Bleach Platinum Hearts RP
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Welcome to The Platinum Hearts Scroller. Here you can find our most recent Of the Year and Of the Season winners. Happy Roleplaying! --- Member of the Year: Locke --- Character of the Year: Alastair Eisfluch --- New Characters of the Year: Mizu Morikawa and Igendai Gyakusuma --- Social Thread of the Year: A Letter for Hymn --- Combat Thread of the Year: Raise Your Spirits --- Member of the Season: Paradigm --- Characters of the Season: Byakuya Kuchiki and Klein Schwarzwotan --- Applications of the Season: Armina Willsaam and Klein Schwarzwotan --- Fight Thread of the Season: Search and Destroy --- Social Thread of the Season: Damage Assessment --- Event Thread of the Season: Midnight Assault
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The Cookie
The Cookie
Joined : 2011-08-07
Posts : 1892
Age : 29

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Thu Mar 02, 2023 10:17 am
Just a collection of things that I don't feel like working on anymore. Either a) felt redundant with my existing characters, 2) felt like its not fun anymore, 3) unfinished due to roadblocks and lost interest over time

Do whatever you want or you can just adopt off my hands if you think the idea is interesting.


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The Cookie
The Cookie
Joined : 2011-08-07
Posts : 1892
Age : 29

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Thu Mar 02, 2023 10:17 am
THE QUINCY APPLICATION

I. Basic Information

» Name: Miryuu (美龍)
» Alias: N/A
» Age: 20
» Gender: Female

» Association: N/A

» Appearance Written: Standing about 5'4" tall, Miryuu has a very modest figure that aren't too big nor small on any parts of her area and have signs of a body that is both well-trained and well-taken care of to maintain her looks as is.

Miryuu also has a blonde, rather wavy long hair that goes all the way down to her waist and normally curls & puffs up even more under humid conditions. It pairs along very well with her fierce but beautiful amber-colored eyes which has an odd trait of lightly glowing even under darkness which ends up as an inspiration for her name.

Miryuu's overall appearance is also very military-inspired due to her upbringing - wearing an outer wear similar to a navy's jacket, a simple sailor uniform on the inside with a white & blue skirt with a black leather belt just above her waist and black boots paired with white stockings. Along with the clothes, she also accessories herself with a blue ribbon just below her collar and a red pendant, which is her spirit weapon and mother's keepsake. On certain occassions, she may bring along a red sailor's hat with an emblem of her family at the front.

» Appearance Image:
Appearance 1:
Appearance 2:

I. Personality

» Hot-blooded: Act first, think later - is a policy that Miryuu runs with down to her soul. She is the type of person who would dive straight in first into the situation regardless of the dangers that might await her as she holds a belief that a soldier who hesitates in battle will always be always the one to die first and fail to take action in helping when a situation calls for it. However, this does hamper her judgement in assessing danger in battles and would always tries to punch someone who is way above her weight class.

» Fun Seeker: Blood pumping! Hearts racing! This is what Miryuu wants, something fresh, something new, something that will keep her up and running constantly. This applies to all aspects of what she is doing - whether if its learning a new skill or meeting someone new, she would always be a little too excited to see what she is able to do.

This carries over to her desire to look for someone strong to fight if they are free to do so, as to her, a battle is something that should be hot and exciting where people would challenge themselves to see how far they can go; how much stronger have they gotten and what sort of failures they can learn from. Winning or losing doesn't matter as long as in the end, it is fun.

» Fierce, like a dragon: When Miryuu "gets in the zone", her personality shifts quite a bit. No matter if it is work, fight or even playing around, she becomes very aggressive in anything that she is doing - not an angry kind of aggressive but her approach becomes more straightforward, brute-force and narrow-minded. This applies well when she is learning something as it puts her in a sort of a hyperfocused state and begins to ignore her surroundings in order to achieve the goal at hand.

I. History

History:

I. Natural Abilities

» Expert in Archery: Astounding? Abnormal? There are many different ways to describe Miryuu's level of skill in archery. She has spent most of her time with archery growing up with her father as a mentor and has competed with him throughout her entire childhood until adulthood.

Normally speaking, her accuracy and focus with the bow and arrow can be considered as terrifyingly good - capable of hitting exactly when and where she wanted even from kilometers away and if she uses her spirit weapon, her arrows from afar are no different from a modern sniper rifle. Her years of experience with archery helped her in being able to easily adjust her aim by instinct according to her surroundings to hit her target.

On the other hand, Miryuu has a number of abnormal skills that accompanies her archery skill; such as being able to rapid fire her arrows close to something like a machine gun or in cases where one of her arms becomes unusable, she is even capable to wielding and firing a bow with one hand if she has to do it. Worst case? She could even use her teeth for that to get the job done. If there's a bow, there's a way.

» Basic Firearms Skills: A neglected but it is a skill that is still there nonetheless. Her knowledge and skill in being able to handle firearms are similar to a recruit and in a shoot-off if firearms (guns) are involved against a trained soldier, she would definitely lose. Other than smaller, handheld guns such as handguns and revolvers, she has no prior experience or ability to handle larger weapons and only know the basics to properly aim, handle the recoil and reload. Otherwise, she is actually pretty clumsy with firearms and often mishandle them, sometimes hitting her allies.

» Focus: It is a skill that comes naturally with archery and firearms training with Miryuu since being able to handle one's composure even under a situation of immense pressure is one of the most important criteria to being a good archer.

Miryuu's perception to her surroundings can be considered as part of her expertise, having to know what's going on constantly around her since whether if its a bow and arrow or a gun, many environmental factors such as wind speed and direction, distance of a sound, etc. can influence whether she can hit her targets or not. Believe it or not, this level of perception turns her into a difficult person to deal with against a fast opponent that relies on speed in combat by sensing how their movement "disturbs" the environment.

Still, this can backfire on her. Miryuu can enter the state of hyperfocus against a single point regardless if its a person, an object or anything at all but she becomes very narrow-minded at that moment, becoming unaware of her surroundings and can be easily caught off-guard. She doesn't have any control over when she enters this sort of state but seems to normally happen in situations of prolonged fights.

» Good Pain Tolerance: Not the best and not the worst either, Miryuu's pain tolerance comes all the way from her childhood. Since she comes from a military background, it is expected of her to be able to tolerate pains that no normal human could handle and was pretty much beaten senselessly by her own father when she was still learning basic martial arts. While she would definitely react negatively towards loss of limbs or suffering any major wounds like third degree burns, things like a broken bone or two or even being pierced by a number of bullets would barely flinch her.

» No-name fighting style: A nameless fighting style or "martial arts" that Miryuu created herself, a mixture of her archery skills and self-defense techniques.

The concept behind this style is very simple - it is to break through the norm that an archer is to fight long-range while a martial artist should fight in close combat. Miryuu does this by going into hand-to-hand combat and following up her attacks by firing her bow whether traditionally or even flicking a shot with one hand, and this works well into throwing off her opponent's sense of distance to not be able to gauge how far or even close they should stay.

This style is by no means unique since it can be seen done with firearms before but it is special to her in a way on how she "plays" with her bow. Unlike firearms with a distinct trigger, strings on bows makes her attacks extremely versatile with its ability to bend and stretch.

I. Racial Abilities

» Fire Imbuement: Very different from fire manipulaton, Miryuu has the power to imbue the element of fire onto anything that she physically touches even on things that weren't even meant to be on fire like steel or sand and can even set parts of her own body on fire to serve as some form of enhancement to her physical capabilities to resemble that of a dragon's.

The way Miryuu imbues fire is pretty straightforward - manipulate the reishi of her surroundings to envelope itself in a layer around the item that she touches and channels in a strong source of energy directly from herself and just like a match, igniting the layer into fire.

So the strength of the flames that she imbues on are dependent on how much reiryoku she puts in and the skill level of her reishi absorption; from being able to imbue fire that causes absolutely no harm to anyone and anything to, at her full power, imbue fire into an arrow with enough power to melt a hole thousands of meters deep into the ground.

There are weaknesses to her power. First, it is not the ability to manipulate fire which meant the source of fire she imbues has to come directly from her own reiryoku. Second, aside from herself to provide some level of physical enhancements, Miryuu cannot actually set other people on fire and burn them to death since it just creates a layer on top on what she touches and doesn't actually burn someone from the inside-out.

» Heat Imbuement: A subset of her ability to imbue fire, Miryuu has the ability to control how much heat she can put into what she touches if she doesn't want to set things on fire.

I. Spirit Weapon

» Spirit Weapon Name: [What is the name of your Spirit Weapon? If it has one, remove if not.]

» Spirit Weapon Appearance: [What form does your spirit weapon take?]

» Spirit Weapon Abilities:

» Size Manipulation: Her spirit weapon has the ability to change its size according to her will, whether from a large, greatbow with enough firepower to pierce through the mountains or even a shortbow that focuses on lightweightedness and speed.

I. Quincy Release

» Letzt Stil or Vollständig: [Quincy have one of two pathways to choose from. Please specify which pathway your quincy uses here].

» Name: [What is your quincy's release state called, if they have named it. Remove if not.]

» Appearance: [What does your quincy's release state look like?]

» Abilities: [What abilities does your quincy gain upon using their released form? Keeping in mind that Letzt Stil are usually much simpler and basic as a result of it's greater output and short timeframe whereas a Vollständig will have more flexibility and a greater range of abilities for the quincy to utilise.]

I. Equipment

» Equipment: [If your character has any equipment? Put it here. If they don't, skip this section.]

I. Skill Sheet

(To Find Out about what these skills are for, please READ THIS THREAD before you try doing anything to it)

General Skills
» Durability: Elite/Advanced/Adept/Trained/Beginner/Untrained
» Speed: Elite/Advanced/Adept/Beginner/Untrained
» Strength: Elite/Advanced/Adept/Beginner/Untrained
» Martial Skill: Elite/Advanced/Adept/Beginner/Untrained

Will Skills
» Willpower: Elite/Advanced/Adept/Beginner/Untrained
» Deduction: Elite/Advanced/Adept/Beginner/Untrained
» Focus: Elite/Advanced/Adept/Beginner/Untrained

Quincy Skills
» Blut: Elite/Advanced/Adept/Beginner/Untrained
» Reishi Absorption: Elite/Advanced/Adept/Beginner/Untrained
» Quincy Spellcraft: Elite/Advanced/Adept/Beginner/Untrained
» Spirit Weapon: Elite/Advanced/Adept/Beginner/Untrained

I. Role Play Sample

» Roleplay Sample: [Please show us how you role play by either posting a previous post from another site or creating a new one. We do this so we know your RP skill. If you already have an accepted, you need not do another RP sample]

END OF CHARACTER APPLICATION


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The Cookie
The Cookie
Joined : 2011-08-07
Posts : 1892
Age : 29

Member Info
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Fri May 26, 2023 1:10 pm
THE DANAVA APPLICATION

I. Basic Information

» Name: Mumei (無名 - Nameless)
» Alias: Danava of Games
» Age: ???
» Gender: Female

» Association: None

» Appearance Written: Mumei's appearance is very unassuming, almost human-like in contrast to her race which was normally associated with a demon.

She stands at a height of 165cm or 5'5" with the appearance of an average female highschooler. If there is anything striking about her looks above her chest is her silky, dark purple hair with signs that its well-taken care of and normally enjoys styling them in double braids instead of straight down. Facially though, she always has this face that barely expresses emotions and dark brown, almost deadfish-like eyes as if her mind was constantly wandering off somewhere.

She sports a pretty slim albeit good body with signs that she has made attempts to take care of it by workout, having a little muscle here and there and a sizable bust beneath her clothes. While she doesn't a specific attire in mind, she normally wears a black sweater with either purple or white shirt underneath since it gives her the most comfort.

» Appearance Image:
Spoiler:
Spoiler:

I. Personality

» Personality: Mumei, at first glance, might seem unsociable and cold but she is actually the opposite of that. In truth, she is actually very friendly, enjoys approaching other people to strike up conversations and try to make friends with them if possible. Its just that she has difficulty expressing her emotions but she makes up for it with how expressive her body language is; shaking profusely when nervous, waving her arms in excitement, etc. So once you get to know her well, she is actually pretty fun to hang out with as a friend.

Staying true to her origin, on the surface, Mumei is a fun-loving individual and loves entertainment above all else especially games, so much so that sometimes her actions and speech are heavily inspired from video games that she plays or other forms of entertainment during her free time and if possible, even get others into her love for games as well and play with her. Though, despite being a "gamer", she doesn't really care about winning or losing if she get some fun out of it and be entertained in the end.

But there is a downside to this personality of hers. Akin to a "main protagonist syndrome", while she enjoys making friends and comrades, Mumei treats everything and everyone around her as if it is a game - that she is the only real person while everyone else are just side characters or just NPCs with names in a video game and friends are just people she adds into her party.

This leads her to being extremely insensitive towards lives of living beings, capable of committing murder in cold blood if she deems them to be useless or even abandon them whether they are close friends or even family members if she finds them to be a burden. If many lives are lost due to her actions? Its fine. They are just background characters that helps progress her "quest", for the greater good.

This is what makes her terrifying because there is no need for her to lie or put on a facade and actually approach people with genuine interests and friendliness. Its that she has no separation of fantasy and reality, so its difficult to understand who she truly really is underneath.

I. History

Spoiler:

I. Natural Abilities

» Highly Intellectual: Breaking away from the general stereotype of what a "gamer" would be, Mumei is a lot smarter than she physically looks. She loves getting into a variety of games that challenges her mind such as strategy, puzzle and board games where she would either have to make a split-second decision, wreck her head around solving problems or go through massive combinations of different solutions.

This, in turn, helps her very capable of pseudo-precognition, just like in chess, reading a few moves ahead by guessing what her opponent would do though not with absolute accuracy as she can fall for feints rather easily. Mumei is also able to make cold and calculating decisions, as long as positive results are being brought on even if it requires some sort of sacrifice.

» Extreme Focus: A double-edged sword for Mumei - true to her being the Danava of Games, normally speaking, her level of focus is already terrifying due to it being honed by not just the amount but also variety of different games that she plays, enabling her to take notice of changes and respond to it accordingly pretty quickly. But there is one more thing she can do; Mumei can isolate her mind into an extreme state of focus in that one task alone, allowing her to make almost instantaneous decisions and catch even the slightest of changes - one's breathing, heart rate, muscle twitches, body heat, etc.

But there is one major weakness to this: it is only useful if its one-on-one against someone who is straightforward and honest. In this state of mind, Mumei would pretty much shut off everything else in her surroundings and becomes tunnel-visioned to only what's in front of her, unaware of the dangers around her until it is too late. So she rarely ever taps into this "skill" of hers.

» Physically Human: Not a perk per say but something worth nothing - despite being Danava which is akin to a demon, without her origin powers to help her, Mumei's physical capabilities are no different from any other human. It meant that in a fair fight without powers, she wouldn't even able to win a fist fight against a human with an above-average strength but not being able to outrun a superhuman either. In durability? She's no different from a glass at that point and would snap like a goddamn twig if she crashed into a building.

Because of that, Mumei is extremely reliant on her powers and employ different abilities to ensure that she doesn't just die in a snap of a finger. She isn't sure if her physical weakness is due to the concept of her origin but it being centered around games, it seems that most of them went to her head and not her body which is unfortunate to say the least.

I. Racial Abilities

» Origin Name: Gamemaster (管理者)

» Origin Abilities:

» Chess Pieces: Mumei's origin power comes mainly in a form of black chess pieces with the standard amount that is available on a chessboard: 1 king, 1 queen, 2 rooks, 2 bishop, 2 knights and 8 pawns. She can summon these pieces on demand in varying sizes and requires very little to no energy to bring them in unless she starts to put them to use. There are two unique ways that she utilize these pieces that she can freely switch at all and both methods comes with its own strength and weaknesses.

» Piece Infusion: The first ability - to be able to infuse the piece's respective effects into herself. When pieces are infused, the amount of times she can use a piece is as mentioned before, once used, it is considered consumed until the end of the thread and that same amount is usable again on the next one. Its effects after infusion also only lasts for 1 post for the strongest pieces she owns (king & queen) while the rest lasts for 2 posts long.
  • King: A piece that Mumei rarely ever uses - it symbolizes a ruler, an emperor and the most important piece to lose a game of chess if it gets checkmated. However, its importance is what makes its effects worth using. Regardless of her own spirit class level or her reiryoku pool, it will consume exactly half of it as fair compensation and physically wears her out for using effects that her body is not used to.

    Once infused, Mumei gains strength similar to an elite level's with punches and kicks that can easily demolish a building and an advanced durability to withstand the recoils of her strength though with a powerful body as well to take on even a cannon. While everyone's idea of a ruler is different, these effects are influenced by her belief that a ruler should be all-powerful and rule with an iron fist.

  • Queen:


» Game Rules: A unique contractual power with a few conditions to work; 1) it is only usable between 2 people, 2) requires consent from both parties and 3) an agreement on who's the challenger and the challenged. The challenged one of the game gets to decide on the "rules" of the game.

» Eternal Partner Name: Ou & Jyou (王・女)

» Eternal Partner Appearance: [What does your Eternal Partner look like? You may use a picture or write it out.]

» Eternal Partner Personality: [How does your Eternal Partner act? This can sometimes be heavily related to their origin based powers. So if there were to be a fire based Danava? Chances are that their Eternal Partner would most likely be some sort of fiery persona; being hot-headed, irritable and a quick thinker.]

I. Atma Vatou

» Atma Vatou Name: Kon (コン, abbreviation for controller)
» Atma Vatou Description: A reflection of her origin - its appearance is nothing cool or special, as her Atma Vatou looks and feels like a standard wireless SNES controller. Its also surprisingly brittle, easily broken even under the hands of a normal human if thrown with enough force much like an actual controller.

There's not a lot of power behind the controller as it only has basic control over the main elements like fire, electricity, water and earth. Just like a wand for magicians, Mumei's controller just serves as a medium for her to create and manipulate elements that comes from her own with enough firepower to only rival against spirit class 8 so it is not all that impressive.

The weakness behind that power is she cannot make use of existing sources around her, so she can only manipulate elements that is created by herself only so she can't really take advantage of her terrain if compared to someone who specializes in a single element.

I. Path of Embracing


» Name: [What is your danava's release state called if they have named it. Remove if not.]

» Appearance: [What does your danava's release state look like?]

» Abilities: [What abilities does your danava gain upon using their path of embracing?]

I. Path of Being


» Name: [What is your danava's release state called if they have named it. Remove if not.]

» Appearance: [What does your danava's release state look like?]

» Abilities: [What abilities does your danava gain upon using their path of being?]

I. Equipment

» Equipment: [If your character has any equipment? Put it here. If they don't, skip this section.]

I. Skill Sheet

(To Find Out about what these skills are for, please READ THIS THREAD before you try doing anything to it)

General Skills
» Durability: Beginner
» Speed: Beginner
» Strength: Beginner
» Martial Skill: Beginner

Will Skills
» Willpower: Elite/Advanced/Adept/Beginner/Untrained
» Deduction: Elite/Advanced/Adept/Beginner/Untrained
» Focus: Elite/Advanced/Adept/Beginner/Untrained

Danava Skills
» Origin Embodiment: Elite/Advanced/Adept/Beginner/Untrained
» Origin Focusing: Elite/Advanced/Adept/Beginner/Untrained
» Atma Vatou: Elite/Advanced/Adept/Beginner/Untrained
» Eternal Partner: Elite/Advanced/Adept/Beginner/Untrained

I. Role Play Sample

» Roleplay Sample: [Please show us how you role play by either posting a previous post from another site or creating a new one. We do this so we know your RP skill. If you already have an accepted, you need not do another RP sample]

END OF CHARACTER APPLICATION


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