Lee Shishio

First Name
Lee

Last Name
Shishio

IMVU Name
DivineZiel

Nicknames
N/A

Age
18 - February 13th

Gender
Male

Height
5'11

Weight
145lbs

Blood type
O

Behaviour/Personality
Lee is a rather...different character. He's quite introverted to such a high degree that he tends to be completely quiet in such a talkative moment. Lee is always constantly calculating possible outcomes of the world down into the significance of his complete insane ways. With his blood lust always being rather high. When he's not keeping his cool around higher powered people or working where he does, he's usually out, holding back the urge to kill so many people and eat their bodies but it usually becomes too much and he sinks into it. Lee loves to toy with his food whenever he's not hungry but being the glutton he is, he tends to eat a lot more. The way he toys with his food is by whistling out creepy themes that are rather slow in comparison to their original form while slowly chasing them and is overall a sadomasochistic bastard. Hiding his true self in public when he's around more people than he can handle, he stays quiet as stated before. To keep himself at ease, he's always seen either sipping on coffee or smoking a cigarette. These two things are what keeps him even remotely sane due to his life as a young person all the way up to now, especially after the woman that took him in after he killed his own mother, showed him how coffee and smoking always helped calm down a ravage beast. Lee stays away from anyone and everyone except for people that show interesting features from their own minds. Knowing exactly how a lot of humans think, he can predict some movements that they would do when trying to flee from his blood thirsty wrath. Lee also has a nasty habit of constantly cracking his fingers, every joint possible.

Appearance
Lee has medium length hair that main stays spiked up a bit and lays gently over his face in specific parts where the middle of his face can always be seen unless he moves his head a specific way. Lee is pale with dark circles under his eyes which indicates that he doesn't really sleep all that much. With black hues to match his thick dark locks and pale skin, there is something rather weird about his eyes which is that they have no shine to them. It honestly looks as if he has the eyes of a man with no soul, either that or with no reason to live. To go along with his personality, Lee's eyes seem to bug out a bit and look around in a very fast movement to keep everything in check with his surroundings. When his hunger for flesh and blood rises to such a high degree, his whole sclera turns a glossy black while his pupils turn red and the iris stays black like normal however, each part of the eye is rather glossy. To give out an addition of the eyes, red cracks can be seen running through the black sclera and a bit onto the face, under the eyes. He bears a rather dark mask that can be seen as a picture on the side.

Alignment
Chaotic Neutral

Clan & Rank
N/A

High school grade
Senior

What district do you live in?
District 2

Relationship
Single

Occupation
Barista (Cashier/Coffee Maker)

Shishio Clan Abilties
(These are unknown as of right now.)

Fighting Style
Flow of battle: Sei

Gun Kata: (Main unless Lee doesn't have his gun.)

Krav Maga: Krav Maga encourages students to avoid confrontation. If this is impossible or unsafe, it promotes finishing a fight as quickly as possible. Attacks are aimed at the most vulnerable parts of the body, and training is not limited to techniques that avoid severe injury; some even permanently injure or cause death to the opponent. Drills provide maximum safety to students by the use of protective equipment and the use of reasonable force.

Students learn to defend against all variety of attacks and are taught to counter in the quickest and most efficient way.

Ideas in Krav Maga include: Training can also cover situational awareness to develop an understanding of one's surroundings, learning to understand the psychology of a street confrontation, and identifying potential threats before an attack occurs. It may also cover ways to deal with physical and verbal methods to avoid violence whenever possible.
 * Counter attacking as soon as possible (or attacking pre-emptively).
 * Targeting attacks to the body's most vulnerable points, such as: the eyes, neck or throat, face, solar plexus, groin, ribs, knee, foot, fingers, etc.
 * Maximum effectiveness and efficiency in order to neutralize the opponent as quickly as possible.
 * Maintaining awareness of surroundings while dealing with the threat in order to look for escape routes, further attackers, objects that could be used to defend or help attack, and so on.

Capoeira: Capoeira is a fast and versatile martial art which is historically focused on fighting outnumbered or in technological disadvantage.

The ginga (literally: rocking back and forth; to swing) is the fundamental movement in capoeira, important both for attack and defense purposes. It has two main objectives. One is to keep the capoeirista in a state of constant motion, preventing him or her from being a still and easy target. The other, using also fakes and feints, is to mislead, fool, trick the opponent, leaving them open for an attack or a counter-attack.

The attacks in the capoeira should be done when opportunity arises and must be decisive, like a direct kick in the face or a vital body part, or a strong takedown. Most capoeira attacks are made with the legs, like direct or swirling kicks, rasteiras (leg sweeps), tesouras or knee strikes. The head strike is a very important counter-attack move. Elbow strikes, punches and other forms of takedowns complete the main list.

The defense is based on the principle of non-resistance, meaning avoiding an attack using evasive moves instead of blocking it. Avoids are called esquivas, which depend on the direction of the attack and intention of the defender, and can be done standing or with a hand leaning on the floor. A block should only be made when the esquiva is not possible. This fighting strategy allows quick and unpredictable counterattacks, the ability to focus on more than one adversary and to face empty-handed an armed adversary.

A series of rolls and acrobatics (like the Cartwheels called aú) allows the capoeirista to quickly overcome a takedown or a loss of balance, and to position themselves around the aggressor in order to lay up for an attack. It is this combination of attacks, defense and mobility which gives capoeira its perceived 'fluidity' and choreography-like style.

Playing capoeira is both a game and a method of practicing the application of capoeira movements in simulated combat. It can be played anywhere, but it's usually done in a roda. During the game most capoeira moves are used, but capoeiristas usually avoid using punches or elbow strikes unless it's a very aggressive game.

The game usually does not focus on knocking down or destroying the opponent, rather it emphasizes skill. Capoeiristas often prefer to rely on a takedown like a rasteira, then allowing the opponent to recover and get back into the game. It is also very common to slow down a kick inches before hitting the target, so a capoeirista can enforce superiority without the need of injuring the opponent. If an opponent clearly cannot dodge an attack, there is no reason to complete it. However, between two high-skilled capoeiristas, the game can get much more aggressive and dangerous. Capoeiristas tend to avoid showing this kind of game in presentations or to the general public.

The Roda (pronounced [ˈʁodɐ]) is a circle formed by capoeiristas and capoeira musical instruments, where every participant sings the typical songs and claps their hands following the music. Two capoeiristas enter the roda and play the game according to the style required by the musical instruments rhythm. The game finishes when one of the musicians holding a berimbau determine it, when one of the capoeiristas decide to leave or call the end of the game or when another capoeirista interrupts the game to start playing, either with one of the current players or with another capoeirista.

In a roda every cultural aspect of capoeira is present, not only the martial side. Aerial acrobatics are common in a presentation roda, while not seen as often in a more serious one. Takedowns, on the other hand, are common in a serious roda but rarely seen in presentations.

The "Batizado" (baptism, in English) is a ceremonial roda where new students will get recognized as capoeiristas and earn their first graduation. Also more experienced students may go up in rank, depending on their skills and capoeira culture. In Mestre Bimba's Capoeira Regional, batizado was the first time a new student would play capoeira following the sound of the berimbau.

Students enter the roda against a high-ranked capoeirista (a teacher or master) and normally the game ends with the student being taken down. In some cases the more experienced capoeirista can judge the takedown unnecessary. Following the batizado the new graduation, generally in the form of a cord, is given.

Traditionally, the batizado is the moment when the new practitioner gets or formalizes his or her apelido (nickname). This tradition was created back when capoeira practice was considered a crime. To avoid having problems with the law, capoeiristas would present themselves in the capoeira community only by their nicknames. So if a capoeirista was captured by the police, he would be unable to identify his fellow capoeiristas, even when tortured.

Apelidos can come from many different things. A physical characteristic (like being tall or big), a habit (like smiling or drinking too much), place of birth, a particular skill, an animal, trivial things, anything.

Even though apelidos or these nicknames are not necessary anymore, the tradition is still very alive not only in capoeira but in many aspects of Brazilian culture.

Chamada means 'call' and can happen at any time during a roda where the rhythm angola is being played. It happens when one player, usually the more advanced one, calls his or her opponent to a dance-like ritual. The opponent then approaches the caller and meets him or her to walk side by side. After it both resume normal play.

While it may seem like a break time or a dance, the chamada is actually both a trap and a test, as the caller is just watching to see if the opponent will let his guard down so she can perform a takedown or a strike. It is a critical situation, because both players are vulnerable due to the close proximity and potential for a surprise attack. It's also a tool for experienced practitioners and masters of the art to test a student's awareness and demonstrate when the student left herself open to attack.

The use of the chamada can result in a highly developed sense of awareness and helps practitioners learn the subtleties of anticipating another person's hidden intentions. The chamada can be very simple, consisting solely of the basic elements, or the ritual can be quite elaborate including a competitive dialogue of trickery, or even theatric embellishments.

Volta ao mundo means around the world.

The volta ao mundo takes place after an exchange of movements has reached a conclusion, or after there has been a disruption in the harmony of the game. In either of these situations, one player will begin walking around the perimeter of the circle counter-clockwise, and the other player will join the volta ao mundo in the opposite part of the roda, before returning to the normal game.

Malandragem is a word that comes from malandro, which means a person who possesses cunning as well as malícia (malice). This, however, is misleading as the meaning of malicia in capoeira is the capacity to understand someone's intentions. In Brazil men who used street smarts to make a living were called malandros. Later the meaning expanded, indicating a person who is a quick thinker in finding a solution for a problem.

In capoeira, malandragem is the ability to quickly understand an opponent's aggressive intentions, and during a fight or a game, fool, trick and deceive him.

Similarly capoeiristas use the concept of mandinga. Mandinga can be translated "magic" or "spell", but in capoeira a mandingueiro is a clever fighter, able to trick the opponent. Mandinga is a tricky and strategic quality of the game, and even a certain esthetic, where the game is expressive and at times theatrical, particularly in the Angola style. The roots of the term mandingueiro would be a person who had the magic ability to avoid harm due to protection from the Orixás.

Alternately Mandinga is a way of saying Mandinka (as in the Mandinka Nation) who are known as "musical hunters". Which directly ties into the term "vadiação". Vadiação is the musical wanderer (with flute in hand), traveler, vagabond.

Chi Base
Physical: Physical is the ability to use aura to increase the natural abilities of an object or one's own body.Therefore,Physical chi users are able to greatly increase their physical attack and defense and are best suited for close-ranged melee combat. Physical chi usage is the most balanced category, allowing users to spread themselves evenly between offense and defense and become very strong using only simple abilities.

Chi Form
The Power of Nothingness is a state of consciousness transcending ordinary perspective, born through spiritual and mental refinement. Bearing common traits with states of being within Buddhism and martial arts, it is the power to act without being attached to emotions and thought, free of fear, anger, and ego, to draw upon the contents of one's heart intuitively without obstacle and hesitation, and to be aware of the world and to know one's place and meaning within its vastness, to flow with all of creation without the need of worry, desire, and doubt.

It is the complete opposite of the Satsui no Hadou. As such, it can only be used by a warrior who has a pure heart, and has replaced their hate and rage with compassion, mercy and justice - as well as embracing the peaceful and spiritual aspect of the art to their fullest extent. Just like the Satsui no Hadou, it makes a person unbelievably powerful, granting invincibility (spiritually and physically) to many attacks, as well as sealing off evil power and making the user a stronger fighter.

One can have access to a powered up mode called Hadou Kakusei (Surge Awakening) which is reminiscent of the Power of Nothingness; it envelops him in a blue aura and turns his eyes a pure white. While his voice becomes rougher, similar to the Satsui No Hadou, he is in complete control and all of his Techniques are powered up exponentially while his speed and attack power increase.

Weapon of Choice
Dual Beretta 92fs, Thompson Contender, throwing knives and his own body. (Lee keeps silencers for his handguns on him at all times as well as a shit load of ammo however, with the Contender, Lee only carries about 10 bullets for this pistol.)

Armory(At Home)
Sanguis(Blood): The Sanctum ARMS .454 Sanguis Auto, is a semi-automatic handgun that is one of Lee's favorite weapons however, hasn't used it yet. The engraving on the frame of the gun (Sanctum ARMS 000001) indicates that it is the first custom weapon ever made by Xaki Sanctum. The word Sanguis is engraved upon it.

The Sanguis is a classical semiautomatic handgun, based on pre-WWII handgun designs by Colt, most notably Colt's popular handguns, the M1911 and the M1903. It weighs approximately 6 kg unloaded and has a magazine capacity of six (plus one in the chamber) .454 Casull cartridges.

The overall design of the Casull is simple, using the Browning short recoil mechanism. Its most recognizable feature is its long slide, counteracting the weapon's heavy recoil with its weight. The barrel is 10 inches long (specified on the slide) and finished with titanium nitride which gives it a characteristic gold color. On the side of this gun it says in Latin "Mors judicabo, Deum non esse." Which when translated into English states "Death will judge you, God does not exist."

Anima(Soul): The Sanctum ARMS 13 mm Auto Anti-Freak Combat Pistol, Anima (usually referred to as simply "Soul Snatcher") is a specialized firearm and one of Lee's personal weapons that Xaki left behind for him.

The Jackal is a massive pistol made especially for Lee. With a length of 39cm (16 in), a weight of 16kg (35lbs), and a black gunmetal construction, it is one of the most powerful hand weapons featured in the series. The word Anima is engraved upon it.

Its unique design makes it seem as if it doesn't have a pistol slide; however, the entire upper assembly is the slide, and moves only a minimal distance compared to other guns', making it appear as if there is no pistol slide. Anima has its silver ejector port on the left side, implying that it is meant to be used in conjunction with the Sanguis (sending the shells to the left prevents them from obscuring the wielder's view), and when Lee starts to use these weapons in the future, they will be seen, being used together.

PTRD-41(Anti-Tank Rifle): It fires the 14.5x114mm round (.57 Cal). The PTRD-41 (Shortened from Russian, ProtivoTankovoye Ruzhyo Degtyaryova) was an anti-tank rifle produced and used from early 1941 by the Soviet Red Army during World War II. It was a single-shot weapon which fired a 14.5x114mm round. The 14.5mm armor-piercing round had a bullet weight of 64.4 grams and a muzzle velocity of 1012 m/s. It had a massive 32000 Joules of energy making it twice as powerful as a 12.7mm (.50 Cal) round. It could penetrate an armor plate up to 35 to 40mm (40mm with tungsten ammunition) thick at a distance of 100 meters at 0 degrees. The effective muzzle brake absorbes 40 to 50% of the rifles recoil, making it controllable enough to be hand fired. It still has a lot of recoil though and in some cases it can cause injury to the user. One of the PTRD-41's most distinctive features was its huge muzzle flash and its ability to take out entire reinforced concrete walls with one or two rounds.

Sako TRG-41: This sniper rifle was developed by the Finnish firearm manufacturer SAKO of Riihimäki. The TRG-22 is designed to fire standard .308 Winchester ammunition, while the TRG-42 is designed to fire more powerful .300 Winchester Magnum and .338 Lapua Magnum ammunition and therefore has a larger action and barrel as standard. The rifles are available with olive drab green, desert tan/coyote brown, dark earth or black stocks, and are also available with a folding stock.

Normally muzzle brakes are fitted to reduce recoil, jump and flash. The Sako factory TRG muzzle brakes vent sideways and are detachable. Generally TRGs are outfitted with a Zeiss or Schmidt & Bender PM II telescopic sight with fixed power of magnification or with variable magnification. Variable telescopic sights can be used if the operator wants more flexibility to shoot at varying ranges, or when a wide field of view is required.

M16 Rifle: The M16 rifle, officially designated Rifle, Caliber 5.56 mm, M16, is the United States military select-fire adaptation of the AR-15 rifle. The rifle was adapted for semi-automatic and full-automatic fire. Colt purchased the rights to the AR-15 from ArmaLite, and currently uses that designation only for semi-automatic versions of the rifle. The M16 fires the 5.56×45mm NATO cartridge. The rifle entered United States Army service and was deployed for jungle warfare operations in South Vietnam in 1963, becoming the U.S. military's standard service rifle of the Vietnam War by 1969, replacing the M14 rifle in that role. The U.S. Army retained the M14 in CONUS, Europe, and South Korea until 1970. In 1983 with the USMC's adoption of the M16A2 (1986 for the US Army), the M16 rifle was modified for three-round bursts, with some later variants having all modes of fire and has been the primary service rifle of the U.S. armed forces.

The M16 has also been widely adopted by other militaries around the world. Total worldwide production of M16s has been approximately 8 million, making it the most-produced firearm of its caliber. As of 2010, the U.S. Army is supplementing the M16 in combat units with the M4 carbine, which is a smaller version of the M16.

==== Heckler & Koch UMP: The UMP (Universale Maschinenpistole, German for "Universal Machine Pistol") is a submachine gun developed and manufactured by Heckler & Koch. The UMP has been adopted by various agencies such as the U.S. Customs and Border Protection. Heckler & Koch developed the UMP as a lighter and cheaper successor to the MP5, though both remain in production. ==== Contender: The Contender, first introduced in 1967, is a break-action single-shot pistol or rifle with a number of unique features that helped it become and remain a huge success. The first unique feature is the way the barrel is attached to the frame. By removing the fore-end, a large hinge pin is exposed; by pushing this hinge pin out, the barrel can be removed. Since the sights and extractor remain attached to the barrel in the Contender design, the frame itself contains no cartridge-specific features. A barrel of another caliber can be installed and pinned in place, the fore-end replaced, and the pistol is ready to shoot with a different barrel and pre-aligned sights. This allowed easy changes of calibers, sights, and barrel lengths, with only a flat screwdriver being required for change-out.

(This list would be far too long however, to sum it all up, Lee owns almost every handgun known to man, as well as sniper rifles, assault rifles, sub machine guns and shotguns. He tends to only use the guns above, except for Sanguis and Anima, occasionally. Note, more weapons may be added to this list however, possibly not. It all depends on story and all of the guns in this list stay at his home unless they are taken out through roleplay.)

Allies/Enemies
N/A

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