Post by Serraph Quarrere on May 25, 2019 21:49:33 GMT -5
"Man will be lifted by his creation"
Discord/Chatango Username (include nicknames): Frosty
Password 1: Black Hole
Password 2: Moon Pray
Type: Runner
Affiliation: Espada
Rank: Sexta Espada
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"just like birds, towards the sky,"
Name: Serraph Quarrere
Age of Death/Rebirth: [17/23]
Real Age/Age of Appearance: [96/22]
Birthday (Month/Day): [October/09]
Blood Type: AB-
RP Sample (Optional): Refer to posts by Miranda Frost
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"filling the universe with wonder and glory"
Height/Weight: [5'8/140lbs]
Physical Description:
Face Claim: Chara - Criminale!
{Reference Pictures}
-ARRANCAR:
Serraph in his Arrancar stage is a far cry from the stages that came before. The first noticeable difference between his previous forms is the presence of color.The second would undoubtedly be the the smaller and thinner frame. One could attest that, at first glance, this form of his is fairly human. However, upon a deeper inspection that same person might notice a bit odd when comparing him to the normal human.
His hair is a ruby-like crimson that sits in a semi-messy state atop his head falling to the middle of his neck. His bangs are parted lightly to the right, covering the three centimeter wide hollow hole existing just about his right eyebrow. Fortunately for him, his hair is rigid and thick enough to hold its molded shape in order to hide it from the world around him. Like his hair, his eyebrows are the same unnatural ruby color, as well as any other hair on his body.
His face is unmarred and often plagued by that amused smile of his. One would even note how well his youth has benefited him over the years, dispite the inhumanly papery quality. His left eye is of similar hue to his hair, but is far more reflective; The crimson iris would have the similar appearance to a polished ruby. The right eye represents his color scheme from when he was a hollow, the blackness of the ink in his veins and the pale white of his flesh. The iris itself is of an opaque white do to it, in actuality, being his mask fragment, while the sclera is black. His number tattoo is located at his left midriff.
His skin is fair without the smallest of scars to mar its angelic perfection. However, it isn’t as smooth as one would believe it to be. It has a paper-like feel to it and is quite grainy in certain places such as his hands, the bottoms of his feet, his knees, and elbows. When dry it cracks and peels away like old parchment. In the sun, one could see the various black veins and arteries that carry his black “Blood” throughout his body. When Released his hair grows out and four wings sprout from his back. The wings, although can change per his release ability, as a base are pure white with crimson highlights near the end of each feather. Additionally they are stained black in places from the abundance of ink flowing from him. A halo of pure reiatsu hovers above his head, constantly spinning at rapid speeds.
Serraph's voice is one of an experienced orator. Not too deep, not too light, though his voice is loud enough to carry to all those who he'd have listen. He speaks without a particular accent, but does take care to replicate those of other languages should he qoute passages in those respective languages if only for a bit more accuracy. His voice flows well and pleasantly, but one may find it irritating as he speaks in the same, flat, narrative quality as if every word he speaks has been read from a passage.
Serraph's Voice sample
The most interesting difference between his arrancar self and his former hollow self, and perhaps even his fellow arrancar, is his physiology. He is human in shape and perhaps certain mannerisms but not entirely. His brain, for example, consists of finely folded pieces of paper submerged in a oily fluid. In the place of normal synapses, tiny quill-tip-like appendages within the mind literally writes his memories within the countless folds of paper. To recall the memories he need only to send a surge of his reiatsu through the fluid the mind is suspended in, which catches the quill tips and follows them to the appropriate memory.
Another difference would be his core organs. His lungs are book lungs (similar to a spider’s). Because of this, he does have six long and narrow slits along his back that passively collect the air he needs. If he has trouble breathing in this way, he still has a diaphragm to breathe in the normal, human manner if the amount of oxygen passively taken in is not enough. These slits expand to allow his wings to grow upon ressureccion. From there breathing works normally.
Within his chest beats two hearts. One pumps in the black carbon or metallic solvents (depends on his diet) while the other pumps in lubricants, surfactants, and other things essential for his ink. The two hearts lead directly into a third chamber within his chest cavity which mixes the two solutions together. From there the ink travels along the various arteries to his “Muscles”. These “Muscles” are similar to his his brain in the fact that it contains very small written instructions that tell it how “Muscles” should operate.
Reiatsu flows through these folds of paper, causing the instructions to be receptive to his “Brain.” This is the rule his organs and various body parts follow. When the ink becomes depleted of certain substances, it is diverted off the arterial path into the appropriate vein network, which separates the solvent from the solution and sends it back to the heart to be revitalized.
His digestive system is possibly the biggest change from that of normal human digestion. His stomach resembles something akin to a paper shredder before it hits the stomach. Liquids are caught here in a digestive pocket to convert it into a material his body could create ink out of more easily. In his “stomach” the dry material is absorbed into his body and distributed to where it is needed.
Due to his physiology, one may spot the difference in his movements compared to the normal person. Sure, he may walk like a human, but each step is calculated and carried with a certain amount of lightly applied grace. Rarely does he breath like a human, due to how his lungs work, so one may spot the lack of warm breath exiting from between his lips in colder environments, but rather from his back, and even then it shan't be too noticeable. One stumbling upon his body will likely believe him dead. After all, he doesn't breath like normal humans. In an unconscious state he is completely still.
That being said, when in the presence of others and when it seems appropriate, he will often animate himself. Whether by flowing gestures or brushing the hair from his eyes, he'll make an effort to make sure at least a small amount of movement when encountering others. This keeps some attention on him, though he could stop at anytime, making himself as still as a rock undisturbed.
As far as his attire is concerned, Serraph has, or has the potential, for a wide range of wear. He is a curious being even when it comes to clothing. Despite this, he chooses to wear a rather normal Espada uniform when working as his position of Espada. His jacket is long and slim, but just not quite too form fitting. Lining the inside of this jacket is a series of loops sown into it that holds his arsenal of pens of varying design. He wears a pair of tight cloth gloves with extras dwelling in his jacket pocket. When on Espada related business within Hueco Mundo, his jacket and undershirt cuts off just at his midriff, showing off his slim midriff and the black Espada tattoo there. When venturing out outside Hueco Mundo, the jacket he'll choose to wear is a bit longer and hides his midriff.
His hakama flows to just below his calves, providing plenty of room for this speedy boi to do his thing, *ahem*. He wears the standard boots that come along with the uniform, nothing too fancy. When venturing out into the sunlight, he'll carry along a black umbrella or wide-brimmedhat, or whatever he can find to cast a shadow upon himself and shield himself from the sun's angry glare.
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"Once you have taken flight, you'll decide"
Dislikes:
-Water- Although water in on itself does not harm Serraph, having it near him gives the man worry. His body is of a paper-like composition. Paper weakens with prolong contact with water. He does consume it, but only when its necesesary and only the right amount to help his body replenish its ink reserves. Actual ink is preferred to this horrid chemical. Don't expect to see much if at all near his quarters.
-Sunlight- Prolongue exposure to the sun can cause some papers to flake and curl as well as fade away the ink inscribed upon. Sun gives Serraph mild discomfort. Per his preference, Serraph will not venture out beneath the dasturdly sun's rays without cover, whether that be a wide brimmed hat or an umbrella. He prefers his environments dim and cool. Perfect.
-Human food- his digestive system is not made for the food that humans eat. Although it is possible for him to metabolize it, such a thing consumes a larger amount of time to digest than his normal diet, and he gets less from it. If inviting Serraph to dinner, don't expect him to eat much, and even then expect him to eat it slowly.
-Fire- Serraph is as close to being a paper man as you can get. Fire is his absolute bane. Not only does it dry out paper faster than the sun would, the damage it can inflict is much more severe than the sun can preduce. Burns from fire are harder to heal on Serraph than sunburns. With sunburns he merely needs to shed a layer of skin. Much more effort would be needed for fire induced wounds.
-Mold- To Serraph, Mold maybe worse than even fire. He'll use fire to light his quarters, but with extreme care, but with mold... there is no use for it that he can imagine. The spores can nestle themselves in his many layers of paper flesh. God forbid that portion ever gets wounded. He may need to use a little fire to clean that junk out.
-Disloyalty- as curious as Serraph is, he does hold loyalty close to his heart. Without his loyalty, there would be no security for him, something he requires to achieve his goal in this life. To see others express such things makes his stomach churn. Loyalty is what makes an organization prosper. Disloyal sow have no place as his comrade.
Likes: [Create a list below.]
-Running- Got to go fast and do it often. The feeling of the wind against his body is an experience almost heavenly. The near-vertigo feeling of the environment blurring past him as he moves is something beautiful. He isn't the strongest, but he is a speedy boi. Expect him to use his gift whenever he deems necessary
-Flying- For many of the same reasons he enjoys running, Serraph enjoys flying. The wind flows wonderfully around Serraph. He loves it when it brushes through his hair and dances through his pale feathers. Flying is the only time he really enjoys venturing into the sunlight. The feeling of catching an updraft gives him the most elated sense of joy.
-Moonlight- When he was first reborn as Hollow and ventured to Hueco Mundo's depressing landscape, nothing calmed Serraph more than the lonely moon resting high upon the sky. Its soft light eased him and at times made him feel welcome here in this Hell away from Hell. Whenever he has a lot on his mind, watching the moon helps him sort out his thoughts and allows him to reflect.
-Learning- What good is a librarian that knows nothing of the pieces he offers? To Serraph, useless. This Arrancar wants to know everything, and he enjoys this endless pursuit. Whether it be reading book after book or binging a massive collection of movies, there is much to learn of the world he interacts with.
-Conversation- There's much to learn from another simply by talking with them. You can learn their name, hobbies, job, favorite color, favorite sports-ball team, children, desires, fears, hopes, dreams, flaws, boons, shoe size, pant size, shirt size, ring size, glasses prescription, food preference, vehicle, place of residence, and social security number among many many other things~♥
-Arrancar, Shinigami, Quincy, Etc- there are a lot of races out there and each one perks Serraph's interest in their own way. Arrancar are generally driven by a singular aspect related to their old life. By tracing this aspect, one could learn their story. Shinigami are stuck in an eternal feudal Japan, and many of their customs and traditions are full of history. Quincies are like... spiritual Jedi man. They have lightsabers, lasers, and all kinds of cool stuff.
-That good ol' book smell- The rank smell of a second hand book shop whose aged tomes become literally the walls of the shop may put many off, but draw Serraph in. Its like takin' a deep breath of history. The only thing keeping him from capturing this scent as his own personal cologne, is the potential negative reaction from those who he'd interact on a daily basis. That's just no fun for anybody.
Flaws:
-His Curiosity- "Curiosity killed the cat" or so they say. His curiosity led to his original death, and although he tries to keep himself in check the excitement he feels when something perks his curiosity is quite powerful. To gauge its strength, imagine a fresh hollow's hunger then tone it down only just slightly. The draw his curiosity has on him is powerful.
-Reactivity - Serraph isn't as you'd call "Proactive", but rather a reactive person. Sure he has goals, but rarely will he plan far ahead in the future. He is a man stuck in the present and past, unable to venture far in the future in most metaphorical capacities. He's not the one making the plans, but rather the one following them.
-Narrow attention span - Serraph is a man of focus, so much so that it is easy for him to miss certain things if he is focused on a particular thing at least until he begins to lose interest.
-Hoarder: As a librarian of everything, his personal quarters(or castle as am told) he tends to hoard stuff that he has found. Granted it is an organized mess, but he tends to not get rid of stuff.
Habits: [Create a list below.]
-Pen Handyman - You never know when you need to jot something down. Even if his memory is fantastic, redundancy is key to staving off points of failure that may arise in his own memory. The more pens he has hidden beneath his clothes, the less likely it is he'll forget something for long, for he would have written it down somewhere.
-Following Others - Serraph is a curious fellow in regards to a wide variety of things. When it comes to people, he tends to observe them before approaching. Whether this period be only ten minutes or ten months long, the goal is to determine how risky it is to approach and and engage in social activity. Really handy when you live in a world where anyone could be as volatile as gasoline.
-Collecting- Serraph likes to collect things. Collecting things fulfill him. Collecting things allows him to show off said things to his "friends" and gives him more conversational pieces. He doesn't like getting doubles of certain things, unless it is for trade, maybe. Then again redundancy never hurt anyone.
Fears: [Create a list below.]
-Burned Alive - Need I say more?
-Drowning - Normal water weakens when dunked in water. This isn't what makes him weary around water. Due to his physiology, information recorded in his mind and body that dictates how it works and all that jazz, like dna, is literally written by ink. If submerged in water for a certain amount of time, enough water will seep into his body and mind and muddle his ability to read/write the memories/instructions in his body and mind. His mind may go into a psuedo-drunken stupor and then fall into a comatose state until his body dissolves (or so he believes).
-Rotting Away - If dead wood is exposed to the elements for a while, it'll begin to rot. Because of this expect Serraph to remain clothed and protected the majority of the time and taking the time to upkeep his body. Even if it isn't needed, even if he knows it isn't needed, the thought of what rotting away entails will remain in the back of his mind.
-Losing his collection - Serraph wants the greatest and biggest library of all time. The thought of everything he's collected over the years disappearing when he isn't looking is bound to give him mild paranoia. Sure he can rebuild, but the set back is so heart-crushingly inconvenient to him that he's very protective over his "Library".
-Oblivion - Very similar to his paranoia concerning his library. Due to how his physiology works, his is, quite literally, a book. To forget everything he's learned over the years is worse than death.... then again, maybe not? Definitely up there though.
-Abandonment/loss of security - Why would Serraph involve himself with the Espada? Why would he involve himself with anyone if his goal is the ultimate accumilation of knowledge? Why, he needs someone to share it with! Also, having "friends" at your back provides security. Without that security, constructing the dream Serraph wishes to build is nigh impossible. Even the weakest of Hollows can destroy what he is building.
Goals: [Create a list below.]
-Amass the greatest collection of knowledge and works known to Hollow Kind
-Share such knowledge to the rest of Los Noches.
Alignment: Lawful Neutral
Aspect of Death: ~ Curiosity ~
Overall Personality:
Serraph is foremost a seeker of knowledge. No trail of lore and discovery is worth ignoring as any amount is enough to sate the Hollow cannibalistic instincts that may or may not still dwell within him. This alternate food source extinguishes most of Serraph's aggression. This does not mean he will not take up his blade. His vow of servitude to the Espada is written within his memory in bold ink. Everything he does consciously will balance his thirst for knowledge and his desire to uphold his position.
His name, Serraph is derived from the name of the highest order of angels, Seraphim. This order praises the Lord in which they serve and such Serraph does what he needs to hold up the weight of his own name. Though the two aspects of himself are balanced, the aspect of his former life's death, Curiosity, will stir him to commit actions that many mortals will consider irrational. He fears very little (aside from a few irritable inconveniences), including the concept of his own possible mortality. Instead, he relishes the opportunity to sate some of his darker curiosities when they eventually arrive.
Serraph is a librarian at heart, not a warrior or a fighter. His demeanor around his peers is generally positive and uplifting, and if not he carries a calm stoicism. He walks and moves with a graceful posture unprecedented among his generation of Espada. His dealings with those around him are polite and considerate especially if they are on good terms with, or serve, his King. Not many things can harm this positive mentality as nearly everything presents itself with a learning experience. If he were to get cut, it would teach him of the effectiveness of the weapon that cut him or his own weakness to that weapon. If a friend were to be killed, it would teach him that he can't save everyone. If one really wanted to harm him, they'd capitalize upon Serraph's own greediness for knowledge. Burning his library or damaging his memories are ways one could devastate him.
As far as his fellow Espada are concerned, he sees them as allies and will seek to gain their favor as one of the new Espada. After-all, conflict with one's one team members can result into something quite nasty. His dream is most vulnerable to those closest to him, in this case his fellow Espada. They'll know well that his pet project, his "Great Library of Los Noches" will be vulnerable. After all the library will be built for their benefit, but none other will care about such things more than Serraph. To Serraph, to personally attack him is to attack the Espada, and such dissent will not be tolerated.
There will be a time when one outside the organization powerful enough to be included will seek to take the spot of Espada. Whether it is himself or one of his allies, he will help to ensure niether party dies. Their army is too small to put such potential to waste. The sole purpose for the Privaron side of the organization was to provide a place for Espada who had lost their position, but are more powerful than the run-of-the-mill arrancar and hollow. As such, Serraph sees the value in their existence. Would having his position taken from him, he wont retaliate. This world he exists in is built to bring up the strong. If he isn't strong enough to hold his position, that would only hurt the Espada in the long run.
The day and night cycle effects nearly every Hollow in some way or another. Some increase their power while others stoke the flames of aggression within their shattered souls. Many arrancar lose this aspect when they evolve from their former hollow forms, but this isn't the case for Serraph. In dark or dim situations, especially if the moon is present, he becomes more outwardly aggressive. Whether he is aware of it or not, a different aspect of his soul holds tighter reigns over his body and mind.This soul is the regenerating remnants of his first Master, Serra, The Blood Queen. In the heat of battle, her remnants may take control, especially when Serraph's hold on his own mental bearings begin to slip. Damage, fatigue, pain, among many other things, can cause this to come to pass.
Serra embodies the remnants of Serraph's Hollow instincts and aggression but guided by her own aspect of death, Vengeance and by the love she still holds for the one she exists within. She cares very little for anyone but Serraph, but as she shares a body with her only interest she must take that into consideration with those he interacts with. In this world he is vulnerable, to endanger him would also endanger himself. Like Serraph, she does not fear death, but it is an inconvenience worth avoiding.
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"Gaze towards the sky, you'll know that"
Fighting Style:
Though strong, Serraph is not one to fancy combat like the other Espada and Hollow-born individuals. He considers himself among the more sophisticated stock. That being said, he isn't above stepping into the ring, but only when it is necessary. Any combats aside from this necessary moment of intervention are best suited to the others. After all, he knows the others would enjoy this much more than he, so why not let them savor their opportunity? Stepping into the ring insinuates risk, not matter how weak such opponent may be. Damage, however slight, could effect his memory and perhaps personality, so fighting isn't something he would do for sport, for the most part.
He's fast, and he knows it. He also knows there is knowledge to be revealed in the clashing of blades. He could learn an enemy's motivations, their strengths, and even their weaknesses. To those enemies who enjoy a nice monologue, Serraph could learn a bit of history, the hollowfied Angel's most craved portion of knowledge. When fighting in this manner, when the stakes are not terribly high and his presence isn't necessary in the grand scheme of things, he'll take it as casually as he can, exerting himself just enough to avoid damage. At this point of aggression, or rather lack of aggression, his goal isn't to inflict damage or even to kill. He's here to learn. Serraph will play with his food, wringing out every morsel of detail he can.
Until the opponent gives up or Serraph feels he has nothing else to learn, or feels his time is best spent elsewhere, Serraph will remain engaged. Hell, it wouldn't be uncommon for him to take no offensive action in this case, after all doing so risks damaging his "meal". If this results in a stalemate as the other is taking up a defensive stature, Serraph will poke and prod the the enemy by means of cero and bala if only to spur the enemy into action. If this doesn't work, he may just leave. There are better things to do after all.
When fighting out of nececcity, Serraph often takes guidance from Sun Tzu's work. Particularly the section detailing each of what the writer calls, "The Nine Situations". This work is something that Serraph tries to implement when fighting and battling, but he's no master tactician. Memories do overlap time to time. He may forget or have trouble remembering a specific detail. That being said his recollection when he is able to remember is flawless. The Nine Situations, and how Serraph applies them are as follows:
-"Dispersive Ground": This describes the area in which an entity is being fought in its own territory. An opponent may advance without the feeling of desperation. The enemy can do this knowing that if the tide turns against their favor, they will be able to flee and obtain safe havens whether that would be with other comrades or family. For Serraph, he is forced to to take advantage of this dispersal, if he has reason to believe some of the opposing force would flee. Setting up reserves to flank the enemy and take on fleeing combatants is an option. On the flip-side, his speed will allow him to retreat to a potentially better position in the presence of an invasion. He is very familiar with Hueco Mundo after all.
-"Facile Ground": This describes when a force invades into another territory, but to no great distance. Now this isn't ancient ages, where one would burn their boats and bridges once pushing into facile ground, but spiritual beings do have something similar. Gargantas and Senkaimons, for example, are the bridges between dimensions. Although, to Serraph, this type of ground's lesson is mostly lost on him, he does recognize that it is important to close the door behind you when you walk through. Wouldn't want some desperate individual who may or may not know how to navigate such a dimension to slip through your own portal. Likewise, when a shinigami opens a senkaimon, there is an opportunity to invade, potentially, should that happenstance reveals itself.
-"Contentious Ground": This is the ground to be contended for. For example, in older times of warfare, an army would place themselves at the mouth of a mountain pass in which an opposing army would be forced to funnel through, allowing the defending army to defeat many potentially stronger foes with a smaller and weaker force, but where to apply this? Against Serraph, Contentious ground may be an enclosed area that limits his ability to move, but is also an area that is necessary for Serraph to pass, thus drawing him into a risky combative situation. The same may work for other speedier, more mobile opponents, but to stronger, slower foes it may be a large open area that could be difficult to move through, or for a ranged fighter it could be an area abundant in cover. The key here is that the areas is a place they need to get through to obtain a particular goal.
-"Open Ground": many of these particular situations may overlap. Open ground is particularly one of them and is mostly self explanatory. it is a ground that is open for movement for either side. The opponent has no where immediate to hide and neither does the other party. Ground is equal, providing no real advantage to either side. On ground such as this, serraph would not attempt to get in the way of an opponent moving through this type of area. Such a thing is too risky to himself as giving up a better position with advantages to a position with no advantage. He would be best to keep vigilant and observe his own defenses.
-"Ground of Intersecting highways": (this was a bit tricky to translate over but hear me out) Los Noches itself can be an example. Whoever controls this castle likely controls or can garner support from the majority of Hueco Mundo. For the soul society itself it would be the Sereitei, but for both? why it'd have to be the spiritual capital at the world at the time. Dominating control over this position will either bring in enemies or allies, to those in which this position is vital, it is likely for them to cave rather than throw themselves against an Arrancar's blade. Another way serraph could interpret this is the way they literally connect to the spiritual capital of earth, the Senkaimon. Control this, and their jobs are literally in Hueco Mundo's hands. They'll definitely comply to the Espada's demands then, in exchange for doing their jobs.
-"Serious Ground": Potentially the most dangerous ground for an espada to face, this "serious" ground isn't named such for no reason. For this situation to occur, either side has pushed far into their enemy's territory, leaving up fortified positions or easily defensible positions in their wake. The attackers would want to have a constant stream of supplies. Food is a necessity although, potentially less to spiritual beings than normal humans. Hueco mundo and the soul society are large realms, and the armies protecting each one is just that, large enough to protect their realm of influence. Serraph knows that to undertake a proper invasion, the army would need to be larger as would the logistics behind it. In the current state of affairs, neither Hueco Mundo, nor the Soul Society wants to be a part of it.
-"Difficult Ground": This is any area difficult to move through freely. These are your Forests, mountains, deserts, seas, and swamps. These are the places an opposing army does not want to be caught in. Serraph is paranoid enough about Difficult ground, given Hueco Mundo is a desert realm. Sure he is familiar with the landscape, it is still not the ideal land type to be attacked upon, let alone be fighting upon. In this particular type of ground he'd seek to catch the enemy disadvantaged by the land around them, soften them up, then flee. All it takes is for them to regain their footing and focus upon him for them to redirect the pressure. Get in, get out.
-"Hemmed In Ground": This is an area that features narrow ways, which can only be retreated from through dangerous terrain. This is the type of ground that a small number of attackers can defeat a much larger force. Serraph's paranoia would dictate him to have scouts survey an area before proceeding. Getting caught in such a place is not a very good thing. If surveying could not save him from passing through such an area. A plan must be improvised to avoid defeat, in this case.
-"Desperate Ground": Very much so like the one above, accept there is no path for escape. You are trapped with the enemy before you. It has been said in this situation to make clear of your soldiers that there is no salvation. The only chance of survival is to throw away all hopes of it. This is the type of situation where there is a 100% chance of Serraph fighting his hardest. Death means no hope for his dream to come to fruition, therefore he will throw himself to the enemy in hopes of creating a position suitable to escape, or destroy his enemy if it is not possible. In this situation, serraph is no longer as calculated as he was before.
When he is feeling a bit more on the aggressive side, say when he is ordered to take arms or his collection/himself is threatened and there are no alternatives to fighting. He'll rely on his speed and attempt to blitz the opponent. He'll weave through attack patterns and slip through spaces left in an opponents guard to attack what he feels is a vulnerable spot. It wouldn't be inaccurate to accuse him of fighting dirty. If he's driven to this point he'll do whatever he feels is necessary to end the bout, whether that is creating an opening for him to escape or to even kill.
At the end of the day, he isn't much of a fighter. Sure his overall strength lands him among the Espada, and he does have a little experience, but his form could be seen as quite trashy in the eyes of an expert. He is a newer espada, but he does have the potential to be an expert in a variety of fighting styles, but until then he relies on his speed as a crutch to supplant his lack of technique in hand to hand combat.
Zanpakutou Appearances:
{Cane}
{Nib}
Sogno di Volare appears as a cane shaped fountain pen. The nib, or the metal portion of the pen that would connect with a writing surface, is the sharp portion of the Zanpakuto. The barrel of the Zanpakuto serves as the majority of the cane and can be indistinguishable from a rather high quality cane.
Zanapkutou Release Names
Sogno di Volare/ The Song of Flight: "Squardo verso il ciel saprai: Li a casa il cuore sentirai/ Gaze into the sky and you'll know that is where your heart will feel at home"
Overall Ability:
Serraph regards himself as a angel of history, if his obsession with random historical facts and angelic form brought out during his release is any indication. The ability itself, in all of his black, messy glory, is centered around the very blood that flows through his veins. His body is very book-like, from his paper skin and the small instructions written within his papery flesh and organs, to the thick ink blood that his abilities are centered on. History is written within his own flesh and history is moved forward by conflicts amongst humanity.
People fight until they are either unable to, or they can no longer muster to will to fight. Serraph's blood has an interesting property when his release is active. The ink seeks to absorb into flesh that is exposed for it and infiltrate the victim's bloodstream. From there the inkish blood is transferred throughout that person's body and deposited in their muscular system. From there it works to block the muscle's ability to gain enough nourishment from that person's circulatory and damaging those particular systems.
The goal of this ability is to weaken combatants until they are either persuaded to disengage from the fight or until they are unable to fight any longer. When one or both of these goals are obtained, Victory is obtained. To that end, his wings assist in delivering the ink. Each wing represents a particular era of time from ancient times to the era he originally died in. Within each wing are the instructions written that specifically gives each wing the properties of each era, powered by the release of power that comes with releasing one's sword. The goals of these wings are 1. provide Serraph a means of escape and 2. additional ways of delivering his blood upon combatants.
Primera Etapa Overall Ability:
Once activated, Serraph loses his zanpakuto and sprouts four wings from his back with two on each flank. Total, they have a wingspan of 10ft, allowing him to fly, at the cost of 25 reiatsu per post and hover even in an area where air-ground isn’t possible. Additionally the wings themselves end in a sharp point, allowing him to use them essentially as stabbing weapons. Additionally, each wing is in charge of a specific technique in which it creates a weapon from a specific time era to help apply his toxic ink-poison(detailed below). He can have all four active simultaneously, but more than two will negate his ability to fly.
Additionally to his wings, his massive surge of reiatsu within his body causes it to produce an overabundance of ink. All over his body from the place in which his wings sprout, the appendages in which his pale feathers are anchored, his eyes and hollow hole, oozes the abundant ink over his body. The surge of power from releasing makes the organic change easy for his body to handle, but not the other way around. When he is forced or chooses to seal away his release, he has two posts until his own body forces him into a healing coma, slowing his heart-rate and stopping most bodily functions until his organs can come into balance once more, giving him the appearance of being dead. It'll take 3 more posts until he wakes. Contact with the ink awards said person with a boon for as long as that ink remains upon their body.
Once one is in contact with his ink, their strength and will to fight will begin to drain. It'll take 2 posts after contact for this to take effect. Beginning from around the inflicted area, the feeling of aching pain and fatigue will spread out across the body. If touching the skin, the ink will seep into the skin and spread throughout the body via that being’s circulatory system, traveling throughout the body to attack that being’s nervous system. If it hits clothing, it’ll take an additional round round to seep through and touch the skin.However, if the ink is ingested, applied to the eyes, or any other way it would easily invade another's body, the time will be reduced to just a one post wait. Additionally, multiple hits upon an enemy in one turn will still count as one hit when considering the poison calculations below, however every 2 hits eligible of poisoning on their own right will reduce the turn delay by one.
Each successive application of reduce strength by half. To those of a RS or HE (whichever is higher) 1-19% higher his own OS, no resistances will be noted. 20-39% will allow the opponent to take a third of their strength in damage as opposed to half. 40%-59% and so on. Poison Resist skill does affect this release, but note that his “Poison” is not a fatal one. It introduces a specific symptom of weakness and fatigue is too cumbersome to bear.
Below is the interaction that Poison Resist will have with this ability:
PR 1: Due to this being a non lethal poison, no effect on poison effectiveness.
PR2: 1-9%=½, 10-19%=⅓ , etc to strength
PR3: No fatigue symptom. 1-5% =½, 6-105= ⅓ , 11-15= ¼ ,etc to strength
PR4: No fatigue symptom. 1-2=½ 3-4=⅓ 5-6=¼, etc to strength.
Effects will remain until Release is diminished. When gone, the ink in opponents bloodstream will dissipated, returning the affected person’s strength back to full over a portion of time. If they were affected for five posts, they will receive a portion of their full strength in increments for five posts until they hit full strength.
Note: this affects Strength after type modifiers, but this debuff will happen before any other further change. Base->Type->Poison->other stuff.
Segunda Etapa Overall Ability (Optional): [Insert Here]
Zanpakuto Techniques:
1st Movement: Age of Stone
When activated, The upper right wing's feathers become rigid like stone, the white and black stains of the feathers shifting to an earthy grey. When the wing comes into contact with another thing, whether by striking or being stricken, the feathers will burst, sending forth a jet of stone fragments and ink 10ft from his wing at the speed of 600. to those of similar or lower OS, the stone fragments will embed themselves in the flesh of those in range, introducing his ink directly into their circulatory system.
-Technique Cost: 100
-Technique Drawbacks: It takes two strikes to initiate the burst. As this will burst all of his feathers on that particular wing. it will take one turn to regrow the feathers and cost must be paid again.
2nd Movement: Age of Bronze
When activated the lower right wing takes on the appearance and consistency of bronze. The feathers themselves are not sharp and the end of the wing loses its point. This is a defensive technique referring back to the sturdy bronze shields of old. The wing is heavy but doesn't lose its normal flexibility, yet it is strong enough to ward off blows equal or up to 25% higher than his os. (class interactions still apply). 3 strikes beyond this will be enough to destroy this wing beyond flight capability.
-Technique Cost: 150
-Technique Drawbacks: Like before, once destroyed it will take two turns to regrow its feathers and payment must be paid again to retain the wing's effect.
3rd Movement: Age of Steel
When activated the upper left wing will become a polished steel. The feathers become sharp like a sword's edge. The wing itself can cut on equal OS and those 25% above his own OS. Will take 4 successful cuts until this edge bonus becomes useless and his feathers fall out.
-Technique Cost: 150
-Technique Drawbacks: Like before, once edge is dulled, will take 2 turns for his feathers to regrow and the price for his wings be repaid.
4th Movement: Age of the Machine
When Activated his lower left wing will form to that of a mechanical nature, complete with gears and switches that click and move with the movement of the wing. Each feather will have a small tube at the end along with the wing's tip's having a much bigger diameter. This technique allows him to fire ranged techniques through these tubes, allowing him to attach his ink to said techniques.
-Technique Cost: 250
-Technique Drawbacks: This technique allows five ranged techniques to be fired through before the "Feathers" fall out, requiring that two turns would pass before the cost can be paid again.
Other Techniques:
{Cero}Technique Name: [Cero (Zero)]
Class: [4]
Technique Type: [Hollow Technique]
Technique Element: None
Technique Description and Effects:
Available only to Hollows or Arrancar of at least Gillian status, Cero is the signature technique of higher level Hollow races. This concentrates their reiatsu into a condensed blast of light which fires out, usually from the hands or similar body part, though many can use it from their chests, feet, mouths, or other appendages. Color is usually red, but many Arrancar have learned how to alter the color of their fired Cero. When charging it appears to be an orb, but when fired is a large, very wide beam. It has a distinct high-pitched sound when charging, and a very low growl when fired. Anyone can hear either, and thus discerning a Cero is very easy. In power, weaker Cero explode on contact with targets, but some Cero have enough power to keep going after hitting a target, and simply consume and disintegrate it.
How to use technique:
Aim body part at target and charge the technique, then fire. In speed, takes a few seconds total.
Technique Drawbacks
Reiatsu cost of 200, despite being class 4.
Class: [4]
Technique Type: [Hollow Technique]
Technique Element: None
Technique Description and Effects:
Available only to Hollows or Arrancar of at least Gillian status, Cero is the signature technique of higher level Hollow races. This concentrates their reiatsu into a condensed blast of light which fires out, usually from the hands or similar body part, though many can use it from their chests, feet, mouths, or other appendages. Color is usually red, but many Arrancar have learned how to alter the color of their fired Cero. When charging it appears to be an orb, but when fired is a large, very wide beam. It has a distinct high-pitched sound when charging, and a very low growl when fired. Anyone can hear either, and thus discerning a Cero is very easy. In power, weaker Cero explode on contact with targets, but some Cero have enough power to keep going after hitting a target, and simply consume and disintegrate it.
How to use technique:
Aim body part at target and charge the technique, then fire. In speed, takes a few seconds total.
Technique Drawbacks
Reiatsu cost of 200, despite being class 4.
{Sonido}Technique Name: [Sonido (Lit. Sound Step)]
Class: [4] - 7-1.
Technique Type: [Hollow Technique] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
A powerful technique, Sonido is a step that increases movement speed for a single step. Essentially, it magnifies the speed of just that one step, by 13 times. Each step for Sonido costs 100 Reiatsu. Additionally, this technique does not take up a technique slot.
How to use technique: [How do you use this technique? List below.]
Just use it and drain the Reiatsu.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
Reiatsu cost.
Class: [4] - 7-1.
Technique Type: [Hollow Technique] - Kidou, Quincy Technique, Bount Technique, Human Technique, Hollow Technique, Other
Technique Element: [None] - If any
Technique Description and Effects: [What does your technique do? How strong is it? What is it's range of abilities? List these things below.]
A powerful technique, Sonido is a step that increases movement speed for a single step. Essentially, it magnifies the speed of just that one step, by 13 times. Each step for Sonido costs 100 Reiatsu. Additionally, this technique does not take up a technique slot.
How to use technique: [How do you use this technique? List below.]
Just use it and drain the Reiatsu.
Drawback: [What are the disadvantages and drawbacks of your technique? Don't forget that the drawback must be equal in strength to the technique. List everything related to the drawback below.]
Reiatsu cost.
{Pesquis}Technique Name: [Pesquis (Sight)]
Class: [5]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
An Arrancar exclusive technique that allows the user to cast a seeming "radar" for a one mile radius, allowing them to sense any and all beings that have reiatsu in the area, and tell how strong that reiatsu is, and even locate an enemy in battle. Vizards can slip through Pesquis during use of step techniques. Those of speed three or more times the user's can also slip through Pesquis. This allows a one mile radar per 50 energy sensory. Its accuracy also increases with higher levels of energy sensory.
The default version can sense location, general flaring and fluctuation of reiatsu, and basic movement.
How to use technique:
Focus. Lasts for 5 posts once activated.
Technique Drawbacks
In addition to diverting some of the user's focus, this technique can be fooled by mid to high level illusions, and step techniques which reach a speed at least 30% or more of the user's step speed can slip through Pesquis, seeming to disappear like a ghost off of the radar.
Class: [5]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
An Arrancar exclusive technique that allows the user to cast a seeming "radar" for a one mile radius, allowing them to sense any and all beings that have reiatsu in the area, and tell how strong that reiatsu is, and even locate an enemy in battle. Vizards can slip through Pesquis during use of step techniques. Those of speed three or more times the user's can also slip through Pesquis. This allows a one mile radar per 50 energy sensory. Its accuracy also increases with higher levels of energy sensory.
The default version can sense location, general flaring and fluctuation of reiatsu, and basic movement.
How to use technique:
Focus. Lasts for 5 posts once activated.
Technique Drawbacks
In addition to diverting some of the user's focus, this technique can be fooled by mid to high level illusions, and step techniques which reach a speed at least 30% or more of the user's step speed can slip through Pesquis, seeming to disappear like a ghost off of the radar.
{Garganta}
Technique Name: [Garganta (Cave)] (CINEMATIC TECHNIQUE)
Class: [4]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
A technique used by Hollows and Arrancar to move between the human world and Hueco Mundo, though Arrancar under the service of Las Noches have demonstrated the ability to use it to enter Soul Society as well. This opens a black tear in the air which resembles the gaping maw of a shark, and the inside of which is simply a void of shimmering black. Those inside create pathways made from their reishi, on which to walk to the exit. Some, who have mastered the Garganta, are able to create a reishi pathway which moves them rather than them having to walk along it, treating the Garganta like a sort of elevator to where they are going. This is a slow opening technique, and one that cannot be used in battle.
How to use technique:
The tear simply opens upon the user's will. This technique uses no reiatsu, but it cannot be used if the user is down to 0 reiatsu.
Technique Name: [Garganta (Cave)] (CINEMATIC TECHNIQUE)
Class: [4]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
A technique used by Hollows and Arrancar to move between the human world and Hueco Mundo, though Arrancar under the service of Las Noches have demonstrated the ability to use it to enter Soul Society as well. This opens a black tear in the air which resembles the gaping maw of a shark, and the inside of which is simply a void of shimmering black. Those inside create pathways made from their reishi, on which to walk to the exit. Some, who have mastered the Garganta, are able to create a reishi pathway which moves them rather than them having to walk along it, treating the Garganta like a sort of elevator to where they are going. This is a slow opening technique, and one that cannot be used in battle.
How to use technique:
The tear simply opens upon the user's will. This technique uses no reiatsu, but it cannot be used if the user is down to 0 reiatsu.
{Hierro}Technique Name: [Hierro (Harden)]
Class: [3]
Technique Type: [Hollow Technique]
Technique Element: [Metal]
Technique Description and Effects:
Hierro is an Arrancar technique in which the user's reiatsu condenses, creating a steel-hard skin strong enough to block a Zanpakuto. This also allows them to fight some of the sword-wielding Shinigami barehanded. This technique guards against reiatsu based and melee techniques. If the user has 150+ reiatsu strength superiority to the enemy, then the user is totally undamaged by all attacks from the enemy. This means an Arrancar is essentially invincible based on Hierro for some time. At 75-149 reiatsu strength advantage, damage is very minor, but present. A large slash could be a tiny cut. At less than 75 advantage, there is resistance to damage from the Hierro. Small resistance.
How to use technique:
Always active. Doesn't use reiatsu to keep active, uses reiatsu strength for strength. Permanently active as soon as it is learned.
Technique Drawbacks
Must deactivate this to use High Speed Regeneration. Reiatsu is lost upon deactivation, reiatsu equivalent to the technique class, which is 3. 400 is lost upon deactivation. 400 is then also lost upon reactivation in the same thread. Final stage release bypasses Hierro automatically by default. (Bankai, Fullbring Stage 2, etc.) Vizard Bankai does NOT bypass Hierro. Vizards, even if they have not yet become full Vizards, must use their mask to bypass Hierro. Those facing Hierro can gradually adjust to it per combat hit against the enemy, though within a certain post limit. Let's say Person A has Hierro, and is fighting Person B. If Person B hits Person A twice with attacks, then after 8 posts of their combat have elapsed, then Person A's Hierro counts at 80% of its strength (100 Reiatsu strength would be 80). After 12 posts of combat, if Person A has been hit at least four total times, then Person B can now treat Hierro as if it is simply 60% strength (100 Reiatsu Strength would be 60). After 16 posts of combat, if at least six hits have been landed, Hierro stops working against Person B.
Class: [3]
Technique Type: [Hollow Technique]
Technique Element: [Metal]
Technique Description and Effects:
Hierro is an Arrancar technique in which the user's reiatsu condenses, creating a steel-hard skin strong enough to block a Zanpakuto. This also allows them to fight some of the sword-wielding Shinigami barehanded. This technique guards against reiatsu based and melee techniques. If the user has 150+ reiatsu strength superiority to the enemy, then the user is totally undamaged by all attacks from the enemy. This means an Arrancar is essentially invincible based on Hierro for some time. At 75-149 reiatsu strength advantage, damage is very minor, but present. A large slash could be a tiny cut. At less than 75 advantage, there is resistance to damage from the Hierro. Small resistance.
How to use technique:
Always active. Doesn't use reiatsu to keep active, uses reiatsu strength for strength. Permanently active as soon as it is learned.
Technique Drawbacks
Must deactivate this to use High Speed Regeneration. Reiatsu is lost upon deactivation, reiatsu equivalent to the technique class, which is 3. 400 is lost upon deactivation. 400 is then also lost upon reactivation in the same thread. Final stage release bypasses Hierro automatically by default. (Bankai, Fullbring Stage 2, etc.) Vizard Bankai does NOT bypass Hierro. Vizards, even if they have not yet become full Vizards, must use their mask to bypass Hierro. Those facing Hierro can gradually adjust to it per combat hit against the enemy, though within a certain post limit. Let's say Person A has Hierro, and is fighting Person B. If Person B hits Person A twice with attacks, then after 8 posts of their combat have elapsed, then Person A's Hierro counts at 80% of its strength (100 Reiatsu strength would be 80). After 12 posts of combat, if Person A has been hit at least four total times, then Person B can now treat Hierro as if it is simply 60% strength (100 Reiatsu Strength would be 60). After 16 posts of combat, if at least six hits have been landed, Hierro stops working against Person B.
{Gran Rey Cero}
Technique Name: [Gran Rey Cero (Grand King's Zero)]
Class: [2]
Technique Type: [Hollow Technique]
Technique Element: Lightning
Technique Description and Effects:
An Espada-exclusive Cero of such great might that its use is forbidden while under the dome of Las Noches. It requires the user's blood to be used as a sacrifice to activate, but when activated is charged at about the same speed as a regular Cero. It is always blue in color, and appears to have the shape of a razor with several prongs. When fired, it zig zags at the enemy instead of firing in a straight line. While charging speed is the same as Cero, firing speed is three times that of Cero, and the actual destruction potential is twice the user's reiatsu strength.
Furthermore, the explosive power is so high that not even several Cero put together can rival it. This technique also releases a large mass of lightning and electricity not only upon firing, but on impact as well. The ferocity of the Gran Rey Cero is nearly unrivaled.
How to use technique:
Fire like a regular Cero, but only after also getting blood on the firing hand from its user. This is usable only by Espada. The secret to its use and why only Espada can use it are both unknown at this present time.
Technique Drawbacks
400 reiatsu cost and blood sacrifice. Can only be fired once per post, up to four times a day.
Technique Name: [Gran Rey Cero (Grand King's Zero)]
Class: [2]
Technique Type: [Hollow Technique]
Technique Element: Lightning
Technique Description and Effects:
An Espada-exclusive Cero of such great might that its use is forbidden while under the dome of Las Noches. It requires the user's blood to be used as a sacrifice to activate, but when activated is charged at about the same speed as a regular Cero. It is always blue in color, and appears to have the shape of a razor with several prongs. When fired, it zig zags at the enemy instead of firing in a straight line. While charging speed is the same as Cero, firing speed is three times that of Cero, and the actual destruction potential is twice the user's reiatsu strength.
Furthermore, the explosive power is so high that not even several Cero put together can rival it. This technique also releases a large mass of lightning and electricity not only upon firing, but on impact as well. The ferocity of the Gran Rey Cero is nearly unrivaled.
How to use technique:
Fire like a regular Cero, but only after also getting blood on the firing hand from its user. This is usable only by Espada. The secret to its use and why only Espada can use it are both unknown at this present time.
Technique Drawbacks
400 reiatsu cost and blood sacrifice. Can only be fired once per post, up to four times a day.
{Cero Oscuras}
Technique Name: [Cero Oscuras (Black Cero)]
Class: [2]
Technique Type: [Hollow Technique]
Technique Element: None
Technique Description and Effects:
Whether or not this Cero or the Gran Rey Cero is the ultimate traditional Arrancar Cero is unknown. It has been speculated for several years in Hueco Mundo, but no definitive test has been able to prove it. Thus far, they have seemed quite equal. Cero Oscuras from an Espada #4 or higher is forbidden under the dome of Las Noches, but only because any Espada #4 or higher is prohibited from Ressurection under the dome anyway. This Cero is usable only by Arrancar in their released state. It releases an enormous, menacing black Cero several times the size of a regular one. It immediately obscures and removes all light from the area, so that all can be seen as it approaches is an all-consuming black.
Its charging speed and firing time are identical to a regular Cero, and it fires in a straight line. However, the explosive potential is considerably greater, and this Cero has twice the reiatsu strength of the user.
How to use technique:
Fire like a regular Cero while in a released state.
Technique Drawbacks
400 reiatsu cost.
Technique Name: [Cero Oscuras (Black Cero)]
Class: [2]
Technique Type: [Hollow Technique]
Technique Element: None
Technique Description and Effects:
Whether or not this Cero or the Gran Rey Cero is the ultimate traditional Arrancar Cero is unknown. It has been speculated for several years in Hueco Mundo, but no definitive test has been able to prove it. Thus far, they have seemed quite equal. Cero Oscuras from an Espada #4 or higher is forbidden under the dome of Las Noches, but only because any Espada #4 or higher is prohibited from Ressurection under the dome anyway. This Cero is usable only by Arrancar in their released state. It releases an enormous, menacing black Cero several times the size of a regular one. It immediately obscures and removes all light from the area, so that all can be seen as it approaches is an all-consuming black.
Its charging speed and firing time are identical to a regular Cero, and it fires in a straight line. However, the explosive potential is considerably greater, and this Cero has twice the reiatsu strength of the user.
How to use technique:
Fire like a regular Cero while in a released state.
Technique Drawbacks
400 reiatsu cost.
{Sonido Garra}
Technique Name: [Sonido Garra]
Class: [4]
Technique Type: [Arrancar Technique]
Technique Element: [None]
Technique Description and Effects:
The Shinigami have a technique called Shunpo Karin, which increases the speed of one of their limbs for one movement with an enhanced Shunpo. In other words, they get a 10x speed boost for one arm or leg movement. Oftentimes, Arrancar took unnecessary damage against sword strikes from that technique. To counter it, they created something new.
Sonido Garra is a partial Sonido technique which enhances a single limb's movement for one single movement with a Sonido. In other words, for one movement, either a leg or arm can use Sonido to speed up. 13x is the speed boost associated with Sonido Garra.
How to use technique:
Activate the technique. Unlike Sonido, which costs 100 reiatsu to activate, Sonido Garra costs 150 reiatsu every time one wishes to use it. It can only be used once per post.
Technique Drawbacks
Reiatsu cost. Continued uses also cause strain to the user's arm. Usable by Arrancar only.
Technique Name: [Sonido Garra]
Class: [4]
Technique Type: [Arrancar Technique]
Technique Element: [None]
Technique Description and Effects:
The Shinigami have a technique called Shunpo Karin, which increases the speed of one of their limbs for one movement with an enhanced Shunpo. In other words, they get a 10x speed boost for one arm or leg movement. Oftentimes, Arrancar took unnecessary damage against sword strikes from that technique. To counter it, they created something new.
Sonido Garra is a partial Sonido technique which enhances a single limb's movement for one single movement with a Sonido. In other words, for one movement, either a leg or arm can use Sonido to speed up. 13x is the speed boost associated with Sonido Garra.
How to use technique:
Activate the technique. Unlike Sonido, which costs 100 reiatsu to activate, Sonido Garra costs 150 reiatsu every time one wishes to use it. It can only be used once per post.
Technique Drawbacks
Reiatsu cost. Continued uses also cause strain to the user's arm. Usable by Arrancar only.
{Cero Extension}
Technique Name: Cero Extensión
Class: Class 3
Technique Type: [Hollow Technique]
Technique Element: Cero
Technique Description and Effects: This technique is actually fairly simple. It simply allows the individual using it to fire off a normal strength Cero from multiple points at once. One your average human-shaped Arrancar/Hollow, this technique will allow for the firing of 4 Ceros at once: One from each hand, one from the mouth, and one from the Hollow Hole. However, the real benefit of this ability lies in the fact that if the user has a form with extra limbs (ranging from arms to tentacles and many things in between), they can fire off an extra Cero from each of these limbs as well. In essence, this means that this technique will gain in power by simple virtue of having more limbs. In addition, each of these Ceros can be aimed by each of the limbs, enabling a wider range of coverage.
How to use technique: Charge energy and fire.
Drawback: Base cost of 300 Reiatsu to fire in basic form, plus an additional 50 Reiatsu per additional limb used to create a Cero. Requires a blood sacrifice in much the same manner as a Gran Rey Cero. If a blood sacrifice is not performed (such as to speed up the firing process, for instance), burns will from on and around each of the areas used to fire this technique.
Made by: Myzaraphiston Synderfell
Reserved?: No.
Technique Name: Cero Extensión
Class: Class 3
Technique Type: [Hollow Technique]
Technique Element: Cero
Technique Description and Effects: This technique is actually fairly simple. It simply allows the individual using it to fire off a normal strength Cero from multiple points at once. One your average human-shaped Arrancar/Hollow, this technique will allow for the firing of 4 Ceros at once: One from each hand, one from the mouth, and one from the Hollow Hole. However, the real benefit of this ability lies in the fact that if the user has a form with extra limbs (ranging from arms to tentacles and many things in between), they can fire off an extra Cero from each of these limbs as well. In essence, this means that this technique will gain in power by simple virtue of having more limbs. In addition, each of these Ceros can be aimed by each of the limbs, enabling a wider range of coverage.
How to use technique: Charge energy and fire.
Drawback: Base cost of 300 Reiatsu to fire in basic form, plus an additional 50 Reiatsu per additional limb used to create a Cero. Requires a blood sacrifice in much the same manner as a Gran Rey Cero. If a blood sacrifice is not performed (such as to speed up the firing process, for instance), burns will from on and around each of the areas used to fire this technique.
Made by: Myzaraphiston Synderfell
Reserved?: No.
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"That is where your heart will feel at home"
Birthplace: West Virginia, USA
Current Residence: Lost Nachos
Memorable Figures: [Insert Here]
History:
Serraph Quarrere was born in 1923 in Virginia, USA. Being born to a wealthy family during a time of great prosperity was a boon to the boy. His early childhood was spent doing whatever young kids in this era do. Their estate was one of sizable esteem among the town nearby as well as sizable... well... size. Whether it was helping his mother in her rose garden or learning alongside his father how the hell an Automobile works, and his extensive homeschooling, Serraph learn a lot about how his life would have been.
Unfortunately, this grand time wouldn't last. As the stock markets crashed so too did a sizable portion of his family's assets. His family's well withstood the initial hit, but as things became worse and worse, Serraph's parents doubted in their ability to protect their property from those who have lost everything and saw the boy's family's wealth as an opportunity. The plans for Serraph's future would change for the time being, and thus he was sent to London to stay with his Uncle.
From there he'd finish his schooling and attend university. Serraph's father assumed by the time he finished schooling, the economic environment back home would be safe enough for Serraph to enter the family's business officially. This would not be the case. The outbreak of war occurred, dashing any hopes of Serraph's return in a timely manner. The seas were not safe, afterall. He'd stay, working alongside his uncle at his library.
It was here he gained the passion for reading and collecting. Through his efforts the library grew and grew. Near the end of Serraph's life, his uncle began to notice this dilemma. The young man had gone beyond his curious nature and developed quite the fanaticism for his passion. Fearing for the young man's mentality, Serraph's uncle forbid him from the library, and confined him to the house whenever the Uncle went to work. How long was he imprisoned? Days? Months? Years?
It didn't matter how long he was kept away from what he wanted, what he needed, what he deserved. When the day came when thunder filled the sky and the earth quaked, he would be freed. Shrapnel from a nearby bomb impact shredded the one thing keeping him inside, and so he went. He didn't care why his Uncle locked him away or the fact he never came home the other night. He didn't care about the german bombers thundering above him or the explosions riddling the street with rubble.
He arrived at the library, which was now partly crumbling a part from a nearby blast. Sirens pierced the air, but that didn't matter. Serraph went to work scooping out piles of books and texts. In his frantic consumption, he forgot just how old the library's shelves were. All it took was another detonation by the building to topple the shelves over, catching and crushing him beneath the weight of his obsession. Even while he was dying, his lungs crushed and his limbs snapped like twigs, he cursed himself that he could have done more. He could have learned more.
His spirit however simply couldn't move on. There was still so much to see, so much to do, and so much to learn for it to be over. For the next year his spirit remained there in that pile of rubble that was his library. He was able to take in as much as he had wanted, but he couldn't keep looters away from what he cherished most in this Unlife. His soul chain bound him to this place. Because of this he couldn't set out to consume more of this valuable "Resource".
Serraph was driven mad near the end of his year as a disembodied soul. No more books to read, no music to listen to, nothing new to learn; this was all to much for his poor heart to bear. He deteriorated as a snail's pace, subjecting him to a pain that to this current day he could never forget. It was if one had lit a fire within his chest the cooked himself from within at the slowest of paces. By the time that year had passed, he could barely be recognizable as human
Nay, he had evolved into something else entirely. With a hole in his chest and a pair of decaying wings, he set forth on what his year of smoldering suffering had prepared him for. All across England's main island professors would go missing and museums and art galleries would go ransacked. Under the chaos of the war this would go unnoticed by the government whose focuses were squared solely on their German foes and future involvement in the war.
The initial hunger was sated, but for one as what he had become, that couldn't cure his famished nature. No, he'd cross the channel and make landfall in German occupied France. When he was alive he had heard that the 3rd reich had a particular taste for art and artifacts of old and had been amassing quite the collection over the course of the war. This gave the Hollow quite the delectable idea. He'd strike across Europe and spend the next few years collecting information on where these particular caches of priceless pieces would be.
At this point of time he had already gained familiarity with Hueco Mundo and learned the evolution path he could potentially travel. He found beings much stronger than he in the Arrancar and the group occupying Los Noches, The Espada. Between busting open artifact caches in war-torn Europe and observing the great city in Hueco Mundo, The Hollow found his busy new life tolerable at least. Constantly devouring priceless works and devouring the many bound souls left over after a battle had allowed Serraph to grow a great deal.
By the war's end he had grown to the state of Adjuchas and had spent most of his time investigating Los Noches. The city was massive, that fact was certain, but he determined the dome's exact diameter and thickness. He found all of the entrances inside (at the time) and determined a rough estimate for the Espada's strength in Numbers. Needless to say he was impressed on how small the group actually were. Sure there was a number of lower powered entities inside, but there were only a handful of notable powers.
He could feel them for at least a mile or two away. He had theorized that was the case due to the sheer number. It certainly seemed so from afar when taking into account the massive size of the "City". This piqued the now Adjuchas-class hollow. He'd have to get inside, but he'd have to do it on good terms. Though strong, each of these powers were much much stronger than he. Fortunately, his curiosity hadn't gone unnoticed. The sixth Espada found him atop the city after he had climbed it.
It was from him Serraph heard of an old Hollow living on the edges of the Espada's influence. According to this Espada, the Hollow did not currently pursue hostilities with the more powerful beings inhabiting the castle of Los Noches, but for how long can this last? He spoke of the growing amount of Hollow-kind submitting themselves to her. To the Espada, this could deprive themselves of Fresh candidates for their organization. Furthermore a larger pool to select from could produce a greater number of stronger servants than a smaller pool.
If Serraph could take care of this "Threat" he'd be allowed within the sanctum of Los Noches. As much as the Adjuchas hated it, it seemed to be the very thing was looking for. To seal the deal Serraph slit his palm and offered it to the Espada. Puzzled, he followed suit. To the Espada this was merely a blood pact, solidifying their agreement. To Serraph, it was something else entirely. It was true that contracts written on his flesh were binding, but this Espada had no way of knowing this. If Serraph needed an out, he was not obligated to hold his end of the bargain.
Still, his curiosity drove him on to investigate and, with perfect intelligence provided by this particular Espada, happened across this troublesome Hollow. She and her followers had errected a jagged fortress of sharp rocks and lined it with ancient appearing statues. Clashing against the monotony of the dunes, this landmark was hard to ignore. He met with the Hollow within and conversed with this being. Clad in a dress of crimson hollowed skin and adorned with artifacts of old, she obliged the curious Seraph and spoke for awhile.
Though wise, she did not speak in riddles. Though intelligent, she was not above making her thoughts understood. Though physically weak, her aura held all in check within her sanctum. Her name was Serra. She had offered him a place in her home, along with many who had stumbled upon this place, and he agreed, on one condition: He would serve beneath her until he felt there was nothing else to learn and would do what was necessary to ensure her well being until that point came. She was impressed of his bluntness and accepted this. To bind the agreement, Serraph had him carve it over his back.
He would serve beneath her for many years, but something began to worry Serraph. The red queen's condition was deteriorating. Even her amazing aura began to diminished. When questioned, she explained that her age would never been able to erase her from this earth if it weren't for a wound she had been harboring for centuries. This wound was given to her by one of her earliest followers and required her to drink from a reishi dense oasis, a rare phenomena unknown to most. Devouring others no longer helped her hunger. Only this water helped sate the pain and fend off her wound's grip.
Fortunately she knew of one location and sent Serraph and a party of five to collect some of this water for her to consume. The group was worried for her, but was resolute in their task, except for one. This Hollow was a massive monstrosity of steel like armor and cannon like appendages sticking out from his gargantuan size. To him this was a helpless cause and the best service to her was to let her fade away. In their memories she could live forever, but once this oasis depletes completely, she would be helpless anyhow.
The Hollow went by the name of Bismark, and Serraph had learned over the years that he was a gunner aboard the german ship with that same name. As a plus, the man went mad as he was unable to pass on but unable to seek safety as he was bound to the ship's sunken wreckage. He truly believed he was the ship itsself reincarnated as this monstrous beast. As his namesake once sailed the seas under the power of its powerful engines, so did this beast sailed through the dunes, until a disagreement occured between him and the rest of the party. He ejected them and moved on towards the oasis, determined in his new goal.
When Serraph found him, the oasis had been destroyed, erased from this world by its devastating cannons. Filled with rage, the group attacked the behemoth, save for Serraph. Serraph hung back and let the weaker hollows wear down the enemy's defenses. Bismark slayed the group before him, but at the cost of its strength and stamina. It was easy work to put the beast down for good.
The long journey back was brutal on his psyche. He had agreed to keep her in a state of good well-being so long as she was able to feed him the knowledge he craved. Now he was in danger of failing his part of the bargain and thus he'd lose what he sought. It was difficult, but he had to make a decision. The contract could not be followed as it stood, not anymore. He filled the water pouch given to him by Serra and filled it with his own ink. Such a thing should be enough to fool her as his ink-like blood was drenched in spiritual energy.
It would prove that his efforts were successful. As he returned "Home" Serra was delighted in his "Success", but had deteriorated at a frightening speed during his absence. She appeared as if she were flaking away, her flesh turned to sand in various places. Serraph knew what had to be done. Approaching the red queen, Serraph distracted her by splashing her with the unexpected ink. With that opening, the Adjuchas wounded her further and devoured her quickly as she flailed in her confusion.
She wasn't about to let herself fade out like this. Serra drew back her aura as she was being devoured and concentrated it upon Serraph. Slowly, as her essence began to take control of him. As much as he hated it, he had to perform the one action he preferred to wait down the line, the act of breaking his mask. Under Serra, Serraph had learned the specifics of such a thing, how it transformed the hollow as they were at that moment into something more human. In this human form, they were like a snapshot of their more human aspects with their releases becoming a snapshot of their more hollow aspects.
Serraph used this desperation and knowledge to break his mask and perform Arrancarification upon himself. This halted the growing influence of the red queen on his body, but it didn't quite get rid of her. Nay, it fused the two together. The remains of her personality and features were superimposed on himself. Although he was technically the same mostly, he was had become someone else entirely. He still held a great curiosity within him, but at the same time a sense of loyalty, passion, and vengeance were given boosts in his heart.
He had gained the remnants of Serra's knowledge. Although it was fractured, the length of her lifespan was enough to keep him entertained for years to come, though he wouldn't become inactive like Serra was before. Serraph took on his name at this point, the last act of loyalty to the red queen and returned to Los Noches. There was still a matter to take care of, the reckoning of the Espada that sent him down this road. Years later from that day years prior, the two met again outside the dome of Los Noches.
The Espada made his surprise known and congratulated Serraph on the success of his mission and his transformation to Arrancar. They shook once again firmly, their slit palms pressing into each other to signify the end to their agreement. They would talk for a time, walking the perimeter of Los Noches as they did. The man was increasingly interested in the various forms Hollows and Arrancar could take and urged Serraph to show him, and so he did. As he released, the ink from his blood activated and invaded the Espada, overflowing him with a sense of weakness.
Serraph gave him not another word as he ran him through in that moment of surprise, similarly to his tactics with the red queen. He had gained the man's trust and the man paid for it with his life. As the former Espada fell on his face and died, the man's former comrades arrived to investigate the the massive influx of Reiatsu. They witness the former 6th Espada's dying moments and offered Serraph an ultimatum: He would take the dead man's place as the 6th Espada or he would be considered an Enemy and fall alongside him.
Now doing all that he had to do to simply perish afterwards is no good to anyone and this gave Serraph the perfect opportunity he needed to enter Los Noches and gain the security he wanted all along. The power of an Espada is valuable to this organization from what he saw. So long as he provided the minimal effort needed to make the organization happy with his role, he should be secure to do whatever he pleased.
Wonderful~
"For once you have tasted of flight, you shall forever walk the earth with your eyes turned skyward, for there you have been, and there you shall always long to return"
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