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#Post#: 59--------------------------------------------------
RP Profile (Update): Raven Sparrow
By: Coolcat207 Date: February 17, 2019, 9:31 pm
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"This is the day you will always remember as the day you almost
caught Captain Raven Sparrow."
"Wherever we want to go, we go... that's what a ship is, you
know."
"Why fight when you can negotiate?"
"I'm only going to say this once. Leave or die. My crew are not
on the menu."
~Raven to the Greek monster Scylla when it tries to eat her crew
but fails thanks to Raven's interference.
"Calypso, please forgive me... for I'm about to do something
very stupid."
"Okay yes, I know both names means bird but Raven is a nickname
a dear friend of mine gave me when we were young so I rolled
with it."
"You bastard! What the hell did you do to me?!"
~Raven to Davy Jones when she realized that her heart isn't in
her chest anymore.
During an escape attempt underwater by using a boat to give Nami
some air and Raven using the water to help them bot go through
undetected.
Nami: This is either madness or brilliance.
Raven: It's amazing how often those two things work well
together.
"I'm the daughter of the Sea God himself. I'm even like the old
man myself honestly. Strong and powerful but kind and gentle.
But, I can be ruthless and scary if pissed off. And trust me,
you do NOT want to p*ss me off."
"Everyone saw that right? Because I am so not doing that crazy
sh*t again!"
~Raven after she miraculously pulled a crazy stunt and survived.
"Drink up me hearties yo ho..."
~Raven sang as she starts sailing.
Raven: I had my fair shares of slaying man eating monsters from
time to time, but I'm not that powerful, Arthur.
Aquaman: Not that powerful, huh? Could've fooled me. You're the
daughter of the Earth shaker himself, kiddo. You don't know your
own strength.
"I love the people at the kingdom. The soldiers and the servants
along with the citizens such as the cyclops. But I love sailing.
Feeling the wind brush my hair, the sun shining my face, the sea
roiling under the ship. It's in my blood. My mother was a
pirate. I followed the pirate tradition. It's crazy and
dangerous. But I love it. It's my passion."
~Raven to her half brother Nereus when he asked why she chose to
become a pirate than taking her father's throne.
"I'm only searching for the Trident in order to help my brother,
Nereus. That is it. That weapon is better off with him than any
other assh*le in this world, especially pirates such as me and
Maria."
During one of their insane fights, Maria tries to kill Raven by
punching through her chest. To everyone's surprise, Raven is
still standing and Maria didn't feel a heart.
Maria: Nothing in your chest? So you removed your heart... Or...
Someone else removed it? Well... Sounds like you and I aren't so
different after all... Except your case is more literal than
mine...
Raven: What happened to my heart is none of your damn
business... But you must be crazier than I am if you think I'm
anything like you. I'm still the same person. And I don't intend
on changing anytime soon.
Raven: Gods! Who's stupid ass idea was this?!
Heidi: Yours, dumbass!
Raven: Oh! Well at least it worked!
Heidi: I was almost cleaved in half!
Raven: But did you die?
Heidi: makes a "I'm gonna hurt this b*tch" look
During a discussion with Zoro and Nami on Raven's recent no
heart condition
Zoro: So... You get stabbed in the chest and you won't die
right? That's a pretty big advantage in a fight.
Raven: It is. Serpent breath has her advantages. I have mine.
Nami: But does your blood still flows? How does that work
exactly? Shouldn't your blood flow stop completely without
anything to pump it? And what happens to the cavity, does it
fill up with blood?
Raven: The less I think about it, the better. Especially since I
REALLY don't want to think back to that nightmare.
Raven: As much as I want to gag myself for saying this...
Captain Blackbeard is right. We're gonna have to fight back.
Anwar: You always run away from a fight!
Raven: I have not!
Anwar: You have so!
Raven: Have not!
Anwar: You have so!
Raven: Have not!
Anwar: You have so, and you know it!
Raven: Have not, slander and bullshit! I have only ever embraced
the oldest and noblest of pirate traditions. I submit here and
now, that is what we all must do- we must fight... to run away.
Jason: Aye!
Yeji: Yes, Captain, yes!
Namiko: face palms self We are all going to die.
Peísma Quotes:
"Don't waste my time."
"Was that suppose to hurt me?"
"Am I suppose to be impressed?"
"You're suppose to be strong. Don't disappoint me."
"Let's get this over with."
"Peísma means stubbornness in Greek. It also means spite or
tenacity. Either way, it's a pretty fitting name consider how I
was 'born'."
"Raven isn't here anymore. I'm in charge now! And unfortunately
for you, this is where you'll die a painful death!"
~Peísma to a powerful enemy who hurt Raven to the point of near
death that Peísma has to come out.
"Like it or not, I'm a part of you, Jacqueline! I'm the
manifestation of your strongest negative emotions from mum's
death to the torture Jones' mad scientist put us through. And in
order to survive and protect those we care about, you're going
to have to accept that and work together with me."
~Peísma to Raven during one of their conversations in Raven's
mind
Name:
Jacqueline "Raven" Sparrow
Other Names:
Captain Sparrow
Child of the Seven Seas
Little Bird
Heartless B*tch
The Heartless One
The Girl with No Heart
Princess
The Heartless Pirate
Seaweed Brain
Ravey/Rave
Age:
Unknown
Physical Age:
Between 22-27 years old
Gender:
Female
Species:
Demigod
Family:
Mother: Mary Sparrow (Deceased; Burned Alive when Raven was
seven years old)
Father: Poseidon (Deceased; Killed during the Second Titan War)
Stepmother: Amphitrite (MIA Greek Sea Goddess)
Stepmother: Mami Wata
Stepsister: Tinashe Hughes
Half Brother: Theseus (Deceased)
Half Brother: Polyphemus (Deceased)
Half Brother: Orion (MIA and presumed dead)
Half Brother: Belus (Married into the Mesopotamian Pantheon as
Ba'al)
Half Brother: Agenor (MIA and presumed dead)
Half Brother: Neleus (Deceased)
Half Brother: Atlas (MIA and presumed dead)
Half Brother: Nereus
Half Brother: Triton (@Raven Tepes)
Other Family:
Husband: Terry Bogard (@Raven Tepes)
Daughter: Amelia Bogard
Father in Law: Magni
Grandfather in Law: Thor
Birth Pantheon:
Greek
Married Pantheon:
Norse
Nationality:
Greek-British
Appearance:
Height: 5'10
Weight: unknown
Built: slender but athletic
Skin color: fair
Hair color: oak brown
Hair type: long and straight
Eye color: blue green
General clothing: She usually wears pirate clothes when she's
traveling on her ship or to a supernatural world. In the mortal
world or in hiding, she wears a black shirt with a pirate symbol
on it and dark grey pants along with brown leather boots that
she made out of Scylla's hide. She only wears her pirate clothes
if she's in the supernatural world. Her assassin clothes are as
black as her ship with red designs.
Features: She has a Calyso tattoo on her lower left arm. She
also has a huge surgical scar on her chest which doesn't contain
a heart thanks to Davy Jones' surgeon.
Powers:
Demigod Physiology:
~The user can gain the powers and traits of Demigods,
mythological beings with partial, or lesser divine status.
Due to being the daughter of Poseidon, Raven is one of the most
powerful and dangerous demigods in the world.
Immortality:
~The power to never age and recover from almost any injury.
Immortality Type: *Self-Resurrection:* Completely heal fatal
injuries and resurrect upon death if body isn't entirely
destroyed. Cannot age once reaching a certain point. Immune to
diseases, toxins and drugs. Even if her head is cut off, Raven's
body will just grow a new one and resurrect her.
Weaknesses:
~Time-manipulating powers can erase the user's existence, as
opposed to biologically killing them. Immortality power may be
removed, rendering the user mortal once again.
Water Manipulation:
~User can create, shape and manipulate water, inorganic compound
with liquid, gas (steam, water vapour), and solid (ice) states,
including changing them from one state to other.
White Water Manipulation:
~User can create, shape and manipulate mystical water of a pure,
benevolent nature, which ignore most of the limitations and
weaknesses of the normal water. This water is manifestation of
the life-giving and sustaining aspect of the water.
Holy Water Manipulation:
~The user can create, shape and manipulate holy water that's
highly effective against the supernatural, such as demons and/or
angels. The effectiveness, in question, can range from trapping
and/or immobilizing to outright banishing or killing
supernatural threats. Furthermore, it may have other properties
and abilities, such as healing, Resurrection, summoning angels
and/or spirits of the deceased from Heaven to the material
plane.
Water Generation:
~User is able to generate water.
Healing Water:
~The user can heal themselves or others by using water by
absorbing water molecules and transfer medicament into the body
at a molecular level, or having water molecules to repair and
regenerate damaged cells and molecules.
Water Mimicry:
~User is made up of or can transform their body completely into
water or other liquid substance. Users' transformed forms can be
either anatomically identical to their normal forms, aside from
being made of water, in which case they contain all organs and
are somewhat vulnerable to attacks, or users can transform into
homogenous matter, without any part of their form being more
important than the other.
Hydrokinetic Intangibility:
~The user transforms into water to achieve a form of
intangibility, allowing attacks to either pass right through
them or be harmlessly absorbed into their bodies, as well as
phase through solid objects that aren't water-proof.
Speed Swimming:
~The user can swim at incredible speeds, unrestricted by water
resistance.
Containment Immunity:
~The user is immune to some, if not all, known poisons, toxins,
venoms, viruses, bacteria, allergen, etc.
Disease Immunity:
~The user's immunity, digestive, and other organ systems are
enhanced or evolved far beyond that of a normal human's. They
are completely immune to every form of disease brought on by
bacteria, viruses, or even parasites.
Ocean Manipulation:
~User can create, shape and manipulate the oceans and seas and
everything in them, including all the aspects of the oceans,
from the purely physical ones and also mythical/conceptual ones.
Ocean Embodiment:
~The user embodies and personifies the ocean, which allows them
limitless control over the ocean and everything connected to
it.The User can create tidal waves, sink islands, create water
spouts and hurricanes, etc.
Ocean Lordship:
~The user has authority and control over the ocean, a place
where sea monsters and even prisoners stay. The user can control
the sea and storms as they see fit.
Flood Creation:
~The user can create flood: an overflow of water that submerges
land which is usually dry. Floods Directive defines a flood as a
covering by water of land not normally covered by water. The
primary effects of flooding include loss of life, damage to
buildings and other structures, including bridges, sewerage
systems, roadways, and canals.
Water Walking:
~The user can walk or run on the surface of water by literally
defying the surface tension and can move across the surface of
water as easily as they would be able to move on land
Viscosity Manipulation:
~The user can manipulate viscosity: the resistance of fluids to
a change shape, influencing spraying, injection molding, and
surface coating. In everyday terms (and for fluids only),
viscosity is "thickness" or "internal friction", thus, water is
"thin", having a lower viscosity, while honey is "thick", having
a higher viscosity. Put simply, the less viscous the fluid is,
the greater its ease of movement (fluidity).
The user could make water thicker, making it harder for sea-life
to survive or have honey pour out like water by making it
thinner.
Water Aura:
~The user can release and surround themselves in/with water for
defensive and/or offensive purposes, possibly becoming almost
untouchable and granting them various abilities/attacks. The
aura may also give the user enhanced physical capabilities such
as speed, strength and durability.
Water Empowerment:
~Users become stronger, faster, more durable, etc. when they
come in contact with water, possibly unlocking abilities related
to the affinity and enhancing the existing powers. Some users
may be able draw sustenance from the water or even slow or stop
aging.
Water Portal Creation:
~The user can create portals using water or other liquid
substances.
Aquatic Adaptation:
~User is able to survive and adapt to underwater environments,
being able to breathe water in lieu of, or along with, a gaseous
breathing medium, to swim well and to endure high water pressure
and extreme water temperatures. They are able to use their
senses to perceive normally regardless of the
distortion/pressure of the water, possibly including ignoring
various impurities that would otherwise reduce the visibility.
Aquatic Life Manipulation:
~The user can control marine life, from creatures that dwell in
shallow water, to the ones who dwell in the abyss. Users may use
this ability offensively or defensively depending on the
situation.
Aquatic Respiration:
~The user can breathe in both water and air and are capable of
staying underwater as long as they like and reemerge ready to
breathe oxygen again.
Evaporation:
~User can cause objects, including themselves and/or other
beings, atoms separate and lose cohesion, "evaporating" into the
surrounding environment. They can either fuse target back
together or sublimate target by fatally dispersing the
atoms/molecules into nothingness. During the process of
vaporization and fusing, target may move to a new location,
which is why this is often mistaken for teleportation.
Disaster Manipulation:
~User can create and manipulate all forms of natural disasters,
including avalanches, earthquakes, volcanic eruptions,
hydrological disasters, meteorological disasters, wildfires,
health disasters, space disasters, etc. Raven can make
hurricanes, tidal waves, tsunamis, etc.
Liquid Manipulation:
~User can create, shape and manipulate anything that is liquid,
the only state of matter with a definite volume but no fixed
shape. A liquid is made up of tiny vibrating particles of
matter, such as atoms and molecules, held together by
intermolecular bonds.
Like a gas, a liquid is able to flow and take the shape of a
container, but unlike a gas, a liquid does not disperse to fill
every space of a container, and maintains a fairly constant
density. Some liquids resist compression, while others can be
compressed. A distinctive property of the liquid state is
surface tension, leading to wetting phenomena.
Animal Manipulation (aquatic animals and horses only):
~The user can control animals, they can set stampedes onto
attackers, get animals to fetch things. Users may be able to
call forth hoards of rats or insects to wipe out a crop, or to
encourage bees to replant it.
Crustacean Manipulation:
~Users of this power can manipulate the kind of animal that is
known as crustaceans. Crustaceans include crabs, lobsters,
crayfish, shrimp, krill and barnacles. The user can make
crustaceans to do their bidding, or have them attack any nearby
opponents. They can also be used to gather information in some
way.
Ichthyoid Manipulation:
~The user of this ability can influence and control all forms of
fish and use them to do their bidding (help in a fight, save
someone, kill someone, etc). User could also call them from any
ocean in the world (for example, calling a great white shark in
the Atlantic ocean while being in the Indian ocean). User can
also understand or communicate with them, hence creating and
strengthening friendships.
Storm Manipulation:
~User can sense, create, shape and manipulate storms, including
strong wind, hail, thunder and/or lightning (a thunderstorm),
heavy precipitation (snowstorm, rainstorm), heavy freezing rain
(ice storm), strong winds (tropical cyclone, windstorm), or wind
transporting substance through the atmosphere as in a dust
storm, blizzard, sandstorm, etc.
Water Form Manipulation:
~The user can manipulate water in every form possible, the basic
three being liquid, solid and gas, as well as transform it from
one phase to another. More powerful users can convert water into
the fourth phase, plasma.
The user can also manipulate every property of water, such as
viscosity and density of water, changing liquid into thick and
adhesive or thin as oil, or condensing vapor particles and
liquid enough to be tangible to the point of solid and hardened.
Because blood cells is 55% blood plasma, which in turn is up to
95% water, advanced user can control blood via that water
content, controlling the target by it, and even crystallize or
evaporate it. This would take delicate control, as the blood
plasma does contain other components.
Similar to its counterpart, Fire Manipulation, water molecules
is a medium for heat exchange in both its high heat capacity and
coolant, thus allowing the user to manipulate external thermal
energy, and therefore the surrounding area's temperature.
Wetland Manipulation:
~User can create, shape and manipulate the wetlands, marshes,
swamps, fens and bogs, and everything in them, including all the
aspects of the wetlands, from the purely physical ones and also
mythical/conceptual ones. Wetlands are among the planets most
animal and plant rich environments, with extensive natural
riches and mythology surrounding them.
Fear Masking:
~The user is capable of suppressing their fear and drawing upon
superhuman reserves of courage and/or fearlessness allowing them
to act/react normally in dangerous situations like combat,
rescue operations, etc.
Strong Soul:
~User has a strong soul that is equivalent to the power of many
souls which comes in handy in situations that tests one's
spiritual fortitude and grants spiritual abilities. The user's
soul is unable to be bound by anything and lives free without
any need of dependence. It is also strengthened by the user's
desire to get what they want, no matter the cost.
Omnilingualism:
~User can speak, write, understand and communicate in any
language including computer codes, languages they have never
been heard before, sign language (even lip-reading), illegible
words, and backwards speech and writing with little or no
training. User may even communicate with animals or read body
language. This ability works by any one or more of three
faculties.
Earthquake Generation:
~The user can create earthquakes at will.
Equestrian Empathy:
~The user can sense and/or understand the emotions of equine
beings (Horses, Donkeys, Zebras, Mules, Unicorns, Pegasi and
Hippocampi and others) and vice versa.
Hydro-Telekinesis:
~The ability to make use of one's hydrokinetic abilities to
encapsulate and/or surround an object, person or animal inside
to be capable of using telekinesis. Allowing the user to
manipulate the object afterwards yet still in the use of
hydrokinesis not telekinesis.
Hence, this power doesn't show Telekinesis but the user uses
water to be capable of telekinesis.
Authority:
~User has the power to have and give authority to rule, enforce
orders, enforce laws and make any decisions the users will
giving them total control over users dominion. Ex: If users had
Ocean Lordship they can also give someone the authority over
Water Manipulation and can give another being the authority over
supernatural abilities at a low levels, like Poseidon and his
son Percy Jackson (Percy Jackson series).
Raven use that power to command not only the people of the Sea
but also her crew as well.
Hydroportation:
~The user can teleport via water, merging into a body of water
of any size and appearing anywhere else from the same element.
Ice Manipulation:
~User can create, shape and manipulate ice, water frozen into a
solid state and appears naturally in forms of snow, hail,
icicles, ice spikes and candles, glaciers, pack ice, frost, and
polar ice caps, and cold by reducing the kinetic energy of atoms
and thus making things colder, for various effects and
combinations.
Cold Energy Manipulation:
~The user can manipulate extremely cold energy capable of
freezing anything it comes into contact with. This energy can be
composed of an extremely cold gas such as air, or a magical
energy.
Ice Generation:
~The user can generate and project ice.
Ice Aura:
~The user can release and surround themselves in/with ice/cold
for defensive and/or offensive purposes, possibly becoming
almost untouchable and granting them various abilities/attacks.
The aura may also give the user enhanced physical capabilities
such as speed, strength and durability.
Ice Mimicry:
~User is made up of or can transform their body completely into
ice. Users transformed form can be either anatomically identical
to their normal form, aside of being made of ice, in which case
it contains all to organs and is somewhat vulnerable to attacks.
Alternately user can transform into homogenous matter, without
any part of their form being more important than the other.
Cold Immunity:
~User is immune to cold, being completely invulnerable to direct
and indirect effects.
Freezing:
~The user can reduce the kinetic energy of atoms meaning they
effectively make things colder, ranging from slightly chilly
levels to absolute zero.
Absolute Zero Inducement:
~The user can reduce thermodynamic temperature of their
surroundings to absolute zero (-459.67°F or -273.15°C), a
physically impossible-to-reach state by normal means. Heat is
generated via atomic motions, and even at extremely low
temperatures, they continue to transfer energy; only when atoms
completely stop moving is "absolute zero" achieved. While
lowering the temperature by slowing molecular and atomic motion
is the basics of freezing, to completely stop it is to
completely bypass the Laws of Thermodynamics.
At such extreme temperatures, events which do not normally occur
in nature begin to happen, such as superconductivity as well as
breakdowns at the atomic level. Without atomic motion, the
frozen object loses all electrical resistances and atomic
cohesion, shattering at atomic level under the weight of its own
mass. Since this affects matter at an atomic scale, it will
destroy any physical target it makes contact with, regardless of
their conventional durability.
Ice Absorption:
~User can absorb ice, while removing it from the source, into
their body and use it in various ways, gaining some form of
advantage, either by enhancing themselves, gaining the drained
power, using it as power source etc., either temporarily or
permanently.
Ice Augmentation:
~The user has the power to increase the amounts of ice or powers
related to ice.
Cold Empowerment:
~User becomes stronger, faster, more durable, etc. when they
come in contact with cold, possibly unlocking abilities related
to the cold and enhancing their existing powers. Some users may
be able draw sustenance from the cold or even slow or stop
aging.
Pure Ice Manipulation:
~User can create, shape and manipulate ice of beneficial nature;
that which strengthens, enhances and causes anything/everything
to flourish it comes across, representing the sustaining and
preserving side of ice, which in turn ignores most of the common
limitations and weaknesses of its normal elemental variety. In
essence, this is about solely controlling the positive powers of
ice.
Frostbite:
~The user can freeze up any part of an entity's body where one
can turn the tissues and flesh into solid ice making the victim
shatter into pieces due to freeze drying, or cause a swelling
making it hard to move for the victim.
Cyro-Phasing:
~The user combines intangibility and ice powers to freeze the
objects they pass through.
Ice Cutting:
~The user can project ice in a way that allows them to cut
through matter from a distance. Although this attack does
usually slashing damage, some users are able to focus it into
single piercing stab like immaterial bullet.
Dry Ice Manipulation:
~User can create, shape and manipulate dry ice (also "cardice"
or "card ice"), the solid form of carbon dioxide, it is
colorless, with a sour zesty odor, non-flammable, and slightly
acidic.
Cryogenic Blood:
~The user's blood is freezing cold rendering them invisible to
all thermal cameras and causing their blood to freeze anything
it comes in contact with.
Electricity Manipulation:
~User can create, shape and manipulate electricity, a form of
energy resulting from the movement of charged particles (such as
electrons or protons), allowing control over electric fields,
all charge carriers (Ions, Electrons, Protons, and Positrons),
electronics, and electromagnetic forces.
Hydro-Electrokinesis:
~Thanks to her older brother Nereus, Raven can manipulate, shape
and create electrified water or both simultaneously.
Blood Pressure Manipulation:
~The user has complete control over the blood flow of oneself
and others, allowing them to enhance their own strength and
speed via increased oxygen and nutrient transferral. They can
increase or decrease the blood pressure, induce heart attacks in
other creatures by blocking the flow of blood to the heart or
reverse the flow of blood, causing body function to fail and the
victim to die.
Heartlessness:
~User has literally no heart, being able to live without the
cardiovascular organ in their bodies. This may also affect the
user in a conceptual way of "heartlessness" as well; becoming
callous and/or sociopathic.
Merfolk Physiology:
~User with this ability either is or can transform into a
merfolk (male or female), with the upper body of a humanoid and
the lower body (in taur-style) of either that of a fish or
cetacean. Some are able to transform completely into humanoid
form to move on land and some can split their tail into legs.
Others have to find other ways to move while on land.
Merfolk are sometimes depicted as perilous creatures associated
with floods, storms, shipwrecks, and drowning. In other folk
traditions (or sometimes within the same tradition), they can be
benevolent, bestowing boons, teaching or even falling in love
with humans.
Applications
Aquatic Adaptation
Enhanced Bite
Enhanced Durability
Enhanced Endurance
Enhanced Senses
Electroreception
Enhanced Hearing
Enhanced Smell
Enhanced Vision
Water Sense
Enhanced Strength
Feral Mind
Night Vision
Siren Song
Predator Instinct
Rough Armor
Speed Swimming
Partial Hollowfication Base Abilities:
Partial Hollow Base Ability: Amplified Corrupted Hollow Spirit
Nature:
~For humans or other mortals with hollow power, the first thing
to note when they gain hollow abilities is that they gain a
corrupted spirit nature. While they retain their normal soul,
their spirit becomes a type of corrupted spirit. In this nature,
they gain the spirit corruption of a hollow, though their own
spirit doesn't completely change since they are technically
still in control. This nature becomes a permanent change in
their spirit, where their hollow powers will manifest thanks to
this corrupted nature. This is something like a trigger for
humans or mortals gaining their abilities (As long as they're
not turned into a full hollow). For mortals, they will learn how
to use this nature in a few ways. This nature is what grants
their hollow abilities, and the corrupted nature of their spirit
is often where their inner hollows can be found. Depending on
the training path that one chooses, there are two ways to
control one's inner hollow. The first is for one to conquer
their hollow and acknowledge the parts of them that they hide
(as inner hollows often take the form of the suppressed feelings
and emotions one has). The stronger the suppressed emotions and
feelings, the stronger the inner hollow becomes. This first
option is the best for those that want to maintain complete
control of themselves. The second option is to ally with the
inner hollow, where some users don't conquer, but instead will
share their mind with the inner hollow in exchange for the two
working together to survive. For the most part, this corrupted
nature grants all of the hollow abilities, and this nature is
usually able to be sensed by others unless one knows how to
suppress this hollow nature (which many do learn to suppress
their corrupted natures). However, with any strength comes
weaknesses as well. For those with hollow power, their spirit
becomes more vulnerable to spirit purification in the form of
purifying spirit energy and purifying darkness. It is worth
noting that if a death wraith gains hollow power, they will lose
the ability to use purifying darkness, as using it would damage
their corrupted nature (or purify the hollow out completely if
one used it strongly enough). For mortals with hollow power,
there is a higher risk of them turning into complete hollows at
some point, usually happening if they die, or happening if they
accidentally tap too deep into their hollow power. And of
course, mortals still retain their normal weaknesses (depending
on the race).
Partial Hollow Base Ability: Corrupted Corrosive Spirit Energy
Manipulation:
~Just as their spirit becomes a permanent corrupted nature, as
does mortal's soul energy after hollow corruption. However,
their spirit energy becomes a corrupted spirit energy when they
gain hollow natures. Thanks to this, their spirit energy can
still be used as normal, but does corrupted spirit energy damage
to opponents when used. For example, some partial hollows may
still learn things like using spirit user abilities, but the
arts would also have a corrupted energy affect on others. Not
only is this spirit energy corrupted in nature, but this can
also poison those that eat souls, including being able to damage
other hollows that devour souls. This also works on those that
absorb soul energy, where the corrupted spirit energy does
internal damage to any spirit energy absorber who tries to
absorb this energy, unless they have a skill that literally lets
them resist corrupted spirit energy (which rare hollows may
have). And not only do mortals with hollow power also have
stronger spirit, but they also gain the corrosive spirit energy
of a true hollow, due to them being much closer to hollows than
any other race (including vizoreds). This means that partial
hollow power users often are able to corrode objects and use
their spirit energy almost like acid. Due to the hollow spirit
granting this amplified nature, it is not uncommon to see
mortals become much stronger when they gain hollow power (though
how they use it depends on how they decide to train it). It is
common for those with hollow power to have enhanced spirit
pressure coming from them. Partial hollows have the strongest
spirit energy out of any of the other races that gain hollow
powers, even being above vizoreds in the raw twisted spirit
power they can attain. Of course, as one might expect, this
spirit energy is still countered like normal spirit energy, as
long as someone doesn't try to counter it by absorbing it, and a
partial hollow's corrosive spirit presence can still be defended
against with other energy type defenses just like a normal
hollow's corrosive spirit power.
Partial Hollow Ability: Hollow Enhanced Spiritual Pressure:
~When using hollow power, the hollow power is manifested as
spirit pressure, exerted on the spirit energy of the world
around them. For stronger partial hollows, their spirit pressure
is strong enough that it can release intense gravity on others
(if their spirit energy is strong, but this requires a very
strong spiritual presence only present in those with more raw
spirit power). For partial hollows, if they use their hollow
power, they will sense as twisted spirits. For example, one
arrancar that sensed a soul reaper vizored fighting another
arrancar noticed that it didn't feel human or soul reaper, but
instead felt more like the person was just like an arrancar in
how their spirit energy sensed (Which also fits how a partial
hollow would sense to others as well). Other beings can usually
sense this twisted presence when the hollow power is used. If a
conquered partial hollow uses their hollow power, this power is
used in a more instinctual manner than vizoreds use their hollow
power unlike vizoreds who have to consciously call on a hollow
mask to use their hollow power (more later). Conquered vizoreds
have their hollow natures always active, and are able to be
called on passively whenever needed. For combined partial
hollows, the inner hollow instead keep their spirits separate
from the host, and switch over when the hollow is left in
control. When doing this, the hollow's spirit energy and twisted
spirit pressure can be sensed just as one would expect, where
the hollow's twisted spirit pressure becomes what others will
sense as long as the hollow is in control. Whether one is a
conquered or combined partial hollow, both presences will sense
pretty much the same, as both methods produce a very similar
manifestation of hollow energy. As such, this spirit pressure
can be sensed from any partial hollow when they use hollow power
(though conquered partial hollows have passive hollow natures
all the time, whereas combined partial hollows only use hollow
power when they switch to their hollow personality), and this
pressure can be sensed by those with spirit senses. For the most
part, this only really covers how a partial hollow's aura senses
to others, and doesn't really have much in terms of battle
abilities, other than strong enough spirit pressure can create
intense gravity in an area when a strong enough presence exerts
itself on an area. However, this can be resisted with force of
will, or by others with spirit powers similar in level to the
pressure being exerted (user doesn't have to be a corrupted
spirit to counter this).
Combined Partial Hollow Ability Base Ability: Hollow Dual
Spirit:
~Unlike conquered partial hollows who just passively use their
power, combined partial hollows don't have to physically use
their power except allow their hollow to take control of the
host's body. In this method, the partial hollow takes control of
the body. Unlike combined vizoreds, the soul ends up with the
hollow in control of the hollowfied part of the soul while the
host takes control of the non-hollowfied part of the soul. The
biggest advantage that this has over a conquered partial hollow
is that the host and the hollow's power remains separated, and
there is far less risk of the hollow taking over the body or the
host irreversibly becoming a hollow if they die or become
corrupted enough during a life or death situation. As mentioned
before, hollows are very instinctive, and great at accessing
their abilities without needing training. The most useful aspect
of this though is the separation of host and hollow power, where
the two personalities focus on their own power and train up
their power. This grants them not only a way for each
personality to fight in their own way, but grants more variety
to the partial hollow in general because the host and the hollow
having different skillsets and having slightly different senses
to their soul can make certain situations easier since the
partial hollows that use this are usually more versatile in
handling situations (changing personalities depending on which
one is best for the situation they are in). Another thing to
note is that the spirit changes depending on who is in control,
in which their presence is reflected by what power is in
control. When the partial hollow is in control, the spirit
energy will come off twisted like that of a hollow, and some
partial hollows will manifest hollow masks and their eyes will
change to reflect their hollow self in control. When the host is
in control, the host will be normal and no hollow power will be
manifested. However, this brings out the downside to this power:
Users have to divide their power between the hollow and host,
which, while there is a power amplifiication that happens due to
the power of the hollow power amplification, the two individual
personalities usually aren't as strong as conquered partial
hollows (since they are able to use their power and hollow power
and don't have to choose between the two like combined partial
hollows do).
Peísma is the embodiment of Raven's hollow powers. As such, she
is the one that most of the time controls Raven's hollow powers.
Raven controls the demigod power portion of their power, while
Peísma controls the hollow power. The two have their own unique
abilities and fighting powers.
Unique Hollowfication Power: Scatter Shard (Raven Version):
~This is Raven's unique hollow power. This technique runs
Raven's spirit energy in the air, creating shards of hard,
sharpened spirit energy to fire in a flurry of spears. These
spear-like projectiles are fired in a wave at opponents, and can
do extreme slicing damage. These spears, while small, are strong
enough to pierce through solid steel with ease, as the shards
are sharpened heavily with intense spirit energy, and waves of
these can level a mountain with enough power being put in. Raven
and Peísma have their own versions of this, with Raven's being
able to have her spirit energy freeze whatever the spears touch
when they slice through, doing ice damage. Raven can also do
this with positive spirit energy, creating a holy effect when
using this technique. This technique can also be fused with her
armament haki to increase the cutting power and damaging power
of these spears.
Unique Hollowfication Power: Scatter Wave (Peísma Version):
~This is Peísma's unique hollow power, a variation of Raven's
power. Peísma's version of this power is mostly the same.
However, Peísma's scatter power is more of a wave, as it creates
an almost tornado like circle in front of her, creating the
spears in the circle and firing them at an opponent. They are
still sharpened heavily by spirit energy, but instead of
freezing opponents, Peísma's intense spirit energy can poison
opponents with corrupted energy if Peísma adds the corrupted
spirit energy effect to her attack. The spears fired poison the
opponent, and can damage the spirit of opponents, slightly
weakening their spirit power. Just like Raven, Peísma can fuse
armament haki to this to increase the cutting power and damaging
power of the spears. Her spears are smaller and more compact,
but have much greater numbers than Raven's variation.
Partial Hollow Ability: Negative Emotion Hollow Power
Amplification:
~Since partial hollows are closer to normal hollows than most
beings with hollow power, partial hollows unique abilities
include an ability to amplify themselves using negative
emotions. This doesn't just apply to their unique abilities, but
also to their hollow power in general. Because hollows are
created through negative emotions and corruption, hollows gain
strength from those negative emotions. As such, partial hollows
are able to feed on negative emotions in general in order to
utilize them to amplify their power. Typically, the power
amplification through this method temporarily increases the
power of the user, depending on how much negative emotions there
are. Unlike some beings, partial hollows are not limited in how
much negative emotions they can absorb, and can absorb negative
emotions as much as they need to. As such, the amplification for
hollows can grow to much higher levels than many other beings,
as hollows feed on the negative emotions (as well as souls). For
partial hollows, they gain the ability to absorb negative
emotions and use them to amplify their power. For some partial
hollows, some gain the ability to gain permanent enhancements if
they devour enough negative emotions. As such, this power is
most often used in combination with a partial hollow's
abilities. In utilizing this aspect, this allows partial hollows
to get stronger based on the state of the people around them,
and in battle, can prove very dangerous to opponents if the
opponents don't control the negative emotions being emitted (as
partial hollows can just feed on them and grow stronger). Some
partial hollows can even grow stronger on their own negative
emotions, using their own negative emotions to power their
abilities. This is most prevalent in unique abilities, where
some unique abilities may feed on specific abilities. However,
in order to use this, partial hollows do have to be within 20
feet of the source of whatever emotions they are feeding on, and
this doesn't actually hurt opponents for the hollows to absorb
the emotional energy as its released into the air. And if a
person controls the battlefield, such as getting all the people
away, they can usually control how much (or how little) the
partial hollow can absorb by getting rid of the sources the
partial hollow is feeding on the emotional energy of. This is
almost always temporary, and does wear off after a while if the
hollow doesn't keep absorbing emotional energy.
Hollow Ability: High Speed Regeneration:
~Those that know anything about hollows know just how dangerous
this power is. Hollows are known for regenerating their
injuries, in which they often regenerate using their spirit
power (usually in the form of a gelatinous white liquid that is
a physical manifestation of spirit energy). Hollows can
regenerate faster than most creatures can, and can even
regenerate limbs. This is a passive skill used by hollows, where
they are able to regenerate passively. However, if a hollow does
need to regenerate faster, they can focus on their regeneration
if they have a chance to concentrate and regenerate faster as a
result. This power is able to be used by almost any hollow
spirit, and even applies to creatures like vizoreds and
arrancars (though vizoreds and arrancars typically often lose
some of their regeneration ability since they usually aren't
fully hollow in nature). Typically, hollows are able to
regenerate any body part aside from being able to regenerate
their head and their vital organs. Hollows have been able to
regenerate limbs, regenerate some organs, and many can even
regenerate their hollow mask (as long as their brain isn't
destroyed). For the most part, hollows don't have special arts
for regeneration, but some do have special arts that take
advantage of their regeneration, such as Ulquiorra Cifer who had
the ability to show others what he had seen by removing his eye
and crushing it in the presence of allies (and would regenerate
it not too long later thanks to his high speed regeneration).
This power works much like normal regeneration except that this
power doesn't run on energy, but instead seems to work
instinctively. There is no limit to how much damage can be
repaired with this technique, as the regeneration will never run
out of energy. The only way the regeneration will stop working
is if a vital is destroyed (that cannot be fixed), or something
that negates the hollow's regeneration is used. While things
like varanium and carbonadium do work to stop a hollow's
regeneration, spirit purification and spirit destruction also
temporarily stop a hollow's regeneration, as those powers are
meant specifically to counter hollows. For partial hollows,
combined partial hollows can use this (though their hollow self
must be in control to use this), and conquered partial hollows
just use this in their base state (since thier base state is
similar to hollows). This works for partial hollows the same way
it does for hollows.
Hollow Ability: Cero Blast Manipulation:
~This is another trademark of hollows, in which they are able to
fire ceros at people. For those that don't know what ceros are,
hollows concentrate large amounts of spirit energy in the form
of beams that cause massive destruction. Similar to how ki users
focus their energy into beams, hollows also focus their spirit
energy into similar beams. Those that are caught in the beams
take severe energy damage, and some weaker opponents can even be
obliterated by stronger cero attacks. Hollows aren't just
limited to firing single giant beams though, as hollow kind has
developed a lot of cero arts (mostly through the arrancars
coming up with new cero skills). These arts could be creating a
slashing wave with a cero, or could simply be something like
firing a smaller, more compact cero. Not only are there many
arts, but higher level hollows can even learn to fire other
types of ceros, such as arrancars of a high level have learned
to fire special ceros like gran rey cero by mixing their blood
into their cero, or higher level arrancars have learned to fire
dark ceros called cero oscuras. And depending on the hollow or
person with hollow power, there may be other types of options as
well, such as a death wraith vizored may be able to fire a
special dark cero using their spirit energy that is shadow-based
in nature. Some may even develop other cero techniques based on
their own skillset if they have the ability to use hollow power
in conjunction with other skillsets (Such as the
Interdimensional Sabbat member Grimmjow Jaegerjaquez could fire
ceroes using his dark flames to create a massive dark flame cero
blast). These are focused through parts of the body, which can
be different depending on the hollow. For example, there are
many hollows that fire ceros from their mouths, but some do also
use their hands or fingers to fire ceros as well. Since each
hollow has some part of their body that they use to focus ceros,
they can be a bit predictable. Of course, these are countered
just like any other beam of energy, either by dodging or using
some form of energy to defend oneself (this can be defended
against just like any other energy beam attack). Partial hollows
that use ceros can do so like any other hollow, though those
that are combined partial hollows can only use ceros when their
hollow is in control while conquered hollows can use these
whenever they want.
Hollow Art: Garganta Realm Traversing:
~Hollows get around by using the Garganta to get from place to
place easily. For those that don't know what the Garganta is,
the Garganta is a black void that connects Hueco Mundo (The
hollow world) to the living world). For hollows, they are able
to use their spirit energy to distort space in order to open up
the Garganta so that they can travel through it. Once inside,
the hollow can travel anywhere from the living world to Hueco
Mundo. Some hollows have even learned to access the Dangai with
this (the realm connecting the realm of the living to the Soul
Society where the soul reapers are based). By releasing a bit of
spirit energy, a hollow is able to open the Garganta from
anywhere in the living world or in Hueco Mundo. When in this
realm, the hollow travels by creating paths with their spirit
energy, where they use the realm to go to where they want to go
thanks to this void being connected to almost any spot in the
living world or in Hueco Mundo. When in this realm, very few
people can get to the hollow, making it great for hiding in
during a dangerous situation. However, some more skilled hollows
can even utilize the Garganta to see areas using portals in the
Garganta to create images from a certain point in space (usually
used to spy on people they take interest in), or some can create
portals directly to where they want to go (connecting to places
in space using the Garganta without needing to traverse it). Any
hollow can instinctively access this realm, as well as
instinctively traverse it to go where they want to go. Part
hollows like vizoreds can also learn to use the Garganta to
travel around, though this takes some training and experimenting
to learn how to navigate when inside the Garganta. The only
danger of the Garganta is if a user's spirit energy gives out
and they cannot create footholds, in which case the user will
fall into the blackness and will either be lost in the Garganta
unable to return, or some have been spit out of the Garganta at
random places in space (the Garganta doesn't traverse time, but
can go through space to the point that some who have gotten lost
have even ended up in other universes). As such, this does
require a hollow to know where they want to go, and that they
have enough spirit energy to create the portal to where they
want to go (and create the foothold to walk on). If one wants to
learn to open portals from one place to another, this takes
training and experience, as it is an art even the most advanced
hollows have to learn through trial and error since it is not a
natural way of traversing the Garganta. Partial hollows can only
use this when using hollow power, and the same rules apply to
vizoreds that apply to hollows who use this. Most partial
hollows usually need training or a guide to help them navigate
the Garganta.
Hollow Ability: Hierro (Iron Skin):
~This technique is akin to abilities like spirit defense or
other similar defense skills that use energy to defend oneself.
In this art, a hollow's spirit energy strengthens their skin
considerably, where the hollow gains extremely tough skin as a
result of their spiritual power. This acts like armor on the
hollow, making it harder to damage them. As one might imagine,
this makes attacking a hollow much more difficult, as their
hierro can block weaker attacks with some even being able to
stop bladed weapons with a strong enough spirit energy. When it
comes to Hierro, the more spirit energy a hollow has, the
stronger their hierro is (Making the strength of the Hierro
usually proportional to the power of the hollow). However, some
hollows have specifically trained this skill, and honed it
through combat training (usually among higher level hollow
entities like arrancars and vizoreds). Typically, hollows with
less regeneration ability have stronger Hierro than those with
stronger regeneration, though there are certain exceptions to
this rule. Depending on the hollow, some can defend against
bladed weapons, and some can even resist bullets. Depending on
the strength of the Hierro, there are some hollows that have
skin similar to dragon skin in terms of strength. Typically, in
order to break this, an opponent must either hit the hollow with
stronger attacks, or they must focus their attacks to try and
pierce the Hierro more effectively (which can be effective for
those with more focused combat styles, as focus has proven very
effective against Hierro in the past). Hollows with this power
are dependent on the strength of their spirit energy, and while
stronger spirit energies will usually have stronger Hierros,
weaker spirit energies will have weaker Hierros as well. And
when a hollow gains Hierro, their regeneration abilities may
increase or decrease to adapt to the Hierro's hardness. Those
with stronger Hierro have less regeneration due to the fact that
the Hierro is harder to repair if damaged, but weaker Hierros
have stronger regeneration since they can use full regeneration
without any issues. For partial hollows, partial hollows also
have this skill, and the same rules apply to them as other
hollows (More spirit energy means stronger Hierro, and stronger
Hierro means less regeneration power). Conquered partial hollows
have this active passively all the time, but combined partial
hollows only use this power when the hollow is in control.
Hollow Ability: Hollow Spirit Sense: Pesquisa:
~This is a unique spirit sense that is specific to hollows. This
allows a hollow to release waves of spirit energy that can read
environments, specifically other sources of spirit energy around
them. This is often used in two major ways. The first is that a
user releases radiating pulses which react to spirit energy,
allowing them to get a general sense of their surroundings and
anyone or anything with spirit energy around them. In the world,
everything (even objects) have spirit energy, so this acts like
a sense for almost everything around the hollow. This is more of
a general sense, and done to allow one to get a sense of an area
more than trying to read an opponent. However, this does read a
person's spirit energy and allow a user to read how much spirit
energy one has, as well as sense what they are based on the
presence they give off (assuming they are not a creature that
has a suppressed presence). The second way of using this is far
more specific. Instead of focusing on an area, a hollow instead
uses this sense to focus in on one spirit in particular, in
which they tune their senses specifically to that spiritual
presence. Not only can they sense the person's presence to tell
what they are and how much spirit energy they have, but this
also allows a hollow to read his opponents to some degree, in
which some hollows can use this to predict opponents if they are
skilled enough with using Pesquisa. Unlike other hollow powers,
this power takes effort and time to learn, so hollows cannot
just instinctively become advanced users of this. Users that use
this may require time and concentration when starting out, and
even advanced users have to focus more in order to use it on a
specific person, which could leave them open to counterattack by
others that the hollow isn't focused on. Another thing to note
is that there are opponents who can outrun the Pesquisa effects,
as if the opponent is fast enough, the Pesquisa cannot keep
track of them, as shown by how some who use high speed movement
like Sonido or Flashstep being able to evade this sense. For
partial hollows, this is usable passively for conquered partial
hollows but only active in combined partial hollows when the
hollow is in control, but it is one that any partial hollow can
learn to use to some degree if they find someone who can teach
it to them.
Hollow Ability: Hollowfied Instinctual Combat:
~Unlike normal beings, hollows are much different in terms of
how they fight in combat than most normal beings. Hollows do not
train in the traditional sense, but instead improve through
focus and increased spiritual strength. Hollows are creatures of
instinct above anything, and their combat reflects this. Hollows
fight using combat instinct, which they possess very strong
instincts for combat as they are creatures of violence usually
born from negative emotions. Unlike other instinctual combat
styles, this style doesn't move a user on its own, but instead
just allows them to fight without thinking about their moves.
Hollow combat is more about brute power, speed and durability
than about technique. While some hollows do utilize combat
styles and attempt to further their combat training, their main
style is more about raw physical stats. Normally, this would be
a problem as instinctive combat normally wouldn't last against
experienced martial artists and other higher level combatants.
However, hollows utilize their style in a way that makes them
able to counter other styles, where they will react to other
styles and instinctively adjust their style. For example,
fighting someone who specializes in grapples or throws will
often find the hollow trying to stay behind them where the
opponent won't be able to grab them, or fighting someone who
focuses on striking moves will find a hollow may try to keep a
distance away from them and just fire ceros at them from a
distance. While special creatures like arrancars have special
combat styles they use in addition to this, this style is the
main combat style of hollows and requires very little training.
As the hollow gets stronger and gains strong spiritual energy,
their physical stats using this style grow and they are able to
use stronger physical stats. Because of how different this style
is, most opponents have to adapt to this style in order to fight
it, since it works so much differently from other combat styles.
And since this is instinctual, a hollow doesn't have to think
about the movements made, though sometimes thinking too much
might cause conflicts in this style. Soul reapers and death
wraiths have developed ways to counter this style (using their
own style), so they are typically the best people to learn how
to fight hollows from, though others can learn how to fight this
style. For partial hollows, many use this instinctively, and can
only use this like any hollow. Conquered partial hollows are
able to use it passively and don't have any time they aren't
able to use it, but combined partial hollows can only use this
when their hollow side is in control.
Hollow Ability: Hollow Combat Stepping Method: Sonido:
~There are two types of Sonido. It is not known whether the
Darkfire Sonido or the hollow's Sonido came first, as no one
knows when hollows developed Sonido (it is not known if
arrancars developed Sonido or if it was an instinctive combat
technique used in Hueco Mundo the arrancars adapted, which is
why no one knows what came first). However, what is known is
that this is a supernatural style combat method in movement, in
which users are able to move at high speeds, instinctively
moving at high speeds using a stepping method that hollow-kind
developed for their people to use in combat. This style of
movement uses supernatural movement styles in order to utilize
their speed to the utmost ability, with hollows using this by
focusing their spirit energy to amplify their movement. When
used, this is designed to allow users to move at high speeds,
covering distances between then or an opponent or even traveling
at high speeds when needed. This style produces an audible boom
or static when used, which led to it's name which literally
translates to "Sound Step." Advanced users of this style are
fast enough to leave afterimages, and some have even figured out
how to use certain steps in order to leave behind essence that
creates an almost solid afterimage. While not fully there, the
image has some substance to it in which a user can do damage
with this, or use it to fool opponents while they move behind
them. This style is extremely fast, and when in motion, the user
will often disappear from view because they move faster than the
eyes can track. For hollows, this goes along with their
instinctive combat style, where they will use this as the
stepping method to utilize their combat style. When in motion,
they are very hard to track, and masters of this skill are some
of the fastest hollows in Hueco Mundo (or in the living world if
they live in the living world). For the most part, hollows
instinctively use this, where they simply learn it from their
instinctive combat. This means that no training is really needed
to learn this. However, training does allow a hollow to get
better at using this stepping method. For partial hollows, many
use this instinctively as well as hollowfied combat, and can
only use this like any hollow. Conquered partial hollows are
able to use it passively and don't have any time they aren't
able to use it, but combined partial hollows can only use this
when their hollow side is in control.
Customized Cero Arts:
~Developed by Arrancars and Vasto Lorde, these cero arts are
different ways to use ceros among higher level hollows. After
the arrancars developed these arts, they started being used by
other hollows who started training in them. There are two main
aspects to the art of using these cero abilities. The first is
cero type, where the first step is choosing what kind of cero
one wants to fire. Most normal hollows, arrancars and other
hollow beings usually only learn normal ceros, but in rare
cases, there are other ways to utilize other ceros. For example,
higher level arrancars and vasto lorde developed the Gran Rey
Cero and the Cero Oscuras to be used among higher level hollows.
However, those like vizoreds and partial hollows can learn to
fire other ceros if they have the ability to combine other
powers with their ceros, such as Olympus universe Kindron
Darkfire (The Tartarus version) who could fire immense darkness
ceros using his aura's energy that became his own unique ceros,
and alternate Kindron Whitefire who learned to fire ceros of
positive energy (though he doesn't have hollow power, he
developed a positive equivalent of ceros to fire using his own
power). The second aspect of this power is what art one wants to
use. Thanks to the Arrancars having multiple arts, and a few
unique techniques that were adapted into Cero arts, the hollows
have had quite a few arts they've developed. There are many arts
that use ceros in different techniques, such as Cero Rayo that
fires smaller and more concentrated ceros like beams, or Cero
Metralleta that fires a collection of cero blasts in a large
volley. These arts can be combined with other cero types
depending on what the user wants to do, and those with hollow
power are able to learn how to utilize this. This is something
even partial hollows and vizoreds can learn to use (if they are
able to fire ceros). Of course, every ability comes with
weaknesses, so users have to be mindful of counters to the
skills. Most of these skills are energy based, and countering
energy can be done easily enough if one has energy that is
strong enough to counter the attacks.
Thanks to Lelouch, Raven developed a technique where she simply
mixes and matches techniques with types to create a slew of new
techniques using different types of ceros and different
techniques.
Dark/White Water Cero:
~A unique cero power. Raven is able to attack enemies with water
energy mix with her cero powers. She can also use the light or
dark variation of this abilities for certain enemies. Raven can
fire concentrated beams and balls to even make wave like attack
towards opponents.
Cero Type: Gran Rey Cero:
~This particular cero was designed by arrancars to be used among
higher level hollows and arrancars. This is a high level cero
that is far stronger than normal ceros. This cero is fired by
having a hollow fuse their blood into their cero, which the life
energy in the blood is used as a catalyst to amplify the cero
considerably. By doing this, a user can fire a cero with far
more raw power than normal ceros. In addition, this cero also
has much greater mass than normal ceros, making it harder to
dodge as well. This cero is used by higher level hollows,
arrancars and even some vizoreds and partial hollows, where they
can learn to utilize this if they learn to use the blood's
energy properly in amplifying the cero. The biggest reason to
use this cero is that it is far more powerful and harder to
dodge, so users would likely be able to use this in battle to
take out stronger opponents or even attack groups of enemies.
This cero is fired much like a normal cero, and depending how
much blood is put into the cero, one can modify it's strength
(more blood means more power). Users can even combine Gran Rey
with cero techniques depending on how they do it, such as how
Olympus universe Ichigo Kurosaki is able to fire Gran Rey cero
slashing waves alongside his Getsuga Tensho from his zanpakutos.
Users can learn to use this after they reach a certain level of
power, as the amplification can overwhelm some users if they are
not strong enough to handle the amplification. Aside from the
blood amplification, this is fired like a normal cero, and often
is the same color and shape as the user's normal cero (whatever
color and shape it normally is as it is different depending on
the user) with the exception that gran rey ceros are just much
stronger and a bit larger than normal ceros. For the most part,
dodging or blocking these ceros works the same way, in which
users can dodge or block the energy in the ceros as long as the
opponent takes into account the amplified energy used in this
technique. Otherwise, techniques similar in nature like ki beams
or spirit energy blasts work well to counter this.
Cero Art: Cero Bala:
~When ceros aren't fast enough to hit an opponent, arrancars
developed this art as a means to counter faster opponents. Cero
bala is a skill that allows a user to fire smaller, more compact
shots of cero energy. This skill is no longer a beam of energy,
but more like a condensed blast of cero energy that explodes on
impact. When fired, this cero is fired extremely fast, and can
be used to attempt to blast people with enhanced speed stats.
This was designed for speed over power, where a user can fire
slightly weaker shots much faster than normal ceros. However,
the ceros don't just travel faster, as a user can also fire them
in quick succession. Users of this technique can often fire one
after another extremely quickly. This cero is fired in the same
manner that a user fires normal ceros, so a user will fire them
just like normal ceros except that the ceros are fired in
smaller blasts rather than as a large beam of energy. More
advanced users of this are even able to fire one after another
in quick succession, usually as a means to try and blast
opponents quickly. When the blasts explode, the blasts explosion
of energy does kinetic energy damage, as a means to make up for
some of the lack of damage this attack causes (as power is lost
when using this technique). When used, these ceros also cost
less energy (since less energy is being used in the ceros) so
these ceros are also useful against weaker opponents instead of
wasting stronger ceros. For the most part, this is a pretty
basic cero technique, and one that many cero users can learn as
it only requires a simple change in focusing the energy for the
cero (in changing the quantity of energy and slight modification
of compacting energy). However, while these are extremely fast
and can be fired far more times than normal ceros, these ceros
are not as powerful as normal ceros, which is their biggest
weakness. Users usually compensate for this by firing them in
quick succession to try and hit people with multiple blasts, but
overall, the lack of damage by the blasts means opponents won't
take as much damage. And some faster opponents can still dodge
them despite how fast they are.
Cero Art: Cero Disparo:
~This technique fires blasts of ceros not too different from the
bala technique. However, instead of focusing on speed, the
blasts are more focused on being made more explosive in nature.
Like the Bala technique, this cero blast is more like a
condensed blast of cero energy that explodes on impact. When
fired, this cero is fired extremely fast (though not as fast as
the bala technique), and can be used to attempt to blast people
with enhanced speed stats. This was designed to be more
explosive, where a user can focus more on explosive power than
on speed or raw spiritual strength. In order to use this
technique, a cero user has to change the energy when creating
the cero blasts, using a change in energy form to essentially
condense and compress the energy to the point that when it hits
something, the blast explodes with immense force. The explosive
power is designed to blast opponents, so that when the blast
hits an opponent the blast can do far more damage on impact
through kinetic force rather than doing energy damage. This is
meant to overcome certain energy defenses, as kinetic energy can
still be somewhat useful against those with things like aura
defense. When using this technique, it is not fired as fast or
in as quick succession as the bala technique, but can be fired
quickly compared to normal ceros since the technique is designed
to create explosions. These blasts are fairly balanced in
strength and speed, and can be very useful when used properly.
Some advanced users can even create explosive ceros using
stronger ceros for unique effects, such as one who could fire
cero oscuras Disparo blasts that exploded in bursts of darkness
energy that could crush opponents caught in the explosion using
immense gravitational force. For the most part, this technique
is somewhat like the bala technique in terms of how to counter
it, where users counter the blast rather than a beam of energy.
Opponents mostly just have to counter the explosive kinetic
energy released from the blast, and if they can do that, then
this technique can be blocked. Opponents can also dodge this
attack if they are fast enough to dodge the attack.
Intermediate Cero Art: Cero Cornea:
~This technique is very similar in nature to the cero rayo, with
the exception that this technique is made for sneak attacks
rather than just normal attacks. Similar to cero rayo, this
technique focuses a cero that is focused into a much smaller
cero, where it is designed for piercing rather than for trying
to incinerate opponents. When used, this technique is always
fired from the eye, where a user focuses it like a laser from
their eye to fire at an opponent. When fired, the beam moves
depending on where the user's pupil is looking, and fires the
beam toward whatever the user is looking at. This technique is
extremely fast, and very powerful, in which this technique is
actually stronger than cero rayo. When fired, this blast can not
only pierce through objects and energy defenses, but this
technique is also strong enough to blast through and destroy
boulders when fired on. This technique is also very fast, where
users can fire with incredible speed to try and hit opponents
that have enhanced speed. Unlike the Cero Rayo, which is
designed for rapid succession firing, this technique takes
longer in between shots, where the user has to charge this for a
moment before they fire it. This means that this technique is
more of a one shot at a time type technique and not a technique
a user can just fire over and over again in rapid succession.
This technique was originally designed for surprise attacks,
where a user would use it on unsuspecting opponents who don't
know they can use this technique. When used, this technique is
meant to be used as a sneak attack, and is designed to be fired
with immense speed and strength to do maximum damage to an
opponent. When an opponent is hit with this, not only does it do
incredible damage as it passes through an opponent, it also
reverberates and causes internal damage like breaking of bones
and tearing of muscles due to the power of this technique. This
technique is more of a one shot attempt at doing fatal damage
rather than just firing beams of piercing energy, but this
technique can still be dodged just like cero rayo. And since the
energy charges in the eye, the direction the cero is fired is
dependent on where the user is looking.
Intermediate Cero Fuerza:
~This technique was designed by a vizored, and eventually this
technique was copied and a new technique was created. This
technique allows a cero user to combine physical attacks with
their ceros, such as the original user of this who would use
ceros in her kicks. Depending on how its used, this art can fire
waves of ceros from physical attacks, and is a very useful cero
technique for those that are close combat specialists or martial
artists. When used, this technique releases a cero based on an
attack, released as a wave that is fired toward opponents. When
used, a user needs only focus the cero to the part of the body
they want to attack with (such as focusing to the leg for a kick
or focusing to the arm for a punch). The user then does a kick
to create a cero wave and transfers their kinetic energy into
the wave. Once the physical attack creates the cero wave, the
attack is then fired at opponents using the kinetic energy of
the original attack. As an example, the original user of this
skill would do a kick upward, and when the kick traveled upward,
it would create a cero wave that would then fire at the opponent
when the opponent did the kick. When the cero hits, the kinetic
force of the attack is transferred through the cero on to of the
cero exploding, thus causing extra damage. This technique is
designed for doing physical damage to opponents, as it is a way
of transferring kinetic force of physical attacks similar to how
shockwave combat can. This technique can also be used to hit
opponents with a physical attack and then have the cero
reinforce their attack, such as a kick on a large target could
have the cero explode to reinforce the power of the kick. This
technique can be used with almost any physical attack, though
the strength of the attack determines how strong the cero wave
will be (meaning stronger physical attacks or faster physical
attacks relate to how strong or fast the cero will be). As one
might imagine, this technique can be dodged or blocked just
normal ceros, as long as one takes into account the physical
force of the wave.
Advanced Cero Art: Cero Raja:
~This technique is very similar to the cero fuerza in nature,
where a cero is used to transfer kinetic energy and fire a wave
using that kinetic energy. However, in the case of Cero Raja,
this is designed to create slashing waves that can be fired at
opponents. Unlike cero fuerza, this technique is usually used
alongside a weapon. Depending on how its used, this art can fire
waves of ceros from physical or weapon based attacks, and is a
very useful cero technique for those that are want to use their
weapons in combat. When used, this technique releases a cero
based on an attack, released as a wave that is fired toward
opponents. When used, a user needs only focus the cero to the
weapon they want to attack with (though advanced users might
create slashing waves using physical attacks instead of
weapons). The user then does a swipe with the weapon to create a
cero wave and transfers their kinetic energy into the wave. Once
the attack creates the cero wave, the attack is then fired at
opponents using the kinetic energy of the original attack. When
the cero hits, the kinetic force of the attack is transferred
through the cero on to of the cero exploding, thus causing extra
damage. This technique is designed for doing slashing damage to
opponents, as it is a way of transferring kinetic force of
weapon (usually swords) attacks similar to how shockwave combat
can. This technique can also be used to hit opponents with a
physical slashing attack and then have the cero reinforce their
attack, such as a slashing attack on a large target could have
the cero explode to reinforce the power of the weapon slash.
This technique can be used with almost any weapon attack
(including being able to combine with certain special weapon
energies/abilities), though the strength of the attack
determines how strong the cero wave will be (meaning stronger
attacks or faster attacks relate to how strong or fast the cero
will be). As one might imagine, this technique can be dodged or
blocked just normal ceros, as long as one takes into account the
physical and slashing force of the wave.
Advanced Cero Art: Cero Neo Metralleta (Rare High Level Art):
~This particular skill is a modified version of Coyote Starrk's
own unique ability, which was adapted into its own high level
cero art. While nothing quite matched his unique methods of
using this skill, other hollows and arrancars did create a high
level cero art using this skill. When using this skill, a user
appears to fire one cero, but instead of releasing one cero, the
user releases a flurry of ceros that are designed to either
attack an enemy or possibly attack a group of enemies. When
fired, this technique fires the flurry of ceros all at once,
releasing multiple ceros. This skill is very useful against fast
opponents, as faster opponents have trouble dodging this art due
to the large flurry of ceros that are fired. This is fired like
a normal cero, and fired in the same manner. This cero is meant
to catch opponents off guard and making dodging far more
difficult due to the number of ceros fired. Typically, the
flurry of ceros is fired all at once, with some advanced users
being able to continuously fire ceros if they keep the technique
going. Those that reach a high even level with this skill can
even use Cero Rayo blasts instead of normal ceros, as a means to
condense and control the piercing power of the blasts. There are
some users who have also been trying to figure out how to
combine different cero types with this, but so far none have
been able to combine this with other skills due to how much
energy it takes on its own with normal ceros (but a high enough
level user could combine it with stronger ceros if they have
enough energy as long as they manage how much energy they put
into this technique. This skill doesn't fire with quite the same
large volley of ceros as the original technique, as the original
user of this art could fire large enough volleys of ceros to
cover a city block. Another major problem compared to the
original user is how much energy this takes to use this
technique. Users of this technique will find that this technique
uses a lot of energy, due to the fact that it is the equivalent
of firing about 20 ceros at once, which can be very taxing on
the spirit. Users can get around this by firing weaker ceros,
such as some may fire cero balas using this technique, but
overall, this is a very draining technique that shouldn't be
overused.
Other Trained Abilities:
Liquifire Liquifire Fruit:
~After eating a logica type Devil Fruit, Raven has water flame
powers. The power has the power to burn water and ice, and still
put out fire like normal water powers. It would be a perfect way
to combat fire and water users alike, and used change in energy
form on water to an extreme degree to make it more flamelike.
This way she'd be able to do anything a flame user could do
except with the special water technique.
Conqueror's Spirit Haki:
~This is a rare form of Haki, which allows users to utilize
their spirit and overpower the wills of weaker will opponents.
This can be used in a wave, or be concentrated on individual
people. This can allow the user to knock out the opponent(s)
around them. This technique knocks people out without harm,
doing no physical damage, but those with high enough level
willpower or those immune to psychic style influence will be
immune to this (So this would only really be useable to NPCs).
This ability cannot be learned by everyone, as it is a rare
ability only born to those with the spirit to become a
conqueror. This not only affects mortals, but also affects all
manner of beasts as well. For Raven, she can use this, and has
better control of this than Shanks does due to being the
daughter of a powerful sea deity.
Observation Haki:
~Haki is a special set of techniques that use spirit energy or
connections with the spirit. In the case of observation haki,
this also acts as sixth sense, allowing one to sense the
presence of others, similar to a normal sixth sense. This not
only lets the person sense the person, but sense how strong they
are, as well as what they are. This ability works slightly
different from a normal sixth sense, as it is actually designed
for another purpose. The main focus of observation haki is the
power to allow one to predict the attacks of the person they are
fighting. This pirate art lets one predict the movements by
reading their opponent's spirit, and gives them additional time
to react to an attack. This technique however, only works as
long as the opponent is thinking about their actions, and the
easy way around this is if the opponent doesn't think about what
they're doing or has a way of manipulating their spirit so that
they don't give off what they're going to do, which those who
can use this art are able to do. This bypasses psychic
immunities as it is not a psychic power, but the connection to
one's spirit reading another spirit.
Mind Haki:
~This technique is a unique haki ability that was developed by
Shanks himself and taught Raven how to use it. This particular
type of haki is similar to observation haki, but instead of
reaching out and reading other people's spirits, this focuses
inward and enhances the mind. Not only does this make
observation haki more effective, but this lets the user focus
their mind and slow their perception of time considerably. This
can also be used to enhance the body's reactions to most
attacks, letting someone dodge much more quickly than normal.
This technique is designed to be a much more advanced form of
observation haki. Those that use this can either passively
increase their focus and reactionary times, or they can
concentrate this type of technique even more, focusing soley on
reactions, and the body can react to attacks even faster.
Advanced users of this power can even see into the future by a
few seconds, though what they see is based solely on their own
senses. Being the one who developed this type of haki, Shanks
has mastered this particular type of haki.
Armament Haki (Defensive Power):
~This power amps up the opponent's body or part of the opponents
body, which can either amp their defense or offense depending on
how it's used. Those who use this for defense can use it to help
defend against an attack, taking highly reduced damage from the
attack as this technique can increase the user's defense
immensely. If the opponent is using a power to amp their attack,
this technique can be broken (Such as using mana, demon/holy
power, or other energies) by those who use more energy. This
technique is great for defense, and a main favorite of physical
combatants who use haki. This can also be transferred to weapons
in order to increase their defense, making it so attacks that
might normally break the sword do not damage it. Though the same
weakness applies in that stronger energies or strong enough
attacks can still overpower the haki protection. Those who use
this are easy to see what they're protecting, as the parts of
their body protected by haki turn black. The more area one wants
to defend, the more power they must use to defend, making this
technique hard to use to harden the whole body, as it's designed
only to defend against small attacks.
Armament Haki Form Negation (Offensive Power):
~Those who know how to use armament haki for offense can use
this skill which makes their attacks (Those that are fused with
haki) damage those who are able to shift their body into other
forms, negating their form and hitting the opponent as if they
were still in their normal form. This haki power is able to hit
people who are able to do things like turn into elements, or
turn intangible. This form negation works on any opponent, but
the haki attack has to hit them. The attack only works as if the
opponent were normal, so it doesn't do more damage than a normal
attack, but this does work well at throwing off opponents who
are unfamiliar with the offensive capabilities of haki. Those
who can use armament haki though can defend against this form
negation, even defending against similar form negation powers.
In order to use this power, the attack does have to be infused
with armament haki, and in order to break some people who can
infuse their forms with energy, they must use enough to break
the form's energy protection.
Haki Wave:
~This is a swordsman technique, which Raven can fuse her
physical shockwave techniques she fires from her swords with
offensive haki. In her case, this usually seems like a sea green
lightning wave she fires from her sword at enemies. If the
attack hits, the techinque uses the offensive haki's form
negation skill to damage an opponent no matter the form they're
in. For Raven, she is able to use this not just in a wave in
front of him, but she can create shockwaves by hitting the
ground with her sword, creating a 360 pulse wave to knock
everyone around her back.
Defensive Haki Energy Negation:
~This was an advanced technique taught by Shanks, designed to
use armament haki to dispel energy attacks. By using armament
haki, Raven is able to dispel the energy that makes up
projectile attacks, such as elemental attacks and other haki
techniques. This is usually done by using his hand, amped by
defense armament haki, and lets him use his hand to negate an
attack. This technique is a highly advanced technique developed
by Shanks, and can only be done by Haki masters. Combined with
this ability as a swordsman to sense wavelengths, Raven is able
to negate almost any energy when using haki, but must be using
armament haki to do this, or this technique doesn't work.
Atlantean Hardened Body:
~Thanks to the training from Aquaman, Raven has a very hard
body, since she trained at the bottom of the ocean under insane
pressure. This means that Raven can adapt to pressure change
much more easily than almost any other race on earth. She is
able to go from ocean depth pressure to almost none with no
trouble, being able to withstand immense pressure or lack
thereof. This makes her body not only very adaptable, but makes
it extremely difficult to damage in a fight. It takes a lot of
strength to hurt Raven thanks to her hardened body. Combined
with the combat training from Aquaman, this makes Raven more of
a pain in the ass to put down completely.
Skills:
Water Weaponry:
~User can to create or wield weaponry with power over water,
which grants the user a wide variety of water-based abilities.
This ability is not only specific to mystic weapons, but also
technologically advanced weapons. The power of the weapons
depends on what they were created for or what level of
water-based ability they posses.
Weapon Proficiency:
~User with this ability need only to pick up a weapon before
they instantly become proficient in it. The first time they pick
up a sword, they can spar with masters, the first time they use
a bow, they can hit bulls-eyes. Even alien, magical, or other
weaponry that they should not understand comes naturally to
them.
Enhanced Thievery:
~Masters of this skill are more elusive than the average thief.
They are able to blend in with the shadows, slip into tight
spaces, avoid detection from guards, and escape without leaving
behind any evidence.
Lock Picking:
~User can undo the workings of a lock no matter how complex the
lock may be.
Access and Occlusion:
~The user can lock/unlock and/or activate/deactivate any/every
device/system of security (latches, levers, knobs, handles,
bolts, rigs, ropes, etc.) that can be used as the method to lock
a gate, door or window.
Escape Artistry:
~The user can escape all manner of bonds. The user mind
deductively analyzes knots, fetters, bonds, etc.
Stealth Tactics:
~The user possesses incredibly extensive knowledge and skill in
many types and ways of stealth tactics, enabling them to easily
slip in and out of areas undetected. Their abilities in all
manners of stealth are so refined they appear as mere illusions
to those who have been lucky to spot the user. The users of this
ability can move throughout even the most guarded of areas and
act in true discretion.
Enhanced Assassination:
~User can perform the art of assassination better than the
average killer, they are able to dispatch their victims without
as so much as a struggle. The ways to do this range from
something complex and high-finesse like mastery in stealth,
strategically planned scenarios and highly disciplined martial
arts to something simple-yet-effective like brute strength and
raw speed to overwhelm the targets.
Hunting Intuition:
~The user possesses extraordinary talent and instinct in/for
hunting all things. They can track anything under any
conditions, sense the weaknesses of their prey and exploit them
and finally kill or capture their prey.
Tracking Evasion:
~The user can’t be tracked down, all the traces of their passing
disappear or are ignored: fallen hair, blood, skin particles,
etc. will dissipate into dust and no scent is given off. They do
leave behind a trace such as broken sticks or disturbed leaves,
but to the less observant eye, it would only be said to be wild
animals.
Highly advanced users may not leave electronic trace either, and
be unable to find through a computer. Advanced, if not
legendary, users are capable of evading any and every known
possible ways to track or discover a person.
Combat Specialist:
~The user has an encyclopedic knowledge in hand-to-hand fighting
styles; therefore understanding and analyzing opponents style of
combat and flaws in the opponent's attack and defense. He can
also use attacks that can automatically knock down the opponent
or use the strength of the opponent to his favor.
The user has a vast knowledge of the opponent's body and their
limitations, have an incredible perception of opponents and the
users surrounding areas using it to his or her advantage, and
can copy or mix several types of martial arts and movements and
understand how a special attack works in matter of minutes. This
power can be enhanced by the users experience and improvement of
skill. Masters of this abilities can counter or detect flaws on
opponents Special Attacks.
Enhanced Surveillance:
~The user possesses great knowledge and skills of surveillance,
able to spy on and map out areas with ease and gather intel.
Vehicle Intuition:
~The user is able to operate a variety of different vehicles
(cars, motorcycles, tanks, walkers, hovercraft, robotic suits,
aircraft, locomotive etc.) with ease.
Enhanced Marksmanship:
~User can achieve complete and utter accuracy on distant
targets, with the activity in their brain center for aim,
accuracy and precision is drastically improved. They need only
to aim for an instant before they can precisely hit a target
with a projectile.
User can judge extremely long distances amazingly accurately,
gauging the strength needed to launch a projectile, in order to
hit a target accurately. If a target is moving the user can
calculate the best method to hit the target. Visual obstructions
like smoke and vegetation do not hinder their ability to get an
accurate bead on their target, and their intense focus on
whatever they're shooting at allows them to shut out outside
distractions. They can compensate for environmental factors that
would normally throw off their aim like wind, air resistance,
gravity, and radiant heat (which distorts the image of the
target).
User can resist perception-distorting abilities such as
Illumination Emission.
Trajectory Curving:
~The user can curve projectile attacks to avoid any obstacles
for better accuracy on their targeting or to avoid being hit.
Photographic Deduction:
~User has amazing deductive and information processing ability
of anything they've seen, which allows them to figure out
connections in whatever they are investigating and process them
extraordinarily fast. If they see someone moving their hands to
draw something the user can create an image of what they are
drawing in their head without being able to see the canvas.
Unpredictability:
~The user possesses a completely unpredictable nature, rendering
them immune to users of Combat Perception, Body Language
Analysis and Adoptive Muscle Memory. They can also evade
Objective Precognition, which requires the target to have a
direction in mind to be able to predict the outcome.
Transformation(s):
Partial Hollow Form (Partial Hollows Only):
~Similar to vizoreds, mortals with hollow power can take partial
hollow form, usually dependent on their abilities. Depending on
the partial hollow, some can take unique hollow forms, or some
can take forms similar to vizoreds. Conquered partial hollows
typically take a partial hollow form with features from their
hollow, sometimes with or without a hollow mask depending on the
partial hollow and their power. For combined partial hollows,
when the hollow is in control, the user can tap into a partial
hollow form as well, which may or may not reflect similarly to
conquered partial hollows. Unlike vizoreds, there isn't too much
difference between forms whether one is a conquered or combined
partial hollow. Some are able to take forms where they take
hollow form, but most take simple forms that change based on
their hollow powers. Some may only change a little, such as one
who's change into partial hollow turned his hair white and his
eyes black with green pupils, or one could change a lot and take
on a whole new form. This is typically a lot more unique to each
individual partial hollow, as the individual hollow and their
unique abilities will often reflect in how they change forms.
For example, a partial hollow with tiger abilities might gain
tiger claws and enhanced muscles (replicating the bulk of a
tiger). However, there are some that just change slightly.
Whether the change is slight or not though, partial hollows
hollow forms are typically more powerful than normal states, and
they will gain enhanced unique abilities when in this form (such
as one might be able to use a higher level technique when in
partial hollow form compared to their normal form's abilities).
This form is usually not constricted by time, but the longer the
user stays in this form, the more their soul may get corrupted
depending on the person and the hollow power they possess. Those
in partial hollow form, similar to other hollows, will also be
vulnerable to other hollow weaknesses like spirit purification,
spirit destruction, and anything else that counters corrupted
spirit power.
This is more of a change in her personality when her inner
hollow, Peísma takes over. She can go into this form whether
demigod or hollow form as long as Raven is willing to let Peísma
take over. The biggest difference is that Peísma is far stronger
and faster than Raven in a fight. When Raven use this power,
Raven's skin turns chalk white and her eyes turn black with
emerald green pupils. She also gains black nails which turns
into claws and slightly sharpen canines.
Giant Water Form:
~Raven pulled this off by accident when she was fighting a giant
sea monster. Raven is able to shift into a giant water woman by
either using the water in the ocean (or other places such as a
large lake) or the water molecules around her. She rarely use
this form though.
Weaknesses:
Whether it is a normal hollow, a partial hollow or a vizored,
all those with hollow power are more vulnerable to powers that
counter corruption (or some weapons that counter hollow
corruption directly). The most common example is that of death
wraith soul swords and soul reaper zanpakutos in which one of
both races' weapons are primarily used for purifying hollows
when they fight hollows. Spirit purification is often very
effective on hollows and those with hollow power, including
vizoreds and partial hollows (Though it's not effective on
Fullbringers since they don't have enough hollow power for it to
affect them). Typically, spirit destruction also works on
hollows, due to them being twisted spirits, so things like
spyrix (spirit destruction mineral) can also work on hollows.
Almost any hollow is going to be vulnerable to spirit
purfiication or spirit destruction, with only a few exceptions
having ever been recorded (Players must state specifically if
the hollow power is resistant or immune). All hollows are also
far more vulnerable to spiritual power, in which those with
strong spirit power can counter their abilities more easily.
Most hollows spirit energy can also be countered by other forms
of energy, which usually means that any energy supernaturals use
may be used to counter a hollow's spirit power as long as it is
strong enough to counter the hollow's spirit energy (usually
meaning that the energy has to be stronger than the hollow's).
Another thing is that since hollows are spiritual creatures,
they can be countered by things that counter spirits, with the
biggest counter to spirits being the use of iron (which works on
most spirits, as well as hollows). This means that any
supernatural, or even some humans, may be able to counter hollow
powers. For the most part, whether one is hollow, an arrancar, a
vizored, or a partial hollow, these weaknesses all apply
regardless of what sub-race they may be. This is a weakness of
all hollows, and one that most will always be vulnerable to.
While hollows are powerful, their nature doesn't really change
much over time, so these kinds of abilities are always useful.
For Fullbringers, they are not vulnerable to spirit purification
or iron (due to how little hollow power they have, but they are
still vulnerable to spirit destruction abilities as much as
anyone else with a soul is.
The most dangerous thing about hollow powers in other creatures
is not the mask being attacked, or time limits of using the
powers of a hollow (problems vizoreds most often face). The most
dangerous thing about hollow powers is the risk of losing
control. Even after one has figured out how to control their
hollow powers (usually through either one of the two training
methods), there is still a major risk of the hollow resurfacing
or completely taking over. Typically, this can lead to permanent
hollowfication, and the hollowfication can actually be a major
problem for anyone close to the original host that may try to
save them. There are some vizoreds and partial hollows that may
turn pure hollow at some point in their lives, and that risk is
always present no matter how controlled the power might seem.
Even the most controlled people, such as Olympus universe
Tartarus Kindron, have lost control of their hollofwfication at
some point in their lives. For the most part, the worst thing
that happens is that one loses control and permanently becomes a
hollow, in which some people with hollow power have actually
done just that. And in rare cases, some who have lost control
have gone into vasto lorde forms that make them extremely
powerful that pose a big threat to the living world. Losing
control of one's hollow most often happens when one is near
death, or if they are consumed by negative emotions during a
dangerous situation. This is even worse among some more powerful
combined vizoreds or partial hollows, as they may not even be
able to keep their inner hollow in line all the time. Almost all
vizoreds and partial hollows have to have some kind of plan if
they lose control, due to the fact that it is often seen as
inevitable to happen at some point. This problem is most
prevalent in partial hollows, due to them being so close to
being a full hollow already. As for Fullbringers, Fullbringers
don't have this problem, since they have so little hollow power
in them (their problem is that they don't usually have enough
power).
It doesn't matter whether one is a vizored or a partial hollow,
as it is worth noting that all hollow abilities typically are
countered the same as normal hollows. Spirit purification and
spirit destruction have already been mentioned as ways to
counter hollow power, but there are ways to counter the hollow's
individual abilities as well. The first power is ceros, which
are very commonly used among hollows and many with hollow power.
Ceros are basically blasts of raw spirit energy, designed to
cause as much destruction as possible. Due to this, they are
mostly countered the same as other beams of energy used by races
like spirit users and ki users. If one wants to block a cero,
one simply has to have strong enough energy that is as strong or
stronger than the cero being fired at them. If one wants to
counter their regeneration, hollows and those with hollow power
cannot regenerate their internal organs or their brains (they
can regenerate things like the eyes, and some vitals, but not
vitals like the lungs, heart, and some other vitals in the chest
area). And like any supernatural regeneration, regeneration
negation also works on them (such as using powers or materials
like varanium or carbonadium). For the Hierro skill, usually
stronger attacks that can overcome the Hierro are necessary. For
the most part, not too many special skills are needed, and many
supernaturals can find ways to counter a hollow's skills if they
are creative enough with how they use their skills. And while
some opponents may not be able to block certain kinds of
attacks, opponents can still dodge if they are fast enough to
react and fast enough to dodge. Most of the hollow's powers are
corrupted spirit energy based (as hollows are mostly just
corrupted spirits), so opponents should take that into account,
and use any power or ability they have that might counter their
corrupted spirit energy (Some stronger supernaturals may even
just be able to overcome them with raw physical stats if they
are skilled enough). Fullbringers have their own skillset, but a
lot of their skills are based on hollow skills, so many of the
counters do still work if one knows the hollow equivalent of
whatever power they use (IE spirit blasts are countered like
ceros).
Whether one is a partial hollow, a vizored, or even a
Fullbringer, all those with hollow power that aren't hollows are
still vulnerable to any other race weaknesses that might apply
to them. In the case of vizoreds, these are always either soul
reapers or death wraiths, and as such, they will have the
weaknesses of whatever race they are. Soul reapers are
vulnerable to other spirit powers, where they can be killed with
things like spirit destruction, or soul reapers can be killed by
creatures like hollows that have skills that can specifically
kill soul reapers. For death wraiths, they are still vulnerable
to things like blessed sea salt and iron (which also works extra
well on death wraith vizoreds). For partial hollows and
Fullbringers, they have the same weaknesses as whatever mortal
race they are (IE humans still have human weaknesses). While
hollow powers do overcome some weaknesses (such as humans can
use hollow power to regenerate limbs if they can't regenerate
normally), the mortal races with hollow power are still
countered the same way if one just accounts for the stronger
spirit power they give off when using hollow power. For the most
part, the biggest difference between a partial hollow or
Fullbringer and a normal mortal (besides the enhanced physical
and supernatural abilities) is the fact that they usually just
have modified souls that may be countered like other hollows.
The only thing to note is that Fullbringers don't have the same
weaknesses as hollows due to them not having enough hollow power
to suffer those weaknesses, though Fullbringers do still have
weaknesses such as their Fullbringer light spirit energy can
still be countered by things like darkness abilities. Every race
still has their weaknesses, and can usually be killed the same
way as they normally would (with exception to races that might
lose certain weaknesses with hollow power like regeneration).
Unlike vizoreds who have to manifest their mask, a partial
hollow doesn't have to do so, as they typically just use their
powers in their base state. Because partial hollows are so close
to hollow state in their normal state, this makes them much
closer to hollows whether they are conquered or combined partial
hollows. As such, this puts partial hollows in a dangerous state
due to them being so close to being full hollows. Because they
are so close to being hollows, they are much more at risk of
losing control of their hollow powers or turning into hollows at
some point in their life. The most common thing that happens is
that if the partial hollow dies (at least, in their mortal
body), then they will often immediately become a full hollow on
death, due to the fact that they are so close to being a hollow
already. Many partial hollows must maintain a way to keep
themselves from losing themselves to the corruption of hollow
power, due to the fact that it is such a risk. This is the
biggest problem with partial hollows, and one that no partial
hollow can completely overcome without purifying the hollow
power out of them. This is the biggest reason why many people
try to avoid the path of partial hollow. Typically, conquered
partial hollows are far more at risk, since combined partial
hollows usually do better at keeping the host and inner hollow
spirit separated in their souls. However, this is still a major
issue. For the most part, once the user has become a full
hollow, there is no going back, and the person usually then has
to be hunted down by a soul reaper or death wraith (usually soul
reapers since they specialize in hunting hollows). It is worth
noting that some partial hollows aren't as at risk of losing
control, but these are very rare cases that usually have other
circumstances involved (such as Sosuke Aizen who used the
Hogyoku to gain hollow power that he had no risk of losing
control to). Overall, as long as the person is prevented from
going full hollow, they can usually return to normal if defeated
in combat.
Since partial hollows don't have Fullbring items or soul-bound
weapons/zanpakutos like vizoreds do, partial hollows develop
unique abilities similar to how hollows do. In this regard,
every partial hollow has different unique abilities. Some may
have elemental abilities, some may have physical abilities, or
some may have transformation abilities. This really depends on
the individual, and how their abilities manifest. Just as there
are no two hollows exactly alike, the same can be said about the
unique abilities a hollow gains. As such, categorizing them is
very difficult. For elemental type abilities (one of the more
common types of unique abilities), many partial hollows unique
abilities can be countered by counter elements (like fire
abilities could be countered by ice). For amplification/buff
abilities, usually these are countered by other
amplification/buff abilities, or a user can try to outlast most
buff abilities if there is a time limit. Because there are so
many unique abilities out there, it is hard to list each type.
Some partial hollows that can transform can usually also be
countered by other transformations, where opponents can usually
match them with certain transformation skills of their own.
There are also some people on the same level as transformed
beings in their normal state, so depending on the skill of the
opponent, some could overcome the transformation skills of a
partial hollow. For the most part, all individual skills of
partial hollows have counters, and most run on spirit energy.
And while these skills may or may not be powerful, the do still
run on spirit energy, and once one runs out of spirit energy,
they cannot use these abilities against until they recover their
energy.
Fire powers and Lighting powers can counter and weaken her water
powers badly. Raven has a huge discomfort of fire thanks to an
incident that killed her mother at a young age, giving her a
form of PTSD. Oceanus's weapons and the Thunderbolt can actually
harm her. Any weapons that was cursed Davy Jones can harm her
badly. Thanks to Davy Jones, she has no heart. But her other
organs can still be hurt and damage her. Raven hid her heart in
a chest and deep in her father's palace thanks to Nereus' help.
If anyone finds it and harm it (stab, shot, scorch, etc.), she
will die. Most logia type users get used to not taking damage
and it sorta throws them off when they finally do take damage,
so Raven has to be careful. Fruits such as the Dark Dark fruit
can negate her devil fruit power. As a demigod, Raven is weak to
oceanstone like other demigods though varanium can work on
screwing with her natural powers and her regeneration.
Weapons:
Pirate Sword:
~An long and single bladed vibranium sword that she got since
her last sword broke thanks to her last fight with Maria. This
weapon breaks through an opponents natural aura, and dispels
energy type powers around her. This ability, if someone is cut
by it, causes the opponent to lose their ability to manipulate
energy for 2 combat rounds. Any energy attack that hits her
sword instantly dispels. However, this only works on elemental
powers, chi, mana, and other types of energy that have to be cut
by the sword. Those that don't use energy or have no defensive
aura aren't affected by this sword's ability.
Spanish Pistols:
~Two pistols that has celestial bronze and stilled silver
bullets.
Shotgun:
~A shotgun filled with explosive rounds of varanium and
oceanstone that she stole.
Daggers:
~Two hidden combat daggers that are made of celestial bronze and
uridium, which can damage those with elemental abilities and
almost any immortal including gods and titans.
Compass:
~A pocket compass with a skull and crow design on top while the
sides have roses on it. It has tracking sensory, meaning it can
take Raven wherever she wants to go.
The Black Pearl:
~A large black pirate ship that belongs to Raven. It is loaded
with varanium, vibranium, celestial bronze, stygian iron,
silver, imperial gold, oceanstone and escrimite weapons like
cannons, guns and other weapons. She loves this ship and her
loyal crew almost more than herself.
Personality:
Raven: Raven is a easy going person who enjoys the simple and
best things in life. Although she is cautious around strangers,
her charm, kindness and sometimes flirtatious attitude seem to
gain her many friends and allies during her travels. Despite her
pirate like nature and her tending to stay out of certain
affairs such as messing with the World Government, she is not
afraid to take action when she sees something wrong such as
freeing slaves from captivity or going as far as helping out
monsters such as helping a sea monster save her eggs from
poachers. She also deeply cares about her friends and family,
especially her crew since she views them as family and will do
anything to help them. Although Raven is known for her easy
going personality, there are times Raven can go 180 whenever she
is stressed, insulted or worst case, enraged. Depending on the
situation, Raven will either insult the assailant with sarcasm
or go as far as to physically harm them. Many people, especially
the pirate community, knows Raven as being dangerous when
enraged, even before Peísma came along.
Peísma: Peísma means stubbornness in Greek. And she is called
that for a damn good reason. Peísma is the inner hollow that
embodies Raven's negative emotions ever since Raven's heart was
removed. Peísma enjoys fighting, and tends to be crueler than
Raven as she is ruthless and serious, but ultimately Peísma will
do what is best for both her and Raven because if Raven dies, so
does she. She does listen to Raven and help her out at times,
though the two sometimes butt heads about certain situations
such as dealing with an enemy.
Bio:
Raven Sparrow was born in a small town in England but was raised
by pirates. She was trained through all of her life by them.
When they died when she turned 18, Raven took over the ship and
the crew. She traveled through different seas from different
pantheons, making allies and enemies wherever she goes. Before
they died, a young pirate told her who her father was: Poseidon,
god of the seas. She frown but she understood.
In one of her adventures, Raven met Calypso and was trained by
her to how to use her demigod powers. During those times
unfortunately, Raven met Davy Jones. She was attacked by him
because of what her father has done to him but she didn't fight
him. She just left him after saying farewell to Calypso. Raven
became Davy Jones's rival during her adventures. She has been a
pain in his ass and vise versa but she was one day caught and
tortured to the point of her having no heart. Though she did
manage to defeat him.
Years later, when she was heading to her father's kingdom to
meet him, she and her crew were attacked by Scylla. Men were
eaten but Raven fought back and send it back into the water
after stabbing it's weak spot. She then made it back to the
kingdom underwater and met her father. She wasn't sure what to
say but he welcomed her with open arms and showed her around.
She actually liked him and enjoyed being around him.
Raven later on met a Norse demigod name Terry Bogard. The two
manage to fall in love and got married many years later. They
even had a child. Unfortunately, Raven had to send them away for
their own safety but still visit them as much as she can due to
her loving them.
When Poseidon died, Raven went through a mild depression. Only
her crew lifted up her spirits. She even met her half brother,
Nereus and bonded with him. She really doesn't want to rule the
kingdom since she loves sailing the seas. But she will help
someone who she deems worthy of wielding her father's weapon.
After her training, she caught up with her crew, who are already
on track on finding her father's weapon thanks to those like
Namiko, Armani and the triplets.
Theme Songs:
Raven's Theme: (
HTML https://m.youtube.com/watch?v=1EX11Xi4pak)
Peísma's Theme: (
HTML https://m.youtube.com/watch?v=CkRUVdtOb9s)
Raven Sparrow's Crew Theme:
(
HTML https://m.youtube.com/watch?v=vas_vlDjkMk)
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