Post by Zabasaz on Mar 10, 2010 15:53:09 GMT -4
Arrancar
Name: Acharr Carchierrez
Gender: Male
Age: 7 years as an Arrancar
Ranking: Numeros
Number: 87
Base Type: Adjuchas
Physical Description:
(Please ignore the bow :3)
Garbed in ornamental chainmail and a cloak, the thing that distinguishes Acharr the most is his blue hair, followed by his defining movements, a sure sign of his disciplined use of martial arts techniques and his superb temperance. His reiatsu only emanates a blue aura when he isn't released, don't be fooled. When released, his reiatsu shimmers white with a hint of red, and his techniques such as bala and cero show the true color of his reiatsu. Acharr doesn't appear to have a mask at first glance, but that's because his cloak concealed it. His mask is actually a white ring around his neck with diminutive barbs along outer side. Similarly, his Hollow hole is concealed by his attire.
Though bereft of any significant markings that would make Acharr stand out in the way of tattoos and piercing, he has the muscular physique that characterizes a more physically gifted combatant. Not only that, but he's got the grace and discipline in his demeanor afforded by his years of martial training. It is clear just by looking at him that his specialty is combat, and certainly not brewing tea.
His eyes are as blue as his hair.
Personality Acharr can be described as your average Numeros, full of discipline and character. As a footsoldier for Las Noches, he takes his duties seriously, but only when the watchful eyes of superiors are upon him. Otherwise when he has leave to be himself, especially when facing an opponent in combat, Acharr can be quite the comedian. Not to an extent that he prides himself on being the clown of Las Noches, but he certainly has a way with sarcasm and loves to throw in the occasional pun if he can help it.
Otherwise, Acharr is a person who is composed of unparalled conviction and temperance, and some degree of compassion as well. Tempting Acharr to do the wrong thing is almost sure to be met with disappointment, for he is possessed of unrivaled self-control. While most Arrancar indulge in means to grant themselves greater power, he seeks something different, something known as discipline and respect. Among his peers he is known as the rock or the diamond, among other nicknames, for being unbreakable and solid. He has passed many trials of loyalty and possesses a true cause of patriotism for the Las Noches banner, even if he doesn't see eye to eye with his superiors.
With such great conviction, Acharr seeks to prove himself among his masters and show his worth as a disciplined combatant and soldier so he may one day serve among them in their ranks, but his conviction also reflects his inability to be fazed or misdirected toward an ultimate goal. If given an order, for example, he will see to it that it is carried through, no matter what surfaces he must penetrate and what foes he must subdue in order to fulfill it. This has made him a veritable go-to for getting things done, to the point that the Espada might even seek to abuse it.
And with compassion, he finds himself torn between aiding his comrades or himself, though conviction usually wins and if it means fulfilling an order and bringing a comrade to safety, he will often pick the former much to the dismay of his allies, though he'd prefer to do both if he can help it.
Acharr's painfully strict loyalty may one day be his downfall, for it is easily exploitable if one can prove their obvious superior worth and cause.
Noteworthy are Acharr's views of other spiritual races, or lack thereof. Truly he has the most vanilla views that an Arrancar could have, which makes it almost unnecessary to mention, as it could be ascertained simply by a logical guess. Acharr views Shinigami with a seemingly propoganda-bred sense of disgust, contempt, and perhaps apprehension. Why? Not because of Las Noches, but because of a spectre of his past who taught him so.
He views his comrades with a sense of dignified wariness. Though allies they are, Las Noches was not a safe place, even for an Arrancar - another lesson from the same spectre. A blade in the back was a regular import, so he wisely kept his eyes open. As for Humans, he had no opinion on them. Once they were a source of sustenance, now they are nothing to him. He doesn't even know what Quincy or Bounts are.
He is perfectly willing to fight the Shinigami, taking pleasure in their eradication but maintaining complete control at the same time, due to his exceedingly high levels of temperance. As far as he's concerned, they're just like Hollows - a cluster of them hiding in some spirit world he's never been to, for him to pick off one by one as they leave, until no more keep coming out. He's young and inexperienced, of course, but a model soldier if there ever was one.
Acharr has no adverse opinions of the Horror Vacui. They've been around for most (if not all) the time he has, as far as he's concerned they've ALWAYS been the leadership in Las Noches.
History:
Acharr has only been roaming Hueco Mundo as a Menos or an Arrancar for a grand total of eight years, having had his mask removed seven years ago. As a Hollow, there's little to say that could distinguish him from any other. He feasted on human souls and managed to elude being purged by the Shinigami long enough to have an appetite for his kin, so he began consuming Hollows in order to increase his own mass both physically and spiritually (or fundamentally, just spiritually.) As an engorged menos his personality prevailed, springing forth and becoming more and more discernible as something that transcended the simple din of mindless Hollow wailing. In time, as an Adjuchas, he grew discontent with the need to feed constantly screaming inside his skull, and decided instead to pursue a more civilized existence, trapping his powers in stasis. But how would he have learned such an existence was out there to be assumed?
Hueco Mundo is a vast desert littered with relics of the past, though they are so few and far between that there isn't a semblance of history within its dunes at the basic surface level of vision. In an aimless wasteland where there was no compass directions nor destinations, it was be sheer chance that Acharr would be the one to stumble upon Shattered Sands, the dark ruins of an unheard of secret.
There, Acharr met them.
Within those ruins, Acharr was beset upon by two spectres. To him they were like Hollows, but such a thought was blasphemous, for witnessing their splendor he could see they were something much greater. Whatever they were, he experienced an instant sensation of subordination once the lack of immediate hostility was confirmed and he could withhold his guarded nature. One spectre was like a Shinigami, he stood with pride and had pale flesh that glistened boldly before him. His horned head sized him up and he could tell that the resulting estimate wasn't flattering. The other was garbed more fully in dark human vestments, looking down at him between locks of unruly black hair with a demeanor that screamed the word 'sinister' right at Acharr. He, too, was horned, though his horns pointed upward and back, unlike the other's which drooped forward so brashly.
"He is but a worm, Resen. I do not want to waste an inkling of my power manifesting myself for insects. Why have you summoned me?"
"Hey, in case you haven't noticed, he's the first person to stumble upon this place in over a hundred years. He's got to be worth something if he figured out how to get this far in."
Acharr looked at them with something that mixed wonder and apprehension. "Who are you and why is my prowess important to you?" Acharr did not wish to become a meal for these spectres, whatever they were.
"We are the past," stated Resen solemnly. "And you are our future."
In time, Acharr was given knowledge no other Hollow is thought to possess. Knowledge of a time before Las Noches, perhaps a time before Shinigami. His disbelief was set aside if only because he felt he knew so little about the world anyways. Acharr was instructed to rip off his mask, and so he did, locking his claws underneath its white rim and attempting to wrench it from his face, revealing his pale visage for the first time to the realm of Hueco Mundo. Wrenching it off like an aged scab, he was soon left with only the edges on his neck. His body changed and his spiritual composition rearranged itself, so that he morphed into one that was like these spectres, and one that he sought to be to silence the hunger. He became an Arrancar.
For the years thereafter he spent most training with the spectres so that he could properly master the Arrancar techniques that had been passed down from even their generation, as well as some that were lost in time - Mano Vacie. Though he only learned a weaker form of it, Resen being the veritable master in its application, he could only learn so much from these spectres, for they were intangible and impatient beings.
"I have used too much energy to training you, I will not be able to manifest until I've gathered more," declared the one that appeared sinister of the two.
"Then what shall I do?"
"There is a faction of Arrancar that you must pledge allegiance to, for it is in unity with them that you can survive without our guidance. You must return in five years, when I have gathered enough energy for the next phase. Don't go and die like an idiot. You owe us for what we've done for you, and in five years we'll be ready to collect. If you don't come back, rest assured I will find some way to hunt you down and make you pay."
Acharr wasn't entirely sure he could call this threat genuine, but the thought alone was enough to engrave the necessity of fulfilling his obligation in five years. So he sought at the other Arrancar in their citadel of Las Noches and joined their ranks, training among them for almost five years. The time comes soon, and it has slipped from his mind, though it dangles at the precipice, awaiting the opportunity to face him again.
Abilities (Unreleased): N/A
Additional Info: Acharr is a martial arts specialist. In much the way the Special Forces of the Seireitei have trained in techniques to suppress or eliminate foes with disciplined unarmed fighting styles, Acharr has pursued a similar end, though without the organization of the Gotei Thirteen he hasn't evolved it quite as far. He's skilled in his own self-created martial arts styles, rather than real world styles that would be ineffective against spirits. Acharr has honed, graceful strikes when unarmed, almost as deadly as his own Soul Cutter, and he can incorporate said weapon into his martial arts for deadly effect.
General:
Appearance: Acharr's zanpakuto is somewhat unique in that while it is a single soul cutter, as is typical of a spirit (especially of the Arrancar variety) he actually possesses two of them. For all intents and purposes it has the functionality and connotation associated with a single zanpakuto in full force, except that it is two incomplete pieces to one entire zanpakuto, segregated so as to be more versatile.
The zanpakuto is shaped specifically like a pair of emeici, also known as emei piercers. They are small spikes, sharpened on both ends, attached to a ring that can be worn on his fingers and maneuvered to spin like a propellor or a buzz saw. They are used in an elaborate martial arts style that dazzles and confuses foes, one moment spinning or being used as an under-handed knife, the next moment reversing for thrusting attacks. Aimed at vital organs or muscular nexi, they are particularly lethal weapons. Not only that, but they become even more effective once they draw blood, as now their movement possesses the silky movement boon granted by extra weight distributed on the blood-laden end.
Their usage requires flexible wrists and exceedingly great dexterity and hand-eye coordination, all qualities Acharr is in no shortage of. Being the small weapons that they are, however, they lack the normal defensive capacity a weapon generally grants its wielder, too small to parry effectively in most cases and requiring risky exposure of one's self to close-quarters combat in order to be at all effective. However, such exotic weapons wield a frightening grace that is its own reward in combat.
Resurrecctión
Armor/Appearance: Acharr keeps his true power contained inside Diamonte, so in order to release it he has to unite it with himself. His means of doing so are rather grotesque and uncouth, but the result is something he certainly can't argue with.
To begin the metamorphosis, he first has to rouse Diamonte from its slumber. To do so, he says the release phrase, "Crece, Diamonte." At this point the emeici will take on a dull blue glow, as if their reiatsu is steadily awakening from its dormant state. Immediately following this change, Acharr plunges the emeici into his wrists, usually aiming for the opposite wrist so as to cross his arms and hit his arteries just right. His whole body will then take the same glow as his emeici did. Normally his blood would spurt from the wounds in violent bursts, but in the case of a release, he means to get the reiatsu imbued within his body as quickly as possible, as like a virus it takes him over on a biological level and alters him.
The blood that would flow from the wounds instead crystallizes into pale crystals with crimson cores, spiking out of his wounds like the razor sharp crags that spread over his whole body, encasing him so that he is but a shapeless silhouette within.
Bursting from the interior of the crystal, he is in his improved form. He is as before, except with a much more primal appearance about him, emphasized by tribal tattoos all over his face, arms, and the rest of his body. His clothing has been replaced with martial artist's traditional gi without any bodywear, a simple pair of loose pants, bare feet, and wraps over his wrists which aren't long for the world considering the nature of his abilities. The most notable change, however, is the fact that various parts of his body are imbedded with crystals in a symmetrical faction, especially on his upper back, upper arms, and elbows. They are pointed and all directed backwards, shimmering with reiryoku when Acharr exerts great effort or uses great powers.
Now, Acharr's blood has become crystalline. This doesn't make him rigid or unable to move, as the crystals are flexible while within him. This causes no visible surface change, but it presents advantages in battle. If Acharr is cut, he won't bleed - instead, a saw of crystals will shoot from the wound, covering it and protecting it.
Abilities: Acharr only has one power that he obtains when he releases, but it is versatile enough that it gets the job done. He has no name for it, but it'd probably be fitting to call it "Diamonte," as the name of the release fits the nature of the technique.
Diamonte - Acharr's blood has been replaced with a type of crystal, which when fed his reishi expands in the manner that he chooses, so like an organic architect he can grow crystals on his body for a variety of purposes, both offensive and defensive. Primarily, he can grow them into weapons and remove them from his body to wield them, which is a useful feature considering that he is now without emeici on his fingers while released. Crystals produced by diamonte are as strong as a zanpakuto tends to be, so when wielding them as weapons he can parry without fear that they'll shatter or splinter. He also doesn't need to remove them from the body to wield them; he could opt to cover his knuckles in sharp crystals to make his punches much deadlier.
Diamonte crystals are also resistant to energy, though not necessarily immune. It takes a greater amount of energy behind an attack such as a hadou kido to damage the crystals, though not an amount so significant as to render kido useless against him. Thus, he can rely on the crystals to some extent to survive continual abuse from energy-based attacks, in much the way an Arrancar would normally rely on an empowered hierro.
The best advantage conferred by this release is the fact that the Diamonte crystals are an organic part of Acharr, a biological aspect of his being. It requires virtually not energy for him to project crystals from his body, in much the way it takes minimal energy of a person to flex a muscle for a short moment, as the actions are similar. Creating crystals is a quick action as well - sustaining them, however, requires that he "flexes" the crystals out of his body. Thus, he can't generally move a part of his body that is projecting a crystal. For example, if he made a line of crystals shoot out from his upper arm, his arm would be stuck in place until he retracts them. This means that his crystals can only protect him to the extent of behaving like a better and more haphazardly-shaped hierro, with the balancing drawback of restricting his movement.
Diamonte comes with a utility power, too. Acharr can channel energy from his Arrancar techniques into the crystals so they function like devices of conveyance. For example, he could lodge the energy of a cero into a long and sharp crystal and hurl it like a spear so that it explodes on impact, making his true powers more useful than a simple arsenal of weapons.
Bala - The technique hardens the user's spiritual pressure and fires it like a bullet from their fist. Though weaker than a cero blast, it moves about twenty times faster. Acharr's bala is a cross between violet and red, and has a shimmering whiteness along the edges of it, like his crystals when released.
Cero - This high-powered energy blast possesses great power and accuracy, though it requires a bit of time to charge it up before firing. Like his bala, Acharr's cero is a cross between violet and red with a shimmering white outline, and he fires it from his open palms while fanning his Soul Cutters, causing the cero to gyrate like a drill so that it accelerates faster and strikes harder.
Garganta - Used to travel long distances and between worlds, Garganta tears open the dimensional fabric to open a tunnel of chaotic crackling energy through which Acharr can enter or escape a battle, though it does not open immediately so he cannot use it to redirect attacks or as a defense.
Hierro - Acharr's specialty, hierro gives Acharr's skin the functionality of steel, though not the muscle, bones, and organs that lie underneath. Acharr's hierro is his strong suit so he has a solid defense, not to mention his obscure technique Mano Vacie gives him an extra edge where he needs it.
Negacion - A field that surrounds a target and pulls them towards the caster. This is often used to rescue or protect fellow Hollow, a responsibility afforded to the Numeros during a battle.
Pesquisa - A sonar-like sense that permeates from Acharr and allows him to detect spiritual signatures in all directions, it can be focused in a more localized manner to get more details, particularly the strength and spiritual archetype of that which he's sensing.
Sonido - With this, Acharr has a defense against Flash Step techniques like Shunpo, because he can rival such speed or escape from an opponent that is out of his league.
Mano Vacie - By compressing reiatsu into his hands in much the manner that one would to fire bala, Acharr can imbue his hands and feet with an improved version of Hierro capable of defending near flawlessly against released zanpakuto wielded by opponents of a similar level to him. He does this by making his hands stronger than steel, to the point that he could punch through a rock precipice or a metal wall with relative ease and no harm to his hand, though doing so expends reiatsu over time, making the rest of his body vulnerable with a weakened hierro.
Mano Vacie is obvious when being used. His hands would shimmer with a white glow, as well as his feet, meaning they are supercharged with reiatsu. Plus, one with attuned senses could tell that he's devoted more of his hierro's energy into those small locations rather than his whole body, meaning they might be inclined to aim for weaker spots, with some educated guessing. All the same, his hands and feet are compressed with energy, making them highly resistant to harm.
He was taught this technique from someone else, so it isn't unique. However, the person he learned it from calls it Vacie Mano, so at least in that respect they didn't see eye to eye.
Other Characters: None, yet. I expect if I like it here I may generate a Shinigami and another Arrancar, but we'll see.
Roleplay Sample: Lifted from another site.
---
"So, when did you start getting into prayer?"
"Since I realized somebody's gotta like me, and maybe that somebody's up there." Lokust gestured towards the sky with his right index finger, though Viron did not find his curiosity settled. Lokust was by no means a man of religious background, having been raised on an objectivist farm, but Viron knew not the motive behind the desire to prayer. It wasn't that Lokust sought divine providence, he simply sought the vigil of the Gods and Goddesses above. He wanted a safe journey, not a sign, not a gift, but simply to know that if the way proves hazardous, he did his best. Blaming the celestials wasn't necessarily the way to go about things, he had been taught, and Lokust didn't find himself the type to sling blame about liberally in order to absolve himself. Oh no, Lokust knew when things were his fault or not - though inversely, he had a strange concept of what could even be considered 'fault.'
But Lokust did not occupy himself with such trivial subjects, mentally, for he knew himself well enough that considering it was but a waste of time. When he had been given the message to head to Rukka, it came as a surprise particularly due to its timing. He didn't quite think anyone from Taidra even knew he existed, since he was raised on a farm and had never been to the capital. Moreover, he wasn't sure how the messenger found him - for one, he was under the identity of Lokust the Red, not Zabasaz Volgarius, and since Lokust the Red technically didn't exist in Taidra, how would they have found him? Either they had caught wind of his rising reputation in the underground fighting culture of Haven, or they had tracked him through Viron, which seemed more viable if the messenger wasn't from Taidra, but he was. To top it all off, Lokust wasn't even in Haven when the messenger tracked him down, he was in an outlying nomad encampment in the prairies west of the great city!
Truly these Taidran folks were not to be underestimated, and so he thought it wise to see what they wanted if they were going to such lengths to locate him. With the maps and letters rolled up and contained in his bracer cylinders, he journeyed to Haven to gather provisions, make his prayers, and of course...
"Viron, I want to go alone."
"What," Viron inquired, as if he could not have possibly heard such a thing. He and his brother had never parted ways, even if it was inconvenient for him just about every time to follow Lokust's reckless trail of woe and conflict.
"To Rukka. I want to go alone. I've pulled you away from a possible living and a possible family too many times, brother. You stay in Haven and become somebody, do something with your life. We'll see each other again, I promise. But I can't drag you along and bring you down anymore. So please, stay here and hold down a fort or something."
"I don't know about that," Viron rebutted, but it was clear Lokust would have none of it. He was stubborn as a mule, and about as short-tempered and strong, so there was no point in resisting when all it would do is cause a minor slow down.
"Alright, brother, I understand." Viron lowered his head. He was happy that he could maintain a lifestyle, sad that they were to part ways, but impressed - impressed that his brother had made a choice that took such strength and passion. "I'll go with you into the Temple."
And there it was, the Great Zathryn Temple in all its enrapturing glory. A gigantic structure of marble and granite adorned with jewels and brilliant engravings, murals depicting all sorts of Zathryn legends centered around the Mother Goddess, Vyra. The structure was so large, it seemed as if it could simply have been the temple of giants, but no, it was filled with all manner of mortal men seeking salvation, guidance, or simply just a sign of the Light. Lokust and Viron stared with awe - they had seen it this close before, but never had sought its mercy and charity.
A couple of Holy men passed, wishing the two of them a blessed lifetime, to which Viron gave thanks, but Lokust seemed preoccupied by the sight of the temple itself.
Having ascended the first set of stairs, they began to ascend the second, into the inner public sanctum where the monument of the Gods and Goddesses were displayed and their prayers could be directed, with the Mother Goddess presiding the tallest above the rest.
---
General Info
Name: Acharr Carchierrez
Gender: Male
Age: 7 years as an Arrancar
Ranking: Numeros
Number: 87
Base Type: Adjuchas
Physical Description:
(Please ignore the bow :3)
Garbed in ornamental chainmail and a cloak, the thing that distinguishes Acharr the most is his blue hair, followed by his defining movements, a sure sign of his disciplined use of martial arts techniques and his superb temperance. His reiatsu only emanates a blue aura when he isn't released, don't be fooled. When released, his reiatsu shimmers white with a hint of red, and his techniques such as bala and cero show the true color of his reiatsu. Acharr doesn't appear to have a mask at first glance, but that's because his cloak concealed it. His mask is actually a white ring around his neck with diminutive barbs along outer side. Similarly, his Hollow hole is concealed by his attire.
Though bereft of any significant markings that would make Acharr stand out in the way of tattoos and piercing, he has the muscular physique that characterizes a more physically gifted combatant. Not only that, but he's got the grace and discipline in his demeanor afforded by his years of martial training. It is clear just by looking at him that his specialty is combat, and certainly not brewing tea.
His eyes are as blue as his hair.
Personality Acharr can be described as your average Numeros, full of discipline and character. As a footsoldier for Las Noches, he takes his duties seriously, but only when the watchful eyes of superiors are upon him. Otherwise when he has leave to be himself, especially when facing an opponent in combat, Acharr can be quite the comedian. Not to an extent that he prides himself on being the clown of Las Noches, but he certainly has a way with sarcasm and loves to throw in the occasional pun if he can help it.
Otherwise, Acharr is a person who is composed of unparalled conviction and temperance, and some degree of compassion as well. Tempting Acharr to do the wrong thing is almost sure to be met with disappointment, for he is possessed of unrivaled self-control. While most Arrancar indulge in means to grant themselves greater power, he seeks something different, something known as discipline and respect. Among his peers he is known as the rock or the diamond, among other nicknames, for being unbreakable and solid. He has passed many trials of loyalty and possesses a true cause of patriotism for the Las Noches banner, even if he doesn't see eye to eye with his superiors.
With such great conviction, Acharr seeks to prove himself among his masters and show his worth as a disciplined combatant and soldier so he may one day serve among them in their ranks, but his conviction also reflects his inability to be fazed or misdirected toward an ultimate goal. If given an order, for example, he will see to it that it is carried through, no matter what surfaces he must penetrate and what foes he must subdue in order to fulfill it. This has made him a veritable go-to for getting things done, to the point that the Espada might even seek to abuse it.
And with compassion, he finds himself torn between aiding his comrades or himself, though conviction usually wins and if it means fulfilling an order and bringing a comrade to safety, he will often pick the former much to the dismay of his allies, though he'd prefer to do both if he can help it.
Acharr's painfully strict loyalty may one day be his downfall, for it is easily exploitable if one can prove their obvious superior worth and cause.
Noteworthy are Acharr's views of other spiritual races, or lack thereof. Truly he has the most vanilla views that an Arrancar could have, which makes it almost unnecessary to mention, as it could be ascertained simply by a logical guess. Acharr views Shinigami with a seemingly propoganda-bred sense of disgust, contempt, and perhaps apprehension. Why? Not because of Las Noches, but because of a spectre of his past who taught him so.
He views his comrades with a sense of dignified wariness. Though allies they are, Las Noches was not a safe place, even for an Arrancar - another lesson from the same spectre. A blade in the back was a regular import, so he wisely kept his eyes open. As for Humans, he had no opinion on them. Once they were a source of sustenance, now they are nothing to him. He doesn't even know what Quincy or Bounts are.
He is perfectly willing to fight the Shinigami, taking pleasure in their eradication but maintaining complete control at the same time, due to his exceedingly high levels of temperance. As far as he's concerned, they're just like Hollows - a cluster of them hiding in some spirit world he's never been to, for him to pick off one by one as they leave, until no more keep coming out. He's young and inexperienced, of course, but a model soldier if there ever was one.
Acharr has no adverse opinions of the Horror Vacui. They've been around for most (if not all) the time he has, as far as he's concerned they've ALWAYS been the leadership in Las Noches.
History:
Acharr has only been roaming Hueco Mundo as a Menos or an Arrancar for a grand total of eight years, having had his mask removed seven years ago. As a Hollow, there's little to say that could distinguish him from any other. He feasted on human souls and managed to elude being purged by the Shinigami long enough to have an appetite for his kin, so he began consuming Hollows in order to increase his own mass both physically and spiritually (or fundamentally, just spiritually.) As an engorged menos his personality prevailed, springing forth and becoming more and more discernible as something that transcended the simple din of mindless Hollow wailing. In time, as an Adjuchas, he grew discontent with the need to feed constantly screaming inside his skull, and decided instead to pursue a more civilized existence, trapping his powers in stasis. But how would he have learned such an existence was out there to be assumed?
Hueco Mundo is a vast desert littered with relics of the past, though they are so few and far between that there isn't a semblance of history within its dunes at the basic surface level of vision. In an aimless wasteland where there was no compass directions nor destinations, it was be sheer chance that Acharr would be the one to stumble upon Shattered Sands, the dark ruins of an unheard of secret.
There, Acharr met them.
Within those ruins, Acharr was beset upon by two spectres. To him they were like Hollows, but such a thought was blasphemous, for witnessing their splendor he could see they were something much greater. Whatever they were, he experienced an instant sensation of subordination once the lack of immediate hostility was confirmed and he could withhold his guarded nature. One spectre was like a Shinigami, he stood with pride and had pale flesh that glistened boldly before him. His horned head sized him up and he could tell that the resulting estimate wasn't flattering. The other was garbed more fully in dark human vestments, looking down at him between locks of unruly black hair with a demeanor that screamed the word 'sinister' right at Acharr. He, too, was horned, though his horns pointed upward and back, unlike the other's which drooped forward so brashly.
"He is but a worm, Resen. I do not want to waste an inkling of my power manifesting myself for insects. Why have you summoned me?"
"Hey, in case you haven't noticed, he's the first person to stumble upon this place in over a hundred years. He's got to be worth something if he figured out how to get this far in."
Acharr looked at them with something that mixed wonder and apprehension. "Who are you and why is my prowess important to you?" Acharr did not wish to become a meal for these spectres, whatever they were.
"We are the past," stated Resen solemnly. "And you are our future."
In time, Acharr was given knowledge no other Hollow is thought to possess. Knowledge of a time before Las Noches, perhaps a time before Shinigami. His disbelief was set aside if only because he felt he knew so little about the world anyways. Acharr was instructed to rip off his mask, and so he did, locking his claws underneath its white rim and attempting to wrench it from his face, revealing his pale visage for the first time to the realm of Hueco Mundo. Wrenching it off like an aged scab, he was soon left with only the edges on his neck. His body changed and his spiritual composition rearranged itself, so that he morphed into one that was like these spectres, and one that he sought to be to silence the hunger. He became an Arrancar.
For the years thereafter he spent most training with the spectres so that he could properly master the Arrancar techniques that had been passed down from even their generation, as well as some that were lost in time - Mano Vacie. Though he only learned a weaker form of it, Resen being the veritable master in its application, he could only learn so much from these spectres, for they were intangible and impatient beings.
"I have used too much energy to training you, I will not be able to manifest until I've gathered more," declared the one that appeared sinister of the two.
"Then what shall I do?"
"There is a faction of Arrancar that you must pledge allegiance to, for it is in unity with them that you can survive without our guidance. You must return in five years, when I have gathered enough energy for the next phase. Don't go and die like an idiot. You owe us for what we've done for you, and in five years we'll be ready to collect. If you don't come back, rest assured I will find some way to hunt you down and make you pay."
Acharr wasn't entirely sure he could call this threat genuine, but the thought alone was enough to engrave the necessity of fulfilling his obligation in five years. So he sought at the other Arrancar in their citadel of Las Noches and joined their ranks, training among them for almost five years. The time comes soon, and it has slipped from his mind, though it dangles at the precipice, awaiting the opportunity to face him again.
Abilities (Unreleased): N/A
Additional Info: Acharr is a martial arts specialist. In much the way the Special Forces of the Seireitei have trained in techniques to suppress or eliminate foes with disciplined unarmed fighting styles, Acharr has pursued a similar end, though without the organization of the Gotei Thirteen he hasn't evolved it quite as far. He's skilled in his own self-created martial arts styles, rather than real world styles that would be ineffective against spirits. Acharr has honed, graceful strikes when unarmed, almost as deadly as his own Soul Cutter, and he can incorporate said weapon into his martial arts for deadly effect.
Diamonte - the Zanpakuto
General:
Appearance: Acharr's zanpakuto is somewhat unique in that while it is a single soul cutter, as is typical of a spirit (especially of the Arrancar variety) he actually possesses two of them. For all intents and purposes it has the functionality and connotation associated with a single zanpakuto in full force, except that it is two incomplete pieces to one entire zanpakuto, segregated so as to be more versatile.
The zanpakuto is shaped specifically like a pair of emeici, also known as emei piercers. They are small spikes, sharpened on both ends, attached to a ring that can be worn on his fingers and maneuvered to spin like a propellor or a buzz saw. They are used in an elaborate martial arts style that dazzles and confuses foes, one moment spinning or being used as an under-handed knife, the next moment reversing for thrusting attacks. Aimed at vital organs or muscular nexi, they are particularly lethal weapons. Not only that, but they become even more effective once they draw blood, as now their movement possesses the silky movement boon granted by extra weight distributed on the blood-laden end.
Their usage requires flexible wrists and exceedingly great dexterity and hand-eye coordination, all qualities Acharr is in no shortage of. Being the small weapons that they are, however, they lack the normal defensive capacity a weapon generally grants its wielder, too small to parry effectively in most cases and requiring risky exposure of one's self to close-quarters combat in order to be at all effective. However, such exotic weapons wield a frightening grace that is its own reward in combat.
Resurrecctión
Armor/Appearance: Acharr keeps his true power contained inside Diamonte, so in order to release it he has to unite it with himself. His means of doing so are rather grotesque and uncouth, but the result is something he certainly can't argue with.
To begin the metamorphosis, he first has to rouse Diamonte from its slumber. To do so, he says the release phrase, "Crece, Diamonte." At this point the emeici will take on a dull blue glow, as if their reiatsu is steadily awakening from its dormant state. Immediately following this change, Acharr plunges the emeici into his wrists, usually aiming for the opposite wrist so as to cross his arms and hit his arteries just right. His whole body will then take the same glow as his emeici did. Normally his blood would spurt from the wounds in violent bursts, but in the case of a release, he means to get the reiatsu imbued within his body as quickly as possible, as like a virus it takes him over on a biological level and alters him.
The blood that would flow from the wounds instead crystallizes into pale crystals with crimson cores, spiking out of his wounds like the razor sharp crags that spread over his whole body, encasing him so that he is but a shapeless silhouette within.
Bursting from the interior of the crystal, he is in his improved form. He is as before, except with a much more primal appearance about him, emphasized by tribal tattoos all over his face, arms, and the rest of his body. His clothing has been replaced with martial artist's traditional gi without any bodywear, a simple pair of loose pants, bare feet, and wraps over his wrists which aren't long for the world considering the nature of his abilities. The most notable change, however, is the fact that various parts of his body are imbedded with crystals in a symmetrical faction, especially on his upper back, upper arms, and elbows. They are pointed and all directed backwards, shimmering with reiryoku when Acharr exerts great effort or uses great powers.
Now, Acharr's blood has become crystalline. This doesn't make him rigid or unable to move, as the crystals are flexible while within him. This causes no visible surface change, but it presents advantages in battle. If Acharr is cut, he won't bleed - instead, a saw of crystals will shoot from the wound, covering it and protecting it.
Abilities: Acharr only has one power that he obtains when he releases, but it is versatile enough that it gets the job done. He has no name for it, but it'd probably be fitting to call it "Diamonte," as the name of the release fits the nature of the technique.
Diamonte - Acharr's blood has been replaced with a type of crystal, which when fed his reishi expands in the manner that he chooses, so like an organic architect he can grow crystals on his body for a variety of purposes, both offensive and defensive. Primarily, he can grow them into weapons and remove them from his body to wield them, which is a useful feature considering that he is now without emeici on his fingers while released. Crystals produced by diamonte are as strong as a zanpakuto tends to be, so when wielding them as weapons he can parry without fear that they'll shatter or splinter. He also doesn't need to remove them from the body to wield them; he could opt to cover his knuckles in sharp crystals to make his punches much deadlier.
Diamonte crystals are also resistant to energy, though not necessarily immune. It takes a greater amount of energy behind an attack such as a hadou kido to damage the crystals, though not an amount so significant as to render kido useless against him. Thus, he can rely on the crystals to some extent to survive continual abuse from energy-based attacks, in much the way an Arrancar would normally rely on an empowered hierro.
The best advantage conferred by this release is the fact that the Diamonte crystals are an organic part of Acharr, a biological aspect of his being. It requires virtually not energy for him to project crystals from his body, in much the way it takes minimal energy of a person to flex a muscle for a short moment, as the actions are similar. Creating crystals is a quick action as well - sustaining them, however, requires that he "flexes" the crystals out of his body. Thus, he can't generally move a part of his body that is projecting a crystal. For example, if he made a line of crystals shoot out from his upper arm, his arm would be stuck in place until he retracts them. This means that his crystals can only protect him to the extent of behaving like a better and more haphazardly-shaped hierro, with the balancing drawback of restricting his movement.
Diamonte comes with a utility power, too. Acharr can channel energy from his Arrancar techniques into the crystals so they function like devices of conveyance. For example, he could lodge the energy of a cero into a long and sharp crystal and hurl it like a spear so that it explodes on impact, making his true powers more useful than a simple arsenal of weapons.
Hollow Techniques
Bala - The technique hardens the user's spiritual pressure and fires it like a bullet from their fist. Though weaker than a cero blast, it moves about twenty times faster. Acharr's bala is a cross between violet and red, and has a shimmering whiteness along the edges of it, like his crystals when released.
Cero - This high-powered energy blast possesses great power and accuracy, though it requires a bit of time to charge it up before firing. Like his bala, Acharr's cero is a cross between violet and red with a shimmering white outline, and he fires it from his open palms while fanning his Soul Cutters, causing the cero to gyrate like a drill so that it accelerates faster and strikes harder.
Garganta - Used to travel long distances and between worlds, Garganta tears open the dimensional fabric to open a tunnel of chaotic crackling energy through which Acharr can enter or escape a battle, though it does not open immediately so he cannot use it to redirect attacks or as a defense.
Hierro - Acharr's specialty, hierro gives Acharr's skin the functionality of steel, though not the muscle, bones, and organs that lie underneath. Acharr's hierro is his strong suit so he has a solid defense, not to mention his obscure technique Mano Vacie gives him an extra edge where he needs it.
Negacion - A field that surrounds a target and pulls them towards the caster. This is often used to rescue or protect fellow Hollow, a responsibility afforded to the Numeros during a battle.
Pesquisa - A sonar-like sense that permeates from Acharr and allows him to detect spiritual signatures in all directions, it can be focused in a more localized manner to get more details, particularly the strength and spiritual archetype of that which he's sensing.
Sonido - With this, Acharr has a defense against Flash Step techniques like Shunpo, because he can rival such speed or escape from an opponent that is out of his league.
Mano Vacie - By compressing reiatsu into his hands in much the manner that one would to fire bala, Acharr can imbue his hands and feet with an improved version of Hierro capable of defending near flawlessly against released zanpakuto wielded by opponents of a similar level to him. He does this by making his hands stronger than steel, to the point that he could punch through a rock precipice or a metal wall with relative ease and no harm to his hand, though doing so expends reiatsu over time, making the rest of his body vulnerable with a weakened hierro.
Mano Vacie is obvious when being used. His hands would shimmer with a white glow, as well as his feet, meaning they are supercharged with reiatsu. Plus, one with attuned senses could tell that he's devoted more of his hierro's energy into those small locations rather than his whole body, meaning they might be inclined to aim for weaker spots, with some educated guessing. All the same, his hands and feet are compressed with energy, making them highly resistant to harm.
He was taught this technique from someone else, so it isn't unique. However, the person he learned it from calls it Vacie Mano, so at least in that respect they didn't see eye to eye.
Additional
Other Characters: None, yet. I expect if I like it here I may generate a Shinigami and another Arrancar, but we'll see.
Roleplay Sample: Lifted from another site.
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"So, when did you start getting into prayer?"
"Since I realized somebody's gotta like me, and maybe that somebody's up there." Lokust gestured towards the sky with his right index finger, though Viron did not find his curiosity settled. Lokust was by no means a man of religious background, having been raised on an objectivist farm, but Viron knew not the motive behind the desire to prayer. It wasn't that Lokust sought divine providence, he simply sought the vigil of the Gods and Goddesses above. He wanted a safe journey, not a sign, not a gift, but simply to know that if the way proves hazardous, he did his best. Blaming the celestials wasn't necessarily the way to go about things, he had been taught, and Lokust didn't find himself the type to sling blame about liberally in order to absolve himself. Oh no, Lokust knew when things were his fault or not - though inversely, he had a strange concept of what could even be considered 'fault.'
But Lokust did not occupy himself with such trivial subjects, mentally, for he knew himself well enough that considering it was but a waste of time. When he had been given the message to head to Rukka, it came as a surprise particularly due to its timing. He didn't quite think anyone from Taidra even knew he existed, since he was raised on a farm and had never been to the capital. Moreover, he wasn't sure how the messenger found him - for one, he was under the identity of Lokust the Red, not Zabasaz Volgarius, and since Lokust the Red technically didn't exist in Taidra, how would they have found him? Either they had caught wind of his rising reputation in the underground fighting culture of Haven, or they had tracked him through Viron, which seemed more viable if the messenger wasn't from Taidra, but he was. To top it all off, Lokust wasn't even in Haven when the messenger tracked him down, he was in an outlying nomad encampment in the prairies west of the great city!
Truly these Taidran folks were not to be underestimated, and so he thought it wise to see what they wanted if they were going to such lengths to locate him. With the maps and letters rolled up and contained in his bracer cylinders, he journeyed to Haven to gather provisions, make his prayers, and of course...
"Viron, I want to go alone."
"What," Viron inquired, as if he could not have possibly heard such a thing. He and his brother had never parted ways, even if it was inconvenient for him just about every time to follow Lokust's reckless trail of woe and conflict.
"To Rukka. I want to go alone. I've pulled you away from a possible living and a possible family too many times, brother. You stay in Haven and become somebody, do something with your life. We'll see each other again, I promise. But I can't drag you along and bring you down anymore. So please, stay here and hold down a fort or something."
"I don't know about that," Viron rebutted, but it was clear Lokust would have none of it. He was stubborn as a mule, and about as short-tempered and strong, so there was no point in resisting when all it would do is cause a minor slow down.
"Alright, brother, I understand." Viron lowered his head. He was happy that he could maintain a lifestyle, sad that they were to part ways, but impressed - impressed that his brother had made a choice that took such strength and passion. "I'll go with you into the Temple."
And there it was, the Great Zathryn Temple in all its enrapturing glory. A gigantic structure of marble and granite adorned with jewels and brilliant engravings, murals depicting all sorts of Zathryn legends centered around the Mother Goddess, Vyra. The structure was so large, it seemed as if it could simply have been the temple of giants, but no, it was filled with all manner of mortal men seeking salvation, guidance, or simply just a sign of the Light. Lokust and Viron stared with awe - they had seen it this close before, but never had sought its mercy and charity.
A couple of Holy men passed, wishing the two of them a blessed lifetime, to which Viron gave thanks, but Lokust seemed preoccupied by the sight of the temple itself.
Having ascended the first set of stairs, they began to ascend the second, into the inner public sanctum where the monument of the Gods and Goddesses were displayed and their prayers could be directed, with the Mother Goddess presiding the tallest above the rest.
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