Post by A.H on May 23, 2017 16:22:02 GMT -5
A.H
Woe That is Madness
[ AT A GLANCE ]
Age / Apparent Age: 116/20.
Gender: Female
Height & Weight: 5'4 & 119lbs
Hair & Eye Color: White and Red
Positive Traits: Placid, Patient, Honest, Stoic.
Negative Traits: Machiavellian, Unceremonious, Meek, Impolite.
Loyalties: None.
Snapshots: 1900: Birth
1912: Became an Orphan and moved to Edinburgh
1914: reluctantly joined the war.
1917: Perished in The Battle of Passchendaele
1917: Consumed by a Hollow
1939: Managed to assume control of the hollow and became a Dominant Adjuchas
1947: Unsure of her existence, she allowed her primal urges to consume as many hollows.
1960: Took on an Arrancar and lost, ended up being a “pet”
1990: Finally snapped and defeated the Arrancar but at a cost of her mask
2016: Began roaming around in the Human world and killed a Quincy. Her curiosity of the being slain demands to be sated.
Now
[ ON THE SURFACE ]
Physical Description:
Hair & Eyes
A.H’s hair is a mess. Short and whiter than her very skin, the bangs are uneven and looked as if it been cut by shears rather than scissors. The rarely washed bangs lacked the conditioning treatment and become to clump together, almost becoming dreads. A.H tend to hide most of her hair under the plain grey scottish tam hat (missing the pom and the tassel) that helps give off the air of rogue-ish look. Her only working eye is a dull shade of red, always restless, flittering whenever the wind blows or something fast approaching comes to her view.
Physical Description
The best way to describe the Arrancar is as a strongly postured, pale skinned marathon runner. The short stature and small breast size provided the illusion of her being fragile, but that is far from the truth. The timid frame was surprisingly durable, with rippling abs that outshone the daily scratches and cuts. Her powerful leg muscles grant her leap and bounds, cartwheeling and being slippery, makes her the perfect being for up close and personal style of combat.
Although half of her eyes is covered by her fragment hollow mask, she holds an air of reserved beauty. Her feminine jaw and the small mouth with slightly plump lips that’s rarely commit to a smile – but when it does, it was reduced into twistedness. She has a smooth, pale skin, free of scars and scabs. However, occasional wicked grin was enough to turn her timid feature into madness.
A.H attire is something considered to be alien in Arrancar standards. Avoiding the droll white clothes that put the Las Noches on the map. She resorted to wearing masculine attire that resembled that of a Highland Officer soldier from the first world war. The grey tunic which the flap is curved to allow her to wear sporran for her dark blue and black kilt. (spoiler, she never wears a sporran) She also wears a weathered leather satchel to carry things of interest and a leather holster for her one half of her Zanpakutou, a Revolver.
The Hunter’s Boots is ankle length with a thick woolly sock that she tends to cover most of her shin and covered with grey spats to protect it from weather. The foot wear and socks are in tip top shape thanks to the hunter’s persistent and timely care.
She wears a grey band that cover most of her forehead and to keep her from being irritated by the placement of her hollow mask fragment and a grey tam hat to hide the messy and clumsy hair of hers.
She also sports a long grey trench coat that matches with her uniform, most of the time she tends to wear them draped over her shoulders like a cape rather than wearing them as intended.
In a rare case of her needing to wear something else other than her usual soldier attire. She opted for Masculine outfit from a certain era, noticeably from the 1910-20. She tends to shy away from wearing feminine outfit, citing that the clothes are hardly good for survival compared to the male variant.
Spiritual Description: Her reitastu when exerted gives off a soft, gentle cold, pale green glow. Rather than coming out like a violent inferno, it rises from his body curling and swaying, much like a sun’s corona. The presence of her killing intent intensifies as it flares up,
[ BEHIND THE EYES ]
Personality: Describe who your character is and how they interact with the world. This doesn’t necessarily include what they like or dislike, unless those opinions have an actual effect on the character. That is to say, including that they like to watch it rain is rather useless, however saying they are a hollow sympathizer is certainly worth mentioning. Take into consideration things that will actually be relevant to the story you’re telling and information other thread partners would want to see out of your character. This is where you justify the things you want to do.
Goals & Achievements: This is where you briefly talk about things your character has done in the past, or things they want to do. Please note that you cannot have had any previous position of notable power (such as lieutenant or captain), however mentioning that you were once a seated officer in a certain division is very relevant information. This is a very good place to start a foundation of your story and make notes on the general direction of where you want to go with your character. Above all else, keep your goals reasonable; it was be a little ludicrous to go out the gate wanting to be Captain Commander. However, feel free to update this as you progress, so players have easy access to your current plans and accomplishments.
[ GUARDIAN ANGEL ]
Aspect of Death: A single theme or trait that killed your Arrancar as a human and will kill them again if it goes unchecked. This is the main source of conflict for your character and where you will have most of your development sprout from. As such, you’ll want to think carefully about an AoD that will tie into your character well and help accomplish the things you want to with this character. Similarly, an AoD does not have to come with a negative connotation, though traits like “Wrath” and “Greed” are fairly common. Feel free to have something that is more passive or off the wall, like “Curiosity” or even “Love”.
Power: A brief (1-2 sentences) summary of your power. This only needs to be as complex or as simple as you want it to be, but remember that the full write up belongs in your second post!
Zanpakutō: An empty blade that the Arrancar fight with. This weapon can come in just about any form and typically takes on a monstrous, or dangerous vibe. There is no standard, though typically it is a bladed weapon of some sort.
[ LEGACY CREATED ]
Origin: Each of these three sections should be at least a full paragraph (5-7 complete sentences). In your origin, you should talk about where your character was born, describe their death and talk about their time as a base Hollow. This should stop before your character has become conscious and is able to think about their actions.
Rise to Power: Rise to Power should include the road up to breaking the hollow mask as well as the logic behind doing that. During this phase is when you would talk about how your character has gotten use to being an Arrancar after being a monster for so long.
Call to Action: This is where you talk about the event(s) that made your character shift from an NPC to a player character. For whatever reason, they need to be pulled away from the daily grind and put into the spotlight. In this section, you’ll want to highlight that event(s) and justify why your character is they way they are today.
Woe That is Madness
[ AT A GLANCE ]
Age / Apparent Age: 116/20.
Gender: Female
Height & Weight: 5'4 & 119lbs
Hair & Eye Color: White and Red
Positive Traits: Placid, Patient, Honest, Stoic.
Negative Traits: Machiavellian, Unceremonious, Meek, Impolite.
Loyalties: None.
Snapshots: 1900: Birth
1912: Became an Orphan and moved to Edinburgh
1914: reluctantly joined the war.
1917: Perished in The Battle of Passchendaele
1917: Consumed by a Hollow
1939: Managed to assume control of the hollow and became a Dominant Adjuchas
1947: Unsure of her existence, she allowed her primal urges to consume as many hollows.
1960: Took on an Arrancar and lost, ended up being a “pet”
1990: Finally snapped and defeated the Arrancar but at a cost of her mask
2016: Began roaming around in the Human world and killed a Quincy. Her curiosity of the being slain demands to be sated.
Now
[ ON THE SURFACE ]
Physical Description:
Hair & Eyes
A.H’s hair is a mess. Short and whiter than her very skin, the bangs are uneven and looked as if it been cut by shears rather than scissors. The rarely washed bangs lacked the conditioning treatment and become to clump together, almost becoming dreads. A.H tend to hide most of her hair under the plain grey scottish tam hat (missing the pom and the tassel) that helps give off the air of rogue-ish look. Her only working eye is a dull shade of red, always restless, flittering whenever the wind blows or something fast approaching comes to her view.
Physical Description
The best way to describe the Arrancar is as a strongly postured, pale skinned marathon runner. The short stature and small breast size provided the illusion of her being fragile, but that is far from the truth. The timid frame was surprisingly durable, with rippling abs that outshone the daily scratches and cuts. Her powerful leg muscles grant her leap and bounds, cartwheeling and being slippery, makes her the perfect being for up close and personal style of combat.
Although half of her eyes is covered by her fragment hollow mask, she holds an air of reserved beauty. Her feminine jaw and the small mouth with slightly plump lips that’s rarely commit to a smile – but when it does, it was reduced into twistedness. She has a smooth, pale skin, free of scars and scabs. However, occasional wicked grin was enough to turn her timid feature into madness.
A.H attire is something considered to be alien in Arrancar standards. Avoiding the droll white clothes that put the Las Noches on the map. She resorted to wearing masculine attire that resembled that of a Highland Officer soldier from the first world war. The grey tunic which the flap is curved to allow her to wear sporran for her dark blue and black kilt. (spoiler, she never wears a sporran) She also wears a weathered leather satchel to carry things of interest and a leather holster for her one half of her Zanpakutou, a Revolver.
The Hunter’s Boots is ankle length with a thick woolly sock that she tends to cover most of her shin and covered with grey spats to protect it from weather. The foot wear and socks are in tip top shape thanks to the hunter’s persistent and timely care.
She wears a grey band that cover most of her forehead and to keep her from being irritated by the placement of her hollow mask fragment and a grey tam hat to hide the messy and clumsy hair of hers.
She also sports a long grey trench coat that matches with her uniform, most of the time she tends to wear them draped over her shoulders like a cape rather than wearing them as intended.
In a rare case of her needing to wear something else other than her usual soldier attire. She opted for Masculine outfit from a certain era, noticeably from the 1910-20. She tends to shy away from wearing feminine outfit, citing that the clothes are hardly good for survival compared to the male variant.
Spiritual Description: Her reitastu when exerted gives off a soft, gentle cold, pale green glow. Rather than coming out like a violent inferno, it rises from his body curling and swaying, much like a sun’s corona. The presence of her killing intent intensifies as it flares up,
[ BEHIND THE EYES ]
Personality: Describe who your character is and how they interact with the world. This doesn’t necessarily include what they like or dislike, unless those opinions have an actual effect on the character. That is to say, including that they like to watch it rain is rather useless, however saying they are a hollow sympathizer is certainly worth mentioning. Take into consideration things that will actually be relevant to the story you’re telling and information other thread partners would want to see out of your character. This is where you justify the things you want to do.
Goals & Achievements: This is where you briefly talk about things your character has done in the past, or things they want to do. Please note that you cannot have had any previous position of notable power (such as lieutenant or captain), however mentioning that you were once a seated officer in a certain division is very relevant information. This is a very good place to start a foundation of your story and make notes on the general direction of where you want to go with your character. Above all else, keep your goals reasonable; it was be a little ludicrous to go out the gate wanting to be Captain Commander. However, feel free to update this as you progress, so players have easy access to your current plans and accomplishments.
[ GUARDIAN ANGEL ]
Aspect of Death: A single theme or trait that killed your Arrancar as a human and will kill them again if it goes unchecked. This is the main source of conflict for your character and where you will have most of your development sprout from. As such, you’ll want to think carefully about an AoD that will tie into your character well and help accomplish the things you want to with this character. Similarly, an AoD does not have to come with a negative connotation, though traits like “Wrath” and “Greed” are fairly common. Feel free to have something that is more passive or off the wall, like “Curiosity” or even “Love”.
Power: A brief (1-2 sentences) summary of your power. This only needs to be as complex or as simple as you want it to be, but remember that the full write up belongs in your second post!
Zanpakutō: An empty blade that the Arrancar fight with. This weapon can come in just about any form and typically takes on a monstrous, or dangerous vibe. There is no standard, though typically it is a bladed weapon of some sort.
[ LEGACY CREATED ]
Origin: Each of these three sections should be at least a full paragraph (5-7 complete sentences). In your origin, you should talk about where your character was born, describe their death and talk about their time as a base Hollow. This should stop before your character has become conscious and is able to think about their actions.
Rise to Power: Rise to Power should include the road up to breaking the hollow mask as well as the logic behind doing that. During this phase is when you would talk about how your character has gotten use to being an Arrancar after being a monster for so long.
Call to Action: This is where you talk about the event(s) that made your character shift from an NPC to a player character. For whatever reason, they need to be pulled away from the daily grind and put into the spotlight. In this section, you’ll want to highlight that event(s) and justify why your character is they way they are today.