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Ruvik's Upgrades
Tue Nov 03, 2015 7:54 pm
- Name Of Character: Ṛ̹̻͉͔̗̘̉ͪ̿́͠ṳ̠̼̮̖̱̲͊ͭͧ͝v̷̻̩̹̯̝̼̘͚͉͒̋̿̾̈̑͆ͥ͡ǐ̲̤̺̚͜ͅḵ̷͈̺̥̘̫̊̒ͬ͡
- Link To Character Profile: https://www.platinumhearts.net/t14228-that-which-has-no-name-approved-trial-vasto-lorde-1-3-base-1-1-powered-up-0-5-full-power
- Reasons For Upgrading:
https://www.platinumhearts.net/t14448-iceland-conflict-event-prize-thread
https://www.platinumhearts.net/t5378p310-the-tier-skill-upgrade-store third post on that page
https://www.platinumhearts.net/t14437-the-miniburst-round-eight-rewards-thread-claim
I have some fairly large plans for the character coming up. Going to step them up from a soldier to a more direct influential force in the coming weeks, and these changes will be part of that evolution and a coming event concept. - What Are You Upgrading:
Tier raised up to 0-3 Constant from reward claims and miniburst
Durability raised to Advanced, then Master from the shop then reward claims.
Speed Permanently raised to Master since he'll be staying at full power now.
Acid Skill raised to Advanced from the full power change before.
Cero skill raised to Master for the same as the two above.
New Techniques.- Spoiler:
Malefic Cero: The Malefic Cero is a custom variation of the technique designed as the parasite's response to combating more potent forms of energy, It takes heavy inspirations from the formidable Gran Rey Cero, but altered to be even more lethal and destructive. The Malefic cero, like the Gran Rey is forged through sacrifice of blood during the short time of its charge. However unlike the original, this does not require a cut to be made on the body. Instead, it will burn away at blood directly inside the flesh, or even near the caster if possible. Any source of uncovered blood within a fifty foot radius of the caster can be used as a source. Upon the material being burned away, a large, crimson blast will manifest at any focal point. It is here where the larger changes between the two techniques becomes apparent.
The very nature of the cero isn't definite. Instead of being a raw destructive force, it adds to it properties of the blood it burned for its inception. This can give it any number of drastic improvements, even multiple at once if under the correct circumstances. These changes will match the primary ability of the blood's owner, each change becoming more potent with more blood being used as sacrifice. A shinigami centered on bending ice could cause the blast to gain the effect of freezing anything it touched and the world around it, while also burning them from the normal properties of the blast. A kinetic user would increase the direct impact force exceptionally. Ruvik's direct essence will cause induce the nature of Malevolence to drastically increase every other properties potency and the general destructive and explosive potential of the blast itself. Additionally the normal factors of Malevolence will also apply, making the cero a true force to be reckoned with.
The Malefic Cero puts those properties on the same level as itself, making it a very versatile and frightening thing to come across. It is released with more than enough power to distort time and space itself around it and even cause distortions in time/space oriented abilities that are close to it. Its raw power alone can even be said to surpass multiple traditional gran rey or cero oscuras. The blast can easily stretch as far as three miles with a height of roughly four hundred meters. The explosive impact is where it iss peak though. On impact with an appropriate stopping force, all the properties it absorbed will be released at their strongest level, as well as the immense destructive force of the cero itself.
This is not all without a price though. Not only does the Malefic Cero require much more blood than normal, but it takes a vast sum of energy and control to manage. The techniques can only be done by a master in the form of Cero and will leave the caster fatigued if done more than once. This technique is advised to only be used once in a fight due to its exertion, but can be used up to as much as three times throughout the entirety of a battle if need be. However each blast after the first will be exceedingly tiring and put the caster in consecutively worse shape. On top of that the blast can not be used until as long as four posts after it was last cast. Even after the energy cost of the technique itself, if the caster is to use all of their own blood, additional energy will be needed to regenerate what was lost. The immense power of the blast is even enough to cause harm to the one firing it to a small degree, such as tearing off flesh, fracturing bones near the point the blast is fired, and generally being difficult to control or change direction once launched. Despite those shortcomings, the Malefic Cero is a trump card all its own that can easily change the tides of battle.
Darkness Armor: The Darkness Armor is the next evolution of the Darkness Cloak attuned to a more offensive purpose. Where the Cloak offered a versatile defense that flowed freely, the Armor is more compact with benefits toward a more aggressive and offensive styles. The Armor, like the cloak is a manifestation of the Parasite's will mixed with the spiritual power of a Hollow and the host's own power. This forms from the host's skin. Liquid will rapidly pour out from the body flesh, coating the subject almost entirely in a green material. This materials quickly fuses together with the subject's flesh, then hardens back into a solid piece of material. It has a very stretchy and light-weight make up that ensures it doesn't reduce maneuverability, while also being very dense. The material gives the user a very unique look a kin to mutated dark-green flesh with bits of orange muscle scattered throughout the armor.It covers them entirely and fits perfectly to the curvature of their body, only leaving the hair and eyes uncovered. Over the lower-haf of the face a mask will form with the same greyish green texture as the rest of the body will now take.
The Darkness Armor can not be molded, changed, or manipulated like the cloak. It can't be condensed to an extremely defensive point, but makes up for that by being far stronger overall. The armor has durability equal to a master-level hierro, protecting the wearer from any attack be it minor or large-scale. The material has great resistance against things that center on piercing and against blunt force. When struck, the armor will absorb the force of an attack and disperse the energy over a large portion of its entirety, making it difficult to severely damage. It also offers great resistance to less mundane forms of attack like poison. Liquids, gases, and most spiritual powers will find it nearly impossible to reach the subject without breaking through the armor first. Though it is fused with the skin, it will not absorb chemicals or toxins on contact.
That rounds out the defensive properties of the armor, but its true use comes from its offensive. The Armor does not just fuse with the skin, but digs deeper into the body and strengthens the muscles and spiritual construction of the one effected by it. This drastically increases physical output. In Ruvik's case, it combines with the normal physical augmentation to give an even greater boost in raw might. Strength is increased to be three times as effective as it normally is by this method, where as a host's speed is .quadrupled! This will often make the host appear to blur from how fast they are and even contend with soul-dash level speeds for short bursts of time while active. For one exceptionally fast already, after-images may even form as they move. Lastly, it even has an effect on energy projection while this suit is in effect. When releasing energy from the body such as a cero, kido, or personal techniques, the armor infuses bits of dark power into the projection and increases their potency by 25%. This makes any form of energy used by the subject 1.25x as effective. It isn't as drastic as some things centered on that goal, but can still turn the tide of battle over time or be the deciding factor in close confrontations.
Additionally, like the cloak, this can be created through anyone that is linked with a Soul Contract. However, the effectiveness is reduced compared to one directly inhabited by the parasite. Th defensive coating will only be on par with advanced-level hierro. The physical enhancements are drastically decreased, though still effective. Instead, the effected will have one and a half times their normal strength, as well as twice their normal speed. It is no where near enough to operate at the same pace as the normal armor however. The increase to overall effectiveness with energy is also lowered to toughly ten percent. Along with effectiveness, the armor of contracted souls can vary cosmetically. Whether it be color distinction or slight changes in the texture, most souls will have a slightly different look to the ability. However, they will retain a likeness to one another and have the presence of muscle-like protrusions from their flesh. The armor is attuned to the flesh of the one effected by it, so it does not repair itself. However, if one can regenerate their own flesh, the armor will also be restored along with it.
Since the armor is composed of the same material as the Darkness Cloak, the two can never be used at the same time. In Ruvik's case, his normal ability to physically augment the host is also restricted. The armor is potent in many ways, but also taxing for those reasons. Any form of regeneration accessed with this ability in play will cost 1.5x as much energy as normal to restore the material along with their own being. This is not optional once they have been damaged with the armor in place. It must be restored before it can be deactivated unless the one inside it is knocked out ot killed. Energy is also drained from any kind of technique effected by the armor's augmentations equal to the amount of power they gained from its influence. Most notably is the effect it has with sunlight and holy energy. Like the Darkness Cloak, this is very vulnerable to the sun and divinity. Its effectiveness isn't as compromised, only being reduced by 25% while in direct sunlight or being struck by holy affinity, and as low as fifty percent when being assaulted by sunlight and holy energy together. It also comes with immense pain though. As the armor is directly linked tio the host body these two flaws will directly burn the subject. This burning, while not fatal without excessive exposure, is exceedingly painful. Flesh melts away over time and even the core of their being will feel pained unless the Darkness Armor is dispelled. The rate these damages occur depends on the power and scale of the source in question. Concentrations of photons or immense amounts of holy energy will be more effective than rays of standard sunlight.
Advocates of Corruption: Corruption's Advocates is a very special ability only recently developed by the unknown fiend. It is one of the many solutions to the creature's need to gather loyal allies and push them toward its own malefic will. In most situations it is difficult to sway people to the side of the Hollow, its promise of power having few ways of proving itself factual until one has already committed themselves to its cause. The Advocates are objects bent by the will of the parasite, contorted with immense amounts of corrupt power and made into individual super weapons. These weapons are called Advocates and each will develop their own unique techniques or powers after inception. Why create these weapons? Well it allows the parasite's will to effect people on a larger scale without them being aware of it. The Advocates resonate with immense dark power, depending on each individual case. They do not retain the Hollow nature of the creator though.
Each Advocate adjusts to the one holding it. It syncs with their soul, creating a tight bond immediately in a matter of moments. However, this bond can be severed just as quickly should the holder choose to resent its power. This bond creates a half-built contract between the one using it and Ruvik. This half-established deal only allows three things. Firstly, Ruvik can telepathically communicate with anyone in contact with the Advocates. Secondly, he can see through their senses, allowing him to watch over them to a degree like his normal subjects. And lastly, it can instantly create a full Soul Contract with the agreement of the one using the Advocate. There are multiple reasons to agree to it. The pseudo-hypnotic effect present in the creature's voice remains active in this event, making it more likely for it to be trusted. Additionally, the unique power and benefit of the Advocate will be restricted to roughly fifty percent its full potential until a Soul Contract is fully established. On top of making more aware of the offering and spreading the creature's influence, it even empowers the soldier that serve under it in this manner.
Advocates are created through Ruvik's soul. He removes a small fragment of his own being and forges it into powerful weapons. There are many flaws to this however that make it short of an emperor-making ability. Firstly, this is -extremely- draining, nearly impossible to do in battle, especially when creating stronger weapons. He loses part of his very being with each creation, taking time to restore himself in wait or gaining the essence of new subjects in exchange. Secondly, no matter what Ruvik can never use these advocates himself. He can control them in a way, but can never access the unique power they developed after creation. This is due to a sort of automatic bonding that occurs when he interacts with these weapons. As they are parts of his soul, they automatically start to break down and return to their origin when his direct power attempts to manipulate their power.However, this also serves as another source of fuel for the creature's existence. Advocates that it consumes will return their part of his being back to the source and strengthen it, as well as give him all the power they acquired while in use from causing chaos and bringing despair to others. As for what control the Hollow can administer to the Advocates; he can shut off their power at any time, regardless of where it is or how far away. Additionally, he can summon these unique weapons to him at any time, as well as those using them if they are together at the time.
Advocates have power based on a class system. The higher the lass of an Advocate, the stronger it will be in durability, potency, and the general magnitude of their power. The system has six ranks, each representing a caliber equal to certain tiers of people. Higher-class Advocates are much more difficult to create and can leave the parasite exhausted for extended periods of time after creation. This is why it seldom forges those weapons directly. Advocates are rated from the lowest possible class of D usually up to the high class of S. Though it is possible to create immensely powerful weapons that follow the highest class of Advocate possible, their creation is difficult. Advocates have the unique ability to also evolve on their own. They draw power from the deaths of others and the chaos itself. Over time when used in enough chaotic situations, or taking enough lives, one can progress up to the next class. How difficult this is depends on what class they currently are. Higher-classed Advocates take more chaotic energy to evolve than their weaker counterparts. Though their quality depends on class, any Advocate's power will depend on the one using it. Even D-class versions of these can be deadly when in the hands of someone strong enough to use them.
D-class Advocates are the weakest of their kind. They often have one basic ability or technique that, while useful, is far from its maximum potential. These can be made in bulk for little energy individually, often being given to fodder or common soldiers to give them an edge. These Advocates induce minor amounts of corruption on the one using it, requiring adept willpower to utilize without giving in to ones most malicious instincts. A soul must also be at least 4-5 to use these weapons effectively. They are are as durble as sealed zanpakto.
C-class Advocates are where things start to become more dangerous. They still often center on one power or technique, but are much more powerful in how they use them. They can be more complex, cover a wider range of concepts and turn the tide of a close battle. These creations are fairly easy to make individually and usually are reserved for officers and decently-ranked soldiers. They force a standard amount of corrupting energy into the body and are more difficult to control than their underling. A soul still only needs Adept Willpower to keep their malicious feelings in check, but now require their overall strength to surpass 3-5 at the least. They aren't that much more durable, just being slightly stronger than the average sealed zanpakto.
B-Class Advocates take things another step further. They now can access more than one technique, but no more than three. Generally Advocates will never bypass more than 2 overall themes as they focus on single effects at their utmost quality. This is where they become more useful in even large-scale battles between reputable forces. Their power can be a game changed in battle and put someone that had a disadvantage in a place above their adversary. These tools are somewhat difficult to make, usually being made in pairs of two or three at the most. Their corrupting power is substantially above their predecessor, taking at least Advanced Willpower to brush aside the nefarious intent it sends through its owner. Only those in the class of 2-5 or above can successfully use these These creations generally match up to a shikai in durability and effectiveness. Thy are valuable side-arms to any that is fortunate enough to come across them.
A-class Advocates are the strongest most will be able to use. They are on an entire new league than the ones below them and perfect their purpose. This level has been noted to even change the tides of entire skirmishes, giving one the power to defeat multiple opponent with the weapon's aid. There is no clear limit to what they can become, potentially even messing with the space time continuum on the higher end of these tools. Like the B-class, they require Advanced Willpower to control entirely without succumbing to an outburst of malice. They also demand one be of at least 1-5 to use them at their fullest. They are the most draining weapons Ruvik usually creates, taking all of his energy for an entire day just to forge two of these monstrosities. They can match up with weaker unmastered Bankai in terms of durability and overall energy expenditure. They are lethal weapons none should underestimate, less they wish for a quick demise.
S-Class Advocates are the strongest most will think of as the strongest if they come to be public knowledge. They are demanding, both on the parasite to create them and the weilder to control them. These weapons of mass destruction can completely shift the nature of a conflict from one-sided in one direction to the other. Though still focusing on a few abilities, they are as powerful as they could ever be. The corrupting power of the Advocate is immense, requiring at least Master level willpower to use them without succumbing to malefic madness. They release pillars of distorting reishi, enough to even physical harm anyone that attempts to use it without having the appropriate power. Only those in the 0-tier bracket can attempt to use S-Class Advocates and even then, the weaker of that branch may have trouble. to create one would drain Ruvik entirely for at least a few days. They are the epitome of what an Advocate can become. Their power and durability can be compared to the average bankai, putting the holder on an entire new level multiple times over.
X͈͕̞̯̺̱̀ͪ͊ͮͮ͆̚-̶̹̥̘͈̳̥̻̄̿ͬ̋̓̀̚͜Cͤͥͫ͐͏̜̥̳̞̬̻l̵̸͚̣̦̞̫̩ͩ́a͈̫̐͊̏͆̈́̂ͧͪ̕s̬͓̜̳̦͚̩̄̆͛ͭ̐s̥̠̠͔̰͊̾̌ͣ̏́̆̀ ̧͑ͨ̉ͤ̿͂͝҉͉̯̺͖Ä̭̩͖̹̞̰̲́̌͊̒̉͞ḋ̈̓̊͗̃̔ͪ҉̣̮̱̲̪̬̲͖v̴̨̹̈̓͌͊̓͂͗̑͊o̪̯͚̫̱̼ͪ̏ͪ̈́̆͊̐c̘̩ͧ̈̆ͨͫ͘͠á̲̞̬̤ͧ́͝t̟̮̱̪̤̫͍͊̌̆̅̏́͡ͅe̶̵̱̪̬͈̺̗ͩ͌̽ͨ̊̓̈̚͜s̝͉̮͓͈̠̔̎͑̂ͭ̀ are weapons that can change the tides of entire wars. They are the only type of Advocate even Ruvik can not create normally using all of the power at his disposal. Instead, these rare, possibly even non-existent objects can only be forged through two methods. the first is to evolve from an S-class Advocate after bringing about excessive chaos and destruction many, many times, eventually ascending to this final stage. The other method is to capture the soul of someone exceedingly powerful. If one can manage to steal the soul of a zero tier PC or validated NPC(Ones that specifically have an app), it can be used as sacrifice to forge one of these monsters. By either having an S-class Advocate or giving the soul to Ruvik himself, the destructive final form of all advocates can be forged. These weapons can be even more corrupt than Ruvik himself, releasing endless amounts of dark energy. They require grand-master willpower to use without succumbing to madness, and even those near it will feel themselves being corrupted and becoming malicious if they have Willpower below Advanced. Only a 0-3 or higher can use this type of Advocate, and its immense power is exceedingly draining. These weapons can even match up to the might of forms such as Segunda Etapa, proving enough destructive influence to wipe out entire towns and cities off the face of the Earth.
Advocates, unlike most other weapons can not be repaired upon being destroyed. If they are simply broken in half or shattered, mending them may be possible. However if obliterated, they will be gone for good unlike zanpakto or most personal weapons some come to use. They act individual to the one holding them as well. This means something effecting them may not weaken or effect the power of the equipment unless the energy used to power it was altered. These tools respond exceedingly poorly to attempts of alteration of study. Being a production of the soul, any effort to copy them through study will be difficult and likely yield a vastly weaker product in the end result. These tools can not be cloned, and they reject tampering. Any effort to alter the nature of an Advocate will result in the object in turn trying to corrupt the very thing trying to change it and either succeed, or waste away until it ceases to exist.
Advocates also follow a few rules. Firstly, no one can ever use more than one Advocate unless specifically mentioned in their depictions. They also can't be drastically strengthened or weakened by personal ability. Ones natural energy will change the power of the objects, but doing anything other than supplying it with more raw power will do nothing to them. Unique techniques that increase the power of the owner will not effect the Advocates unless it gives them more overall energy. The Advocates use an extremely unstable form of .energy to function, so its power can not be combined with other unstable energy sources, less the two conflict and cause explosions of enormous scale in the caster's face. Since these objects work through corrupting power, no one with a high amount of holy energy can use them, and instead they will actually burn such subjects on contact. And lastly, anyone that does not meet the requirements of using a class will be subject to an endless fit of rage, killing intent and other dark emotions that make their character. This only ends if the weapon is removed from their possession or they run out of energy.
- Any Extra Notes: The last technique especially is what I'll be basing some things on for the event proposal later and bringing more conflicts to the site. Though it is pretty large scale, so pc or pm if anything needs extended explanation..Or post a wall in response or comedically abrupt no. w/e works.. I can rework it if need be.
???
- Spoiler:
Dellapero Grance
- Spoiler:
https://www.platinumhearts.net/t14648-dellapero-grance-approved-0-5-0-4-in-release
0-4 (Base) 0-3(Released)
The Great Melvin
- Spoiler:
Re: Ruvik's Upgrades
Thu Nov 05, 2015 7:49 pm
[adm]I've already cleared most of these out with him in PC. Therefore, I'm going to mark it as official and approve it. Stamp these in your app in a new post linking my approval.[/adm]
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