the concept during his readings of ‘Hamlet.’ Upon the next opportunity, Aramis asked permission to access any information Soul Society had on the art of fencing. What was scrounged up for him to read was minor, but enough for Aramis to homestudy and a new source of inspiration.
Likely the biggest difference between Aramis and other shinigami was the fact that his left arm showed obvious signs of hellish taint, being more shadow than flesh, much like his father. Also like his father, Aramis was born with a Sinner’s chain wrapped about his arm. Besides this, physically he resembled a shinigami. However, his spiritual pressure resembled both sides of his parentage, being a mix of shinigami and Akki alike, with the shinigami side proving dominant. However, very early tests revealed that the infant was unconsciously suppressing much of his Akki’s powers, and attempts were made to bring this power out. These attempts were unsuccessful, but it was quickly theorized that he may be able to tap into these powers similarly to a release. From what little was known of Akki in Squad 12's archives, Akki were capable of a release similar to an arrancar's Ressurection. It was therefore, not impossible to assume that the child of one would be capable of similar release of power.
But such information could not be confirmed unless Aramis's own power increased. His control of his abilities had to improve. Therefore, the captain of squad 12, and the head of the experiments that had been run on Aramis, determined that Aramis would begin to attend the shinigami academy. He would be sharply monitored, but permitted to grow and develop, to see how it would affect his abilities and, how his shinigami based training would be affected by his Akki powers.
And it is here that Aramis’s story truly begins. He knew from the beginning he was different. He was required to hide his Akki traits, which he did so with a glove and a second sleeve underneath his Academy uniform, along with the flowing robes of the shinigami. In addition he was required to wear an iron shackle around the wrist of his Akki arm. The shackle was designed specifically for his use and not only concealed his Akki reiatsu, but also created an illusion of his arm being a normal human arm, instead of his shadowy demonic one. With this, and Sayuri’s “protection” he was able to enter the Shinigami Academy. Now it was time to see how squad 12’s current science project would flourish.
Aramis did not disappoint, either. He excelled in the Academy, rapidly gaining experience and prestige. He was invited to fight against prodigies such as Katrina Kawada and future Vice Captain, Kubi Tsure. He even attracted the attention of Vice Captain Taien. As he slowly unlocked his powers, he suddenly found that his “father”, Sayuri had vanished from Soul Society without a trace, and a usurper had taken his place. Having held Sayuri in the highest esteem, Aramis began to desire to return to Squad 12, and take the reigns from the undeserving. Aramis continued his meteoric ascent through the ranks of Soul Society, serving as an unseated officer in Sozen Kuchiki’s Squad 6. He cultivated his power in secret, never letting the truth of his origins become known. Before he knew it, his power began to approach that of a Captain’s, in an astonishingly short time frame. Perhaps it was his demonic power that began to seep through.
At last, when the squads were in desperate need of new Captains, Aramis applied to his old squad. He passed the trials with flying colors and fared well in his battle against another applicant, Francis Grin. At last. Aramis was Captain of Squad 12, and could begin leading the division into its former glory....