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 Takahiro [1-3 / A3 / Advanced]

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Genpaku




Posts : 139
Join date : 2018-08-17

Takahiro [1-3 / A3 / Advanced] Empty
PostSubject: Takahiro [1-3 / A3 / Advanced]   Takahiro [1-3 / A3 / Advanced] Icon_minitimeSun Jul 18, 2021 6:32 am

v9uB6URa_o.png


Basics


:Name:
Furukawa, Takahiro (Family(Unused), Given)

Nicknames/Aliases:
While it wouldn't be true to say Takahiro has aliases per say, some have mistaken the lack of use of his last name and thus believe his name to be Taka Hiro. Indeed, many in his Divisions that he knows refer to him by either Taka or Hiro. While he does not go out of his way to hide his connection to his 'former' family, he also does not go out of his way to correct people who infer the wrong conclusion about his name.

Appearance Age:
Mid-Twenties

Actual Age:
684

Gender:
Male

Height: 6'1"
Weight: 163lbs

Appearance Picture:
Takahiro [1-3 / A3 / Advanced] VEp3KlG9_o

Personality
Takahiro almost always has a smile on his face and an ease about him, seldom seeming to take too much too seriously. He is quick with a quip or flirty comment towards the women that catch his eye, though rarely too pushy for his own good. He seems at odds with his position, especially given his Captain. Yet Takahiro has perhaps the greatest rapport with his Division of any Vice-Captain or Captain, and a consummate understanding of the goings on within both his Division and many others. Takahiro is good at understanding people, usually, and has a habit of brightening the room when he wanders in. Even in battle he is usually upbeat, almost care-free, though you would be wrong to consider him as such. While he is rarely serious, he knows when to be as such and at such times he possess a much more commanding tone and stature. While some view him as lazy or lackadaisical, because he is to a degree, he has managed to retain his position. And though he rarely shows it, he has the strength to keep it.

Synopsis
The easy-going Vice-Captain of the First Division is a conundrum to many. Easy going, lazy, often caught napping or socializing, he seems ill-fitting with his Captain and even with himself. He has a refined manner of speech, his clothes are well fitting, and when needed he has the commanding air of someone of greater import. He seldom speaks of his past, and very few know much about it. There are of course rumors and theories, but he has never made any confirmation. Despite this however, there are very few who dislike Takahiro’s company. He has a way with most people, and his easy-going attitude allows him strangely more freedom among the rank and file than others get. When and how he gets all his paperwork in continues to vex his captain, and its always in on time. Those who have seen Takahiro fight have noted a more graceful style of motion, and those few who have seen him truly fight know he has the strength to hold his position instead of it being simple favoritism. Not that there have been many opportunities or need for such displays.

Natural Abilities


Synergy
Ever since Takahiro had the chance to learn about Kidou and begin studying it, he has always had a knack for it. Further, he has found ways of modifying kidou in strange ways and combining the art with his weapon use; a capability that only increased after he learned the name of his Zanpaku-tou. This results in a synergistic growth, as detailed below.
For every five(5) Experience Points spent in Zanjutsu Takahiro gains a +1 bonus to Kidou.
For every five(5) Experience Points spent in Kidou Takahiro gains a +1 bonus to Kyūjutsu, a stat detailed below. He does not gain this bonus when using a bow other than his Shikai.

Racial Combat Abilities


Hakuda
Though he rarely resorts to it Takahiro shows a surprising knowledge and skill with Hakuda. There is evidence of a style other than one traditionally taught at the academy in his movements, stemming from his upbringing in the Furukawa clan. As stated he rarely uses this or shows it off, however.

Hoho
Easily the weakest of the Shinigami ‘fundamental’ skill in Takahiro’s arsenal. He has a solid understanding of Shunpo, and moderate proficiency with that technique, but the techniques beyond that are not of great interest to him it seems.

Kidou
Though he would be prone to downplaying his skill at it, Takahiro is actually quite skilled at Kidou easily possessing a captain or above level. He has an almost intuitive understanding of Kidou and ways to use it, grasping complex concepts of Kidou surprisingly quickly.

Channel
A unique application of both Kidou and Zanjutsu that Takahiro had developed, the concept is rather simple. Takahiro is able to cast a kidou and store it within his Zanpaku-tou, releasing the spell upon contact with an enemy. Takahiro is capable of channeling both Hadō and Bakudō kidous in this manner and retains this ability when his Shikai is released, instead being able to channel the kidou into either the bow or arrows of his Shikai.

Kaido
Takahiro has no skill in Kaido.

Zanjutsu
Takahiro is quite skilled in Zanjutsu and weapon use. It is made all the more dangerous by his ability to meld Zanjutsu and Kidou so efficiently, giving him potent attack power at multiple ranges.

Kyūjutsu
Kyūjutsu specifically means Way of the Bow, and is used primarily with his Shikai. He has put the most time into mastering this combat form, though he rarely brings it to bear in fights. He is incredibly accurate at long ranges.

Below in the stat section there is a space for Kyūjutsu. This is a derived stat, based on his Zanjutsu stat; this means that the Specialization Bonus and Experience Point values are not in addition to those from the rest of the sheet, but based on the values in Zanjutsu. In addition, the Experience Points spent on Zanjutsu are increased by 50% when determining Kyūjutsu.


Zanpaku-tou


Zanpaku-tou Spirit Name
Mikdazuki (Crescent Moon)

Zanpaku-tou Spirit Appearance

Takahiro [1-3 / A3 / Advanced] TMvJEEor_o

Sealed Zanpaku-tou Appearance
Takahiro’s sealed Zanpaku-tou has a deep blue wrapping, but otherwise seems unremarkable in color.

Shikai
Release Phrase
Rise

Shikai Appearance
Takahiro [1-3 / A3 / Advanced] LpcSoxTr_o

Shikai Abilities
Kidō Enhancement
Mikadzuki amplifies Takahiro’s Kidō, increasing the power of Kidō he uses while released by 20% and decreasing the energy cost by 20%.

Replenishing Armaments
Takahiro is limited to some degree by the amount of ammunition Mikdazuki has during combat. Every post Mikazuki can generate two additional arrows stored in the sheaths if in the World of the Living, or six if in a spiritual realm. Each quiver can hold a maximum of forty arrows. Additionally, Takahiro is able to generate arrows made of pure Kidō or reishi. Doing so, however, takes a great deal of energy and is generally done so only if in desperate need.

Imbue
One of the most significant abilities of Takahiro's Zanpakutō is his ability to imbue it with the properties of channeled Kidō. What this means is that Takahiro can select a Kidō and channel it into his Zanpakutō. When he does this however, the Kidō imparts several of its properties onto the Zanpakutō rather than simply being delivered through the blade. A good example of this would be Hadō 33 Shakkaho, which ignites Takahiro's Zanpakutō with the same red destructive energy and lends more damage to his strikes. Only one Kidō may be imbued at a time, and while a Kidō is imbued into Mikadzuki Takahiro is unable to channel Kidō through her. He is able to imbue Kidō into either his bow or the arrows generated by it.

Bankai
Bankai Name
Yuèguāng Jūnbèi [月光軍備] (Moonlight Armaments)

Bankai Appearance

Takahiro [1-3 / A3 / Advanced] DOfGdSQl_o

Bankai Abilities
Kidou Empowerment
Yuèguāng Jūnbèi further enhances Takahiro’s Kidou, increasing their power by a further 30% and reducing their energy cost by another 10% over his Shikai; this brings their total adjustment to a 50% increase in power and a 30% reduction in energy cost.

Armament Orbs
The primary ability of Yuèguāng Jūnbèi if the ability to generate between one and four spheres of energy that Takahiro can use to modify his kidou attacks during combat. These orbs move with Takahiro’s thoughts and can move up to fifty meters away from him in any direction. Beyond this distance, the orbs dissipate and the kidou is dismissed.

These orbs have two primary effects currently.

The first is the ability to store a kidou cast into them. The orbs are able to discharge up to three copies of the stored kidou before they must be recharged.

The second is the ability to triple any kidou that passes through them, provided they are not currently storing a kidou.

Takahiro can currently set these orbs in a formation that allows him to pass a kidou through the first to triple it, then have each copy of the kidou pass through another orb; this results in nine copies of the kidou for the cost of a single cast.

Armament Bow
The large wing-like structures present in Yuèguāng Jūnbèi are in fact two halves of a large bow. Takahiro is capable of combining them to use them as such, mimicking the abilities of his Shikai in a heightened state. Alternatively, if left floating behind him they allow Takahiro to create reishi platforms in places that such an action would be impossible. This bow generates its own ammunition.




Approval Information
Tier: 1-3
Tier Base: 18
Combat Prowess: A-3
Combat Prowess Base: 18
Experience Level: Advanced
Experience Points: 108
Specialization Skills: Agility, Kidou, Zanjutsu
Specialization Points: Level 3, +15



Skill Sheets

Natural Skill Sheet
Skill

Tier
Base
Spec
Points
Exp
Points
Ability
Bonus
Arc
Bonus
Total
Agility
180509----32
Durability
18--07----25
Endurance
18--04----22
Speed
18--12----30
Strength
18--05----23


Racial Skill Sheet
Skill
Tier
Base
Spec
Points
Exp
Points
Ability
Bonus
Arc
Bonus
Total
Hakuda
18--12----30
Hohō
18--06----24
Kaidō
------------
Kidō
18053205--60
Zanjutsu
180521----44
Kyūjutsu*
18053106--60

*: Kyūjutsu is a derived stat, detailed above in abilities.


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