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 Osen Kasai (汚染 火災)

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Gungen
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Posts : 318
Yen : 8281
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Join date : 2015-08-01
Age : 24

Character sheet
Name: Gituku Mugo (ギツク むご)
Age: 24
Occupation: Ex-Monk, Hunter, Route Troupe Member, PK & Psy-Nen user

PostSubject: Osen Kasai (汚染 火災)   Sat Aug 08, 2015 10:13 pm

Basics
Full Name: Osen Kasai (汚染 火災).
Meaning of Name: "Contaminating Fire/Flame."
*Nickname: Kōgai (公害 "Pollution" or "Public Nuisance").
Sex: Male.
Job Class: P.K. User and member of Route Troupe.

Organization Affiliation
Organization Name: Route Troupe.
Rank: 2.

Human Appearance
Age: 25.
Eye Color: Red. When relaxed the pupil of his eye is like everyone else's. When he uses his "gifts", his eyes glow.
Hair Color: White.
Type of Build/Body: Because he grew up on an island his body is very agile and athletic able to move, lift and do things that most city people are stunned by. Well toned, athletic and agile Osen is quiet the fighting machine outmatched in the troupe only by the 'Leader' or boss.
Height: 5' 9".
Weight: 145 lbs.
Distinguishing Marks: Osen doesn't have many distinguishing marks, careful to not draw too much attention to himself or his face. Since he has the eyes of the Kasai clan if he looses control of his emotions, which is rare....his eyes will glow, and that is something he has kept hidden.

Although he does have a couple of piercings in his lower lip he has a hoop, and above his right eyebrow he has several studs lining it.

Sitting firm between his shoulder blades is the Monkey whose name is "Kikazaru", depicted sitting with his hands covering his ears according to the proverb, ''Hear no evil.'' This is indicating his rank with the number two on it's belly as the second strongest of the group. It shows that he will hear nothing bad said about his fellow troupe members, nor will he listen to anything that would have him turn against them. Should the authorities catch him it also shows his vows to 'Not hear them speak' so he can not answer them.  



Attitude/Personality: Osen is cold-natured, but very loyal to the Route Troupe as a whole. Osen occasionally clashes with the other troupe members, but seems to get along well with them overall. Osen gets along well with Gōkei, with whom he can often be found hanging around. Some subtle moments also suggest that Osen has a good relationship with Seishin, expressing protectiveness when he told the latter to just stand back and watch while he and Mugo took care of killing remaining opponents and when he asked Mugo later on about Seishin's whereabouts when he didn't see him at the base. This can also be seen again When Bukimina, the previous #3 had been missing for a period of time, Osen stated that she would not be killed so easily to reassure a worried Seishin.

After Osen tortured the person in charge of guarding a treasure the Route Troupe were seeking, and the victim died unknowing of the information Osen was seeking, Osen remarked that the victim "deserved the most sympathy today," indicating a possible sympathetic side.

Osen seemed to be the second-in-command before being revealed to be as such, as it was always implied that he was very involved with all Route Troupe activities, remembering exact details of how long it's been since the last time all of the members have gathered together, what has changed since then and who the new members are. Without their leader's physical presence, the other members seem to look to Osen for instructions. He was also the member to whom the leader sent the message "Go absolutely crazy" during the Kirian slaughter, which Osen then sent to all the other members.

He also displays a humorous side, picking on Seishin when they were partnered up for a single mission.

Images For character:



Last edited by Gungen on Sun Aug 09, 2015 2:32 am; edited 10 times in total
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Gungen
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Posts : 318
Yen : 8281
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Join date : 2015-08-01
Age : 24

Character sheet
Name: Gituku Mugo (ギツク むご)
Age: 24
Occupation: Ex-Monk, Hunter, Route Troupe Member, PK & Psy-Nen user

PostSubject: Re: Osen Kasai (汚染 火災)   Sun Aug 09, 2015 12:09 am

Abilities
Special Skills:

  • Fenghuang (simplified Chinese: 凤凰; traditional Chinese: 鳳凰; pinyin: fènghuáng) are mythological birds of East Asia that reign over all other birds. The males were originally called feng and the females huang but such a distinction of gender is often no longer made and they are blurred into a single feminine entity so that the bird can be paired with the Chinese dragon, which is deemed male.

    The fenghuang is also called the "August Rooster" (simplified Chinese: 鹍鸡; traditional Chinese: 鶤雞; pinyin: kūnjī) since it sometimes takes the place of the Rooster in the Chinese zodiac.[citation needed] In the West, it is commonly referred to as the Chinese phoenix or simply Phoenix, although mythological similarities between the two birds are no more than superficial.

    Its body symbolizes the six celestial bodies. The head is the sky, the eyes are the sun, the back is the moon, the wings are the wind, the feet are the earth, and the tail is the planets. Its feathers contain the five fundamental colors: black, white, red, blue and yellow. It is sometimes depicted as having three legs.[citation needed] It is believed that the bird only appears in areas or places that are blessed with utmost peace and prosperity or happiness.

    Also during this period, the fenghuang was used as a symbol representing the direction south. This was portrayed through a male and female facing each other. Their feathers were of the five fundamental colors: black, white, red, green, and yellow. These colors are said to represent Confucius' five virtues:


    • Ren: the virtue of benevolence, charity, and humanity;


    • Yi: honesty and uprightness; Yì may be broken down into zhong, doing one's best, conscientiousness, loyalty and shù: the virtue of reciprocity, altruism, consideration for others


    • Zhi: knowledge



    • Xin: faithfulness and integrity;


    • Li: correct behavior, propriety, good manners, politeness, ceremony, worship



    They the children of the Phoenix as they are called have jewel like eyes that glow.....


  • Eyes of Scarlet Flame: When a member of the Kasai clan becomes enraged, their eyes seem to burn and ignite from inside looking as if back lit with flame the more vivid the eye color the more intense the effect. Whether they are blue, green, black or in hiss case, Scarlet for which the gift is named for.

    Not only do the Kasai clan have eyes that glow, but what really sets them apart the most is the fact that their eyes look like gemstones...the irises are set like crystals. When this happens, their physical strength increases dramatically, to the point that even a child can gain the upper hand in terms of speed and strength against three adults, and easily overpower them.


Basic Abilities

  • High Intelligence- He is able to formulate accurate predictions as seen concerning his opponent's power, and has great control over his emotions. He can calculate accurate odds in the midst of a fight and is almost always right. He is adept at finding an enemy's weak spots and exploiting them.


  • Immense Strength- He is incredibly strong, ranking 2nd in the Route Troupe in terms of physical strength (which is composed of 5 of the most powerful PK users known). He can shatter rock and send a block of solid rock flying with a single kick.


  • Enhanced Speed and Reflexes- One of the pillars of his distinctive fighting style is his speed, matched with his surgical-like accuracy.


  • Enhanced Agility- He is very agile, as he can attack from any position.


  • Enhanced Stamina- He has never been seen tired after any of his fights, even after severe physical effort, mental strain and PK consumption.


  • Immense Resistance to Pain- He appears impervious to pain, which seems to leave him unfazed when minimal and bring him pleasure when very intense. Though blows still damage him, they can't slow him down or incapacitate him. His inhuman resistance, coupled with what looks like a total disregard for his own life and an unquenchable battle frenzy, makes him seemingly unstoppable.


  • Formidable Coordination- His coordination may be considered the core of both of his offensive and defensive power. Thanks to it, he can adapt to any fighting style he faces and avoid most of the threats he may encounter. He is able to grab knives out of the air or catch a PK reinforced ball with the destructive capacity of a cannon ball.


  • Immense Perception- He has proven to be able to sense not only the presence, but also the position of people hidden. It should be noted that he can be unable to notice that a person tailing him if he's in a terrible mental state because he hasn't killed anyone for so long. Partially thanks to his vast fighting experience, He is capable of discerning a person's potential just by looking at them; on one occasion, he detected a very strong individual nearby and measured his strength without even seeing him.


  • Excellent Strategist- He is very observant and able to guess the amount of strength a person possess, their talent and even future heights by simply looking at them. He invented a scale that measures the target's abilities, possibly reaching 100 as the top score. Who owns the rank of 100, or if it can be maxed out or even what Mugo's rank is unknown.

    He can often tell what an opponent is thinking and how he will react at his moves. He can plan whole battles beforehand and prepare his victory right after the get-go. Furthermore his deviousness and volatility has prevented many opponents from anticipating his next move, and this has led him to win many battles.

    Furthermore, Combining his twisted genius with his prestigiatori skills, He can set very elaborate and effective traps, often using Telekinesis to conceal his attacks. His tricks usually don't get discovered until after they are already in use. Instead of fearing pain, he sometimes seeks it, as a memento of his opponent. Summed up, what makes Mugo such a dangerous opponent is his unpredictability.


PK Abilities

  • Electrokinesis- The ability to manipulate energy at a atomic level.


  • Geokinesis- The ability to manipulate matter in it's solid form.


  • Telekinesis- The ability to move objects with your mind. Often used interchangeably with the term psychokinesis, however psychokinesis is actually the umbrella term under which all the various "kinesises" resides.

    • Levitation- The ability to cause objects or ones own body to hover above the ground without the use of any type of lifting mechanism.




  • Tychokinesis- The ability to mentally and alter stochastic fields, which affect the chance of one event or another, thus generating good or bad luck.



  • A Unique form of PK among his clan....due to specialized training.

    • Psy-Nen- Psy-Nen, Ki, Reiatsu, Chakra....no matter what you call it....is The ability to control his own 'life force' shaping and using it as a weapon to fight back against others. He is able to manifest his P.K in ways that are normally unheard of and those gifts are strengthened when his glow with inner flame or the light of his soul.  Psy-nen is a unique form of P.k. manifestation among his people due to a unique form of training in P.K. upon testing a child and once discovered they begin learning how to fully open up their minds and bodies to the power.




  • Hypnotic Spell (催眠呪文 Saimin Jumon)- By placing a needle into the target's brain, the user is able to hypnotize them into following their orders as long as the needle remains imbedded. The ability activates automatically every time the victim intends to do something that goes against the user's orders. Though powerful, the ability is also subtle, leading the victim to think that the commands they receive are their own ideas or a result of their habits. Willpower alone is not sufficient to break free from the hypnosis; however, through resisting it, the victim suffers headaches that grow increasingly localized, making it possible to detect, locate, and remove the needle.


  • Self-hypnosis (自己催眠 Jiko Saimin)- By placing a needle into the user's brain, the user is able to hypnotize themselves into following their orders as long as the needle remains imbedded.


  • Needlemen (針人間 Hariningen)- The user throws special needles imbued with his own aura into the skulls of a person in order to manipulate their actions. Whomever is pierced with these needles becomes one of the user's Needlemen and loses all sentience--following orders until death. Even if a Needleman survives, he will be an invalid for the rest of his life. It is unknown if Kirian can see what they see, or if he merely has good vision.


  • Needle Masquerade (針仮装 Hari kasō)- The user uses large, round head needles to alter the shape of their own body and skin color. It also allows them to change their voice. These needles could also alter the appearance of others. Without the needles, the user can be able to maintain the transformation for around five hours. However, their eyes remain the same when disguising themselves without needles. The user can use this ability to infiltrate into places where their targets may reside.


  • Reverse Needleman (逆針人間 Gyaku Hariningen)- By placing a needle in themselves and then giving themselves instructions or a task to be performed using Self-hypnosis, the user gains ability manipulate their own body, putting it on "Autopilot" and can temporarily gain immense Psy, which results in a speed and strength boost, to perform the task given.

    Once the user has entered Autopilot, they cannot withdraw from it until the task he instructed themselves to do has been accomplished. After leaving Autopilot, the user experiences intense muscle pain for two or three days, and is completely unaware of what they have done. This ability has the additional benefit of making the user impervious to hostile Manipulation Psy, as it is impossible to gain control over a target that is already manipulated by someone.


6th Sense PK Abilities

  • Aura Reading- The ability to see/feel the energy field that surrounds all living things.


  • Clairaudience- Any type of "knowing" that involved the hearing, without physically hearing. In other words, the subject(s) involved in creating the sounds could be on the other side of the earth from the person "hearing" the communication.


  • Clairsentience- A "knowing" of hidden events. Can involved "knowing" past, present or future events.


  • Divination- An umbrella term under which all types of "knowing" past, present or future events are housed.


  • Intuition- A "knowing" of hidden events, often used interchangeably with the term clairsentience.


  • Psychometry- The ability to sense, read or interpret the energy signal left on an item by someone that has dealt with the item in the past.


Fighting Skills

  • Master Weapon Specialist- With the full extent of his abilities in the field being unclear,  used throwing stars before learning P.K. However, the weapon he specializes in currently are his needles, which he learned to use in battle with great skill in a rather short amount of time. Imbued with his P.K, they gain an abnormal manipulative power, which allows him to manipulate himself and others.


  • Master Thrower- The user can throw multiple needles with high accuracy, always hitting the target with their point, despite them not appearing balanced. He can even pierce rock-hard materials with them, possible due to some sort of emitted P.K being attached to the needles themselves, however it may be due to his sheer strength.


  • Kenjustsu-Nitōjutsu- A distinguishing feature of many kenjutsu syllabi is the use of a paired katana or daitō and wakizashi or shōtō commonly referred to as nitōjutsu (二刀術 two sword methods?). Styles that teach it are called nitōryū (二刀流 two sword school?); contrast ittō-ryū (一刀流 one sword school?). Kenjutsu techniques can be compared to the strategies of warfare, while batto-jutsu or kendo can be compared to shooting range techniques. As in the Book of Five Rings, by Miyamoto Musashi, a kenjutsuist relies on the conditions of the ground, light source, as well as the opponents' capabilities, before implementing a practical attack. The attack is not set on any particular weapon or move to capitulate, nor is there a predisposed target or trajectory. Any exposed part of the opponents body is a possible target (as in Musashi's "Injuring the Corners").

    To be effective, a kenjutsu strike/or counter-strike is a composition of several techniques: feigning, cutting, jabbing, thrusting, parrying or binding, footwork, choice of weapon, and even knowing the opponents weapon. It was mentioned that once Musashi realized the physics of the chain-and-sickle (kusarigama) he was then able to defeat it.

    The feigning techniques are effective movements of the weapon, footwork, center of gravity, and even the use of kiai. Applied effectively, the opponent is set-back one move, while creating an opening elsewhere. The feigning technique should be angled to allow a quick direct shot from this position. Only sufficient practice will perfect these techniques and teaching to convey the training of proper reflexes. There is not much time to think during a skirmish or battle. A fluent continuation of techniques must be deployed to manage even multiple opponents. One second per opponent is too long. Managing an army should be treated the same way. A practical understanding of the body and weapon is necessary to be able to dispatch a strike or counter strike whether standing, walking, or rolling around the ground (or whether an army is attacking or retreating). There is no time-out or ready position. It might be a fight under minimum visibility or total darkness. When striking range is reached, reflexes dictate the outcome.

    Cutting, jabbing, and thrusting techniques must be all preceded by a feint. The defender can easily parry a strong attack, due to the telegraphing momentum behind the attacker's weapon. Therefore, a strong cutting technique can easily receive a deadly cut across the sword hand or forearm. The feigning movement should complement both double-sword, two-handed sword, or any weapon.

    There are some strikes that do not require a preceding subterfuge. These are referred to as "quick strikes". They are done with two hands on the sword or with a sword in each hand. One hand is at the base of the tsuka (to provide longer reach) and the other hand is at the ridge of the blade to provide the initial force to flick the sword as quick as an arrow to hit the target. This could be done with the double sword, with one sword providing the push for the dispatch. These postures are hidden and the ready positions are implemented while switching hands or while changing steps. These flicking strikes can be administered from any angle (top, sides or below).

    When parrying, always try to direct the point of the sword to the target. This minimizes the step needed to be able to counter-attack. Thus the opponent is at an immediate disadvantage. Also, using the quick strike at the opponent's sword hand or forearm will immediately incapacitate his attack before having to parry it. A simple rule — to keep the point of the sword pointed to the opponent or at within the area of the gate, while attempting to parry in all angles — will provide a good foundation for appropriate counter-maneuver reflexes.

    Musashi said that the footwork shall be adapted to terrain and purpose. The correct stride is to be applied to whatever leverage is needed to effectively wield the weapon at hand. The choice of weapon and knowing the opponents' weapons is essential for the choice of right technique and strategy. Knowing the center of gravity of a weapon can help the assessment of its maneuverability and speed, as much as its effects on leverage and kinetic forces.

    The use of the double-sword (one in each hand) can provide the ultimate control of the gate. The "gate", as referred to by Miyamoto Musashi, is the opening between two fighters. All attacks must go through this gate to reach the target from any angle. To close or disrupt the gate at the right moment is necessary to deflect incoming attacks. The double swords' ability to alternate and complement their trajectories provides a strong continuous flowing barricade as well as trapping and striking repetitions. Timing is essential in the use of this technique, and Musashi advised that the double-sword technique should be learned early on.

    In the later stages of kenjutsu, one can win without the use of a blade by merely understanding the physics of sword work. A kenjutsuist can resolve or win without having to fight (or without having to cut) — and gain followers instead. There is no individual or religion that started this. Any level-headed person would not want to maim or kill another human being. A kenjutsuist (a true swordsman) strives to attain well beyond cutting techniques: to serve his master or act on his own as a diplomat of fairness in the living hell.


  • Chinese Kenpo/Kung Fu- "Kung-fu" is a primarily unarmed Chinese martial art resembling karate.Wudang Martial Arts were created based on the Taoist ideology. Taoism holds that there are basic, everlasting and supernatural principles in the earth which are called “Tao” suggesting softness, quietness, emptiness, unification, fairness and harmony. All these can be presented according to Tai Chi, Yin and Yang, the Five Elements (water, gold, fire, wood and earth) and the Eight Diagrams tactics. Under the direction of these philosophical theories, this Kung Fu style gains good effects in the boxing and sword skills.


  • Hand-to-hand Combat- (sometimes abbreviated as HTH or H2H) is a lethal or non-lethal physical confrontation between two or more persons at very short range (grappling distance) that does not involve the use of firearms or other distance weapons. While the phrase "hand-to-hand" appears to refer to unarmed combat, the term is generic and may include use of striking weapons used at grappling distance such as knives, sticks, batons, or improvised weapons such as entrenching tools. While the term hand-to-hand combat originally referred principally to engagements by military personnel on the battlefield, it can also refer to any personal physical engagement by two or more combatants, including police officers and civilians.

    Combat within close quarters (to a range just beyond grappling distance) is commonly termed close combat or close-quarters combat. It may include lethal and non-lethal weapons and methods depending upon the restrictions imposed by civilian law, military rules of engagement, or ethical codes. Close combat using firearms or other distance weapons by military combatants at the tactical level is modernly referred to as close quarter battle. The U.S. Army uses the term combatives to describe various military fighting systems used in hand-to-hand combat training, systems which may incorporate eclectic techniques from several different martial arts and combat sports.


  • Street Fighting- Hand-to-hand combat in public places, between individuals or groups of people.

    Unlike sport fighting, a street fight might involve weapons, multiple opponents or revenge and has no rules. The venue is usually a public place (e.g. a street) and the fight often results in a serious injury or even death.

    The main difference between street fighting and a self-defense situation is that a street fight is avoidable, whereas a self-defense situation is not. The other main difference is that the fight is consensual between both parties. A typical situation might involve two men arguing in a bar, then one suggests stepping outside, where the fight commences. Thus, it is often possible to avoid the fight by backing off, while in self-defense, a person is actively trying to escape the situation, using force if necessary to ensure his or her own safety.

    In some martial arts communities, street fighting and self-defense are often considered synonymous.


Weapon(s) Information
Name: Puppet Needles (操り針 Ayatsuri Hari).
Type: Throwing Weapon.
Strengths: Small, accurate, ad be thrown from long distances.
Weaknesses: Can be broken, can be dodged, can be deflected, and can be melted when high heat is applied or removed if the target becomes aware of their location.
Abilities:
Image(s):

Description: A type of Senbon, Osen's Puppet Needles are metal needles with a point at one end and a large rounded head at the throwing end. They often serve a medical purpose, being used to strike acupuncture points. They appear to have little killing power, but can be thrown with great accuracy and are deceitfully weak looking. A user with proper knowledge however, can effectively use Puppet Needles in battle to incapacitate or even kill their target should they aim for vital spots. To make these needles more effective, the user can poison the tips of the point. An added benefit of throwing these at the enemy is that these are smaller than another throwing weapon, making it harder to see and dodge.

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