Post by Myzaraphiston Synderfell on Jun 13, 2022 19:11:29 GMT -5
-Opening-
Type: Cunning
Affiliation: Las Noches
Rank: Privaron?
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-Basic Information-
Name: Myzaraphiston Ahrim Synderfell, AKA The Mistress of Pain
Age of Death/Rebirth: 24/25
Real Age/Age of Appearance: 520/25
Birthday (Month/Day): 5/12
Blood Type: AB+
RP Sample (Optional): [Insert Here]
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-Appearance-
Height/Weight: 6’3”/208 lbs.
Physical Description: All in all, Myzaraphiston cuts a rather impressive figure. She’s a rather tall woman, able to easily look down upon most people in every sense of the word. Her complexion is the typical light tanning that you can see on Spaniards, with absolutely no natural blemishes on most of her body. She has dark brown hair that reaches to about the base of her shoulders, with a slight upwards curl towards the end. Her eyes are brown, with carefully plucked and maintained eyebrows above them. However, most of the lower portion of her face is hidden behind the remnants of her mask, starting from the middle portion of her nose down to the top of her neck. The mask itself has its corners upturned, making it look like it was caught in a permanent toothy grin. She has recently broken her mask in a successful attempt to increase her power, and now only the left side of her face is concealed behind it.
Myza also possess a well-rounded, generous figure, her body almost an exaggeration of stacked curves. Like most of the rest of herself, she takes careful, almost obsessive care to ensure that she appears as stunning and noteworthy as possible. She would probably succeed in this measure as well, if it weren’t for the one physical imperfection she has. From the base of her wrists to the interior of her elbows, there are two thin scars, both of which are still partially open and ooze out a foul-smelling black fluid. On her left wrist is a long collection of black prayer beads, hanging down a grand total of two inches.
Clothing wise, Myza tends to stick to two options. In battle, she uses a close-fitting outfit made of white cloth, with the occasional bit of flexible leather put on the joint areas. In most other situations, however, she’s wearing a black dress that has a deeply plunging neckline and a long slit up along the right-hand side to show off her legs.
{Faceclaim: Lust from Fullmetal Alchemist}
{Closer image of her face}
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-Personality-
Dislikes: 1). Quincy – If you were to ask Myza what she hated above all else, she would almost immediately answer with Quincy. In her mind, every other race throughout all of the other realms serve their own purpose, no matter how small. The Sinners of Hell serve as object lessons, the Shinigami are the first bulwark to ensure survival of the fittest, the humans provide sensory experiences to spiritual matter, etc. But Quincy’s do not serve any purpose but to destroy, to cast down, to annihilate the very blocks that make up existence. This is an inexcusable travesty, an affront to God itself. Myzaraphiston considers it her divinely mandated duty to do as much as she can to ensure the full extinction of the Quincy’s practices, beliefs, and memory.
2). Those who believe that fighting is a bad thing – Myza doesn’t think that reality simply breaks down into a matter of survival of the fittest. She knows it. Those poor individuals who have convinced themselves that they should not fight have simply distracted themselves from this universal truth, and should be shown in no uncertain terms that reality rewards those who enforce this truth.
3). Her Mask – It’s constraining, it’s annoying, and it always reminds her that she’s not fit enough yet. How could she not hate it?
4). Sex – “There is a difference between love and simple, carnal pleasure. I will not take part in the latter.” Myza simply finds the idea of sex in her post-living state repelling. It’s entirely unnecessary, and an indication that the individuals who partake in it are simply pleasuring themselves for the sake of pleasure. As one of the Chosen People, she is above all of that now.
5). The Weak – Yes, they serve as the stepping stones for those that are fit to survive. But those that continue to grovel on with their miserable little lives? They’re the ones who give Myza a real sense of purpose, the ones who help show that this universe is about survival of the fittest.
6). Lying – Myzaraphiston believes that it’s simply a ploy by the weak to try and fool those who are more fit for survival. This doesn’t mean that she can’t see the point in it. She just finds it distasteful, and an open admission that she’s not good enough yet.
7). Cierro Muerte – This man is almost like a walking example of how the Chosen People should not be. He’s loutish, he’s crude, and, worst of all, he’s far too weak to be up among the most fit of The Chosen People. However, she will still gladly serve him for now. After all, the weak are meant to be the stepping stones for those more fit to survive…
8). Hokori Kuchiki - Filth. Absolute scum. Worthless, cold hearted murderer! He is not a Shinigami, he's pest that desperately needs to be exterminated.
9). Zeich Yaju - How dare he? HOW DARE HE?! All she wanted was to pay her respects to Hibiki, to someone she loved! And this INSECT stood in her way, stopped her from paying her simple respects! If she ever sees him again, he'll know pain like no other!
Likes:
1). Torture – Myza has had five centuries to observe and practice the art of torture. The interest was first instilled back when she was a lowly Hollow, since she preyed for little spiritual morsels around the torture chambers of the Inquisition. Even as an Adhuchas, she was keen to find out what a Plus, a Hollow, even other Menos were able to endure. However, what she really loves to put under the knife (or whatever else happens to be handy) are Shinigami and Quincy’s. Both are (in her mind) ultimately deserving of the worst punishment possible, and she takes a personal satisfaction in making them pay for attacking “The Chosen People” and those that would become them. In the end, the ultimate attraction of Torture lies in the fact that for all intents and purposes, Myza has an eternity to work with. She sees creating new methods of torture as a way to better fill up this yawning expanse of time, to do something productive while punishing those who are not The Chosen People.
2). “The Chosen People” – In Myzaraphiston’s mind, Arrancar are nothing less than God’s way of ensuring Survival of the Fittest. Myza quite enjoys being around other Arrancar, finding out more about them, observing their habits, their hunts, their desires. She’s also been quite busy trying to discover how to really kick-start the process that leads a Hollow from being a Menos to being an Arrancar as well. Hollows themselves don’t get the respect she gives the Arrancar, but she still values them as the first step to the perfection that is being one of The Chosen People.
3). Science – Yes, she’s over 500 years old. And yes, she lived during the Spanish Inquisition, a period of time known for intolerance and close-mindedness. And yes, she is still religious minded. But Myza has an unfettered love for experimentation and progress. Granted, a large portion of it is focused upon the ingenious little ways that Humans and Shinigami create to better harm things, but it’s still an avid interest nonetheless. She’s kept a fairly active interest in the latest and greatest in research in each of the three worlds. The only downside is that sometimes she gets so caught up in a particular area of research that she forgets to check in on what’s happening. The latest example of this is her experimentation with trying to get electricity to work in her little cloistered area of the forest.
4). Love – Despite all of Myza’s posturing about how she’s “Beyond the paltry frailties of the lesser races”, she secretly wishes that she could find someone that could inspire the passion she used to feel during those moments with her lover while she was alive.
5). Survival of the Fittest – In the end, The universe through Myza’s point of view is quite simple: The fit survive, while all others are simply tools to be used by the fit as they see fit.
6). Honesty – Because only the strong can say what they truly believe, and not worry about other’s petty opinions.
7). The Memory of her Lover – It has been 5 centuries since she last saw him, and he has been lost to her in reality’s cycle for all that time. But she can’t deny that he was the best thing that ever happened to her in her former existence. She even has a portrait of him that she acquired from his family, stored in her quarters.
8). Trials – If you were to ask Myzaraphiston, she has never actually fought. No, she’s merely upheld her sacred duty as one of The Chosen People and placed those unfit to live on Trial.
Flaws:
1). “Thou shall not murder” – Yes, the high-functioning sociopath who regularly tortures people dislikes murder. However, it’s definitely worth mentioning that Myza has a distinctly different idea of murder than the normal person. To her, murder entails killing someone who is still fulfilling their purpose. For example, if she was to observe a Shinigami attacking a Hollow or performing a Soul Burial on a Plus, she would not interfere. It’s simply their duty to help cull the weak, even if they are woefully inadequate at this duty when compared to The Chosen People. However, if that same Shinigami were to attempt to attack an Arrancar, Myzaraphiston would not even think twice about blasting him where he stood.
2). A Memory and a Dream - She still remembers her lover from when she was a mortal. She always thinks about him, yearns for him, despite what she learned about him after her death. In her otherwise complete emotional armor born from her fanaticism, his memory serves as a potentially fatal chink.
Habits:
1). Trials – “I hereby find you guilty of being unfit to survive. Your punishment is five months of absolution and repentance at my hands and then to be devoured by a more fit being. Your sentence will begin now.” (See Likes.)
2). Myza can be seen fiddling with her prayer beads that she wears in periods of time when she’s thinking about something. Generally, it’s just turning one in place in its position on the strand, while at other times she’s turning the entire strand over and over on her wrist.
Fears:
1). Doubt - Inside herself, Myza has one, simple, continuous nagging thought: “What if I’m wrong?” She harbors the occasional twinge of uncertainty about her convictions, born from the numerous times she interrogated Shinigami. And the mere thought of it terrifies her. However, she usually crushes these thoughts by indulging in her favorite pastime: Torture.
Goals:
1). To Become the Fittest – Myza wants nothing less than to be considered one of the Arrancar that is the strongest, the most fit to survive. She fully intends to become one of the Espada, and Cierro will simply be the first step along her path to prove herself.
2). Complete Extinction of the Quincy – Myza makes it no secret that she hates the Quincy. It’s even less of a secret that she also devours each and every one she captures after months of torture. But for her, that is still not enough. She wants to completely break any hope that they have of surviving in the universe, and will gladly take any means to reach this.
3). Love – Like every Hollow, Myza has that empty, aching feeling that comes with her new state. She believes that she can fully vanquish this if she simply finds a way to rekindle the passion she used to feel when she was alive.
Alignment: Lawful Evil
Aspect of Death: Fate
Overall Personality: To simply put things, Myzaraphiston is a fanatic. She has whole-heartedly dedicated herself to her cause (or at least what she sees as her cause after 500 years of trying to balance her beliefs as a human with her existence as a Hollow), discarding what she refers to as "The Pettiness better suited to those who are not of the Chosen People". This isn't to say that she's an emotionless shell. Rather, it's more along the lines of her having a very good poker face. She generally uses a rather happy, almost ditzy voice when talking to most people, even in the circumstances where she's delivering a sentence for one of her "trials" or in the middle of her favorite past time. She finds that it seems to put more people off kilter than anything else, and (when combined with her overall appearance) allows for enemies to make errors when it comes to their interpretation of her intelligence.
Beneath that, however, is the very core of her being: Her utter conviction that she and all the other Arrancar are special individuals that are the absolute pinnacle of ability, and that eventually she will be able to claim her rightful position among the best of them. Snared in with this is her nostalgia over what her life as a human was like, and her desire to be able to reclaim something like it.
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-Powers-
Fighting Style: As mentioned earlier in the application, Myzaraphiston doesn’t really fight. She puts her opponents on trial. So her “fighting” style is meant to merely present the evidence that shows how guilty her enemies are for the crime of being unfit to live. As such, there are three stages of combat Myza always goes through.
First, there’s her ranged combat. This is by far the simplest stage, since it almost exclusively consists of Myza blasting her opponents with Bala’s and the occasional Cero (if she feels that she stands good chances of actually hitting an opponent with it). This period of combat generally serves exceedingly well against close-quarters fighters like most Shinigami and other Arrancar, and also exposes the overall speed of most opponents as well. The downside is that it’s rather energy-intensive, thus usually forcing this style of combat to be fairly brief.
Next, there’s the assault with her Zanpakutou. The chain she has is an incredibly versatile weapon, and while she may not be as practiced with it as some other arrancar are with their weapons, it can still play hell upon opponents used to more orthodox fighting styles. Against enemies “softer” than the Chosen People, she aims for extremities, hoping to cripple an opponent with a good strike to the hands, arms, or legs. Against substainial armor (or a Hierro), she instead opts to go for facial and head strikes, generally with the blunt portions of the hooks on her chain. If an opponent seems to rely heavily on using a weapon (such as most other Zanpaktuo users), she will try and get their weapon tangled up in the chain and forcibly disarm them. The chain also has the upside of forcing people to maintain a healthy distance away from her due to it’s length.
Finally, if an opponent is still resisting the evidence she’s displayed so far in the trial, she uses the most damning piece of evidence she has to offer: Her Resurrección. This generally uses the same tactics present in her chain-fighting, just spread throughout the six tentacles she possesses and with the added advantage of the unique capabilities that come with resuming a fraction of her form as a Hollow.
It is worth noting that this fighting style is more of a general guideline than anything else. It is nothing if not adaptable, and Myza will change things up quickly if a situation shows it is necessary.
Zanpakutou Appearances: Pre-release, Myzaraphiston’s Zanpakutou is a 15-foot long chain, covered in various barbs and ending on each end with a serrated hook that’s a foot long. The barbs cover the entire length of the chain,jutting out in a seemingly random pattern. This means that being hit with any portion of it can potentially cause a wound. Oddly enough, the barbs never seem to cause Myzaraphiston any harm, no matter what she’s doing with the chain at a given time. The chain itself is a glossy black color, and any blood or other fluid that gets on it quickly flows off, dripping off the barbs or hooks.
When Myza decides it’s time to end a trial in a sufficient manner, however, she shoves one of the hook ends of her Zanpakutou into one of the scars on her arms, saying the release phrase as she does so. The chain will then be essentially sucked into her arm while both the scars gush out a black fluid that moves to cover her body. Then 60 foot long, 6 foot thick jet-black tentacles burst out of the scars, along with a pair from her waist and a pair from her shoulderblades. The tentacles each end in a white, bone-like hook, and are covered in serrated spines that constantly leak out a black goo that reeks of decay. The black fluid that was exuded before hardens into a grey, bone-like armor, offering her extra protection. The armor is also covered in small barbs that extend in every angle. These barbs are serrated, much like her chain was. The average length of ones of these barbs is roughly two inches. However, this is not the only changes that occur. Myza's blood changes as well, becoming her base poison. This in essence makes her entire body a resevoir of poison, and can make drawing her blood potentially life-threatening.
Zanapkutou Release Names: Punish and Absolve, Agonía Inquisidor
Overall Ability: To put things Simply, the theme of Myzaraphiston’s release is “pain and punishment.” This punishment is for the inexcusable crime of attempting to prevail over one of God’s Chosen People. All beings, whether they be Shinigami, Human, Quincy, or something else, must be shown that evolution has simply left them behind, and has started bringing the Chosen People to the fore. Myzaraphiston is a peerless judge in showing the lesser races just how guilty they are of this crime, and all of her abilities show this. Whether it’s punishing them for believing they can take an attack from the chosen people, thinking they can attempt to harm them through cowardly means, or simply robbing them of their precious speed and energy-based attacks, Myza can punish them, and bring to them a level of pain that they can hardly comprehend.
Primera Etapa Overall Ability: Myza's release after her partial mask removal is nothing short of terrifying. It greatly increases her offensive capabilities by virtue of the tentacles alone. However, her release offers her far, far more benefits, ones that can win her a fight even without the use of her techniques. There are two things that make it deadly: Her base poison, and the armor that she gains.
The black liquid that is constantly dripping from Myzaraphiston’s tentacles during her release isn’t just for show. In reality, it’s actually a potent reiatsu-based poison that they generate and leak out throughout her release. When the fluid enters a victim’s system, it begins an attack on their nervous system immediately, causing intense searing pain (not unlike the feeling that every nerve in that area was suddenly just set on fire and twisted around some barbed wire for good measure) that quickly spreads fully through their body over the duration of a post. However, Poison Resist can be used in addition to other pain resisting skills to lessen the impact of this. 2 posts after the initial burst of pain, the poison’s secondary effect upon the nervous system begins. The pain is replaced by potent hallucinations of the subject’s worst memories and greatest fears. These hallucinations can effect all the senses simultaneously, thanks to the fact that it’s working within the central nervous system itself. This persists for 3 posts, after which the effects of the poison seem to disappear. This secondary effect can be delayed in activation by 1 post for every SKP the target has in Poison Resist over 1.
However, this is merely a lull while the poison works it’s most horrific effect yet. It slowly begins to alter trace amounts of the spiritual matter inside the victims body into a smaller replica of Myzaraphiston’s tentacles. It takes 2-3 hours for this particular effect to gestate, but once it does, the tentacle emerges, and immediately begins to lash out at any source of spiritual energy near it that is not currently serving as its host. This tentacle is thankfully (for the opponent) without the poison, and does no physical harm to its host upon emergence. However, it is quiet likely that healers and allies will be within the tentacles grasp when it emerges.
Zanpakuto Techniques:
{The Folly of Assumption}Some members of the Lesser Races make the critical mistake of thinking of Bala and Cero as techniques that Gods Chosen are capable of, rather than an extension of their being. The Folly of Assumption punishes them for this misconception. Either during charging or while the attack is in mid-flight (during the same post), Myza can apply her base poison to her Bala and Cero techniques. Doing so costs as much as the base reiatsu cost of the technique, and this reiatsu is immediately removed from her pool as per normal for a release technique. If a Bala or Cero is Mastered, the reiatsu cost is only 50% of the base technique instead. This ability cannot be used if Ultimate Absolution is active.
{Spiritual Sinkhole}This is Myzaraphiston’s answer to the typical tactics of her favored prey: Quincy. Try to abuse spiritual particles to do fancy tricks, try to maintain your distance? Then you deserve all the punishment you will get for not facing your foes head on. This technique consists of her condensing her spiritual matter into one central mass by retracting all six of her tentacles back into herself. This wreaks havoc on the surrounding spiritual particles in a 360 foot radius, essentially drawing them in towards herself and getting absorbed into her body. This has the added bonus of causing her to absorb all but the most powerful of reishi-based techniques, including Kido, Bala’s, and typical Quincy arrows. This energy can be seen flowing directly towards her Hollow Hole to be absorbed. Against Quincy (or others who draw in reiatsu from their enviornment), this prevents them from utilizing their passive reiatsu absorption unless they are of a Higher Class than Myza. This is due to the fact that the sheer draw she has over reiatsu while in this state of being is staggering to behold, and INCREDIBLY hard to work against.
In addition, the spiritual turbulence makes it exceedingly difficult to use Flash Step and most of its variations. When an opponent attempts to use a stepping technique, unless they have mastered the technique, it will automatically fail, with the normal cost for it being expended. Even if they have mastered the technique, using it will be extremely difficult, resulting in a 3x increase in cost for the technique to maintain full control over it. If this extra reiatsu is not used, the technique user will almost certainly loose their balance during the step, and will be drawn in towards Myzaraphiston. However, she can use her own Sonido to full effect, due to the fact that she herself is essentially "the eye of the storm". As a final use, this technique also consumes any foreign reishi that is already inside of her body.
However, there is a major downside to this ability: Myzaraphiston no longer has her tentacles to attack with, nor can she attack with any spiritual techniques of her own. In essence, she has to start attacking with her own body, something she currently lacks a great deal of skill with. Furthermore, it will draw in any spirit-based attack, which means that high-power attacks that she can’t simply absorb are virtually guaranteed to hit her. (In game terms, this means that Spiritual Techniques 4 or more classes below her own Release Class will have to be fired off with enough spiritual OS to win a Clash (as per clash rules), Techniques 3 to 2 classes below will be absorbed unless they have a Spiritual OS that is 75% superior to her own, while techniques a class below, equal to, or above her Release Class will simply automatically go towards her without being absorbed. Physical techniques cannot be affected by Spiritual Sinkhole.)
This ability is also difficult to re-establish once it has stopped being used, with a 4 post cooldown timer in effect once Myza re-sprouts her tentacles. However, thanks to its absorption of reiatsu, it is functionally costless to maintain while in effect.
In addition, the spiritual turbulence makes it exceedingly difficult to use Flash Step and most of its variations. When an opponent attempts to use a stepping technique, unless they have mastered the technique, it will automatically fail, with the normal cost for it being expended. Even if they have mastered the technique, using it will be extremely difficult, resulting in a 3x increase in cost for the technique to maintain full control over it. If this extra reiatsu is not used, the technique user will almost certainly loose their balance during the step, and will be drawn in towards Myzaraphiston. However, she can use her own Sonido to full effect, due to the fact that she herself is essentially "the eye of the storm". As a final use, this technique also consumes any foreign reishi that is already inside of her body.
However, there is a major downside to this ability: Myzaraphiston no longer has her tentacles to attack with, nor can she attack with any spiritual techniques of her own. In essence, she has to start attacking with her own body, something she currently lacks a great deal of skill with. Furthermore, it will draw in any spirit-based attack, which means that high-power attacks that she can’t simply absorb are virtually guaranteed to hit her. (In game terms, this means that Spiritual Techniques 4 or more classes below her own Release Class will have to be fired off with enough spiritual OS to win a Clash (as per clash rules), Techniques 3 to 2 classes below will be absorbed unless they have a Spiritual OS that is 75% superior to her own, while techniques a class below, equal to, or above her Release Class will simply automatically go towards her without being absorbed. Physical techniques cannot be affected by Spiritual Sinkhole.)
This ability is also difficult to re-establish once it has stopped being used, with a 4 post cooldown timer in effect once Myza re-sprouts her tentacles. However, thanks to its absorption of reiatsu, it is functionally costless to maintain while in effect.
{Inescapable Pursuit}This technique is meant to enforce one simple fact: None can escape the Chosen People. Those that try to do this against Myzaraphiston will quickly discover that they will have a much harder time at it than they had thought. If one thinks they can simply hide from one of Gods Chosen People, then they should expect to be punished for their hubris. To use this ability, Myza simply realigns the spiritual particles in her tentacles, a process that costs a total of 50 reiatsu to activate or deactivate. Once realigned this way, her tentacles gain the ability to be able to move through solid non-living objects, even those made out of spiritual particles (such as in rocks in Hueco Mundo and the walls in Rukongai). They retain their capacity to interact with living beings however, and are easily capable of harming living flesh as if they were still solid. Even better for her, Zanpakuto's are incapable of harming her tentacles while they are in this stat, and even offensive Kido will just phase right trough the tentacles, unless it is being fired off at a 50% Spiritual OS superiority to Myza's own RS.
The major downside to this technique, however, is that while her tentacles can wound people, they can not inject her poison. In addition, spiritual defensive barriers still prove to be an effective barrier to their movement due to them being typically designed to filter out harmful reiatsu (though depending on size/placement, she could simply move the appendages around or even under it.) Lastly, one can still apply physical capabilities of their own to the tentacles, as they are fully capable of being interacted with by living objects.
The major downside to this technique, however, is that while her tentacles can wound people, they can not inject her poison. In addition, spiritual defensive barriers still prove to be an effective barrier to their movement due to them being typically designed to filter out harmful reiatsu (though depending on size/placement, she could simply move the appendages around or even under it.) Lastly, one can still apply physical capabilities of their own to the tentacles, as they are fully capable of being interacted with by living objects.
{Ultimate Absolution}This is Myzaraphiston’s way of proving that no enemy, no matter how mighty they think they are, will never be able to compare to the majesty of the Chosen People. If they can't even take simple, obvious changes into account quick enough? Then they deserve the punishment they get. She alters the poison that exudes from the spines on her tentacles into a thick, clear fluid. It takes 200 Reiatsu to cause this change. However, the poison takes on a far different function after it is changed. For one, even the slightest contact with the fluid will infect an individual. Secondly, the poison seems to have no effect for a full post after it gets into an individual’s system. However, after this post passes, the poison immediately takes effect, starting to disrupt and corrupt the infected individual's own reiatsu, particle by particle. This corruption of reiatsu manifests as a wide variety of painful sensations from throughout the body, a distinct blackening of the flesh, and an additional 50% surcharge on all reiatsu costs. This decline in ability continues for 3 posts, after which, the poison immediately hardens inside the victim’s system, more than likely causing blockages in major arteries, neural pathways, muscle groups, and even bones. Immediate medical attention is required for the subject to not wind up crippled for the rest of their existence.
This ability will only work on individuals who’s Spiritual OS is not 50% higher than Myzaraphiston’s. Points in Poison Resist help reduce the end damage, as well as mitigate the pain they experience and decrease the additional Reiatsu cost by 10% per point in the skill they have (1 point makes it a 40% extra charge, 2 points means 30%, etc.) Any individual with 300 or more HE can also remove this poison from a subject for a 50 reiatsu cost without any techniques, while individuals with 800 HE or more are both immune and can remove it from others for free. Lastly, HSR and similar levels of healing can greatly mitigate the end result of the damage, with their normal restrictions on what can be healed.
This ability will only work on individuals who’s Spiritual OS is not 50% higher than Myzaraphiston’s. Points in Poison Resist help reduce the end damage, as well as mitigate the pain they experience and decrease the additional Reiatsu cost by 10% per point in the skill they have (1 point makes it a 40% extra charge, 2 points means 30%, etc.) Any individual with 300 or more HE can also remove this poison from a subject for a 50 reiatsu cost without any techniques, while individuals with 800 HE or more are both immune and can remove it from others for free. Lastly, HSR and similar levels of healing can greatly mitigate the end result of the damage, with their normal restrictions on what can be healed.
Other Techniques:
{Bala*}Class: [6] [Cannot be learned until class 6]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
An Arrancar-exclusive technique that hardens the user's Reiatsu and releases it like a swift blast of spiritual energy. While the technique is not nearly as powerful as a Cero, its speed is 20 times faster and allows for it to be fired in quick repetition. The orb of reiatsu fired varies in size and strength, some Arrancar creating one the size of a basketball with the rough power of a massive punch, and others creating Bala with enough power to blast holes in adversaries. Some Espada can create Bala as large and powerful as an average Arrancar's Cero.
How to use technique:
The user must first aim and then fire the technique, as is custom of any projectile type.
Technique Drawbacks
50 Reiatsu cost.
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
An Arrancar-exclusive technique that hardens the user's Reiatsu and releases it like a swift blast of spiritual energy. While the technique is not nearly as powerful as a Cero, its speed is 20 times faster and allows for it to be fired in quick repetition. The orb of reiatsu fired varies in size and strength, some Arrancar creating one the size of a basketball with the rough power of a massive punch, and others creating Bala with enough power to blast holes in adversaries. Some Espada can create Bala as large and powerful as an average Arrancar's Cero.
How to use technique:
The user must first aim and then fire the technique, as is custom of any projectile type.
Technique Drawbacks
50 Reiatsu cost.
{Cero*}
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.
{Cero Arpia*}Class: [5]
Technique Type: [Hollow Technique]
Technique Element: None
Technique Description and Effects:
Cero Arpía (lit. Harpy Cero) is a somewhat powerful cero that is released from the mouth. The user will release the Cero in a wave like blast that reaches as far as the ears can hear. It has the ability to cause bleeding in the ear.
How to use technique:
Stated above.
Technique Drawbacks
Reiatsu cost.
Technique Type: [Hollow Technique]
Technique Element: None
Technique Description and Effects:
Cero Arpía (lit. Harpy Cero) is a somewhat powerful cero that is released from the mouth. The user will release the Cero in a wave like blast that reaches as far as the ears can hear. It has the ability to cause bleeding in the ear.
How to use technique:
Stated above.
Technique Drawbacks
Reiatsu cost.
{Cero Durmiente}
Class: 5
Technique Type: Hollow Technique
Technique Element: N/A
Technique Description and Effects: As an expansion on the typical Cero, this technique allows for a more flexible form of attack rather than a straight shot. These Cero can be placed at any location within an arm’s length of an opponent and simply left there. This seems like an ineffective technique at first, but becomes much more deadly when the user decides to make use of them. At any time after their placement, the user can direct these Cero to fire in any direction, moving at a stat speed of 300. The point of this technique is to lay a web of Cero that can strike at any time and be used in a tactical manner during combat. This technique can also be used with Bala, and costs half as much Reiatsu. In other words, a Cero Durmiente costs 240 Reiatsu per, while a Bala Durmiente costs 120 Reiatsu per.
How to use technique: To use this technique, the same method for creating a basic Cero is applicable. However, rather than releasing the technique as a blast towards the opponent, the user instead clenches their fist briefly to condense it into an orb that will remain in place until directed at a target or destroyed.
Drawback: In order to place a Cero Durmiente, the user must be within an arm’s length of where s/he wishes to place it. It must be manually placed; it cannot be created at a distance. Cero Durmiente can be destroyed by an attack by a higher-classed technique if the attacker has superior Reiatsu Rtrength. Bala can be destroyed by any attack with superior Reiatsu Strength. When learned, only ten Cero Durmiente can be placed at once; for Bala, up to twenty can be placed. If the technique is mastered, twice as many of each may be placed. No more than five of these Cero can be placed per post; two Bala of the same type may be placed instead of each Cero per post.
Class: 5
Technique Type: Hollow Technique
Technique Element: N/A
Technique Description and Effects: As an expansion on the typical Cero, this technique allows for a more flexible form of attack rather than a straight shot. These Cero can be placed at any location within an arm’s length of an opponent and simply left there. This seems like an ineffective technique at first, but becomes much more deadly when the user decides to make use of them. At any time after their placement, the user can direct these Cero to fire in any direction, moving at a stat speed of 300. The point of this technique is to lay a web of Cero that can strike at any time and be used in a tactical manner during combat. This technique can also be used with Bala, and costs half as much Reiatsu. In other words, a Cero Durmiente costs 240 Reiatsu per, while a Bala Durmiente costs 120 Reiatsu per.
How to use technique: To use this technique, the same method for creating a basic Cero is applicable. However, rather than releasing the technique as a blast towards the opponent, the user instead clenches their fist briefly to condense it into an orb that will remain in place until directed at a target or destroyed.
Drawback: In order to place a Cero Durmiente, the user must be within an arm’s length of where s/he wishes to place it. It must be manually placed; it cannot be created at a distance. Cero Durmiente can be destroyed by an attack by a higher-classed technique if the attacker has superior Reiatsu Rtrength. Bala can be destroyed by any attack with superior Reiatsu Strength. When learned, only ten Cero Durmiente can be placed at once; for Bala, up to twenty can be placed. If the technique is mastered, twice as many of each may be placed. No more than five of these Cero can be placed per post; two Bala of the same type may be placed instead of each Cero per post.
{Cero Extension}
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.
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.
{Electrica}
Class: 6
Technique Type: Hollow Technique
Technique Element: Lightning
Technique Description and Effects:
Adalo De-Mona created this technique for low level engagement. It turns either Bala, Cero, or Cero Deslumbrante into electricity on the arm or the sword. It can take the form of electricity sparking across either or both. This gives numbing capacity to all physical attacks, or electrocution of wet enemies. It can conduct lightning through water. It is most importantly known for creation of a shifting bolt of lightning as a blade from the hand or weapon. The blade has the electric properties and can cut reiatsu from the opponent. It is most important for being able to shoot out if it is Bala (only). If it is Cero Deslumbrante, doubling the cost will let it fire into the air (one hundred yards) and bring down a lightning bolt at Cero speed on an opponent as a guided attack.
How to use technique:
It can instantly form from the reiatsu that is used to generate the other attacks. Another application is if the enemy's body is pierced by a hand coated in the lightning, the nerves can be electrocuted. (Cero only)
Drawback:
It exists for 6 posts at a time, and is two yards long. It can burn the hand that uses it, and it has a drain of stamina and reiatsu.
Class: 6
Technique Type: Hollow Technique
Technique Element: Lightning
Technique Description and Effects:
Adalo De-Mona created this technique for low level engagement. It turns either Bala, Cero, or Cero Deslumbrante into electricity on the arm or the sword. It can take the form of electricity sparking across either or both. This gives numbing capacity to all physical attacks, or electrocution of wet enemies. It can conduct lightning through water. It is most importantly known for creation of a shifting bolt of lightning as a blade from the hand or weapon. The blade has the electric properties and can cut reiatsu from the opponent. It is most important for being able to shoot out if it is Bala (only). If it is Cero Deslumbrante, doubling the cost will let it fire into the air (one hundred yards) and bring down a lightning bolt at Cero speed on an opponent as a guided attack.
How to use technique:
It can instantly form from the reiatsu that is used to generate the other attacks. Another application is if the enemy's body is pierced by a hand coated in the lightning, the nerves can be electrocuted. (Cero only)
Drawback:
It exists for 6 posts at a time, and is two yards long. It can burn the hand that uses it, and it has a drain of stamina and reiatsu.
{Garganta}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 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}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.
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.
{Hierro Resonancia}
Class: 3
Technique Type: Hollow/Arrancar Technique
Usable By (Technique is available to which races?): Hollow Races
Technique Element: None
Technique Description and Effects:
An alternative form of Hierro, this was created by Marcelius Despres through his understanding of vibrations and “Noise.” Use of this technique does not actually create another Hierro, but instead alters the standard one through the use of vibrations and resonations, making it more powerful than normal. When the user’s Hierro is “resonating,” it doesn’t resist attacks as much as it uses the vibrations to dilute and neutralize attacks, weakening them through proper vibration and resonation of his Hierro. When active, Hierro Resonancia takes both the user’s Reiatsu Strength and Energy Sensory added together to determine its strength. It costs 400 Reiatsu to use this technique.
How to use technique (How is it activated?): The user prepares energy in one hand, a noticeable amount that appears similar to a charging Cero. When the necessary Reiatsu has been gathered, the user places his hand onto his chest, to feed the wave of energy to his Hierro. After this, the user’s physical appearance remains unchanged, though his Reiatsu appears to shimmer and vibrate abnormally.
Technique Drawbacks
Unlike Hierro, Resonica must be activated manually. It also suffers all the same penalties as typical Hierro, meaning that it can be adapted to over time through enough hits. This technique must be deactivated to activate High-Speed Regeneration. The bonus from Energy Sensory does not apply if the user's focus is occupied elsewhere, the attack is undetectable, or the user is caught off guard.
Class: 3
Technique Type: Hollow/Arrancar Technique
Usable By (Technique is available to which races?): Hollow Races
Technique Element: None
Technique Description and Effects:
An alternative form of Hierro, this was created by Marcelius Despres through his understanding of vibrations and “Noise.” Use of this technique does not actually create another Hierro, but instead alters the standard one through the use of vibrations and resonations, making it more powerful than normal. When the user’s Hierro is “resonating,” it doesn’t resist attacks as much as it uses the vibrations to dilute and neutralize attacks, weakening them through proper vibration and resonation of his Hierro. When active, Hierro Resonancia takes both the user’s Reiatsu Strength and Energy Sensory added together to determine its strength. It costs 400 Reiatsu to use this technique.
How to use technique (How is it activated?): The user prepares energy in one hand, a noticeable amount that appears similar to a charging Cero. When the necessary Reiatsu has been gathered, the user places his hand onto his chest, to feed the wave of energy to his Hierro. After this, the user’s physical appearance remains unchanged, though his Reiatsu appears to shimmer and vibrate abnormally.
Technique Drawbacks
Unlike Hierro, Resonica must be activated manually. It also suffers all the same penalties as typical Hierro, meaning that it can be adapted to over time through enough hits. This technique must be deactivated to activate High-Speed Regeneration. The bonus from Energy Sensory does not apply if the user's focus is occupied elsewhere, the attack is undetectable, or the user is caught off guard.
{Pesquis}
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.
{Redirection}Technique Name: Redirection
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects: This is a vicious technique used by strong reiatsu beings. This allows the user to grab a hold of reiatsu, cycle the energy through their body, consume it (therefore making it theirs), and then hurl it back. In other words, one can redirect the enemy's reiatsu based attack by catching it and throwing it back either by spin or just catch and throw.
How this works has been stated above. Now, the important thing to recognize is that there are three classes to this technique. The class 3 version can catch reiatsu of any class except class 1+, and redirect it for half cost of the technique. The class 2 version can do the very same, except it layers the user's reiatsu strength on top of the enemy's reiatsu strength for the returned attack. It also uses the full cost. The class 1 version can return any technique regardless of reiatsu strength, and does so with the user's reiatsu strength layered on top of the enemy's. However, it does so for double cost, and does not work on class 0 techniques.
How to use technique: Stated above.
Drawback: This will burn the user. It will burn their arms. It will burn their insides a bit. They will cook a little. This will strain their body and reiatsu. It can only be used once per post. It shuts off release if used 3+ times in a released state.
Class: 3
Technique Type: Other
Technique Element: None
Technique Description and Effects: This is a vicious technique used by strong reiatsu beings. This allows the user to grab a hold of reiatsu, cycle the energy through their body, consume it (therefore making it theirs), and then hurl it back. In other words, one can redirect the enemy's reiatsu based attack by catching it and throwing it back either by spin or just catch and throw.
How this works has been stated above. Now, the important thing to recognize is that there are three classes to this technique. The class 3 version can catch reiatsu of any class except class 1+, and redirect it for half cost of the technique. The class 2 version can do the very same, except it layers the user's reiatsu strength on top of the enemy's reiatsu strength for the returned attack. It also uses the full cost. The class 1 version can return any technique regardless of reiatsu strength, and does so with the user's reiatsu strength layered on top of the enemy's. However, it does so for double cost, and does not work on class 0 techniques.
How to use technique: Stated above.
Drawback: This will burn the user. It will burn their arms. It will burn their insides a bit. They will cook a little. This will strain their body and reiatsu. It can only be used once per post. It shuts off release if used 3+ times in a released state.
{Shoji Cero}Class: [3]
Technique Type: [Hollow Technique]
Technique Element:
Technique Description and Effects:
This is a newly developed Cero that requires a blood sacrifice in the same way as a Gran Rey Cero. It is inevitably a weaker Cero than Gran Rey Cero, however the power lies not in the overall destructive capacity, but in the special ability itself. The Cero itself charges at a regular rate, but the charging looks odd. It begins as a lighting up of spider web designs around the entire firing arm. They form as glowing red markings across the arm, and the red is soon filled up by a turquoise color. The Cero seems to fire instantly, when in reality the charging is the color change of the spider web patterns. The Cero itself comes out all at once, the orb generating in under half a second. This means an enemy may not know that the technique is charging, and will be surprised. This can be used for stealth. But, that is not the main ability. The true power behind this Cero is infinite firing. Once fired, it does not end until the user dies, or wills its end. Even throughout multiple posts, people can keep this technique going. Once fired, it can fire continuously like an infinite laser. It can be used for destruction of multiple enemies or targets, or simply to weather away a defense until nothing is left.
How to use technique:
This can begin charging no matter what position the arm is in. However, to fire, it must be a straight out, extended position like a regular Cero. This is still a generally very vicious technique.
Drawback:
Same drawback as regular Cero. Beyond that, it has no drawback. Perhaps if the arm is severed of the Cero disrupted during charging, the explosion is massive, but other than that, nothing. This is just a regular Cero, though turquoise in color, that fires much longer.
Technique Type: [Hollow Technique]
Technique Element:
Technique Description and Effects:
This is a newly developed Cero that requires a blood sacrifice in the same way as a Gran Rey Cero. It is inevitably a weaker Cero than Gran Rey Cero, however the power lies not in the overall destructive capacity, but in the special ability itself. The Cero itself charges at a regular rate, but the charging looks odd. It begins as a lighting up of spider web designs around the entire firing arm. They form as glowing red markings across the arm, and the red is soon filled up by a turquoise color. The Cero seems to fire instantly, when in reality the charging is the color change of the spider web patterns. The Cero itself comes out all at once, the orb generating in under half a second. This means an enemy may not know that the technique is charging, and will be surprised. This can be used for stealth. But, that is not the main ability. The true power behind this Cero is infinite firing. Once fired, it does not end until the user dies, or wills its end. Even throughout multiple posts, people can keep this technique going. Once fired, it can fire continuously like an infinite laser. It can be used for destruction of multiple enemies or targets, or simply to weather away a defense until nothing is left.
How to use technique:
This can begin charging no matter what position the arm is in. However, to fire, it must be a straight out, extended position like a regular Cero. This is still a generally very vicious technique.
Drawback:
Same drawback as regular Cero. Beyond that, it has no drawback. Perhaps if the arm is severed of the Cero disrupted during charging, the explosion is massive, but other than that, nothing. This is just a regular Cero, though turquoise in color, that fires much longer.
{Sonido}Class: [4]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
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.
How to use technique:
Just use it and drain the Reiatsu.
Drawback:
Reiatsu cost.
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
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.
How to use technique:
Just use it and drain the Reiatsu.
Drawback:
Reiatsu cost.
{Sonido Grande}Technique Name: [Sonido Grande]
Class: [2]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
This is a stronger Sonido. It moves with higher speed, meaning 15x the speed of the user. Its true power, however, lies in sound. The sound is massive and disorienting, like a sonic boom. It causes pain of varying degrees according to the foe's sensory stat. At 50 senses, the pain is strong and disruptive. This is increased by each 50 of senses. At 100 senses, this is agony to hear. 200, you're in sensory hell, and will feel actual disorientation for one post. Senses at 300 or above, you're rolling on the ground in agony. This pain can't be countered by pain tolerance, either, since it's actual physiological disruption. If the foe's senses are above 200, they're reduced by 50 when exposed to this. The massive wind force from this move also blasts people away, and can cause lacerations depending on the speed.
How to use technique:
Step.
Drawback:
The user will feel very winded from this. It can only be used once every three of the user's posts. It costs six times a normal Sonido. Clothes are gonna get torn apart by this due to the sheer speed, and held objects will be lost with a strength less than 400. Legs are gonna suffer some cuts from the speed. Use it twice in a row, and skin starts shearing off, taking away Hierro. Thrice, and the leg bones shatter.
Class: [2]
Technique Type: [Hollow Technique]
Technique Element: [None]
Technique Description and Effects:
This is a stronger Sonido. It moves with higher speed, meaning 15x the speed of the user. Its true power, however, lies in sound. The sound is massive and disorienting, like a sonic boom. It causes pain of varying degrees according to the foe's sensory stat. At 50 senses, the pain is strong and disruptive. This is increased by each 50 of senses. At 100 senses, this is agony to hear. 200, you're in sensory hell, and will feel actual disorientation for one post. Senses at 300 or above, you're rolling on the ground in agony. This pain can't be countered by pain tolerance, either, since it's actual physiological disruption. If the foe's senses are above 200, they're reduced by 50 when exposed to this. The massive wind force from this move also blasts people away, and can cause lacerations depending on the speed.
How to use technique:
Step.
Drawback:
The user will feel very winded from this. It can only be used once every three of the user's posts. It costs six times a normal Sonido. Clothes are gonna get torn apart by this due to the sheer speed, and held objects will be lost with a strength less than 400. Legs are gonna suffer some cuts from the speed. Use it twice in a row, and skin starts shearing off, taking away Hierro. Thrice, and the leg bones shatter.