Genshi Karii Jun 10, 2015 20:00:40 GMT -5
Post by Genshi Karii on Jun 10, 2015 20:00:40 GMT -5
Character Name:Genshi Karii
True Age: 124
Birthday: September 23rd
Rank: 11th seat
Apparent Age: Early 20's
Height: 4' 5”
Weight: 80 lbs.
Eye Color: Turquoise
Hair Color: Auburn
Karii is small and slight with an athletic and acrobatic build and very flexible joints, but her face is older looking than her height would imply. She has the appearance of a young woman, with a heart shaped face that is wider horizontally than vertically and rounded eyes that are a bright and sparkling turquoise. Her nose is short and concave, with the tip pointing upward slightly. She has a somewhat narrow mouth with pouty lips that are usually shiny with glittery lip glosses from the human world. Her ears are pierced with ball earrings that match her eyes. Her arms are both covered with full sleeve tattoos, featuring a fire faerie on her left forearm, a tribal tiger jumping through a flaming hoop on her left bicep and various other fiery flowers and tribal designs interspersed, on her right wrist the four suits of playing cards are tattooed and images of money, cards, and dice dominate. Creeping up her neck is a tattoo of a spiderweb, complete with a spider that dangles just above her sternum.
She has customized her shinigami uniform considerably, and it now consists of close-fitting pants constructed with more flexible fabric than the usual hakama and tied with a thin obi and a shirt resembling a karate gi. She has a second shirt that she sometimes wears, which more resembles a tunica and shows her tattoos off, under this she wears a tank top without a back. In her free time, she wears a variety of hand-dyed kimonos, sometimes with hakama and sometimes without. She keeps her hair at about mid-length, with it longer in the front than in the back by a rather wide margin. Her bangs sweep to the sides of her face. Sometimes in her free time she ties the bulk of her hair back with various pins bearing flower and card motifs.
She holds herself with confidence and her head is always held high, even though she's barely over four feet tall. She walks quickly but with short military-like strides unless she's off duty, and then her steps are slower and lazier. When she stands still sometimes she will stretch her muscles or crack her joints. Karii has a clear and loud voice that has retained some girlish timbre but has obviously deepened with age, and she speaks quickly (sometimes so quickly that she must be asked to slow down and repeat things).
Wanna make a bet?
Karii is a lighthearted shinigami with a laid-back and jovial attitude to match her youthful appearance. She tends to get along well with anyone who isn't too serious and has a wealth of friends across many age lines—she often dons her old academy uniform and eats lunch with budding shinigami, and it isn't uncommon for her to spend time in the Rukon with the older set, learning weaving and other useful things. She has an assortment of kimono that she wove herself. While she likes to learn, she isn't good at doing it from books. She is far better at learning from someone willing to teach her hands-on, and easily dedicates herself to something once she decides she enjoys it enough.
Unafraid to be herself, Karii delights in showing off her talents to others and is rather upfront and frank about her feelings. If she has a problem with someone, it is quickly made clear, but she is not above giving people the opportunity to make amends. She doesn't hold many grudges and is willing to bury the hatchet with people she's fallen out with as long as they are. She has a tomboyish attitude and can drink quite a few male shinigami under the table despite her size, she loves to hang around with ""the men"", and is perfectly willing to incite a fight if she's riled up (which hardly ever happens, but even when she's angry she usually seems to be having the time of her life). She's an adrenaline junkie, and anything that could get her in trouble if she's caught is something she's certainly going to do.
One of her favorite hobbies is pranking--she is excellent at using kido and physical devices to rig intricate traps and loves to come up with practical jokes for her and her friends to try out. Sometimes people get hurt, but not too badly and they tend to laugh it off. She never feels too guilty about someone getting bumped or bruised (including herself), but will certainly apologize for it to keep them happy. As long as somebody's laughing, she's pleased with her little tricks (she also enjoys puns, and enjoys the look of chagrin that comes with a good one). When she's not devising a new trick or trap, she can be found at the pachinko parlor; she loves to gamble and test her luck when it's money at stake.
When it comes to her duties, she finds herself getting bored with patrols and desk work; she makes mental games of her work to pass the time more easily. That doesn't mean she dislikes doing the jobs she's given, that couldn't be farther from the truth, but she has a hard time focusing on it. She does her best to work as hard as she plays, and with the right mindset she can work herself into a determined frenzy that puts higher seats to shame and leaves a trails of finished reports a mile long. These are the times where she forgets to go to sleep or eat, but if she pulls herself away from the work she's focused on she knows it will be tough to begin again. She does love taking missions, especially those that will take her to the human world. Humans are some of her favorite kind of beings, and she always loves a chance to partake in their many cultures.
She has more confidence now than she had when she was in the academy, but her slowness in graduating took a toll on her perception of her abilities in combat. When she begins to feel the stress of the daily grind she becomes dangerous to herself--at first gambling away her money, then drinking it all away, taking more and more foolhardy risks and dangerous missions to get that rush of adrenaline to make her feel better. This is also when her zanpakuto can influence her most, and she comes up with her most dangerous pranks at this time--some even border on sadistic. She rarely implements them, however, and when she is feeling like herself again they're thrown away. Karii rarely talks to anyone about her zanpakuto's behavior, partially because she doesn't want to be labelled as weak; telling someone about him would go hand in hand with admitting that he frightens her.
Born a first generation Japanese-American in Brooklyn, Karii's mother died in childbirth and her father disappeared shortly afterward. Abnormally tiny from birth, she was a ward of the state until she turned fifteen and she was approached by the curator of the Dreamland Circus Sideshow and given a chance to earn some money performing. After convincing her to display her natural flexibility he cajoled her into joining against her better judgement. She became the apprentice to the contortionist already there, in miniature. With a bubbly attitude she stole the hearts of the show's attendees day after day, and as she befriended the rest of the ""freaks"" she discovered a sort of pride in her talents--the rest of them were proud to be freaks, so why shouldn't she? She struck up a particularly good rapport with the tattooed woman and her husband, who treated her as if she was their own child. The tattooed lady even agreed to give her some tattoos of her own. They hurt at first, but she loved her new ink and she loved her new family. Performing never was a chore, it was fun for her and her family.
One night while they were all sleeping, there was a crash. All Karii ever remembered was dragging hands, the sound of screams, and then nothing. When she came to, she felt herself drifting. The world was foggy, and she was confused. She wanted her mother. It was cold...and then it wasn't anything.
She was looking over herself, limp and facedown in a muddy ditch, victim of a senseless crime. Was she dead? It didn't feel that way. But she tried to shake herself awake and as her hand passed through the cold and lifeless body a fearful sob escaped. She felt so far from home...she had to get back. Was her family okay? Even if she was dead, she knew she had to run. Run she did, all the way back to her home. It took days. Maybe it took even longer.
When she returned, everything was almost the same. Everyone seemed sad, but the show went on. It had to. She sat down in the bleachers and watched, cheering them on and clapping for them and feeling grateful that they seemed okay until she realized someone was missing--the strong man never performed. Had he died trying to save her? Could she find his spirit lingering? She looked all around to no avail, and decided she'd spend the rest of her days in those bleachers to watch over her family. Sometimes it seemed like they saw her, caught tiny glimpses and looked to the empty seat in surprise. She hoped that they saw, and that they knew she was watching.
There came a day were a woman in black sat beside her, looking right at her. Karii asked if she could see her. The woman said yes. They sat in silence for a while, with only Karii's clapping and the crowd breaking it. When the show was over Karii asked the woman if she had enjoyed it, that was her family, and they always put on a good show. The strange woman agreed, and she took Karii's arm. You have to come with me, she said, you can't stay here any longer. Karii fought her, kicked, yelled, but the woman was insistent. This is my family, Karii reminded her, I have to watch over them. A look of sadness crossed the woman's face, sympathy and understanding, and Karii thought she had won. All the woman said was...I'm sorry. She drew a sword and touched it to her, and the world suddenly faded away.
A new start
She woke up hungry, she woke up confused, she woke up with an unshakeable sadness. There was hard dirt under her and blue sky above, but the hunger was insistent. What had she been doing before? She couldn't recall. Sitting up, she took inventory--limbs were intact. The tattoos looked neat, but where did they come from? She could think about it after she found food. She had no money, nothing but the clothes on her back. If she wanted to eat, she knew what to do.
There were plenty of houses. They should have something, she thought, but they wouldn't just give it away. These houses looked poor, looked rough. She decided to walk, and walk far--pretend she belonged. Pretend she understood. Maybe there was a better place, if she kept walking. Hunger began to make her dizzy; she wouldn't be able to wait. An alleyway gave her cover, a window become her door. She fell into a dark room, groping her way around until she found something. Bread. She ate her fill and left quickly, feeling better. Her heart pounded, and she felt alive. She had stolen, but she couldn't feel bad. She needed what she took.
That was how she lived for quite some time. Steal to eat, eat to live. Eventually she was caught, but rather than punish her the old woman that caught her took pity, took her in. The old woman said this place was called the Rukon. District 35. None of it meant a thing to Karii. Karii told her so, told her how long she'd walked. She wasn't ungrateful though, and so she stayed. Learned to weave and sew, to fix things that were broken. She took to it all well, and enjoyed her time with the old woman. Eventually the old woman asked her, would you like something better than this? Karii told her maybe. Go to the Shino academy, the woman told her. They'll teach you to be a shinigami. You'll make your own money. Help people.
It sounded good. Karii left for the academy, promising to come back.
In the academy, she found herself in classes with people who knew far more than she, who had waited their whole lives to join the ranks of shinigami. She learned their ways, making games and rhymes to remember her kido incantations and practicing her zanjutsu long after other students were gone. She failed many times in her classes, but wasn't ready to give up. She made friends while she was there, and they began to help her. They all practiced and played together, and after much longer than usual she graduated, and was placed into Division 13 with her asuachi. She had tried for years to commune with it and enter its world, like her teachers had taught her. She offered it sweets. She painted it. She hit and bashed it. Nothing was working--it was like the spirit was keeping her out on purpose. After a while, she gave up. She took to spending her nights at bars and gambling parlors, and her money began to run out fast.
It took a stern talking to from a seated officer to get her to try again. Try again she did, hoping for something but expecting nothing. Nothing was what she got for a few weeks of daily meditation, until she finally succeeded and found herself wandering a run down amusement park. She felt fear. The sky was red, shadows lurked at the corners of her vision. This was supposed to be her mental landscape--what was wrong with it? As she wandered about she tripped on a cord, and a loud bang threw her into unconsciousness.
She woke up in the fourth division. Even though she hadn't gotten far, she felt better than she had in ages. It was progress! She spent her recovery time piecing together what had happened and planning another trip to drag her zanpakuto out of hiding. She was determined to learn its name and use her shikai now. She was so close.
Or so she thought. Trip after trip yielded disappointment, maybe a tantalizing laugh that she couldn't trace. She got better at disarming the traps set out for her. Her friends worried, but she always passed off her injuries and sparring accidents. Nothing to worry about. She didn't tell them that she was just as worried as they were but the closer she felt she was, the less threatening everything began to seem.
Then she finally found him when she explored the mirror maze. She chased reflections for what seemed like ages, and eventually she leapt forward, a reaching hand grabbing the tail of his coat as she hit the floor. He stopped cold. She looked up. Annoyance was written all over his face for a millisecond before dissolving into a malicious grin. She had caught him, though, and she had demands. His name, and her shikai. He cackled wildly. Said he'd play a game with her. A guessing game.
Joker. Clown. Mad Clown. Lunatic. Finally, after many tries...Doukeshi--Jester. He cackled again, and then he was gone. But she knew she had won. Outside, the park was grand--the blackened figures she had feared were colorful and waved as she passed. The sky was blue and a cool wind blew.
Roll the dice. On instinct, she snapped out of her meditation. Snatching up her blade, she called out her zanpakuto. It worked, and after that her worries melted away. Compared to Doukeshi's trials life was nothing to her. She began to take missions with more vigor now, excited to have a shikai. Her work paid off in promotions and she reached 12th seat before she knew it. It was farther than she had ever expected to get.
Zanpakuto Name: Doukeshi
Ability Type: Kido
Release Phrase: “Roll the Dice, Doukeshi!”
- Length: 1.5 feet
Doukeshi's sealed form is a yoroidoshi (a tanto with a thickened blade that is good for cracking armor) with red and black hilt weaving on mahogany and a round gold cross guard that looks quite like a coin. The scabbard is lacquered wood painted red with two thin black racing stripes running down the side. She usually stows it in plain sight in her belt, or just carries it. The scabbard and blade are in good condition, but show signs of use--the hilt weaving, on the other hand, has seen better days. Frayed and in some spots dirtied, it wouldn't be in such a state if Karii ever had the money to maintain it.
An intricate fairground in a dense, dark woods is where Karii's zanpakuto spirit resides. The woods are so thick that nothing could navigate them, but the fairground takes up most of a very large clearing and is very open. There are many attractions, attended to and ridden by smoky shades of many colors with no discernible features. At the center of the fairground, surrounded by the usual roller coaster, unattended food court and other attractions is an enormous canvas carnival tent with faded red and white stripes. In this tent is a brightly lit three-ring circus, with misty shades in both human and animal form putting on spectacular shows. Another building houses a mirror maze, where Doukeshi likes to hide.
Wandering around her own mental landscape is a little risky even on the best of days; her zanpakuto is the one who runs the show and here and there are small ""presents"" for his master--traps of varying danger, which she must be careful to defuse as she walks. When her mental state is good, there are few to deal with and they aren't so dangerous, and the place is full of wondrous sights. As stress takes her over, the skies above darken and redden; the inhabitants of the area blacken and avoid her, and the place becomes littered with deathtraps. The attraction begin to rust and break as she turns to her self-destructive ways and the circus tent in the center is abandoned. She has never entered the tent in this state, but it is the most deadly place of all.
Doukeshi takes the form of a demented clown usually donning a flamboyant outfit of mismatching colors and patterns. Not even his shoes match in color, and he can appear in many different outfits though he has his favorites. His skin is pale, almost white, and his face is decorated with garish makeup. His hair is mid-length and blond, but looks much shorter put up in a high ponytail and decorated with ridiculously huge costume feathers. He carries a mahogany box that appears to function like a miniature slot machine.
This malevolent jester is the ringmaster of Karii's inner world; she still hasn't managed to put him in his place and it's a little hard to blame her for it. He is unpredictable and openly violent to her, and his more sinister traps can send her into long bouts of unconsciousness and injure her body (he's sent her to 4th division quite a few times). He has a demented sense of humor and revels in destruction, cajoling her into fights she wouldn't get into otherwise and planting ideas for wicked 'pranks'. Karii doesn't always get to communicate with him directly, as he hides from her around the park. When she catches him, he lets her chat with him for a while as a little reward until he gets bored and runs off to 'play' with the park goers. He's taken a bit of a liking to his littlest plaything however, and it shows in his trap-work--usually it's very obvious that they are much less malicious than before. When he does reveal his secrets to her they're wrapped in riddles.
When released, Doukeshi looks very unlike a sword. The handle is a black and feels like a hard rubber material over wood, and from the round gold crossguard extends a thin knuckle bow to protect the hand. Where a blade would be, however, is a short mahogany cylinder that has three windows cut out of it. These windows each display a reel with five symbols: heart, spade, diamond, club, and a ""Joker"" (which on closer inspection is Doukeshi himself) in profile. The end of this cylinder is hollowed out like a gun barrel and trimmed with gold.
Doukeshi in shikai is very inadequate for attacking unless Karii can use the ability “Pocket Change”. The gun-barrel like business end means that without Pocket Change there is no functional cutting edge on Karii's shikai. Its baton like shape makes it okay for bashing and whacking, but even then it lacks the weight of a good baton. It is partially solid and just sturdy enough to block attacks.
Slot abilities: These abilities can only be activated by activating the slot reels on the barrel of Doukeshi's shikai form, which Karii does by holding the blade straight up and saying ""Spin!/Mawaru!"". Slot can only be used once per post, and a moderator must roll a random number out of 100 to determine the ability activated, which takes effect on Karii's next turn. If the slot reels don't match (which has a 30% chance [1-30] of happening), it's a flop and nothing happens.Name:Queen of Hearts
Description: Has a 10% chance [31-40] of activating. Heals someone of Karii's choosing by firing a beam of blue light that can heal anything up to a severed limb. It can only be used on one person at a time and uses 5% of Karii's reiatsu.
Name: Pocket Change
Description: Has a 30% chance [41-70] of activating. Extends Karii's shikai blade, a short but thick armor piercing blade similar to Doukeshi's sealed form. Does not expend reiatsu, and using Slot again retracts the blade.
Name: Small Blind
Description: Has a 20% chance [71-90] of activating. Deals some damage to a target of Karii's choosing by firing a thin beam of gold light. The attack is fast and uses about 5% of her reiatsu. It is a constant beam and so while it fires (about 10 seconds)it can be re-aimed.
Name: Big Blind
Description: Has a 10% chance [91-100] of activating. Deals a lot of damage to a target by firing a heavy beam of golden light. The attack is slower than small blind and uses about 10% of her reiatsu. It is a constant beam and so while it fires (about a half a minute) it can be re-aimed.
Name: Lucky Day
Description: (Not a Slot ability) Makes all attacks dealt by someone of Karii's choosing deal more damage than usual for 3 posts. To activate, she just has to touch the barrel of her zanpakuto to their head (or her own) and say ""Lucky!"" Can only be used three times per thread. Uses about 5% of her reiatsu.
Reiryoku Level: 7
Karii is a tricky fighter to keep up with, acrobatic and agile to a point where she runs circles around just about every seated officer in the 13th. She has a wealth of strategies at her employ, and most involve guerilla tactics and setting traps for the enemy. She gets in, attacks, and gets out quickly, chipping away at her opponent before they can blink. Her kido is a huge player in her battle tactics, and she's equally skilled at using Hado and Bakudo. Reiatsu is hardly ever a problem for her, as she has stores of it that are generally considered huge for someone of her rank. As long as her wits are about her, she can get herself out of practically any situation (either by fleeing or winning). She's much better in battle though, if she's had a chance to plan or set a few things up even though this is hardly ever the case.
Her supplementary abilities and creativity in setting traps make her a good team player--she can heal, buff, and set up her traps while getting cover from the rest of her team. It helps her greatly to be in a group, as her offense is mediocre and her defense is just a cut above poor. She has good stamina, able to run and leap and perform acrobatic feats for ages without tiring or even seeming to run out of breath. She can be reckless in battles, taking challenges she'd be best turning down and fighting long after a sane person would pack up and go home. She loves the adrenaline of fighting, and is willing to go hand-to hand if she has to; her usual tactics still apply as she lands multiple hits quickly and bob-and-weaves her way out of trouble.
She has a peculiar attitude in battle, laughing and joking with the enemy. She treats it, much like everything else she does, as a game to play, a game of skill and luck. This attitude is hard to break, but even though she laughs she does take her opponents seriously as she cannot afford to underestimate them and screw up--with her poor defenses she could be torn to ribbons in seconds if she makes a wrong move. She is always wary and watchful, and while she's not the best at evaluating on the fly she still does her best to discern an opponent's weaknesses.
She doesn't particularly like to use her shikai when she fights alone, preferring to fall back on her zanjutsu (which is quite good), kido, and trickery. When she does call her release phrase, she can't help but try her luck with Slot time and again, even when it would be a better idea to try something with more consistent results. Her shikai is very good for one thing--Lucky day. She is judicious about applying the ability's effects and can use them to turn the tide of a battle quickly.
Name:Shunpo (Flash Step)
Description: The shinigami’s signature movement technique, using extreme speed and acceleration to overcome the eye’s capacity to trace movement. This ability can be used to travel quickly from one place to another, or in combat by a skilled practitioner to get a jump on the enemy. Using this skill repeatedly over the course of a battle is ill-advised, as it does not take long for the opponent’s eyes to adjust to the high-speed movement.
Name: Konso (Soul Burial)
Description: Shinigami use this skill to transport Plus spirits, forcefully or otherwise, to Soul Society. This is a derivative of the zanpakuto’s natural ability to purify hollows by splitting their masks.
- Hado -
- #1 Shou
- #4 Byakurai
- #31 Shakkaho
- #9 Horin
- #21 Senkeiton
- #26 Kyokko