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 Kohaku-ko Masaru (琥珀子勝)

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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: Kohaku-ko Masaru (琥珀子勝)   Sun Jan 03, 2016 6:03 pm

Basics
Full Name: Kohaku-ko Masaru (琥珀子勝).
Meaning of Name: Victorious Amber Child.
*Nickname: Kohaku (琥珀 "Amber") or Kō (幸 "Fortune").
Sex: Male, but appears to have feminine qualities.
Date of Birth: July 3, 1995.
Blood Type: BO-.
Job Class: Bounty Hunter.

Organization Affiliation
Organization Name: Hunter's Association.
Breed: Bounty Hunter.
Rank: S/5.
License and Tags:


Human Appearance
Age: 20.
Eye Color: Red.
Hair Color: Dark Brown (Looks Black in certain light).
Type of Build/Body: Well built and slender.
Height: 5'8".
Weight: 132 lbs.
Distinguishing Marks: Kohaku seems to be a rather flamboyant personality, dressing in a revealing black top and always wearing a white scarf and gold jewelery that makes him look like an Arabian Prince instead of a Hunter.

Images For character:



Attitude/Personality: Kohaku is a notably cruel man known to have a love of fighting and war. He doesn't mind injuring and attacking innocent bystanders of his fights or civilians. In fact, he'd rather sacrifice others than get in the line of fire himself. This has earned him a rather nasty reputation among the Hunters. Usually, he doesn't listen to anyone's advice or orders, and does things his own way. This, coupled with his disrespect towards his fellow Hunters has gained him the "lone wolf" reputation many times over.

He seems to be careless about what others think, goading them into feeling pity for him and then laughing at them. This can make him seem arrogant and somewhat childish. Kohaku is a good actor, and goes to great lengths to mock others. Because of his confidence in his abilities he declared, without support, that "the Hunters will destroy Arc". He  also seems to hold deep grudges and doesn't forgive easily.

He's also shown to be rather spoiled since he lead a pampered life as a child and will often be heard complaining if he doesn't get his way easily. If he's not complaining about not getting his way, he's likely going to be complaining about how he's not being waited on by servants or the likes. This has made many of the less "fortunate" Hunters see him as nothing more than a pampered brat and they mock him, stating that he should go back home to his mansion where his servants can wait on him hand and foot.


Last edited by Gungen on Sun Jan 03, 2016 10:25 pm; edited 5 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: Kohaku-ko Masaru (琥珀子勝)   Sun Jan 03, 2016 8:25 pm

Abilities
Special Abilities:

  • Rainbow Fire Manipulation- The user can create, shape and manipulate rainbow fire; the rarest, purest, if not the strongest form of beautiful multi-colored flames, and/or have the ability to control all the colors of flame separately. Rainbow fire may have varied supernatural properties not normally seen in regular Fire, but exactly which effects it has, is hard to determine due to its rarity.


    • White Fire Manipulation- User can create, shape and manipulate mystical fire of a pure, benevolent nature, which ignore most of the limitations and weaknesses of the normal fire. This fire is manifestation of the life-giving and sustaining aspect of the fire. By combining all aspects of the spectrum of fire.


    • Blue Fire Manipulation- The user can create, shape and manipulate blue flames, which are far more hot and intense than ordinary orange fire. The blue flames are of such color due to either the intense temperature or it possesses mythical properties.


    • Purple Fire Manipulation- User is able to generate and manipulate purple flames. If user is a master then their flames could people go in a stasis like state. Not to be confused with Dark Fire Manipulation which is a different aspect altogether.


    • Green Fire Manipulation- Users are able to create green flames more intense than blue fire. The flames are this color due to oxygen changes or because of myth. They are harder to control due to increased heat and intensity. In some unnatural uses, this fire can be ignited under water. Despite this the fires can be used for Healing if the user wishes.


    • Dark Fire Manipulation- User can create, shape and manipulate manipulate the darker, destructive and consuming aspects of fire, which ignores most of the limitations and weaknesses of the normal fire. Dark flames do not just burn, they can incinerate everything, even normal flames, they can incinerate anything to the point of leaving absolutely no byproduct (not even ashes), and smother and "burn" normal fire and water.




  • Djinn House (ジン家屋)
    Djinn House is a set of Conjuring abilities that are all linked to the Arabian and Pre-Islamic concept of Djinn. In each ability, Kohaku is able to summon and manipulate different types of Djinn and their abilities. Each Djinn aids in offense, defense, and/or healing. Each ability is powered by Conjuring Skills and added to in power by Transmutation Skills accordingly.


    • House of Thunder: Blue Djinn (雷の家屋: 青ジン)- Kohaku is able to either summon a Blue Djinn that controls all elements of Thunder and Lightening that obeys him completely, or he is able to take on some of the Djinn's aspects, allowing him to transform slightly into what looks like a half Djinn. In this state, he gains a third eye in the center of his forehead that remains open at all times. His attire also changes to that of a golden color and lengthens to reach just above his belly button. In this state, his hair and eyes also change color to the color of the sea. He's able to create, shape and manipulate electricity at his will.



    • House of Air: Yellow Djinn (空気の家屋 : 黄ジン)- Kohaku is able to either summon a Yellow Djinn that controls all aspects of Air itself and, like the blue, obeys Kohaku's will, or he is able to take on some of the Djinn's aspects, allowing him to transform slightly into what looks like a half Djinn. In this state, he gains another set of arms similar to Mugo, however these are not enhanced in strength. His attire also changes to a style similar to belly dancers and is green in color, while his eyes change to a green color as well. He's able to create, shape and manipulate air, not limited to controlling climate and weather, and the generating force of most ocean and freshwater waves. Wind occurs because of horizontal and vertical differences in atmospheric pressure, and include breezes, squalls, gusts, whirlwinds, zephyrs, gales, tempests, and hurricanes.



    • House of Earth: Green Djinn (地球の家屋: 緑ジン)- Kohaku is able to either summon a Green Djinn that controls all aspects of Earth itself and, like the blue and yellow, obeys Kohaku's will, or he is able to take on some of the Djinn's aspects, allowing him to transform slightly into what looks like a half Djinn. In this state, he gains four gold monk's marks on his forehead, each larger than the last. His attire also changes to a style similar to belly dancers and is yellow in color, while his eyes change to a gold color as well. He's able to create, shape and manipulate earth and "Earthen" elements including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt, soil, etc.



    • House of Fire: Red Djinn (火の家屋: 赤ジン)- Kohaku is able to either summon a Red Djinn that controls all elements of Fire that obeys him completely, or he is able to take on some of the Djinn's aspects, allowing him to transform slightly into what looks like a half Djinn. In this state, he gains a third eye in the center of his forehead that remains open at all times. His attire remains the same color, but lengthens to reach just above his belly button. In this state, his hair changes to the color of orange and his eyes change color to the color of purple. He's able to create, shape and manipulate fire.



    • House of Spirit: Purple Djinn (御霊の家屋: 紫ジン)- Kohaku is able to either summon a Purple Djinn that controls all elements of Spirit or Soul that obeys him completely, or he is able to take on some of the Djinn's aspects, allowing him to transform slightly into what looks like a half Djinn. In this state, he gains eyes in the palms of his hands that are black with red irises that remains open at all times. His attire changes color and becomes white. In this state, his hair and his eyes change color to white as well. He's able to manipulate soul, the incorporeal and immortal essence of a living thing, usually most obviously present in sentient beings. He's also able to control spirits and heal himself in this state.



    • House of Darkness: Dark Djinn (闇の家屋: 暗いジン)- Kohaku becomes the Djinn. He takes on the aspects of a Djinn and gains the ability to manipulate aspects of darkness he calls Black Magoi. This Magoi is able to heal and regenerate Kohaku when he is injured. When turned into a weapon, it can become harder than steel, and it can be blasted at an opponent to taint them. In other words, he can darken someone's heart.

      This ability also allows him to summon all of the other Djinn and use them all at once at will.




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 prestigious 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.



  • Psy-Nen- Nen, Psy, 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.  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.


PK

  • Aerokinesis- The ability to manipulate matter in it's gas form.


  • Pyrokinesis- The ability to manipulate matter in it's plasma form. Not just fire.


  • 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.




6th Sense PK

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


  • Clairvoyance- The abilities to see the unseeable. Can involve seeing the past, present or future events.


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


  • 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.


  • Telepathy- Often called mind reading. Can be one person reading another's mind or mind to mind communication between two people.


Fighting Skills

  • 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.


  • Taijutsu-  (体術?, literally "body technique" or "body skill") is a Japanese blanket term for any combat skill, technique or system of martial art using body movements that are described as an empty-hand combat skill or system. The term is commonly used when referring to a traditional Japanese martial art but has also been used in the naming of modern martial arts such as Bujinkan Budo Taijutsu. More specific names than Taijutsu are typically used when describing a martial art, such as Jujutsu (focusing on throwing, grappling, and striking), Judo (focusing on throwing and grappling), Aikido (focusing on throwing and joint locks) as well as Karate and Kenpo (focusing on striking).


  • Karate- A martial art developed in the Ryukyu Islands in what is now Okinawa, Japan. It was developed partially from the indigenous martial arts of Ryukyu Islands (called te (手, literally "hand") and from Chinese kenpo. Karate is a striking art using punching, kicking, knee strikes, elbow strikes and open hand techniques such as knife-hands, spear-hands,and palm-heel strikes. In some styles, grappling, throws, joint locks, restraints, and vital point strikes are also taught. A karate practitioner is called a karateka (空手家).


  • 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.


  • Master Weapon Specialist- With the full extent of his abilities in the field being unclear, he used throwing knives before learning P.K. However, the weapon he specializes in currently are his Chrono Scythe, 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 strength and durability.


Weapon(s) Information
Name: Spear of Judar (ジュダルの槍).
Type: Spear.
Description: A spear as black as night that looks twisted and possibly demonic.
Strengths: It can be wielded just about anywhere. The sharp blade can cut through just about all matter of substance.
Weaknesses: None really it's hard to break....almost some say unbreakable.
Abilities: The spear of Judar can channel all of the aspects of the Rainbow Flames which he controls as well as or depending on his mood the powers of the Djinn that he controls if he so chooses making the weapon even more dangerous then the extremely sharp edge makes it out to be to begin with.
Image(s):

Background
History:
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Kohaku-ko Masaru (琥珀子勝)
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