Akuma Shihouin
Who are you?
Name: Akuma Shihouin
Alias:
Princess of the Shadows
Mistress of Pain
The Iron Maiden
Age: 650
Age of Appearance: 21
Gender: Female
Race/Species: Shinigami/Vizard
Character Alignment: Lawful Neutral
Appearance: Akuma Shihouin is a slender, dark-skinned woman of average height. Despite her lanky frame and light weight, she moves her body with a hidden strength and speed that shows she is not a weakling. Lean muscles are visible when her skin is revealed, especially in the limbs. Still there's no denying the lack of bulk on the woman, as she is below average in weight. She is also unique with her light chocolate colored skin, a rare attribute in her homeland of Japan.
Given her visual appearance of an age twenty-one, Akuma has the fully-developed curves of a woman, which although are normal among most, they are quite curvaceous on a thin figure as hers. It is a body to be proud of, and Akuma is, which is why she stands strong and tall, and probably why she isn't afraid to show it every so often. As for the rest of her, Akuma's face is a reflection of the slender body below, featuring a small aqualine nose and a set of natural lips—no make-up included.
Her eyes are quite expressive and her ears are average in size, if only one could see them beneath the locks of long hair. She possesses a full head of jet black hair that she keeps in a ponytail that reaches just below her neck but reaches her waist when let out. It does cover her ears, yet it seems as though it causes two bangs of hair to fall on either side. She parts her long hair at the front to keep it out of her face, though it is sometimes inevitable that it gets in her way. Her eyes, mentioned earlier, are a rich silver color like rings of cooling silver.
Style/Clothing: Clothing, as always, changes. Akuma wears her own variant of the Shinigami Shihakushō, it begins with a thin, tight black undershirt which brings out her figure. The top has no back or sides and is worn by many of the Stealth Force because of the affects of Flash Cry, her undershirt however is covered by the standard Shihakushō top with bell sleeves and unless it is destroyed or she uses Flash Cry many don't expect her to wear a top. Her legs are covered by the standard hakama and basic footwear.
Akuma is a sucker for nostalgia, holding on to her old outfits, as well as the various articles of clothing that belong to her first Onmitsukidō uniform: Long black wrist guards, a black ribbon tied around her neck, a long-sleeved haori of a pure black, and a white belt wrapped manifold around her waist. Also, in place of the black stretch pants, she would wear a flowing skirt of the same color, nearly close enough to touch the ground. Again, Akuma has many outfits to her person such as this, and she can choose to wear any of them.
Few old outfits:
Old Shinigami Uniform: Akuma's normal attire consistes of a sleevless and backless tight top. The lower part of her uniform is normal where the fabric becomes loose and dangles. She has two sleeves which are not atached to the top and are secured around her bicep where they hang down to her palm. Finally her zanpakuto is secured behind her waist with it's hilt pointing to the right.
Old Onmitsukido Uniform: Akuma's Onmitsukido uniform resembles her normal uniform except that the sleeves are no longer there, these are replaced by bandages from her elbows to hands. She also has bandages covering her chest and and lower abdomen.She also occasionally she wears a cloak which is long sleeved and joins in the center.
Tattoo's/Scars/Etc: Not yet.
Personality:
- Playful: Even over three hundred, Akuma still hasn't lost the kindred spirit of joy and fun. It is even a more spectacular fact when one takes into fact her highborn past. Choosing to forsake the norm unlike her siblings, Akuma prefers a familiar and laid-back approach to a majority of her situations. Not to say a sense of seriousness is lost on the woman, but there has been too much stress and hardship in life for her to take everything deadpan humorless; that is her belief. It creates a casualness of her that allows other people to become comfortable around her, even should they be strangers. Funnily enough, this trait can find itself present even in the most dire of situations, turning a fight into a game for her own amusement. Messing with people is like a pastime for her, and she just has that enjoyable aura around her in and out of combat, especially when she's in a good mood.
- Friendly: What drives Akuma to flirt with people younger than her despite having just met them? Or what allows her to have fun with people who are clearly her enemy? One could point out the aforementioned attribute of merrymaking, and though that would be accurate, there is another word that more precisely hits the nail on the head. Akuma is an outright friendly person, capable of killing the initial alien tensions of being unacquainted with her casual and light-hearted personality. She even forsakes titles of nobility to bring herself on a more comfortable level with others just for this reason. Also playing a role in this is her unwavering capability to stay cool, calm, and collected. She feels rage, she feels sadness, and she feels any other extreme emotion like a human being would. The difference is Akuma's age, having granted her the power of control. Combined, the two traits allow Akuma the ease of quickly making friendships, as the world needs more of those lately.
- Intelligent: Again, when you get to live three-hundred years, you pick up a few things. First of all, she possesses experience; she holds knowledge of the Soul Society's in's and out's. This includes a wealthy understanding of its geography, its people, and its inner workings. and yet that is only one of many subjects she has intimate knowledge of. Akuma has also shown to be above par in cunning, quickly able to understand the situation at hand and adapt to it accordingly and effectively, almost regardless of the odds as her history has shown. After all, she did not acquire her status of leadership for nothing. Almost as a side note, this intelligence allows Akuma to be a witty individual, quick with her tongue and inventive with her words, even if it be but a joke. In any case, Akuma has the mind to make decisions for herself and be confident in them.
- Leader: Seamless transition! Because of Akuma's ability to take into account any situation and make decisions for herself, it is only natural that the woman would be a natural leader, which in line with her history, is a fact. She does not rely on her noble blood command her underlings, but rather on her skill, initiative, and charisma. She has a commanding aura to begin with, but her ability to take control of the situation and execute her plans well is what makes her outstanding. But it is more than just leading others, it is the ability to take control of herself and make the best decision. She will give up power and fame if it means she can save the lives of her friends, and that quality is what puts her ahead of the pack. Akuma is a natural-born leader, becoming a serious and mature for when the time calls for it.
- Deceptive/Cunning: Her personality is deceptive, somewhat hard to read even if someone with a life time of experience was trying. It's said that not one person in Squad 2 can figure out Akuma's motives or what she intends to do. Her very nature is known to be extremely diverse and hard to understand. Her deceptive nature is something that people don't get, though she could be the most friendly and kind person. It's very hard to tell if this is her or not.
- Smart: Being very old Akuma knows a lot of information and is very intelligent, but she is also very smart. She can apply this knowledge to assist her in many forms be it daily life or an important misson. She is very spacial aware and seems to know what is happening around her without looking around, she uses her peripheral vison a lot to see and so it is very hard to know where she is actually looking.
(For Likes, Dislikes, Ambitions, etc, go for 1-3 sentences per point, more if you wish.)
Likes:
• Drinking - Akuma is a fan of drinking alcohol, she often is seem drinking strong liquors but has a good tolerance to them so it takes a lot to get her drunk or even tipsy. She has been noted to drink a lot but in small doses unless she really wants to drink hard.
• Flirting - Akuma is a woman who flirts a lot, she spends a lot of time doing so to men some even younger than her. She is very casual and often drinks while flirting with them.
• Relaxing - There is nothing more that Akuma likes than to have a nice relaxing environment, being in Squad Two it is very stressful and Akuma likes to just relax and take things slow.
• Hot Springs - With relaxation what is greater than being in a Hot Spring. One can calm down in the nice hot water which feels very nice while the heat keeps you warm.
• Training - Akuma likes to train a lot, it is sometimes a form of relaxation to her but mainly she sees it as a way to improve and get better so that she can do her duty and achieve her goals.
Dislikes:
• Losing - Sure, she dislikes losing and tries to avoid it but sometimes it is just inevitable and she gets that, she dislikes to fail but doesn't fuss over it and dawdle on it instead she takes it as a learning tool and learns from her mistakes.
• Stress - One should not stress about things, everything is only worse when you stress and Akuma knows this, it is why she is always relaxed. She tries to avoid stress and can handle it very well.
• Bullying - She is not a fan of this, she was actually quite an anti-bully in the Shinigami Academy which has made her stand up for others despite whom they are, she hates discrimination and believes there is good in some Arrancar and Quincy and so she doesn't stereotype people from what she hears.
• Hangovers - Well. Most of these are Akuma's fault and she absolutely hates them it is very hard to concentrate on something when there is a pounding feeling in her head.
• Recovery - Akuma hates recovering from injuries, it takes time and it's boring. She also dislikes the fact it slows her progress in her development and makes it harder to keep going.
Ambitions/Dreams/Goals:
• To become a Captain - Akuma desires to be a captain, preferably Squad Two or Three but she is happy to take Squads 6, 10 or 12. She believes that as a captain she can do the most good for the Seireitei and Soul Society.
• The achievement of Bankai - Without Bankai she cannot become a captain, well she feels that Bankai would be most useful and easiest method of becoming a captain.
• Being a Master Assassin - Akuma wishes to become the best assassin in the Soul Society, she desires to never fail and will always be able to get her job done. As an assassin it would challenge her greatly and be the most fun in her eyes.
• An incredible achievement - Akuma wants to be remembered throughout Soul Society's history. Whether this be in the form of a creation or technique or even a title to be remembered by, she dreams that she will be a memorable figure in the vast History of the Soul Society.
• Travelling everywhere - Akuma wishes to one day to be able travel the whole world, all of them. She wishes to travel everywhere in Hueco Mundo, World of the Living and Soul Soul Society. She finds travelling to br very fun and dreams to know and go everywhere in her lifetime.
Strengths:
• Good Tolerance - Akuma is a very tolerable person, it is very hard to get to her nerves and push her buttons, she rarely gets frustrated with people and doesn't break under pain and torture.
• Leader - Akuma is a great leader, she has a lovable air about her but when needed she seems to radiate a commanding aura. Many feel the need to do as she commands or don't go near her when she is in her commanding mood.
• Knowledgeable - Very cunning and intelligent is a deadly combination and they are present in Akuma, she is a great strategist and tactician. She has great knowledge on formations, stealth and other battle relevant knowledge. One can learn a lot from Akuma and being taught by her is very beneficial.
• Spatially Aware - Akuma is very aware of surroundings and seems to be able to perceive things in a 360 degree manner, this is not entirely true. She is able to visualise where things are in her mind after seeing them and so she just remembers where everything is.
• Careful - This woman is a member of Squad Two and the Stealth Force, if she isn't careful she would probably die so it is very important for her to always be alert despite the fact her personality doesn't show it. She isn't paranoid, she is just alert and careful.
Fears & Weaknesses:
• Death - I think most if not everyone is afraid of death in some way, Akuma us no different as she quite likes to live life to its fullest.
• Losing her powers - She is useless without her abilities and powers, she doesn't want to be useless, defenceless and unable to protect others and herself.
• Going blind - One needs their vision to function to their best abilities and Akuma is quite fond of her vision so she doesn't really want to lose it.
• Too relaxed - Akuma is usually very relaxed and sometimes she is just too relaxed and since she usually treats fighting as a game she doesn't fight to her fullest ability.
• Doesn't kill - Akuma is more than capable of killing, she just rather not. In fact this is reflected in her zanpakuto powers. She only really kills if necessary or ordered too.
Battle Specs
- List of 'Known' Skills:
• Shunpo
• Basic Reiatsu Detection
• *If more need to be added let a Mod/Admin know*
Fighting Style: Swordplay, one of the most renowned arts in the Gotei Thirteen, which relies on katanas, is of course an important thing for Akuma to learn. But there were many things that she has to know first and foremost. She learned in general, but on her travels too. There are many adequate swordsman that exist, and there are many powerful styles and unheard of abilities with the sword. Just being good at the sword is not good enough, if one wants to make a proper profession out of being good at it. One must become more than just a person wielding a blade, to truly compete in a sword world.
She can see what people will do, and she can react accordingly to it as well. She is able to pinpoint just where to put her attack, and it will guide its way into the worst place for an opponent to have their weapon met. She'll find the weakest point on their weapon, and all of her strikes will exploit it. She'll know where they're most vulnerable, and where to strike. She'll know where to attack on their weapon when they guard against her attack, so that she can weaken their weapon with every single hit.
She is also good at slipping past the defenses of others, and landing even the smallest hits on them. These small blows are what make the battle. Akuma defeats enemies with these smallest blows of her sword. The smallest landed nick, and Akuma will win, especially when she is using her shikai. That's what is known for her as well.
Akuma uses three types of Hakuda. She uses attack based hakuda, which are the most common ones. These allow her to strike out at enemies, and hit them in such a critical manner in such a critical point that their organs will be ruptured, or something even worse will happen to them such as their veins could be blocked and clotted. All of it is initially depending on the Hakuda.
Akuma uses another type of hakuda, defensive. This defensive style instantly negates power in other characters and attacks. The way that she uses it is just to slam her palms into the correct place in an attack, and her reiatsu will balance out in accordance with the incoming strike's reiatsu and power. This will instantly cancel out the strike and the power and reiatsu in it.
The last is Akuma's strategic genius. She is a master strategist, and she knows how to turn the tides in her favor in battle. Her ability to quickly deduce the best possible reaction in a situation based on instinct and perception alone is astounding. She receives complements for it quite often.
She is most noteworthy for her ability to perceive and track the movements of those making predictions based on their own predictions. Learning about herself helped her learn about others. She is capable of adjusting her muscle movements in an attack to fool the opposition completely regardless of their perception ability, so that they will predict a different movement, and then be caught off-guard when a new move comes in that they weren't expecting. This works especially to her advantage during fast movements.
Personal Abilities:
(Shinigami may not start with more than ONE personal ability. Personal abilities are special powers unique to your character. They are obtained at birth or through freak occurrences. These cannot be things you would able to teach others or simply obtain through hard work along.)
Name: Phantasm
Effect: Akuma's unique ability is in two forms, the first is that her reiryoku and reiatsu can be completely masked, it is completely undetectable to even the most skilled sensor or sensory technology. The second stage is her manipulating her reiryoku and reiatsu to completely mask her physical body and her affairs (clothing, weapons etc.) however using the second stage makes her unable to use any techniques or releases.
To clarify this ability works on the principle of invisibility, she is still capable of being touched and if someone threw sand on her her outline would be visible etc. It also means she leaves fingerprints, footprints and other markings so she is still able to be felt.
Name: Hoho Mastery
Effect: Akuma has been trained since childhood to be able to move at high speeds and as such she has rached a point where her skill in Hoho and Shunpo have reached incredible heights, she gains a +1 FAR in Speed from this. It also allows her to access high level shunpo variants and techniques.
General Techniques:
(Shinigami may NOT start with more than four general techniques. Techniques are not extra abilities, but rather, skills which use your abilities in more extreme forms beyond their basic use. For example... let's say I can shoot fire from my fingers. A technique might be gathering a whole bunch of fire for a few minutes and then shooting a fire-laser from my fingers, doing much more damage than what my ability normally would on it's own. Other special or basic techniques using your normal control over your spiritual energy can also be added here, like adding reiatsu to your punches to inflict more damage, and things like that. Think of abilities as special powers - and think of techniques as moves which use the powers you already have. These are moves your character was taught or trained and developed on their own. They are things anyone would be able to learn and perform unless they are dependent on your unique race or abilities. Examples are custom shunpo variations, hakuda/zanjutsu techniques, and using your reiatsu on an object to simulate telekinesis.)
These are not used for extra shikai or bankai techniques, elemental techniques, extra abilities and powers. Limit 4.
Technique Name: Kageresu Shissou
Technique Description: This is an advanced Flash Step variant which does not require more energy to utilize, but simply takes a considerable amount of skill to perform. It is a Shunpo with absolute silence, not allowing the swift steps of the high-speed movement to make but a sound. By keeping the treads as light as physically possible, Akuma can move from place to place stealthily and without drawing attention to herself. No charge up or cool down. It should be noted however that this doesn't use anything to "silence" the step, it is actually just her moving softer and quieter. To anyone of any tier it is like she was tiptoeing although someone with enhanced or super sensitive hearing would easily be able to hear her.
Technique Effect Chart:
Not necessary.
Technique Name: Soku Bunshin
Technique Description: This is an advanced Flash Step technique that involves the user dashing between several set locations in a way that creates the illusion that there are multiples of that person. These clones exist for a short period of time, and are incredibly blurry and unfocused to any onlookers. Though each 'clone' appears for only a short time, each departure usually winds up with the creation of a new 'clone' somewhere else. A master of this ability can attack from these multiple positions seemingly at the same time, and dodge any counter attack aimed at them by simply flash stepping away. However, out of all the Shunpo techniques, this one is the most energy consuming. Akuma can maintain this technique for two posts.
3 Post Cool Down.
Technique Effect Chart:
*The effect chart is for damage, durability, or any other after effect of a technique. The damage/effect/etc will be based off of tiers.*
Opponent is Two+ Tiers Lower: Target is unable to tell the difference between Akuma and her clones.
Opponent is One Tier Lower: Target has a low chance of telling the difference between Akuma and her clones.
Opponent is Equal Tier: At this level someone can distinguish the difference although only while Akuma and her clones are not moving.
Opponent is One Tier Higher: This level allows someone to easily spot the difference between her and the clones although at high speeds it may prove slightly harder.
Opponent is Two+ Tiers Higher: This level of opponent can see the difference clearly, the clones appear vaguely transparent to them making it incredibly hard to be fooled.
Technique Name: Utsusemi
Technique Description: Akuma moves at an incredibly fast pace to leave behind an afterimage. This afterimage is tangible but unable to attack, the purpose of Utsusemi is to take damage in Akuma's place as either a distraction or method of self-preservation. She can use this only per thread.
Shinigami's Partner
Zanpakuto Name: Sora
Zanpakuto Element:
Subjugation
Sealed Weapon Appearance: The sealed form of the Zanpakuto that Akuma uses might look like a standard blade at first, to the untrained eye, but it is no such thing. It has a white hilt dried eel skin, wrapped by black cloth. It has a shining, sharp blade the edge of which cannot even be seen because of how fine it is. (This indicates the sharpness, not frailty.) It has a black ovular guard with the markings of a crane inside of it to make a decoration. So this sword seems standard, but it is not standard at all. It has a lot of customized settings on it that change the style of its wielding completely.
For example, the sword blade is numerous centimeters longer than a meter, making the blade above average in length. This makes the range of the blade greater. This is only one example of the blade being more than custom. The hilt is a curved thing, like a crescent moon grip on some other swords. The use for this that a lot of people have found is modified sword angles because of an adjusted grip on the weapon. This grip changes the dynamic of the wielding of the sword itself. These are the most basic things on the sword, though.
The sword's metal blade is slightly finer, and the hilt and guard slightly less dense. The sword is lighter, and faster because of this. However, it also has very small, close to invisible hooked barb blades coming from the guard, and the edge of the blade itself. This means that if one examined the blade under a microscope, they'd see these gatherings of hooked barbs and blades. This ensures that not only can the blade cut normally and well (for it is a highest quality carbon steel), but it hooks an enemy's skin when it slashes them. This is why skin rips so easily when Akuma hits an enemy with her slashes from her sword.
Spirit Appearance:
- Spirit Appearance:
The Demon has two more protrusions on his head but has two sleeves down his lower arms. He has clawed hands and animal like feet which can sometimes be seen underneath his hakama, also dull black with intricate golden markings.
Spirit Personality:
- Prideful: It is in the Demon's nature; Sora has a powerful sense of pride, in a way that speaks somewhat of arrogance and superiority. Akuma has been Sora's only peer, and the gulf between them has always stayed in the Demon's favor. Due to this, he will always be the teacher and Akuma the student in his mind, always superior to the Shinigami, for she has never proved herself better. His stubborn confidence is often a barrier to true cooperation, and a flaw if ever he is defeated. In defeat, he blames Akuma for not doing her part, for it would wound his pride otherwise.
- Serious: How contrast, Sora is serious whereas Akuma is casual. He does not joke, he does not play; he tells the shinigami outright these things and that he is here to train her and join forces with her in times of battle, and anything unrelated to that shall be left to her alone. He does not and chooses not to sympathize with Akuma's world outside of his personal realm. It is often the spur of many arguments between the two, and in any case where comedic relief is attempted, Sora merely condescends her, unaffected. Though this seriousness does have its benefits, keeping Ajani always in focus on his goals, which consist of making Akuma stronger alone and stronger with him as well. He doesn't play around, and when the need is great, Akuma appreciates this seriousness.
- Wise: Akuma is witty, but Sora is wise. Despite being made of a part of Akuma's soul, his mind is on a much more mature level than hers as though he has lived centuries long. He often knows what needs to be done for Akuma to progress, and he supplements that with knowledge of every step along the way. He understands combat, and he understands war. It was he who influenced Akuma to become the great strategist she is, and he who helped her master all four forms of fighting as a Shinigami. Despite the animosity between them, she admits internally that he has been a great support in the past years.
- Obligated: What does obligated mean in this situation? Well, Sora is obligated to Akuma, obligated to teach her and make her stronger. Let it be known, the two clash often and there is a great degree of bitterness between them. Yet despite all that, Sora will still support Akuma unwaveringly in battle, and he will still train her and make her a better fighter. Maybe it's a pride thing, or maybe not, but whatever troubles come their way, he will always be there.
Inner World:
- Inner World Appearance:
Shikai Release Phrase: Enslave, Sora
Shikai Appearance: Akuma's Shikai takes the form of dull black handcuffs which don't catch light. These black handcuffs are metal and spiked.
Shikai Abilities:
(Shinigami may start with ONE shikai ability; you may have two shikai abilities only if you can get the tier of 3-3 or stronger. If you have two anyway and fail to get that tier, you will simply have to lock one of the abilities so you can't use them until you hit the appropriate rank. Shikai abilities are only usable in Shikai - they do not apply in bankai or your sealed form.)
Name: Subjugation
Effect: Akuma's ability is to create handcuffs to subjugate her enemies. Her Zanpakuto appearance, her weapon glows and transfigures into two handcuffs with long, four inch sharp spikes on them for slashing and stabbing. Akuma can use these almost like spiked knuckles, but this is not the purpose. In fact, the spikes are merely a decoration in the end, and have no purpose as part of the actual Zanpakuto ability. Rather, Akuma uses the links themselves.
Firstly, the handcuffs are capable of growing to an enormous size. They can be anywhere from regular handcuffs to the size enough to lock fingers to large enough to encompass an entire human body. These are very large handcuffs. The chain links are also capable of extending to be up to twenty meters long, creating exceptionally long links. So then, what is the purpose of this ability? The handcuffs can instantaneously change size, so there must be some sort of a power associated, or most could simply overpower the handcuffs.
When the handcuffs lock around someone, the victim is subjugated. The ability of the handcuffs is to lock down. That is essentially what it means when it states "subjugation." It would be more accurate to refer to the power as "lock down." If the handcuffs enclose around a limb, for example, then not only will said limb be locked to the side of the victim (it is moved and then becomes immobilized at the side), but reiatsu flow in that limb will shut off or reduced, preventing or lessening any sort of movement of reiatsu into that limb.
Akuma is also capable of using this strategically. Since she can duplicate her handcuffs from already existing ones, Akuma is known to be able to do many crazy tricks. She can only have up to eight handcuffs at a time, but she can infinitely create them as long as she has at least one surviving pair with her.
Akuma is capable of using lock down to lock any of the limbs as long as she gets at least the wrist or ankle(though she can lock a single finger to lock down an entire hand, or a single toe to lock down an entire foot). She is also able to lock an enemy's torso, which will not immobilize the enemy, but will negate their ability to use reiatsu entirely so long as the link remains on them. If Akuma's gets the link around their neck, then the enemy's body will stiffen straight, legs will go together, arms at the side with fists clenched, and they will be unable to move. Enemies will not even be able to speak, and will only be able to look around with their eyes.
Now, there are a few ways of getting these off. Firstly, Akuma can remove them from people. Secondly, one could sever the captured body part. Third, those with strength greater than Akuma's, for that is the clamp power of the handcuffs, can flat out tear them off if they have a free limb with which to do so.
The final facet of this ability, however, is that if a handcuff locks around an enemy's weapon, then it cannot release. Or, if it is in Shikai (or similar stage of release) and the handcuff can successfully lock around the main part of it, then it will be resealed. This dangerous and deadly facet of Akuma's powers has truly been known to instill fear in her enemies, who believed that they would be able to overcome her with their own nasty abilities, only to learn that these are unusable.
Shikai Techniques: (Shinigami are allowed to start with no more than SIX shikai techniques)
Technique Name: Subjugation (Technique)
Technique Description: This is the only technique currently known to Akuma in her Shikai Release. It works by the aforementioned ability (Below or above), the most beneficial thing to this technique is it has no cool down or charge up,
- Clarification:
Firstly, the handcuffs are capable of growing to an enormous size. They can be anywhere from regular handcuffs to the size enough to lock fingers to large enough to encompass an entire human body. These are very large handcuffs. The chain links are also capable of extending to be up to twenty meters long, creating exceptionally long links. So then, what is the purpose of this ability? The handcuffs can instantaneously change size, so there must be some sort of a power associated, or most could simply overpower the handcuffs.
When the handcuffs lock around someone, the victim is subjugated. The ability of the handcuffs is to lock down. That is essentially what it means when it states "subjugation." It would be more accurate to refer to the power as "lock down." If the handcuffs enclose around a limb, for example, then not only will said limb be locked to the side of the victim (it is moved and then becomes immobilized at the side), but reiatsu flow in that limb will shut off or reduced, preventing or lessening any sort of movement of reiatsu into that limb.
Akuma is also capable of using this strategically. Since she can duplicate her handcuffs from already existing ones, Akuma is known to be able to do many crazy tricks. She can only have up to eight handcuffs at a time, but she can infinitely create them as long as she has at least one surviving pair with her.
Akuma is capable of using lock down to lock any of the limbs as long as she gets at least the wrist or ankle(though she can lock a single finger to lock down an entire hand, or a single toe to lock down an entire foot). She is also able to lock an enemy's torso, which will not immobilize the enemy, but will negate their ability to use reiatsu entirely so long as the link remains on them. If Akuma's gets the link around their neck, then the enemy's body will stiffen straight, legs will go together, arms at the side with fists clenched, and they will be unable to move. Enemies will not even be able to speak, and will only be able to look around with their eyes.
Now, there are a few ways of getting these off. Firstly, Akuma can remove them from people. Secondly, one could sever the captured body part. Third, those with strength greater than Akuma's, for that is the clamp power of the handcuffs, can flat out tear them off if they have a free limb with which to do so.
The final facet of this ability, however, is that if a handcuff locks around an enemy's weapon, then it cannot release. Or, if it is in Shikai (or similar stage of release) and the handcuff can successfully lock around the main part of it, then it will be resealed. This dangerous and deadly facet of Akuma's powers has truly been known to instill fear in her enemies, who believed that they would be able to overcome her with their own nasty abilities, only to learn that these are unusable.
Technique Effect Chart:
*The effect chart is for damage, durability, or any other after effect of a technique. The damage/effect/etc will be based off of tiers.*
Opponent is Two+ Tiers Lower: Target is completely helpless against the affects of Akuma's Shikai. When a limb is locked down they are unable to break it off or even do anything against it so the only way out is if Akuma wills it or if they receive outside help from someone with a higher tier than Akuma. If around their zanpakuto then they cannot release it and if it is active it is deactivated.
Opponent is One Tier Lower: This target will still be locked down, their limb or subjugated part is unable to break it but they can sometimes resist the effects of Akuma's Shikai so once every three posts they are able to make a small movement. If Akuma's shikai locks around the zanpakuto then the opponent can't release but if it is already release then it is still active.
Opponent is Equal Tier: When Akuma's shikai locks onto someone of this power they are able to move it for one post before the full force of Akuma's shikai locks it down completely, but in some cases one can actually still move but with -1 AR to speed in the affected area and lessening of the amount of reiatsu able to be poured into it. If Akuma's shikai locks around the zanpakuto then the opponent can't release but if it is already release then it is still active.
Opponent is One Tier Higher: Targets of this category are actually less affected than most, it doesn't stop their movements but can actually lessen the amount of reiatsu that flows into it, this makes it hard to cast Kido higher than level 40+ and other techniques such as Cero. If Akuma's shikai locks around the zanpakuto then the opponent can't release but if it is already release then it is still active.
Opponent is Two+ Tiers Higher: When Akuma's shikai locks down someone of this tier it actually does very little, It has a similar affect to those one tier less but to a smaller scale, it still hinders Kido casting past level 70+ and the use of powerful cero (Gran Rey Cero) but one can still do a lot of what they could before. If Akuma's shikai locks around the zanpakuto then the opponent can't release but if it is already release then it is still active. By using Bankai the affects are completely negated.
Kidou
(You may posses up to 10 hadou and 10 bakudo. You may give up some of one for the other for example, a character with 5 hadou and 15 bakudou. Custom Kidou also go here. Spells do not have tier comparison charts as their power varies greatly depending on the caster. YOU MAY ONLY START WITH 1 CUSTOM KIDO. The exception is if you are starting as a kidou corp member. Then you may start with 3 custom spells.)
Spell Name: Sai
Spell Type: Bakudou
Spell Number: #1
Spell Incantation: Unknown.
Spell Effect: The practitioner points their index and middle fingers at the intended target(s), causing the target's arms to lock behind their back. The spell is usable on a single target or a significantly large group of people.
Spell Name: Hainawa
Spell Type: Bakudou
Spell Number: #4
Spell Incantation: Unknown.
Spell Effect: Binds enemies with a Reishi rope to stop their movement. Generating a crackling yellow energy rope within his/her hand(s), the practitioner throws it toward the opponent. The energy winds around the opponent's arms and body, immobilizing them
Spell Name: Sekienton
Spell Type: Bakudou
Spell Number: #21
Spell Incantation: N/A
Spell Effect: As the practitioner places the palms of their hands down on the ground, red smoke bursts forth from the point of contact, swiftly engulfing the surrounding area and briefly obscuring the movements of whomever is within the smoke, allowing for a quick getaway.
Spell Name: Kyokkō
Spell Type: Bakudou
Spell Number: #26
Spell Incantation: N/A
Spell Effect: Hides the physical form and Reiatsu of the caster by bending light.
Spell Name: Shakkahō
Spell Type: Hadou
Spell Number: #31
Spell Incantation: "Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!"
Spell Effect: Generating high-temperature flames, the practitioner discharges it from one or both hands. The practitioner generates and fires an orb of crimson red energy on his/her palm or finger. The orb can be small, medium, or large, depending on the level of power being used. The destructive power released by the blast can vary between a simple explosion to a pillar of energy, and in both instances, the spell causes concussive as well as burn damage. It is one of the mid-level Hadō spells as well as one of the common spells taught at the Shin'ō Academy. It tends to be many Shinigami's default offensive spell, for both those well versed and not well versed in Kidō. However, the spell does not necessarily have to be used for offensive purposes, and can be used as a source of light in dark places.
Are you a Visored?
Inner Hollow Appearance:
- Inner Hollow Appearance:
Akuma's inner hollow takes the form of a young man, he actually appears as an Arrancar. He is commonly called Shiro for his white hair, skin and outfit. His hair is usually messy but sometimes neat and tied back, he is quite strong but also wields a white "Sora" as his weapon and that allows him to use Shikai and Bankai.
Personality wise Shiro is much like Sora, they both are prideful and only care for Akuma's improvement although Shiro has a sadistic and cruel sense of humor but sometimes can also be called insane. In battle he is wild and unpredictable while he taunts and berates his opponents.
Mask Appearance:
- Mask Appearance:
Mask Ability:
Augmented Power: Upon donning her mask Akuma's strength (and melee attacks) and speed are augmented by +1 AR. This makes her capable of doing outstanding feats such as lift a car, or even to make her fists and sword strikes more powerful as well as making her more agile, fast etc.
Mask Duration: Two Posts
Mask Techniques:Limit 4 (These will be things like Bala, Cero, Sonido, or your own variants or even knew techs altogether.) Vizards do not get Hierro, Gran Rey Cero, High-Speed Regen, or Pesquisa.
Technique Name: Cero
Technique Description: Akuma while wearing her mask can fire Cero from her fingers with excessively destructive power. Her Cero can be charged and fired relatively fast, and is dark purple. She can fire it from either hand.
Technique Effect Chart:
Treat as regular Arrancar Cero.
Technique Name: Bala
Technique Description: Akuma while wearing her mask can fire Bala from her fingers. Her Bala can be charged and fired relatively fast it is dark purple like her Cero but is more condensed and powerful which makes it travel faster than her Cero. Like before she can fire it from either hand.
Technique Effect Chart:
Treat as regular Arrancar Bala.