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Seireitei's swift fist || female || curious || non-rogue || squad four
17 || 3 years || 148 years
APPEARANCE
Nanami has a very lithe build, which attributes to her signature fighting style of being a quick, hand to hand fighter. Her hair and eyes are both brown, like her sisters back when she was alive, and her hair is braided into a long ponytail to her lower back. She is five foot four inches tall, and weighs one hundred and ten pounds. She has fair, peach skin, which is one thing she takes pride in, as she works hard to keep that and her hair in pristine condition, which is somewhat out of character for someone who is as adept at killing as she is.
Her uniform is somewhat unique in that she has dyed her usually white shitagi a deep red, reflecting her own stylistic choices. Her belt is always tied to her side in a large bow. Her hakama pants are tailored to be a lot less baggy than others, allowing her to move rapidly without it getting in the way.
Her twin Zanpakuto are held in each sleeve of her kosode, hidden from sight until they are needed in battle.
PERSONALITY
Nanami is friendly when it comes to meeting new people, and energetic when it comes to anything she likes. Fighting, gymnastics, swimming, pretty much anywhere she can exercise to the point of exhaustion. She's always looking to better herself in every area, and will turn almost anything into a competition if there are other people involved. While she is respectful of those who are of higher rank than her, she will constantly look for points of weakness in order to prepare to better her position and overtake them, this is true even for her Captain and Vice-Captain.
Often times Nanami let's the rush of battle get in the way of her better judgement, and can be hard to call off during a fight until she is convinced of her victory. This sort of competition shows her more vicious nature, as she has little concern for the wellbeing of those who she has deemed as a target. This makes it rather inadvisable to spar with her.
HISTORY
The youngest of six, least cared for, least watched after. That was the life for Nanami in her household. Though she was the baby of the family, it was always her other siblings that looked after her, her parents simply too stressed about all the other children to really pay much attention to her.
Of course, when you don't pay attention to babies, things can happen quite easily. The family lived on the seventh floor of an apartment complex in the city, and one day, at the age of three, Nanami, who was prone to chasing shiny or bright things, saw a crow on the balcony, holding what looked like a silver necklace. She quickly chased after the bird, toddling out the open door to try and retrieve the shiny. By the time the others had noticed her absence, it was already over, an had been for nearly half an hour.
Her life in Soul Society was not unfortunate though, she had ended up in the fifth Rukongai district, adopted by a well known doctor in the area. From him she learned the ways of using spiritual energy to repair wounds of the flesh, as well as how fragile the bodies of people were, mortal men and spirits alike.
Developing a knack for the healing arts, Nanami was quick to try out for the school for shinigami, making it in with just high enough marks. From there she found her love of hand to hand combat. Kido was okay and swordplay was fine, but there was nothing quite like twisting an opponents arm behind there back and hearing the strain of bone and tendon fighting to stay in their socket.
Despite her somewhat malicious behavior she continued to remain in good standing with the academy, graduating in the regular six years of study. From there she joined the Fourth Squad, though it had been a hard choice between that and the Second Squad to train under Captain Soi Fon, yet, she was happy here, helping people while still being a fierce combatant.
She continues her work as a healer and fighter for Squad four, but isn't sure which she enjoys more. Her Zanpakuto is a result of this conflict inside her, the warlike and peaceful spirits helping her deliberate on matters that resulted in difficult decisions.
Kuroda
Classic
[B]AVATAR THE LAST AIRBENDER/AVATAR:THE LEGEND OF KORRA[/b] - [i]ty lee[/i] – @Nanami
Name: Hadō #48 Onkyō Shakkahō (Echoing Shot of Red Fire) **
Tier: IV
Class: Kido
Type: Offensive
Range: Long (50m)
Incantation: Ye Lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! The scorched Earth bears the mark of your bane. The demon waits at the end of the twisted halls of pandemonium, eyes filled with furor, in the torrents of Hell!
Description: Fires a screeching arrow-tip shaped blast of crimson flames. The speed is that of a Cero, and leaves a scorching trail in its path. Due to its shape, it may pierce through its target at equal advantages before exploding.
Incantation: Lord, the shattered Vault! Pale the midnight rose. Silver rain, broken sky. Sigh the man's cry in the deep sepulcher of cowards. Carry the arched fool to the gates of torn hearts!
Description: Fires three bolts of lightning from the casters hands in a cone shape spread of 5m diameter, able to hit up to five targets that are within close range of one another.
Name: Hadō #63 Raikōhō (Thunder Roar Cannon)
Tier: V
Class: Kido
Type: Offensive
Range: Long (50m)
Incantation: Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle!
Description: Fires a massive wave of yellow energy at Cero Speed at a target. With incantation the spell gains a stunning effect based on the advantages calculated from the damage.
Name: Hadō #73 Sōren Sōkatsui (Twin Lotus Blue Fire, Crash Down) Tier: V Class: Kido Type: Offensive Range: Medimum-Long (40-50m) Incantation: Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! On the wall of blue flame, inscribe a twin lotus. In the abyss of conflagration, wait at the far heavens. Description: Essentially a doubled version of #33, Sōkatsui, this spell fires a single streams of blue fire at Cero speed with greater potency than the single-shot variety to up to 40m. With incantation the fire gains more momentum up to x5 Cero Speed and only stops when it reaches its maximum range of 50m, running through targets as necessary.
BAKUDO
Name: Bakudo #65: Yottsuyoko Kurokeishu (Four Sided Dark Guard)
Class: Kido
Tier: V
Type: Defensive
Range: User-only.
Incantation: N/A
Description: A quick, almost instantly summoned dark rectangle barrier that requires an at least advanced skill in Kidou. Having about twice the power of an Enkosen, it has the ability to block a single Tier V or lower attack. However, the power of this barrier is not in what it can block, the power lies within the instantaneous speed of creation.
HEALING
Name: Ryodo #30: Tamashii Nuime (soul stitching) Class: Kido Tier: III Range: self Type: Healing Incantation: N/A Description: Coating ones reiatsu into their palm, the energy can then be used to stitch the bonds of spiritual entities limbs back together. It causes immense pain to the injured one, but within one post any stitched limb is like new. The downside is that any limb stitched back must be rested for four posted and not be used in an active manner.
OTHER
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BATTLE SKILLS
Name: Varmakalai Class: Hand to Hand Style Tier: N/A Type: Supplementary Range: Self Description: Varmakalai is a noble-taught martial art for the self-defense of those in the top hierarchy of India. Varmakalai is a brutal type of fighting, utilizing the pressure-points of an enemy to dislodge or kill them within a few strikes, requiring the pin-point precision of a professional dart thrower.
Varmakalai, while incredibly lethal, has one huge trade-off, and that is the fitness of the user. If a user is too strong, pressing down on acute pressure points will sometimes do nothing because of the spread out pressing, the training that they give to new users of Varmakalai requires a lithe, quick body and the power to put pressure down on a dot, rather then in a large area.
Varmakalai, in scripts, acknowledges 108 base 'points' which can induce pain, 12 death points that can incur death if pressed hard enough, and 98 touch points that, while dealing no damage, induce much more pain then the base points.
Name: Kieru no Sokudo
Class: Reiryoku Technique
Tier: VI
Type: Buff
Range: Self
Description: Nanami's Reiatsu is constantly flowing around her limbs, and by concentrating it she can increase her speed and reflexes by 3x for four posts with a cooldown of eight posts.
Name: Touch of Pain Class: Hand To Hand Technique Type: Offensive. Range: Self. Tier: II Description: Touch of Pain, or a 'touch' marma, is an instantaneous attack that is forced into either a joint or the area around them, which causes intense pain but brings no damage. This pain is excruciating, as the touch literally just smashed a pressure-point (or a nerve ending) and forced it to react to the pain that it just handled. The person who takes a touch of pain is forced to deal with the pain for the total of three turns.
Name: Touch of Damage Class: Hand To Hand Technique Type: Offensive. Range: Self. Tier: III Description: Touch of Damage, or a base 'marma', is a powerful strike to any point on the body that is open. These jabs, while not being points that induce damage and pain, are the base attacks for someone utilizing Varmakalai, and rather then bruising or dealing blunt force damage, instead split the flesh of the target like a knife, the fingers capable of rending directly into bone if done twice in a row.
Name: Touch of Death Type: Offensive. Range: Self. Tier: III. Description: While seemingly powerful, this technique is rather a deceptive technique. Concentrating their energy to the points of their fingers, the user can completely numb out an area with a simple touch, leaving the opponent to believe that the user actually killed off every cell in that point. The numbness of an arm, for example, will leave it paralyzed for two posts before the opponent can regain control of it.
Name: Capoeira Class: Hand to Hand Technique Tier: N/A Type: Supplementary Range: Self Description: Capoeira is a style that was created heavily around concealment that it is, infact, a style. Used by slaves to better protect themselves, it was hidden from their masters and instead shown as a 'dance' as those who were slaves or considered property couldn't not learn to defend themselves, lest they get their head removed.
The main style to Capoeira is the ginga, which is a literal term for "swinging back and forth", or to "dance in one place". The ginga is that of keeping one predominant foot in place as the other leg swings the opposite way, switching only when the motion comes back around, making a literal swinging motion but staying within one place. This motion was heavily used to stop the enemy from hitting or harming the user of Capoeira in the slightest, and to better set up for feints, blocks, and fakes, leaving the opponent open to attacks while the user of Capoeira was always in motion and thus lacks an opening.
The attacks with Capoeira are used with the legs, either acting as powerful blows to the main body or vital points, or as takedowns, in which the user would take down the target in question without falling down themselves and then use the higher ground to deliver kicks to areas in which they could cause fatal injuries. Defense, on the other hand, is focused mainly around moving with the punch or outright dodging, it's name being esquivas. Blocks would only be utilized when esquivas cannot be used under any circumstances, showing for the lack of such techniques.
Name: Girar [Revolve] Class: Hand To Hand Technique Tier: II Type: Offensive Range: Self Description: With Capoeira, the hands are not used much at all outside of negating movement by pressing with it, but Girar uses them to their fullest. By putting momentum into the body and flipping up onto their hands, they can instantaneously swing up into a handstand and strike downwards with the momentum of moving through in a diagonal movement, their heel acting as the catalyst for the technique to land. Girar is incredibly powerful, but not in it's practicality, rather, it's unique stance and way that it goes makes it so it's completely unpredictable with ginga, making it so it catches those who are off-guard with a strong strike to the head. The strike is potent enough to cut instead of bruise or break.
Name: Ressalto [Rebound] Class: Hand to Hand Technique Tier: II Type: Offensive Range: Self Description: If in the situation that a Capoeira user is falling backwards from an attack, they are taught to instantaneously revert the falling motion and replace themselves with the person who did so. It is required, although, that Ressalto is used the moment they begin to fall, requiring incredible reaction timing, but if pulled off, will instantaneously switch their position with the person infront of them, or behind them, if they can turn around quick enough. While it deals no damage, the user of Ressalto will appear where the person infront or behind them once was and regain their stance, but the trick is, is that the person that they used Ressalto on is still falling whilst they are up, allowing for a half second of time for them to get in a strike.
Name: Flutuar [Float / Swim] Class: Hand to Hand Technique Tier: II Type: Supplementary Range: Self Description: Flutuar is a technique which utilizes momentum in the fight to always avoid attacks infront of them. As long as the target who they are mirroring is not using physical attacks over Tier II, they can move with the momentum and slide away from the attack, dodging it and opening up the side of the opponent, moving with such a speed that it leaves a blur for a half second. Flutuar is more of a style of movement then anything, meaning the user stops using ginga to mirror the opponent in it's entirety, but if the user's concentration on mirroring the opponent is broken (through hitting them or moving away) Flutuar cannot be used again for two turns. While in Flutuar, all physical attacks made on the user are negated in it's entirety.
Name: Santo Chute [Ghost Kick] Class: Hand to Hand Technique Tier: II Type: Offensive Range: Self Description: A generic feint kick, in which the user of Capoeira would throw out their leg as if they would kick the user infront of them to their side, before immediately switching on a dime and using the motion in their leg to instantaneously switch onto their kicking foot and use their opposing foot to land an attack on the open side, resulting in a powerful kick from the sheer momentum of the movement, dealing extra damage upon impact.
Name: Omoi Kobushi. Class: Hand to Hand Technique Tier: N/A Type: Supplementary Range: Self Description: Omoi Kobushi, or Heavy Hand, is a heavily fist-oriented martial art, the practice of anything else, including knees, legs, arms, or elbows, are strictly forbidden in it's use as a style. It's style is composed of two types of boxing; Muay Thai, for the stance, and American Boxing, for it's jumping, ending up with an incredibly different feeling martial art.
Omoi Kobushi focuses mainly on the pressure of one's fist, palm, or finger into a focal point, the hands are beaten through training, and the arms are constantly bound with a metal mechanism as to further increase the strength of one's punches. A common way to train the use of both is to use the metal mechanism, which would otherwise bind you at the ribs with your arms, and do pushups on your index finger, and usually hundreds at that, or until you collapse; your choice.
Name: Limb Tear Class: Hand to Hand Technique Tier: VI Type: Offensive Range: Self Description: It's a literal meaning, the user of Omoi Kobushi can literally tear you limb from limb. It's use is only capable on people at or below ones rank, and if anything like Hierro is within the case, you must have your hand to hand mastery above or at their Hierro rank, to utilize this. Otherwise, it's simple, upon grappling onto an arm of the opponent, the user of Omoi Kobushi simply tears the limb off with a tug, removing it completely from the socket and tearing the flesh with it, removing it permanently unless they can regrow limbs.
Name: Shatter Class: Hand to Hand Technique Tier: IV Type: Offensive Range: Self Description: Shatter's use is a simple one, and that is to deal incredible damage in the form of a grasp, which can be reapplied instantly after the first shatter is made. While Shatter will never pierce or break (unless done twice in a row; and then it's up to ones own durability) it will always cause incredible pain and damage, shatter's true purpose simply to break through eventually. Shatter is capable of being used only when the user of Omoi Kobushi has their hand on the target, and then it's up to their discretion to utilize this.
Name: Raiouken [雷王拳, "Thunder King Fist"] Class: Hand to Hand Technique Tier: VI Type: Offensive Range: Self Description: By focusing reiryoku through out the entire arm, the user is able to focus a single point attack and cause an eruption of energy. When contact is made, the energy will soon follow with a flurry of strikes akin to the original punch's strength spread locally around the initial point. An upward of 20 strikes can follow leaving the opponent battered, broken, and bruised.
Name: Tesshō [鉄掌, "Iron Palm"] Class: Hand to Hand Technique Tier: V Type: Offensive Range: Self Description: Tesshō is completely reliant on the user's physical strength without any use of spiritual, and because of that is powered simply by a thrust of the arm. By thrusting forwards or downwards with the flat of their palm, the user of Tesshō has the ability to crush anything it comes into contact with, and if hit in the head can shatter through just about any resistance, including up to Advanced Hierro.
Name: Fukusū no Kage (複数の影 Multiple Shadows) Class: Weapon Technique Tier: III Type: Debuff Range: Self Description: As a medical shinigami, Nanami is well versed in the body's inner workings, and using reiatsu to interrupt or modify these functions is an easy task. When activated, Nanami's Zanpakuto gains a faint violet glow, and when she strikes someone, they inject a portion of her spiritual energy to contaminate the target's vision. For three posts the affected will view everyone around them as formless shadows, unable to tell friend from foe.
Name: Kyōsei Chinmoku (強制沈黙 Forced Silence) Class: Weapon Technique Tier: III Type: Debuff Range: Self Description: As a medical shinigami, Nanami is well versed in the body's inner workings, and using reiatsu to interrupt or modify these functions is an easy task. When activated, Nanami's Zanpakuto gains a faint grey glow, and when she strikes someone, they inject a portion of her spiritual energy to contaminate the target's hearing. For three posts the affected will be deafened.
Name: Konran Shita Shingō (混乱した信号 Confused Signals) Class: Weapon Technique Tier: III Type: Debuff Range: Self Description: As a medical shinigami, Nanami is well versed in the body's inner workings, and using reiatsu to interrupt or modify these functions is an easy task. When activated, Nanami's Zanpakuto gains a faint blue glow, and when she strikes someone, they inject a portion of her spiritual energy to contaminate the target's nervous system. For three posts the signals that the affected's muscles recieve are slowed, reducing their speed and reaction time by 3x for 2 posts.
Name: Class: Tier: Type: Range: Description:
Name: Shunpo (Flash Steps) Class: Stepping Type: Stepping Range: N/A Tier: I Description: A movement technique that allows the user to move extremely quickly over short distances. The focal point that determines the basis of this technique is speed. Therefore what determines the level of skill in a user for Shunpo is best characterized by how fast one can get from A to B in the least amount of steps.
ITEMS
REIATSU FEATURES
When flared her Reiatsu glows blood red around her.
ZANPAKUTOU
Shuusoku no CHouwa
Melee/Kido
Join and Fight
SEALED FORM
In their sealed form Shuusoku no Sokudo is a pair of tantos. Both have silver blades, but art finished differently. One, slightly thinner and faster, has a Malachite guard and red leather wrap, and the other, thicker and heavier, has a Gold guard and black leather finish. Both are hidden in Nanami's sleeves.
Shuusoku no Sokudo's spirits manifest themselves as two very different beings. One is an adult female in a white and blue kimono with her hair in a large knot with a pin through it. She is very pale skinned. The other is a muscular male with tanned skin, wearing nothing on his chest, but with gold and red gauntlets and red hakama.
SPIRIT PERSONALITY
Oto, the female spirit is reasonable, often guiding Nanami through her duties as a Shinigami with grace and composure. She is the manifestation of Nanami's want to care for people as a member of squad four. Despite being at odds with Chinmoku, the other spirit, she rarely fights outright for making herself heard, rather using logical arguements to make her point.
Chinmoku however, is the pure manifestation of Nanami's instinct to destroy. Nanami's second spirit is the one who has guided her on the road to being one of the best hand to hand combatants in Soul Society. He approaches arguments with Oto with a much more violent manner, and while he never fights her outright, he will sometimes go on a rampage in the inner world when she bests him.
INNER WORLD
Inner World A vast forest of giant plants and wildlife, Nanami's inner world is a place of peace and prosperity...when Chinmoku hasn't gone on a rampage.
When released into their shikai form, Shuusoku no Sokudo become a pair of deer horn knives. Each is made of two crescent moon blades. Each has a light handle of leather in the same colors as their sealed form.
SHIKAI ABILITIES
Name: Ten no Hazumi (Momentum Mark てんの はずみ) Class: Shikai Technique Tier: I Type: Supplementary Range: Self Description: With her Shikai active, Nanami is able to mark things that she slices, whether they be objects, surfaces or people. She can then pull herself to or push herself away from things that are marked, even if she's moving in a completely different direction than where this would push her. These marks last for 8 posts after being initiated.
Name: Yoshin (Aftershock よしん) Class: Shikai Technique Tier: IV Type: Offensive Range: Short-Medium (0-10 meters) Description: This punch acts in the same way that a dead blow hammer does, with a first impact hitting before a much more powerful second impact. The user punches the air, or the opponent, launching a concentrated projectile/punch at/into the opponent, this first attack/punch travels at the speed of a Bala and a power tier of II. Then, after the first attack/punch has landed, the second impact hits in the same spot, this one being at tier IV in power. Both impacts affect the target in the same direction, but the first acts as a sort of marker for the second, meaning that the second can be inflicted any time within three posts of the first. This is only if the first hits though. The second impact travels at Cero speed.
Name: Nagasu (Drain なが) Class: Shikai Technique Tier: I Type: Passive Range: Self Description: When activated, Nanami's shikai inflicts wounds that are exceptionally difficult to heal, whether it be through natural healing or through techniques. Wounds inflicted by the blades of her shikai refuse to heal unless they are treated by a healer with a higher healing mastery than her Weapon Mastery. If not treated, the wounds will continue to worsen, inflicting Tier 1 bleeding damage for the first 12 hours open, then increasing by a Tier for every 24 hours they remain untreated.
Name: Han (Seal はん) Class: Shikai Technique Tier: IV Type: Healing Range: Short-Medium Description: Not all of the energy of Nanami's shikai is malicious however, by placing the tips of her weapons together she is able to generate a field of pure positive energy, Yang, and within this field, which stretches in a sphere up to 7 meters radius out from her, she can continuously heal others within the field during combat, and herself outside of combat. This healing field lasts for 4 posts maximum and has a cooldown of 8 posts. For each post an ally spends inside the field heals them from increasing injuries, 1 post for superficial wounds, bruises and small cuts, 2 posts for second degree burns and lacerations, 4 posts for deeper lacerations and third degree burns.
BANKAI
BANKAI NAME
Mangetsu Chouwa
BANKAI APPEARANCE
Mangetsu Chouwa is a pair of white Caestus and armored boots which replace Nanami's sandals and deerhorn knives upon release. Each appear pristine in condition, but look out of place on the petite girl's figure, as they're a bit bulkier than her shikai.
Name: Overwhelming Power Class: Bankai Perk Tier: N/A Type: Passive Range: Self Description: This buff is an incomplete cap left on the compression of power, causing for explosive torrents of reiatsu to surge around the user. This form of ability causes reiatsu sensing abilities to scramble when in the presence of the user, and also gives their overall speed, and strength a 3x boost (not effecting steps). The prime perk of this form is to allow the wielder to release waves of energy with their sword swings of varying power (Power of each would be named on use) and increase the pressure of their reiatsu twofold.
Name: Atemi Issani (Top Speed Strike あてみ一散に) Class: Bankai Technique Tier: VII Type: Offensive Range: Short-Long Description: The height of physical attacks is reached in this technique. Nanami issues a single punch or kick, aiming at anything within 100 meters of her, and in an instant of unparalleled speed, teleports to that target and delivers a blow of tier VII power. This attack releases a massive shockwave 100 meters across that travels 100 meters, hitting anything engulfed in it for tier VI damage. This has a cooldown of 4 posts. This attack can easily level entire city blocks or literally shake someone to pieces if they are caught with the full brunt of it.
Name: Hirate no Henko (Deflecting Palm ひらてのへんこう) Class: Bankai Technique Tier: VI Type: Defensive Range: Self Description: Use one's energy against them. That is the principle of this technique. By holding her palms up as an attack is coming at her, Nanami is able to redirect the attack somewhere else, even back at the opponent.
POST IN THE PROFILE NOTIFICATION THREAD TO BE GRADED!
CBOX RULES
I. DON'T START/ENGAGE IN DRAMA.
II. DON'T ASK FOR GRADINGS.
III. RESPECT EVERYONE.
IV. NO BIGOTRY.
V. NO IMITATING PEOPLE.
VI. KEEP IT PG-13.
VII. NO ADS/LINKING OTHER FORUMS EXCEPT RESOURCE SITES
VIII. DON'T SPOIL NEW CHAPTERS.
IX. NO SPAMMING.
X. NO ANIMATED ICONS.
XI. IF STAFF ASKS YOU TO STOP OR MOVE ON, DO IT.
XII. NO TROLLING/FLAMING.