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Cassandra Head Creative Staff
Posts : 19 Join date : 2014-07-30 Age : 32 Location : The best place on earth duh.
| Subject: Power & Ability Information Fri Aug 08, 2014 9:23 pm | |
| Powers and AbilitiesOn this site you'll notice a lot of strange words, and are probably confused about it, or perhaps you actually took the time to read the Progression Rules and want more info on certain things. Well here is where all the Powers and Abilities each Sub-Race and Transcendent state get. Powers and Abilities are split up into these Categories: *Physical *Mental *Positive *Neutral *Negative *Tech *Hybrid The Chart is: Physical = Mental = Reishi (Positive, Neutral or Negative) Hybrid = Tech Tech > Physical/Mental/Reishi (Usually Depends on what it is made of) Hybrid > Physical/Mental/Reishi (Usually Depends on what it is made of) Positive Beats Negative Negative Beats Positive Neutral Beats Neutral Living Reishi is the Anti-Thesis of Dead Reishi, and vice versa, as a result they are incompatible with each other. - Explaination:
Physical Techniques are any techniques which do not deal with Reishi Manipulation, instead it revolves around physical means of dealing damage either through weapons or hand to hand combat. Physical Techniques are as follows: *Zanjutsu *Hakuda *Tiers Mental Techniques are any techniques which may or may not deal Reishi Manipulation but do not affect the body but rather target the mind of a target. Mental Techniques are as follows: -Memoria -Illusion Type Zanpakuto (Zanjutsu) -Any technique which deals with illusions, affecting a targets inner world, dealing with a targets mind. Positive or Positive Reishi Techniques are any techniques which deal with Positive Reiryoku in Reishi Manipulation. Positive is separated further into Living and Dead which are opposites of one another, in terms of actual use however there is no difference except when dealing with a Negative technique which is it's opposite (Living Positive vs Dead Negative) or (Dead Positive vs Living Negative). Positive Techniques are as follows: -Heilig Pfeil -Blüt -Kido -Reiatsu Neutral or Neutral Reishi Techniques are any techniques which deal with the use of Neutral Reiryoku in Reishi Manipulation. Neutral is separated further into Living and Dead which are opposites of one another, in terms of actual use however there is no difference except when dealing with another Neutral technique (Living Neutral vs Dead Neutral). Neutral Techniques are as follows: -Vampir -Zhelezo -Soul Separation -Shapeshifting Negative or Negative Reishi Technique are any techniques which deal with the use of Neutral Reiryoku in Reishi Manipulation. Positive is separated further into Living and Dead which are opposites of one another, in terms of actual use however there is no difference except when dealing with a Negative technique which is it's opposite (Living Negative vs Dead Positive) or (Living Positive vs Dead Negative). Negative Techniques are as follows: -Object Manifestation -Power Transference -Power Stealing -Cero -Hierro -Rapid Regeneration Hybrid or Hybrid Reishi Techniques are any techniques which deal with mixing two types of Reiryoku (Living+Dead, Positive+Negative, Negative+Neutral, Neutral+Positive), Physical with Reishi, or Mental with Reishi mixing them together to produce a new variant which incorporates the traits of the composites. Often Hybrid Techniques are stronger than Physical, Mental or one or more types Reishi (Positive/Neutral/Negative) techniques because of it being the combination of them. However occasionally it can just be equal in strength (Living Neutral vs Living Positive+Living Negative or Dead Neutral vs Dead Positive+Dead Negative), it all depends on exactly what the Hybrid Technique is made out of. -Hoho -Geblüt -Bitto -Bala -Shunko Tech or Technology Techniques are any techniques which deal with creating and using technology, and may or may not use a mixture of Physical + Reishi as well as Mental in some cases. Due to being comprised of multiple things, Tech usually beats out Physical, Mental or Reishi (Positive, Neutral, Negative) however occasionally it doesn't and simply equals it out, ultimately it depends on what the Tech is comprised of. Tech has it's own rules regarding it and can only be utilized effectively by those who are Research & Development (R&D) Based Characters. Tech Techniques are as follows: *Tech Major Reishi ManipulationQuincy SpecificHeilig Pfeil - Spoiler:
Overview A Quincy is able to form spirit weapons by gathering positive Reishi in the air, this depends on the Quincy's Reiryoku Control to determine the speed and rate at which they can fire them. These arrows can be formed in various ways, either by collecting positive Reishi, absorbing positive Reiryoku from an opponent or utilizing their own positive Reiryoku reserves. The latter is utilized by all Quincy as it is the easiest to preform despite eventually being the most taxing this is due to it requiring little to no control as it is the user's own Reiryoku. Absorbing positive Reiryoku from an opponent however is an advanced skill not possessed by many Quincy as it is difficult to master and unreliable when fighting against beings which don't possess any Positive Reishi, such as Hollows.
They are the Quincy equivalent of an average arrow, but if the arrows are shot continuously, they can eventually injure the wielders' hands. This is due to the arrows being comprised of Reishi which due to all Quincy being alive, is incompatible with the Kishi comprising their bodies. However, the strength of the arrow can vary between users, usually Quincy sacrifice speed for power, while simultaneously sacrificing rate of fire for size of each one. As a result those Quincy with large Reiryoku pools tend to lean more towards power and larger sized arrows while those with high Reiryoku Control tend to learn more towards speed and quicker rates of fire. Though it is rare for a Quincy to have both it is in fact possible.
Traditionalist Quincy utilize this method to create bows and arrows as their primary method of attack.The more modern Quincy developed the ability to form a variety of weapons years ago, but they can still fire Heilig Pfeil via these weapons of varying strength, dependent on the user. It is possible for Quincy to customize their Heilig Pfeil (and the bow that creates and fires them) into unique shapes to suit their own tastes, however all Heilig Pfeil requires a Zeichen as a focus as without the focus they are unable to manifest the bow, in order to fire their arrows.
In Rp Terms Heilig Pfeil forms the basic of Quincy combat. It relies on three things in order to be effective. 1. Positive Reishi - Be it from the environment, or from the Quincy, likewise low amounts of Positive Reishi result in the arrows forming more slowly and being weaker when drawn from the environment. Location - Debuff due to amount of Positive Reishi in Environment Living World: 2-ranks Slower & 2-ranks Weaker Soul Society: Normal Speed & Normal Strength Hueco Mundo: 3-ranks Slower & 3-ranks Weaker Valley of Screams: 3-ranks Slower & 3-ranks Weaker Dangai: 1-rank Slower & 1-rank Weaker Hell: 4-ranks Slower & 4-ranks Weaker
2. Advanced Reiryoku Control - Advanced Reiryoku Control to a Quincy is everything, as it controls the speed at which they are capable of drawing positive Reishi from the environment or from opponents to utilize Heilig Pfeil. Without it when utilizing it, the speed at which the Bow and arrows form is Below Basic level in speed. This doesn't affect them however when they utilize their own Reiryoku to form the arrows. Quincy typically need Advanced Reiryoku Control so they aren't plagued by the short time-span needed to draw and fire Heilig Pfeil as usually a ranged weapon is at a disadvantage to a short range weapon in close combat. Quincy thanks Advanced Reiryoku Control can mitigate and eventually eliminate said weakness. Example: A Quincy with Transcendent Level Advanced Reiryoku Control is capable of drawing in Reishi at Transcendent levels of Speed in order to form their bow around their Zeichen. Upon pulling it back in order to fire the arrow is likewise formed at Transcendent levels of speed before being fired at speed, amount and strength dependent on the technique being used by said Quincy.
3. Reiryoku Pool - The larger one's Reiryoku the more arrows they are capable of releasing at once, though the amount of Reishi in the environment is quite vast a Quincy is limited by the amount of Reiryoku they possess for what they can hold in preparation to fire. A Quincy can never hold more Positive Reishi than they have Reiryoku, in normal conditions, as a result while utilizing Reiryoku in combat a Quincy's ability to utilize Heilig Pfiel decreases alongside their actual Reiryoku reserves. Example: A Quincy with Apprentice levels of Reiryoku can fire either; 2 Arrows from a technique costing C amounts of Reiryoku with each use, 4 Arrows from a technique costing D amounts of Reiryoku with each use or finally 8 Arrows from a technique costing E amounts of Reiryoku with each use.
Erzengel SpecificGeblüt - Spoiler:
Overview The advanced version of Blüt unlike Quincy, Erzengal have removed the weakness of being unable to utilize their Blüt for both attack and defense, this is done by infusing Reishi into one's blood in one part of their body for defense while infusing Reishi into one's blood in another part of their body for attack. Thus making them capable of utilizing it to defend and attack simultaneously. It can never be used in the same place at the exact same time however, skilled users are capable of shifting from attack to defense at a moments notice making it difficult, yet not impossible, to exploit this weakness.
Rp Terms Gelblüt like Blüt requires a constant drain on one's Reiryoku to keep active, and thus is usually meant for being used in quick bursts rather than long drawn out encounters. It incorporates the two types of Blüt - Blüt Vene to grant the Quincy physical resistance, while Blüt Arterie to grant the Quincy physical strength. Both consume an equal amount of Reiryoku to grant the Quincy equal amounts of either Defense in the former or Strength in the latter. However unlike it's predecessor Gelblüt can use both at the same time for additional costs, likewise it is capable like Blüt to use multiple costs for different layers of defense or attack in different body parts. But since it is capable of using both it's versatility is much more than Blüt, in order to maximize the amount of Reiryoku spent to protect or enhance one's body. For Example: An opponent is stabbing the Erzengel while concentrating Reiryoku to the tips of their fingers to increase their penetration power. The Erzengel uses Gelblüt to match the Reiryoku concentrated in their opponents fingers to utilize Blüt Vene at the points of impact to block it while replying by utilizing Blüt Arterie in their fist to punch them in response. For a Quincy this is impossible as they would need to sacrifice the protection of Blüt Vene to utilize the counter-attack of Blüt Arterie thus leaving them open to another attack occurring right as they dish out their own.
Bount SpecificVampir - Spoiler:
Overview Vampir is the ability of all Bounts to harvest living souls, usually it is done for nourishment and to grant the Bount eternal life as each soul they consume halts their physical aging by 1 year. As a result by accumulating large amounts of souls Bount are able to not die from old age and thus living Souls are rather coveted by them. However Vampir is more than just that, as it is capable of being utilized in combat, in order to latch off living Souls absorbing them into the Bount in order to empower them. This can also be extended to living positive, neutral or negative Reiryoku with a skilled Bount being able to drain the Reiryoku out of their opponents mid combat. Vampir is primarily supplementary orientated as the Reiryoku allows the Bount to heal, replenish their Reiryoku pool, fuel their techniques, with advanced uses being able to heal others, infuse the absorbed Souls into their allies to restore them from the brink of death, as well as regenerate rapidly. It is also possible to directly infuse Souls into another which in myth was how "Vampires" seemed able to create more of their kind however it is a rare ability that most Bount do not possess.
Rp Terms Vampir is highly dependent on the need to feed, however at it's base level it requires contact and requires the Bount to pierce the living flesh of their victims. Vampir isn't however effective on the Dead as Bount's are only capable of feeding on the living, however the versatility of Vampir in doing such is unparalleled. Advanced uses of Vampir in combat will allow a Bount to injure an enemy before inhaling their Reiryoku, draining the Souls out of multiple victims at once though contact for rapid gains of Reiryoku, converting Positive or Negative Reiryoku gained from eating the Souls of Quincy or Fullbringers respectively into Neutral Reiryoku for safe absorption into the Bount's own Reiryoku pools and various applications of utilizing the Reiryoku the absorbed Souls provide to empower the Vampir. Vampir is also key in strengthening a Bount's Doll as it is through these Souls that a Doll is able to reach maturity. For Example: A Bount utilizes a Vampir technique which requires them to kiss a victim and upon breaking the kiss the victims soul is sucked into their mouth providing them with sustenance.
Kukol SpecificBitto - Spoiler:
Overview Kukol are capable of producing a unique form of Dolls known as Bitto. They are mosquito-like beings which drain the souls from living beings and condense the energy into a purified liquid for the Kukol to drink. They even produce a useful vial in their sacs to store the elixir (which takes the form of a red, blood-like liquid). After the soul elixir has been ingested, the Kukol who took it immediately experiences the effects, with veins popping from their skin. Bitto are highly useful as they are capable of storing the soul elixir in advance something which Bount are incapable of doing, this allows a Kukol to keep meals on hand as well as gather from multiple victims in different locations. Bitto are also capable of injecting the Soul elixir into targets for varying effect some beneficial, some harmful. Depending on the skill of a Bitto they are capable of being made in various sizes however the usual size is about a foot with a wingspan of two feet.
Rp Terms Bitto operate according to the will of the user, unlike Dolls they are mindless and obey their creators even if it leads to their death. All Bitto have a finite amount of Souls they can absorb before their max limit has reached causing them to swell up the Soul elixir filling their abdomens, bar modifications a Bitto can hold one normal human soul. The Soul elixir that they produce however is essentially a soul refined into Liquid Reiryoku. When injected into a Kukol they are capable of directly absorbing the Reiryoku into their bloodstream rather than having to digest the Soul before refining it into Reiryoku. As a result Bitto are more efficient than Vampir yet just as versatile, due to actually having physical forms Bitto are capable of being created for combat rather than supplementary uses. The key things however that all Bitto share is that despite their use, size or purpose they all have a mosquito motif however color, appearance and capabilities vary widely among Kukol. Bar modifications Bitto are small, weak and slow are are only useful for acquiring Souls from non-spiritually aware humans due to the fact that they can't be detected, their true power however is the result of a Kukol actually investing time into improving them through techniques. For Example: A Kukol creates a humanoid Bitto with armored wings which can protect it from Adept level physical damage and a drill like stinger to drill through Master level Defenses, it is capable of moving at Expert level speeds and can drain up to a Apprentice Level (1 B-Max) of Reiryoku from a living target it's stinger pierces.
Fullbringer & Transbringer SpecificObject Manifestation - Spoiler:
Because Fullbringers and their transcendence are both attached to objects, Object Manifestation is a major sub-section of their powers. It enables them to manipulate the souls contained within matter. Everything, even rudimentary objects such as lampposts and chairs possess a soul, however small. By using their power to “pull” on this soul, Fullbringers can manipulate the object's movement or even alter its physical characteristics. For example, Fullbringers could have a beverage assist them in drinking it by pulling on its soul, drawing it into their mouth. Likewise, by pulling on the soul of water, Fullbringers can walk across its surface without falling through. Many more feats are possible, making the technique highly versatile. Unlike other spiritual beings, Fullbringers use their power with their physical bodies. Because of this, they must train extensively to build up their stamina so they can use it properly.
While all Fullbringers are born with this power, the age at which they come to realize it varies. When Fullbringers die, all traces of their abilities disappear from the Real world even if they were active prior to death. However, they do carry their abilities into the afterlife often manifesting it as something else but keeping the same theme. The utilization of Object Manifestation on the object known as a Fullbring results in Object Affinity. By developing an affinity for a particular object, a Fullbringer can alter its form, granting powers that vary greatly among individuals. This affinity can be defined by one’s love for the object in question, or simply by an overall fondness for it. As such, this power is usually awakened through a strong emotion associated with the object, such as pride. Using this affinity, Fullbringers pull out the object’s soul and boost it with their own, transforming it in the process. While Fullbringers only have an affinity with one such object, for a Transbringer it is possible to have as many as 3. This is of course barring other methods.
Rp Terms Object Manifestation has a direct correlation with the Reiryoku Pool of a Fullbringer. This is because the larger the Fullbringers Negative Reiryoku the more reactant their Fullbring is and this reaction results in their Fullbring maturing and becoming more powerful. A Fullbring's unique power largely depends on the object that is used as a focus. In addition to souls, material objects also possess memories. As its holder experiences various events, the object experiences them as well; the memories are engraved onto its soul each time it is touched. Because of this, Fullbringers who had a considerable amount of battle experience prior to awakening their power have stronger Fullbrings as long as said object is constantly with them or constantly touched after each battle whether consciously or unconsciously.
Fullbring Mature Three times, the first being when a Fullbringer gains at least an Adept amount of Reiryoku overall which shifts it from it's original form into it's Imperfect form, the second time is brought about by the Fullbringer gaining at least an Expert level of Reiryoku which shifts it from it's Imperfect form into it's Perfect form. Finally upon the Fullbringer gaining a Transcendent level of Reiryoku it matures from it's Perfect form into its True form.
Shinigami & Pure Zanpakuto Spirit SpecificKido - Spoiler:
OverviewKidō is a form of Shinigami combat based on advanced spells. These spells are produced with strong Reiryoku and fall into two categories: Hadō for direct attacks, and Bakudō for battle support. It is one of the techniques in the Zankensoki, the group of Shinigami primary combat skills. Kidō spells are triggered by an incantation. Experienced users can trigger them without an incantation, though the effectiveness of the spell will be diminished. - Bakudō (Way of Binding):
Supplementary spells which can immobilize an enemy or have an effect besides a direct strike. They may seem ineffective at first glance, but these spells can give their users a tactical advantage when used properly.These are a broad category of defensive spells which block/repel attacks or freezes enemies in place. This class of spells include Kidō Barriers & Seals. It goes from Level 1 to Level 99, Bakudō have the longest incantations and as a result take the longest to utilize.
- Barriers (Kekkai):
Focused spiritual energy formed into a solid form of energy. This energy can take on many shapes or colors as determined by the user. Barriers are protective in nature, and can be as simple as a barrier only protecting one direction or encompassing all sides of an area. Barriers can be used for containment, and some barriers can be used offensively. Barriers can mask spiritual pressure and can make one spiritually and physically invisible. The strength of a barrier is dependent upon the power of the user. Weak barriers are easily breakable, while strong ones can last for centuries. Barriers created by noble blood are rumored to be unbreakable by those of lesser status. Certain barriers can be placed beforehand and activated later, while others require certain artifacts and time to activate.
- Seals (Fū):
Somewhat similar to barriers, but far more powerful and require far more preparation to create. Seals can only be used by those of sufficient spiritual power being who are meant to hold the most powerful and/or dangerous artifacts or beings. Seals are usually hard to break.
- Hadō (Way of Destruction):
Offensive spells which inflict direct damage to the enemy. Their effectiveness differs depending on the user. It is said the effectiveness of the higher-ranked spells are beyond imagination. They are ranked 1 to 99 as well, Hadō have the shortest incantations and thus are the the ones with the fastest activation time.
- Gisei Hadō (Sacrificial Way of Destruction):
A particular offensive spell like Ittō Kasō that requires the user to sacrifice a certain portion of themselves in order use it. As a result of the sacrificial nature of these techniques they are more powerful than their Hadō counterparts
- Kaidō (Turn Way):
Also known as healing Kidō and is restricted to the Fourth Division as well those who were formerly in said Division. These spells are likewise numbered from 1 to 99, and despite common misconception do not simply heal the target rather incorporate that with Reiryoku replenishing. As the user holds his/her hands above the patient's wounds, his/her palms glow with green spiritual energy to facilitate healing. When one heals with regular healing kidō, they perform Reiryoku restoration first. By doing so, one can attempt to recover the physical body using the patient's restored Reiryoku and the healer's externally expressed Reiryoku thus lessening the burden on the healer. Therefore, restoring the Reiryoku when the physical body is in a fully healed state is no trouble at all. Kaidō have incantations in between the other two in length, as a result they are the second fastest or second slowest to activate it all depends on their strength. Rp TermsKidō each have incantations, this results in each Kidō having it's own activation time which delays it before it can take effect. Lower ranked Kidō have shorter incantations than higher ranked ones. Incantations activation times are determined by posts (total). Those however with Advanced Reiryoku control are capable of shortening the activation time by varying lengths. In addition skilled Kidō users are capable of Incantation Classes which are techniques which revolve around different types of Incantations all of which affect Kidō in various ways to make it as suitable a method of combat as any other. Blank SpecificMemoria - Spoiler:
Overview Memoria is the reishi manipulation ability of Blanks, which involves the absorption and assimilation of memories into the Blank in order to construct a personality to free them from a mindless existence. Memoria however doubles as a means of increasing a Blank's Reiryoku through the memories of others. When one experiences something their Soul experiences it as well, and that is stored as a memory. This is converted into Reiryoku which is added into the Blank's memory. When a memory is stored the Blank has the option of either integrating it or assimilating it. Integration is making use of a memory without having it become part of them while assimilating is integrating it completely into their personality and thus making it become a part of them.
Rp Terms Memoria deals with memories, the stealing, assimilation and utilization of them in combat, Blanks are capable of storing the memories within their body via integration or assimilation. Assimilation is the main method of doing so as it allows them to convert the memory into Reiryoku in order to boost their Reiryoku pools and from part of their developing personality. It is through Assimilation that a Blank is able to grow and eventually progress further from a mindless goal driven blank into a Variant Mod-Soul who has as much complexity as an actual person. In combat however Memoria is typically utilized via Integration, in order to grant the blank a single use of the acquired memory in exchange for permanently losing the memory in the process. Memoria is adept for long drawn out battles in order to constantly whittle down opponents causing them to temporarily forget how to utilize their abilities and level the playing field against particularly strong opponents. Exceptionally Skilled users of Memoria are even capable of causing victims to forget the name of their zanpakuto potentially forcing them to relearn it in the course of battle. However despite it's powers Memoria is a temporary effect and one's soul will eventually regain it's lost memories unless said victim is immediately killed, if they are living, then their body becomes an empty husk which a Blank is capable of possessing like a Gigai whereas dead opponents are re-entered into the cycle as a living human with absolutely no memory of the past.
Hollow, Visored & Corrupted Zanpakuto Spirit SpecificCero - Spoiler:
Overview The practitioner fires a powerful blast of concentrated negative spiritual energy at the target. While in most cases it is fired from the mouth, some Arrancar and Visored can fire Cero from their hands, fingers, and other parts of their bodies. This often requires the user to take on a specific pose, with only exceptionally skilled Hollow being the only exception.
The power, force, speed, and blast area of the Cero is dependent on the strength, spiritual power, and sometimes skill of the user (i.e., the stronger the user, the stronger the attack), and there are some Arrancar who have come up with their own variation of Cero. The charging and firing time for Cero varies greatly, from charging relatively fast to firing it to instantaneously firing one without much charging. Despite the damage it can cause at long range distances, the damage which a Cero causes as an explosion is more dangerous when used at close range.
Rp Terms Cero is perhaps one of the most dangerous form of Reishi manipulation if not the most, due to being comprised of Negative Reiryoku and it's sole purpose is for destruction. Despite that there are many variations of the basic Cero and skilled practitioners are able to minimize the area that they are capable of releasing the Cero from. The more skilled and more powerful the Hollow/Arrancar/Vizard is the smaller the point the Cero is formed at however from the beginning all Cero are fired from the mouth as a Gillian, it is only when the Hollow reaches Adjuchas are they able to customize the area their Cero is fired from and upon progressing said area gets smaller and smaller before becoming permanent;y that size and in the specific location chosen upon them becoming an Arrancar. Cero rely on certain concepts, the first being charge time, which can double as an activation time in which the Hollow builds up the power of their Cero by overloading it with Negative Reiryoku, while the second being concentration, which is determined by the amount of surface area a cero is formed. All Hollow are capable of the first, fewer the second but only the truly skilled are capable of both compressing and charging a Cero before release.
In addition initially all Hollow utilize a Crimson Colored Cero, however upon becoming Arrancar of the Vasto Lorde class or Espada they are capable of obtaining signature colors which is a representation of their Reishi. The Espada in particular are the only Hollow capable of producing the Gan Rey Cero variant which involves them mixing the blood which constitutes their life-force in with the Negative Reishi comprising their body to produce a Cero which has no charge up time but can vary in strength by simply pouring Reiryoku to fuel it, while it doesn't have an upper limit like most Cero do & unlike the others which require charge times dependent on the amount of Reiryoku poured in them, it doesn't. This makes it a lethal ability however at the same time has a double edged sword by potentially emptying the Espada's Reiryoku reserves in the process.
Arrancar SpecificBala - Spoiler:
Overview While similar in function to a Cero, a Bala is not nearly as powerful, but, thanks to its composition, its speed is 20 times faster, allowing it to be fired in quick succession. In addition, it possesses more concussive force than a typical Cero does.The overall speed and power of a Bala varies depending on the Arrancar using it; as different Arrancar have different variations which depend on their skill level in addition to personal preference as one from an Adjuchas level Arrancar can have enough concussive power to equate a powerful punch, while another from a Vasto Lorde level Arrancar can punch holes through victims.
Rp Terms Bala is made from combining Negative Reiryoku and Positive Reiryoku before releasing it in a similar manner to a Cero in order to launch it at much faster speeds. The speed of a Bala is due to the amount of positive Reishi put into it, while the amount of negative Reiryoku determines it's power. The ratio between the two is what results in the variations of Bala with those with the most Positive Reiryoku being the fastest while those with the most Negative Reishi being the deadliest. The numerous variations of Bala are based on this principle.
Bala are primarily colored red, however occasionally when one is capable enough it is possible to make Bala that are identical in color to Cero when one is a not only Vasto Lorde class Arrancar but also a member of the Espada and as a result skill itself is considered rare.
Last edited by Cassandra on Mon Jul 20, 2015 10:21 am; edited 12 times in total | |
| | | Cassandra Head Creative Staff
Posts : 19 Join date : 2014-07-30 Age : 32 Location : The best place on earth duh.
| Subject: Re: Power & Ability Information Fri Aug 08, 2014 9:27 pm | |
| Minor Reishi ManipulationQuincy SpecificBlüt - Spoiler:
OverviewBlut is an advanced Quincy technique which serves to defend against external forces. By making Reishi flow directly into their blood vessels, users of this technique can drastically increase their attack (strength) and defense power to inhuman levels. However, despite the significant danger this potentially presents to one's opponents, Blut possesses one major flaw: because the independent forms of the technique for attack and defense operate using two different Reishi systems, they cannot be employed simultaneously. Blüt is split into two both of which can Never be utilized at the same time, to utilize Blüt Vene is to sacrifice Blüt Arterie, a Quincy can only have Blüt in one form however they can shift between them: - Blüt Vene:
Over View The defensive form of Blut, which grants the user inhuman durability, is represented by a faint pattern tracing the veins beneath the surface of their skin, which is only visible on the afflicted area when struck. If consciously kept at full power, even attacks delivered by a Shinigami's Bankai can potentially be negated completely. However, despite the considerable defense afforded by this technique, it is seemingly not absolute, and can be torn using sufficient power. Additionally, Blut Vene can be used to aid the user against critical wounds which have already been inflicted by stopping the severe loss of blood which would result from said wound. Blüt Vene is capable of affecting reduced areas in order to reduce the Reiryoku cost to use it.
In Rp Terms Blüt Vene grants the Quincy physical defense equal to the amount of Reiryoku poured into it, however it is also capable of being utilized for Positive Reiryoku damage reduction, which when used with high Tolerance can result in negating damage but never at the same time. As a result different Blüt Vene techniques will protect against different things, whether it is to negate damage from physical attacks, reduce damage from positive Reiryoku attacks or to layer the defenses focusing the exact amount of Reiryoku needed to reduce damage from the body part sustaining the most damage while lower amounts for the parts of the body which aren't to be as harmed. However to do such is for those skilled/perceptive enough to determine the exact amount of Reiryoku needed to defend against certain attacks. For Example - A a shrapnel grenade is thrown by a normal human at a Quincy who utilizes an advanced Blüt Vene technique to strengthen his physical defenses the highest on the parts of his body closest to the blast while reducing the amount of Reiryoku spent near the parts which only get some damage and not shielding any part of their body which aren't in danger of getting harmed.
- Blüt Arterie:
Overview The offensive form of Blut which grants the user inhuman attack power. This technique is the only thing capable of ensuring a Quincy's physical attacks can significantly damage a Shinigami/Arrancar etc bar onvesting in actual physical techniques. Blüt Arterie is capable of increasing a Quincy's natural strength allowing them to inflict large amounts of physical damage at the cost of using up Positive Reiryoku in order to keep it active. As a result like Blüt Vene it isn't a technique meant to be utilized constantly but rather for quick bursts when necessary as only those with large Reiryoku pools can afford the luxury of having it constantly active.
Rp Terms Blüt Arterie is utilized similar to strength tiers to inflict physical damage by augmenting the muscles with positive Reiryoku. However like Blüt Vene this is capable of being isolated in a specific body part giving it the strength increase to reduce the amount of Reiryoku spent to trigger the technique. Thie latter however isn't typically meant for those reliant on brute strength but rather those Quincy with high amounts of Reiryoku Control.
Rp TermsBlüt utilizes Positive Reiryoku for either Blüt Vene or Blüt Arterie. Full Body versions of both cost the most while partial to small points costing the least. However like most Quincy skills they require Reiryoku Control to determine the speed at which it is activated, while requiring Advanced Reiryoku Control before anything other than Full Body can be achieved while in combat due to it requiring concentration. Blüt is a natural skill for a Quincy but that doesn't mean it doesn't need to be trained, it does and while a basic skill more skilled variations exist each catering to specific uses in order to serve in place of Defense or Strength Tiers, whether to further reduce damage from Positive Reiryoku, with the latter being capable of being used in conjunction with equal rank Tolerance to Negate damage from Positive Reiryoku techniques equal and below the techniques rank. Body Part Covering-Reiryoku Cost-Adv. Reiryoku Control Req.-Rank of TechniqueFull - 1-rank above - Basic - D Torso - Normal - Novice - C Limb - 1-rank below - Apprentice - B Appendage (Hand,Foot,Heat) - 2-ranks Below - Adept - A Extremity (Finger, small parts of one's body) - 3-ranks Below - Expert - S For Example: A Quincy who is about to be sliced by a sword can throw out their hand and utilize a Blüt Vene technique revolving around serving as defense tiers to only cover the impact point. If say the sword was from a Zanjutsu technique which would deal Expert rank physical damage, the quincy would spend either; -A Master amount of Reiryoku (1 X) to coat their entire body, if they only have Basic level Adv. Reiryoku control. -An Expert amount of Reiryoku (1 S) to coat their entire upper torso, if they only have Novice Level Adv. Reiryoku control. -An Adept amount of Reiryoku (1 A) to coat their entire arm, if they have Apprentice level Adv. Reiryoku control. -An Apprentice amount of Reiryoku (1 B) to coat their hand, if they have Adept level Adv. Reiryoku control. -A Novice amount of Reiryoku (1 C) to coat the specific part of their hand the sword would cut and nothing else, if they have Expert level Adv. Reiryoku control. Bount SpecificZhelezo - Spoiler:
Overview Zhelezo is a Bount defense technique which hardens a Bount's Dolls, as well as a Kukol's D'yavel and Bitto which allows it (them) to be more resistant towards physical techniques. Unlike other defensive techniques Zhelezo has no effect on the Bount themselves but rather is made specifically for their Dolls. However in the case of Kukol who have fused with their Dolls they are capable of utilizing Zhelezo to harden themselves against physical attacks as well. This can be used to great effect as making a Doll physical resistant makes it more viable to be used to directly combat opponents as they are capable of shrugging off physical attacks. To do such however cost's Reiryoku from the Bount which is poured into their Dolls and cost a constant drain to keep active which means that it is better utilized for brief periods. Those Bount who possess Reiryoku Control are capable of triggering Zhelezo at speeds dependent on their Reiryoku Control while those with Advanced Reiryoku Control are capable of isolating it's use towards certain parts of their Dolls.
Rp Terms Zhelezo is comprised of Neutral Reiryoku being infused into a Doll, D'yavel or Bitto. In the case of the former (Doll & D'yavel) this is a constant draining price while in the latter it is pre-made when the Bitto is being created but costs double the price (1-rank higher) than the Zhelezo for a Doll or D'yavel does. This is because Zhelezo for Bitto last as long as said Bitto is alive and is constantly active to give a Bitto an amount of physical damage it can sustain before it is destroyed. Advanced uses of Zhelezo for Dolls however can include reducing the damage from Neutral Reiryoku techniques.
Body Part Covering-Reiryoku Cost- Adv Reiryoku Control Req. - Rank of Technique Full - 1-rank above - Basic - D Torso - Normal - Novice - C Limb - 1-rank below - Apprentice - B Appendage (Hand,Foot,Heat) - 2-ranks Below - Adept - A Extremity (Finger, small parts of one's body) - 3-ranks Below - Expert - S
Note: Concerning Bitto if a Bitto has a Zhelezo of Expert rank level it costs a Master level of Reiryoku (1 X). It doesn't mean it negates Expert and below physical attacks, unlike the Zhelezo of Dolls or D'yavel rather it means the Bitto can sustain physical damage up to an Expert rank before it is destroyed. This means multiple physical attacks of a lower level can eventually destroy a Bitto.
Fullbringer SpecificPower Transference - Spoiler:
Overview Fullbring is a product of Hollow power, meaning that it is essentially the opposite of its Human wielders. As a result, Fullbringers can trade and share their abilities among themselves. When doing so, they can establish certain boundaries as to how their powers can affect one another, posing voluntary limitations. This swapping however is something which can only be done through contact and with agreement.
Rp Terms Power Transference however doesn't mean that they can share Fullbring rather they trade technique slots of their Fullbring for equivalent of another Fullbring. Meaning in essence they can trade a Expert level technique for another Expert level technique, 2 Adept level techniques or for 4 Apprentice Level techniques. Power Transference is a powerful ability however once gained one is incapable of training additional things using said Fullbring (the Fullbring transferred) because it isn't their own. As a result it makes a Fullbringer more versatile but at the same time they are incapable of utilizing another Fullbringers ability to it's full potential.
When, however a Fullbringer transcends to become a Transbringer it is possible to either incorporate things gained via Power Transference into a Transbringers' Transbring or actually gain an identical Fullbring to the Fullbringer one has utilized Power Transference with as one's second &/or Third Fullbring. When this is done it now allows the Transbringer to train for techniques as if they were their own as in actuality though they weren't the originator. Using this method, they are potentially capable of the same things as the original.
For Example: A Fullbringer with a bb Gun Fullbring which becomes a Fullbring of a revolver which shoots out bullets of Negative Reiatsu. Does Power Transference with a Fullbringer with a toy stick of dynamite, which becomes actual sticks of dynamite which explode into flames. Now the Fullbringer with the Revolver Fullbring is capable of producing sticks of dynamite which explode. In Exchange however the dynamite fullbringer gets techniques to make bullets of Negative Reshi.
The Second Fullbringer ends up dying, tragic. The first becomes a Transbringer and in honor of the other decides to have their Transbring incorporate elements of the dynamite. Now the Transbring are two Revolvers which shoot out bullets of negative reishi which are capable of being detonated to coat everything in the blast radius in flames.
Note: When Powers are transferred those techniques which were swapped away are temporarily lost, and any which build upon any of those techniques are temporarily unavailable. However you can retrain the techniques you swapped away since you still have your Fullbring, doing so not only grants you what you swapped away but also access to any techniques which branched from those techniques. * Technique Swaps takes up technique slots however Power Transference can be done at any time one has (IC) reasons to do such but all require Contact. One can not exceed their max amount of Technique Slots through this meaning no going over the limit, however by swapping one can "expand" their versatility or replace techniques they in hindsight deem useless, dislike or rarely use for something more useful to them in the present.
Power Stealing - Spoiler:
Power Stealing is similar to Power Transference however it is a forced version of doing such, during a fight it is capable for a Fullbringer to actually steal the abilities of another Fullbringer. Power Stealing techniques have a initial cost, however if the victim attempts to resist both parties pay a constant Reiryoku price to either attempt to steal or prevent the stealing of their abilities. Initially it can start low, however by upping the amount of Reiryoku spent it becomes more difficult, forcing victims to either let the ability be stolen or end up running out of Reiryoku and dying. However on the same token due to it being a fight it is possible for the victim to end up killing the thief before the process is complete in which case the reverse happens. Power Stealing techniques deal with the effective means of stealing other Fullbringers abilities in order to incorporate it into one's own technique arsenal.
Rp Terms Similar to Power Transference Power Stealing uses up Technique Slots but the user doesn't lose anything from acquiring new techniques one simply gains. Likewise the techniques Stolen aren't permanent unless with Advanced Power Stealing techniques and the victim loses access to them and any techniques branching off of them until they retrain.
If it is a permanent loss then they are unable to regain those techniques but at the same time their technique slots become empty again and by training new things they can adapt accordingly.
Shinigami SpecificReiatsu - Spoiler:
OverviewReiatsu (Spiritual Pressure) is the physical force/pressure that a person’s Reiryoku creates when released. All sub-races have Reiatsu however it is only Shinigami who have fine tuned the control over it to make it a suitable combat skill. There are two ways of utilizing one's Reiatsu: - External Reiatsu:
Overview This is by expressing one's Reiatsu, this is done by paying an initial price which causes one's Reiatsu to flood outward causing those which possess a lower amount of Reiryoku than the user's Reiatsu to be cowed by it rendering them unable to move, suffocating and in extreme levels can actually kill those around them who have much lower Reiryoku pools than they do. External Reiatsu is considered by many a show of force and is favored by those Shinigami with huge Reiryoku pools who can afford to use up large amounts of Reiryoku to incapacitate their opponents through the pressure their Reiatsu emits.
Rp Terms Reiatsu has an initial price which determines the strength of the Reiatsu one is putting out. This causes varying effects based on the disparity between an opponent and the Shinigami using Reiatsu. Opponents that have Reiryoku pools lower than the Reiatsu put out will find themselves forced to the ground if they do not have Strength Tiers equal to the amount of Reiryoku put out, may find themselves suffocating or being crushed by the Reiatsu with advanced techniques and when massive amounts of Reiryoku are put out those with vastly lower amounts of Reiryoku sustain constant positive Reiryoku damage from the sheer force the Shinigami's Reiatsu is putting out. As a result in the hands of those Shinigami with massive amounts of Reiryoku it is possible to defeat opponents by simply using this "show of force" to physically force an opponent to submit before finishing them off. External Reiatsu techniques focus on this application resulting in numerous effects occurring as a result varying from, immobility, pain, causing opponents to envision their deaths, being crushed down to the floor, increasing Reiatsu radius of effect, etc. The Reiatsu of Shinigami bar any technique modifications affects everything within a radius of: Shinigami - 5 Feet Seated - 10 Feet Vice-Captain - 20 Feet Captain - 30 Feet Visored - 40 Feet Zero-Division Captain - 50 Feet Every additional Transcendent level of Reiryoku (1 Y) the Shinigami has in their overall Reiryoku pool increases the radius of effect by an extra 10 feet.
There are Four main ways of counteracting External Reiatsu and External Reiatsu techniques: - Reiryoku Control: Those who are in control of their Reiryoku are capable of reducing the effects of Reiatsu bearing down on them if their Reiryoku Control is equal to the Reiatsu put out. If it is higher then they are unaffected, while those with Advanced Reiryoku Control are capable of reducing the effect of double the amount of Reiryoku per level (Meaning if a Shinigami puts out more an Expert Level of Reiatsu (1 S & 1 A), A Fullbringer with Expert Level Advanced Reiryoku Control can reduce the effect of a Master level of Reiatsu (1 X or 2 S) and is thus unaffected by it. Whereas normally without Advanced Reiryoku Control, a Fullbringer with just Expert Reiryoku Control would come under it's effect)
- Reiryoku Pool: If one has equal or more Reiryoku than the Reiatsu put out they are unaffected by the Reiatsu put out. (Meaning if a Bount has an Adept amount of Reiryoku (1 A) over all and a Shinigami puts out an Adept amount of Reiryoku (1 A) the Bount is unaffected by said Shinigami's Reiatsu).
- Strength: If one has Strength tiers they can force themselves to power through the effects of Reiatsu equal to the amount of Strength they possess. Though they might feel the effects they are not hindered by it and thus are not restricted from moving &/or attacking. (Meaning if a Hollow with Apprentice level Strength tiers encounters a Shinigami who puts out an Apprentice Level (1 B) of Reiatsu with a technique which immobilizes as a result of Reiatsu. The Hollow can avoid being immobilized instead moving by raw strength to power through the force exerted)
- Tolerance: If one has Tolerance tiers they endure the effects of 1-rank below the Reiatsu exerted thus suffer less than others. This due to Reiatsu being comprised of Positive Reiryoku thus those who are more resistant towards it suffer less as a result. (Meaning if a Quincy with Novice Level Tolerance encounters a Shinigami putting out Novice levels (1 C) of Reiatsu they are unaffected as to them it is as if the Shinigami was putting out Basic levels (1 D) of Reiatsu.
Note: All of these work in tandem, meaning if one has one or more they are capable of using them all meaning overall out of the Transcendent states and Sub-races, Kukol (which possess both Strength & Tolerance Tiers) with high Reiryoku pools and Advanced Reiryoku control are the most resistant to External Reiatsu on the forum.
- Internal Reiatsu:
Overview Internal Reiatsu is the process of compressing one's Reiryoku within their body is meant to be utilized as a defense, similar to expressing it outward it has an initial price however it differs as it requires a constant drain to keep active. As a result it is best used the moment the impact hits, Reiatsu is capable of functioning as a physical defense but more than that it is capable of inflicting the damage which is blocked back on an opponent. This is because Shinigami who compress their Reiryoku inward strengthen their physical bodies much more and when struck with another physical attack rather than negate it is reflected off. Despite that it is costly requiring an equal rank price of Reiryoku to utilize Internal Reiatsu the moment the strike hits and it encompasses the entire body.
In Rp Terms Internal Reiatsu doesn't block physical attacks but rather reflects them, contrasting sharply with other techniques similar to it (Blut, Zhelezo, Hierro). When the impact hits the damage is immediately felt by a victim who either didn't use a defense piercing technique, didn't use a defense bypassing technique or isn't resistant against physical attacks as long as the Shinigami's Reiatsu is higher than the physical strike dealt. For Example: A Kukol attacks a Shinigami with a punch backed by Novice Levels of Strength and the Shinigami uses Internal Reiatsu of Apprentice levels (1 C-rank) to block. The Kukol's fist sustains the physical damage that they were attempting to dish out in the punch.
Blank SpecificShape-shifting - Spoiler:
Overview Shapeshifting is the ability of all Blanks to warp their bodies when outside of a Gigai or host body. A Blank's body Lacks substance and thus is capable of being shifted into a variety of shapes and forms. In addition shape-shifting can also give rise to additional host bodies or Gigai than a simple human shape. The speed at which a Blank shape- shifts is dependent on their Reiryoku control while the complexity, or size of what they are attempting to shape-shift into determines the rank of the technique. All Blanks require techniques to shape shift and aren't capable of freely changing their form though all possess the ability to do so. In addition only Gigai are capable of allowing a Blank to shape-shift while within them, however if said Blank transcends into a Zanpakuto spirit both Gigai and host bodies are now capable of shape-shifting. Shapeshifting inside a Gigai or host body costs double the Reiryoku cost. Shapeshifting can also be used for more creative uses making it fairly versatile, in order to counteract the lack of Blanks having a defensive technique unlike the other sub-races.
Rp Terms Blanks are capable of altering their forms which give them a wider selection of host bodies and assist them in combat. For example a Blank who is capable of shape=shifting into a sword, can be wielded by their allies and change their Gigai into a sword as well. However a Blank who is in a host body (recently deceased human that a Blank takes over) isn't able to shift into their sword form. Another example would be a Blank who is capable of shape shifting into a cat, and takes the memories of a random cat before killing it and using it's body as a host body. Upon leaving the cat host body it learns to shape-shift into a human, then re-enters it's cat host body before transcending to become a Zanpakuto spirit. Now it can freely switch from cat to human in the host body.
Soul Seperation - Spoiler:
Overview The core theory behind the Soul Separation ability of a Blank is to inject foreign Reiatsu into another's body, and for the individual to turn that power into their own. The Blank forces the soul out of the body and allows the Blank to take control of it, operating however said blank wishes as it becomes their host body. Soul Separation can be used on a body which has no soul, such as a corpse, or even an inanimate object, such as a stuffed animal. For those Blanks which have been forcibly transformed into Gikon, Mod Souls or Variant Mod Souls they are capable of removing the Souls of living people without killing them in order to hijack their body however they are incapable of freely doing it on their own unless in a host body/gigai already. Blanks which naturally progress are capable of only hijacking dead bodies of those who they have removed the memories of. Artificially progressed blanks regain the ability to freely jump out of and in bodies just like naturally progressed Blanks only if they are artificially progressed into becoming a Variant Mod Soul.
Rp Terms Soul Separation revolves around contact, the Blank when outside a host body jumps into another. Or an artificially progressed Blank when inside a host body kisses the body it wishes to jump into expelling the pill from the current host body into the mouth of the target. Both processes consume Reiryoku from the Blank in order to preform. It is always an equal rank amount of Reiryoku Spend in order to utilize Soul Separation which is dependent on one's progression. Artificially progressed Blanks utilize 1-rank lower amounts of Reiryoku to utilize Soul separation. Progression - Reiryoku Cost Blank - Basic (1 D) Artificial Gikon - Basic (1 D) Gikon - Novice (1 C) Artificial Mod Soul - Novice (1 C) Mod Soul - Appentice (1 B) Artificial Variant Mod Soul - Apprentice (1 B) Variant Mod Soul - Adept (1 A) Zanpakuto Spirit - Expert (1 S)
Hollow SpecificRapid Regeneration - Spoiler:
High-Speed Regeneration allows Hollows to recover from any damage they sustain by causing them to heal at a drastically increased rate, closing the wounds on their body and growing back any lost limbs within extremely short periods of time. Despite the many benefits it provides, most Hollows choose to abandon this ability when they become Arrancar in exchange for a greater amount of power. Regardless, when Arrancar use their Resurrección, their wounds instantly heal, which is why most end up discarding it seeing as they are able to gain a less Reiryoku intensive version. While this ability to regenerate is indeed powerful, it is not without its flaws. Despite the extent to which it can heal the body, internal organs, such as the brain, cannot be regenerated; if such irreparable damage is sustained, the rest of the body can continue to regenerate, though to no avail. In addition, if the body is damaged before it has the chance to heal, or if enough damage is inflicted at once, it can be destroyed nonetheless.
Rp Terms Hollow are capable of utilizing their Negative Reiryoku to forcibly accelerate the speed at which their body natural heals. This amount of Reiryoku spent is in direct proportion to the injuries sustained, while the speed at which injuries can heal is based on the Hollows Reiryoku Control. The higher it is the faster wounds are capable of being healed. Advanced techniques are even capable of regenerating lost body parts or even major organs which are either capable of regenerating (liver) or have duplicates (lungs, kidneys). As a result it is perhaps the only means a Hollow has to recover from their injuries, something which Hollows due to their lifestyles are in dire need of. Hollows are capable of recovering from physical injuries, injuries sustained from Negative Reiryoku techniques, as well as regenerating lost limbs while other things regarding regeneration are obtained solely through techniques. In addition Rapid Regeneration can be utilized offensively dependent on how creative one is.
Hierro - Spoiler:
Hierro Hierro is a defensive Hollow technique which is capable of mimicking defense tiers while likewise reducing the damage sustained from incoming attacks with advanced variations. The user's Reiryoku condenses, creating a steel-hard skin strong enough to block a Zanpakutō and other physical attacks. This allows users to confront some of the sword-wielding Shinigami barehanded. While this technique is exhibited by all Arrancar to some degree while only skilled Hollow possess it, the strength of an individual's Hierro is entirely proportional to the potency of their Reiryoku, with those with large amounts of Reiryoku being granted much tougher and dense Hierro. Hierro works in tandem with strength tiers with Hollow being capable of flexing their muscles clad in Hierro to prevent things which pierce defense tiers from penetrating deep into their body with high amounts of strength being able to completely halt the entry.
Rp Terms Hierro at the base level works by pre-setting a certain amount of a Hollow's Reiryoku towards Hierro which lowers the Hollows overall Reiryoku Pool while active. This ensures that they have their Hierro active at all times, and it is a one time price to set it, once set that becomes a Hollow's permanent Hierro and thus it depends on the Hollow's preference whether or not they want to devote a portion of their Reiryoku towards it. Those who invest a lot have the draw back of overall a lower amount of Reiryoku to work with for other things if they do not possess immense amounts of Reiryoku while those who invest a little have a weaker Hierro and are thus more susceptible to attack. Hierro set through this method is resistant to only physical attacks negating them if they do not have piercing, however additional techniques are capable of being made to give additional properties to one's Hierro following the same principle of sacrificing part of one's overall Reiryoku to fuel one's Hierro.
Last edited by Cassandra on Wed Jul 15, 2015 5:21 am; edited 5 times in total | |
| | | Cassandra Head Creative Staff
Posts : 19 Join date : 2014-07-30 Age : 32 Location : The best place on earth duh.
| Subject: Re: Power & Ability Information Fri Aug 08, 2014 9:29 pm | |
| Speed TypeHohō Hohō is the name given to one of the four universal technique types on this forum and refers to all speed types for each of the sub-races. Hohō is an important skill for most characters, in order to keep up with or outspeed opponents.The agility and speed of Hohō can be enhanced and improved through concentration, training, and mastery of it. Hohō is done by combining Reiryoku with one's movement in order to move at untraceable speeds dependent on the speed at which one is attempting to move the more Reiryoku they will spend to utilize it. However skilled practitioners of Hohō are capable of utilizing it for more than just movement, as it is capable of being used in conjunction with the other universal techniques to make them more deadly however it is just as effective of a technique focus on it's own. In order to see those utilizing Hohō (and it's variations) one must either have Perception Tiers to allow them to react to it, raw speed a higher level to it, or be as proficient in Hohō as the one using it. In Rp TermsHohō techniques at base level require an equal rank Reiryoku price to move at high speeds, however that is a general skill, the more advanced Hohō techniques can range from afterimages to triggering attacks which can't be felt until the user is already past the opponent as well as speed clones and other variations. - Base Hohō Use & it's Equivalence in Raw Speed:
Hohō Reiryoku Price Per Use - Speed Capable - Progression Capable Bar Advanced Hohō Techniques. E - Below Basic - Base D - Basic - 1st C - Novice - 2nd B - Apprentice - 3rd A - Adept - 4th S - Expert - 5th X - Master - 6th Y - Transcendent - 7th Z - Primordial - 8th
Hirenkyakyu (Quincy & Erzengal) - Spoiler:
Hirenkyaku is an advanced Quincy movement technique, allowing the user to move at high speed by riding on the flow of Reishi created below their feet. Essentially, it is the Quincy equivalent to the Shinigami's Shunpo and the Arrancar's Sonído. To perform this technique, the user gathers Reishi under their feet and rides them to the desired location. Like the air-walking skill displayed by most Arrancar and Shinigami, it can be used to hover or fly over long distances. Hirenkyaku enables Quincy to keep up with and overpower faster opponents depending on the user's skill. However, there is more use for the technique than simply moving quickly. As unlike the Shunpo or Sonido Speed types this technique was created to compete against, it has a more drifting movement. As a result while capable of preforming sharp terms, unlike Shunpo or Sonido, Hirenkyaku has a drifting movement where the Quincy keeps moving in a specific direction while their body is free to do other things. This is due to the principles of Hirenkyaku, the Reishi is directing the flow not the Quincy's foot movement and hence it is why it is considered by most Quincy to be superior to other methods of Hohō.
Svetvne (Bount & Kukol) - Spoiler:
Svetvne relies on the latent space manipulation abilities of the Bount in combination with movement in order to produce vacuums of devoid of Reishi in which the Bount passes through unimpeded by the movement of their body through the Reishi in the environment. While moving a suction sound similar to an implosion can be heard with skilled users being capable of either amplifying or lowering said sound produced. Perhaps the most dangerous of the speed types Svetvne is the only one capable of lowering the Reiryoku needed to utilize it in exchange for added strain actually inflicting some physical damage on a Bounts frame to utilize it. This reckless nature however makes Svetvne in actuality the fastest version of movement techniques when it's advanced version is used, as they are given speed which actually hurts them to utilize in in combat. When sensed by those who view Reishi, Svetvne is iconic as unlike it being read as a rapid moving mass of Reiryoku it is actually depicted as a rapid moving absence of Reishi due to the vacuum effect triggered by it's use.
Bringer Light (Fullbringers & Transbringers) - Spoiler:
Fullbringers can induce states of high-speed movement through Fullbring known as Bringer Light. Such movements are accompanied by the flickering of a green luminescence, hence the name Bringer Light, which is the preliminary for each high-speed movement. This speed is achieved through a variety of different uses of Fullbring. By pulling on the soul of the ground beneath their feet, Fullbringers can increase its elasticity, greatly enhancing their jumping ability as a result. In addition, by Fullbringing the air around them, they can accelerate their movements. Doing so can consequentially strengthen the force of their blows. The ability to use this technique signifies that one is beginning to master Fullbring and doing such on physical objects often produces a ripple effect on the surface before the launch. This is due to the objects soul being pulled and can be used to great effect on the states of physical matter; solids, liquids, gases in order to trail them along after utilizing Bringer Light something that the other movement types are incapable of. This is because unlike the others which focus solely on the user, Bringer Light focuses on utilizing the environment to literally pull the user towards their final destination.
Shunpo (Shinigami & Visored) - Spoiler:
Shunpo (Flash Steps) is a movement technique, which allows the user to move faster than the eye can follow. Shunpo is often accompanied by a swishing sound however those in the 2nd Division have gotten it down to an art form and thus their Shunpo particularly among the higher ranking members is silent. The focal point which determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from point A to point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move; those of little skill in the technique or those who have not used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower, which requires the use of more steps to move the same distance and become winded in a shorter amount of time. Shunpo is perhaps the best Hohō type geared towards stealth and assassination in comparison to direct combat, as while it is capable of competing against the other speed types, it is the easiest to incorporate with such tactics.
Velocita (Blanks & Zanpakuto Spirits) - Spoiler:
Blanks in actuality have no base movement technique on their own, rather Velocita is in essence the fragmented versions of the other speed times which have been reverse engineered by Blanks which gain the memories of them from others. As a result initially Velocita is the slowest version of speed types however with increased experience and additional memories it is perhaps the most versatile version due to incorporating things from the others. Despite that however this jack of all trade's mindset rarely allow for Velocita to beat out the others in their best areas unless said Blank only feeds on the memories of those utilizing a certain type so that their Velocita becomes as close a copy as it can get. It is because of that that Velocita doesn't have a trademark and isn't fixed in it's use, as depending on the memories gained it can look, function and be utilized in many different ways and often are completely custom to the Blank in question. This is because Blanks rarely if ever have the same memories unless they end up feeding on the same victims which due to the varied amount of food sources in the various dimensions is rather low. Unlike the others which are atypically honed through training and practice, Velocita is honed by memory acquisition and observation, studying the movements of others in order to better oneself.
Sonido (Hollow & Arrancar) - Spoiler:
While somewhat similar to Shunpo in regards to function and speed, Sonído appears to be more instinctual, seemingly requiring no previous knowledge to perform. It produces a different sound; rather than the swishing or sometimes silent Shunpo of the Shinigami, Sonído makes a booming or static noise. Though the technique is exhibited the most by Arrancar, Hollow are capable of it they just rarely utilize it. The proficiency with which it can be performed is limited only by the individual, with those who focus on speed being capable of much more in comparison to those who don't. However, similar to Shunpo the more powerful the Hollow, the more Reiryoku they have to invest in it and as a result they are able to cover tremendous distances at such speeds often being likened to teleportation. Numerous variations of Sonido exist however only the most skilled user are notable for the fact that they simply appear solidly instead of shimmering momentarily like other Sonído users. Sonido is the flashiest version of Hohō, not because it isn't geared towards stealth it is simply due to Negative Reiryoku being more geared towards destruction, as a result it is also the easiest version to mix in with attacks as the Sonido of some Hollow have been rumored to actually hurt those who they appear near.
Last edited by Cassandra on Mon Jul 20, 2015 10:29 am; edited 9 times in total | |
| | | Cassandra Head Creative Staff
Posts : 19 Join date : 2014-07-30 Age : 32 Location : The best place on earth duh.
| Subject: Re: Power & Ability Information Fri Aug 08, 2014 9:29 pm | |
| Universal & TiersZanjutsu - Spoiler:
Zanjutsu Zanjutsu is the fighting style for the Zanpakutō (i.e. sword fighting) and on this forum is used to include physical weapon based combat as a whole, bar actual Technology (Tech). It is for this reason that Zanjutsu is perhaps the most integral part of a characters arsenal assuming they have a Zanpakuto or a weapon which constitutes most of their attacks. While dangerous on their own weapons only truly become instruments of death in those who are actually skilled in their handling. While Zanjutsu don't typically utilize Reiryoku they can be infused with it in order to make for ranged, more powerful or attribute deadly effects to this otherwise physical combat style.
Releases Due to Release typically revolving around the use of one's weapon, they are technically classified as Zanjutsu. However when creating techniques for a Release it must be stated by simply putting ("Insert Release State") after Zanjutsu. For instance if your Zanpakuto turns into chains in it's Shikai and you want to make a technique revolving around the utilization of those chains simply put in Class; Zanjutsu (Shikai). This will allow mods to know that it's a Zanjutsu meant for a specific release state and will remove confusion.
Hakuda - Spoiler:
Hakuda Hakuda (White Hits) is a close-combat style of fighting, in which one is unarmed and uses only one's body, and is one of the four basic fighting styles of combat on the forum. High-speed physical attacks are utilized to overwhelm the enemy however other variations exist which incorporate grapples, throws and other types of combat. In comparison to Zanjutsu which relies on one's weapon Hakuda relies on one's body and as a result has a unique relationship with one's tiers in that they can potentially make Hakuda much more lethal and effective the higher one's tiers are. It seems to be a combination of several martial arts and there are many sub-divisions under it each which can specialize in other art forms.
Hakuda is also one of the physical technique types and it is rare to incorporate Reiryoku in conjunction with it, however the 2nd Division of the Gotei 13 have developed a method of fusing Kido with Hakuda to produce something called Shunko.
Shunko Shunkō is an advanced battle technique which combines the physical techniques of Hakuda with the spell-based techniques of Kidō. Shunkō is the highest form of Hakuda technique. It comes in elements such as 'wind' or 'lightning' with each variation being different due to one's reiryoku being different than others. It is an ultra-powerful technique in which one drives Kidō into one's entire body generally focusing around the arms and legs. The Kidō itself can be controlled and fired at opponents from the body. The keisen uniform has no back or sleeves because the fabric will rip apart when the user's back and arms are filled with Kidō as said uniform worn by the Captain and Vice-Captain's of the 2nd Division are meant specifically for Shunkō. However Shunkō is not only meant for attack as skilled practitioners are capable of concentrating Shunkō around a particular area of their body, to prevent attacks from damaging or piercing this area. There are two variants: 1. Imperfect - Uncontrolled [Additional Maintenance Price = 1-rank Below Activation Price each Turn] 2. Perfect - Fully Controlled [No Maintenance Price once Activation Price has been paid]
Rp Terms Shunkō first requires a bare minimum of Vice-Captain before it is able to be learned without being taught first and requires a 1500 Word Training topic, which counts as a Weekly Training topic. However members of the upper seated portion of the 2nd Division are capable of it, if directly taught by their superiors (Captain or Vice-Captain), instead it requires a 2000 Word Training topic if trained by 3rd Seat, 2500 Words if trained by 4th seat and 3000 Words if trained by the 5th Seat. Shunko has a single activation price of either a Master level of Reiryoku (1 X) for Imperfect or a Transcendent level of Reiryoku (1 Y) for Perfect before having an activation time dependent on the skill of the practitioner. This time limit can be increased through additional 1000 Word Weekly training each one giving 10 posts (total) to the activation time. While activated all of the practitioner's Hakuda techniques are now capable of dealing physical elemental damage which is dependent on the element surrounding the Shunkō user. Shunkō isn't normally capable of using utilized alongside Shikai or wheras impossible to use with Bankai however a Captain who has undergone the Zero Division Training Regiment or a Visored are both capable of utilizing Shunkō in conjunction with their Shikai or when donning their Hollow Mask respectively. Skill Level -Base Activation Time Limit (Imperfect) Zero Division Training Regiment - 30 Posts (Total) Visored - 25 Posts (Total) Captain - 20 Posts (Total) Vice Captain - 15 Posts (Total) 3rd Seat - 10 Posts (Total) 4th Seat - 5 Posts (Total) 5th Seat - 1 Post (Better make it Count) *Possessing the Perfect Variant doubles the base duration of Shunkō.
Speed - Spoiler:
The Speed Tier refers to how fast one can move bar Hohō, rather than dealing of course with just location movement it also refers to other things like how fast one can swing their weapon, shift into a block, and cover the body's conscious movement. Speed is something trained and something one is conscious of and thus the Speed tier will reflect said things. However speed eventually can lead to muscle memory and as a result those with higher levels of speed generally have high reflexes. Tier - Relation to Actual Speed Below Basic - Average Human Speed (Bar any conditioning). Basic - Peak Human Speed (40 mph) Apprentice - Enhanced Speed (60-120 mph) Adept - Sub-Sonic (120-320 mph) Expert - Transonic (Speed of Sound) Master - Supersonic (Mach 1.5 - Mach 5) Transcendent - Hypersonic (Mach 5.5+)
Strength - Spoiler:
The Strength tier refers to how physically strong one is bar Hakuda techniques or infusing Reiryoku in one's body, and covers purely raw strength. It is quite dangerous on it's own but the upper limits of strength are explored when used in conjunction with Reiryoku as it can be drastically amplified resulting in large amounts of destruction. Those with strength tiers are capable of dealing the equivalent in physical damage with their normal attacks equal to their strength tier. Tier - Relation to Actual Speed Below Basic - Average Human Strength (Bar any conditioning). Basic - Peak Human Strength (2-5x Human Strength) Apprentice - Enhanced Strength (5-10x, able to lift cars, trucks and large boulders) Adept - Low Superhuman Strength (15x, able to lift heavier structures from tanks to boats) Expert - Mid Superhuman Strength (20x,able to lift heavier structures from battleships to massive aircrafts) Master - High Superhuman Strength (25x, able to lift large objects such as skyscrapers) Transcendent - Extreme Superhuman Strength (30x+, able to lift large objects made of dense materials such as catch a meteor falling into the earths orbit, or move mountains.)
Perception - Spoiler:
Perception refers to reaction speed, and when combined with Reiryoku can be utilized as a means of sensory, those with perception are skilled at detecting things, be it the various types of Reishi or moving objects. Perception can result in one seeing things coming without having the latent speed to actual dodge them and as a result goes hand in hand with speed more so than any other tier. When being used to sense things however perception is important for detecting concealment, and stealth techniques as well as increasing the distance as well as detail received of and from sensory techniques. Perception is also what allows one to detect Hohō bar any other techniques and thus it is a vital skill if one isn't planning on investing in Hohō techniques.
Defense - Spoiler:
The Defense tier refers to physical defense, sustaining injury from physical attacks and reducing the damage one's body sustains from such things. Defense similar to strength can be perhaps one of the most dangerous tiers when used in skilled hands as many of the sub-races have skills which are meant to simulate it through Reiryoku. When a character however possessing natural defense and uses it in conjunction with them (Blüt, Zhelezo, Reiatsu, Heirro) it amplifies their effect strengthening them and making them more effective at resisting damage. Defense is naturally effective for minimizing the damage sustained from physical attacks, however defense is still weak to techniques which deal with piercing through defenses and bypassing external defenses to deal damage to one's internal organs.
Endurance - Spoiler:
The Endurance Tier refers to mitigating (reducing) the damage from Neutral Reiryoku and techniques which utilize it. Endurance as a whole halves the damage sustained from them with other techniques being used to fully nullify them. The level of one's endurance determines the rank of techniques which can have their damage reduced, thus minimizing the injuries sustained by a character. It works hand in hand with defense tiers and defensive techniques which cater towards reducing damage from Neutral Reiryoku (Zhelezo).
Tolerance - Spoiler:
The Tolerance Tier refers to mitigating (reducing) the damage from Positive Reiryoku and techniques which utilize it. Tolerance as a whole halves the damage sustained from them with other techniques being used to fully nullify them. The level of one's tolerance determines the rank of techniques which can have their damage reduced, thus minimizing the injuries sustained by a character. It works hand in hand with defense tiers and defensive techniques which cater towards reducing damage from Positive Reiryoku (Blüt).
Resistance - Spoiler:
The Resistance Tier refers to mitigating (reducing) the damage from Negative Reiryoku and techniques which utilize it. Resistance as a whole halves the damage sustained from them with other techniques being used to fully nullify them. The level of one's resistance determines the rank of techniques which can have their damage reduced, thus minimizing the injuries sustained by a character. It works hand in hand with defense tiers and defensive techniques which cater towards reducing damage from Negative Reiryoku (Heirro).
Last edited by Cassandra on Thu Dec 31, 2015 9:19 am; edited 5 times in total | |
| | | Cassandra Head Creative Staff
Posts : 19 Join date : 2014-07-30 Age : 32 Location : The best place on earth duh.
| Subject: Re: Power & Ability Information Fri Aug 08, 2014 10:27 pm | |
| ReleasesQuincy & ErzengalLetzt Stil - Spoiler:
Overview Letzt Stil is the last resort for a Quincy using the Sanrei Glove and after it's use the Sanrei Glove shatters leaving just the trinket of their Zeichen. Letzt Stil is activated by taking off the Sanrei Glove breaking off the tips which cause it to be removed, giving a Quincy the ability to collect Reishi beyond their limit. Though it grants immense power for a short period of time, a practitioner will lose all the Quincy powers which they possess after the surge. Letzt Stil is a requirement to gain Vollstadig and thus all Quincy who have it have at some point lost their Quincy powers and managed to regain them. Once used Letzt Stil is incapable of ever being utilized again making it a one use only release.
How to Obtain All Quincy obtain Letzt Stil upon training their Reiryoku Control and Advanced Reiryoku Control higher than their current overall Reiryoku Pool, and then doing a 1000 Word Training Topic. This training topic includes them learning about Letzt Stil adding the wings to their Sanrei Glove, both of which are broken to trigger Letzt Stil.
Trigger Letzt Stil is first triggered by paying an equal rank Reiryoku Price while breaking the tips of their Sanrei Glove. Quincy - Apprentice (1 C) Soldat - Adept (1 B) Jagdarmee - Expert (1 A) Sternritter - Master (1 S) Erzengel - Transcendent (1 X)
Effect *Triples Overall Reiryoku Pool (Multiples it by 3) during activation. *All debuffs of Heilig Pfiel due to location are dropped.
*Lasts for a short amount of time dependent on the Quincy's Reiryoku Pool, each level of Reiryoku Control adds +5 posts, each level of Advanced Reiryoku Control adds +10 Posts. Reiryoku Pool - Base Time Limit (Posts Total) Novice - 1 Post Apprentice - 5 Posts Adept - 10 Posts Expert - 15 Posts Master - 20 Posts Transcendent -25 Posts
After Effect Quincy Reiryoku Pool is reset back to Novice Levels (1 D) and they return to being a Spiritually Aware Human, however retain any tiers and the memory of any techniques they had as a Quincy.
Vollstandig - Spoiler:
Overview Vollständig is a part of Quincy evolution and the answer to the drawbacks of the outdated release Letzt Stil. As only a Quincy who has known the pain of the sacrifice of their abilities, and then manage to regain what they have lost are able to utilize it. In order to activate Quincy: Vollständig, a Quincy must crush their Zeichen which turns it into positive Reishi which then triggers the transformation. Each Vollständig is customization by it's user however the most common traits give its user an angel-like appearance, with wing-like Reishi constructs and a star-like Quincy Zeichen for a halo.
How to Obtain All Quincy obtain Vollständig after regaining their Quincy Powers and then regaining the Reiryoku pool, as well as Reiryoku Control and Advanced Reiryoku Control they had at the time of using Letzt Stil. The only way for a Quincy to regain their powers after using the release; Letzt Stil is to first exhaust themselves both mentally and physically, then be hit exactly 19 mm to the right of their heart with a Heilig Pfeil. After this, a pentacle-shaped scar will form on the point of impact, and their powers will be restored. This can be done through either a 30 post topic with another Quincy before doing a 1000 Word topic detailing regaining one's powers or a 3000 Word topic which takes up the spot of one of your characters Weekly Training's.
Trigger Vollstandig is first triggered by paying an equal rank Reiryoku Price while squeezing their Zeichen causing it to crumble into Positive Reishi. In addition a Quincy follows up with the words Vollstandig: "Insert name of Vollstandig Here" to fully activate it resulting in the transformation. Note: All Vollstandig names must be in German.
Effect *Triples Overall Reiryoku Pool (Multiples it by 3) during activation. *All debuffs of Heilig Pfiel due to location are dropped. *Quincy are capable of absorbing Positive Reishi from structures, and living positive Reishi Constructs. *Costs a constant drain to one's Reiryoku in order to keep active upon dropping back down to below half normal levels of Reiryoku it is forcibly ended. Progression - Vollstandig Reiryoku Activation Cost (Each Turn Active) Quincy - 1 E Soldat - 1 D Jagdarmee - 1 C Sternritter - 1 B Erzengel - 1 A
*Lasts for a short amount of time dependent on the Quincy's Progression, one is able to do additional Weekly training of 1000 Words to increase it's duration by 10 posts (total) each. Progression - Base Time Limit (Posts Total) Quincy - 10 Posts Soldat - 15 Posts Jagdarmee - 20 Posts Sternritter - 25 Posts Erzengel - 30 Posts
Special Effects A Sternritter's Vollstandig is capable of an ability, this ability is what gives them their respective Letter in the Vandereich Army. This ability can be anything however each Vollstandig of a Sternritter is unique to them similar to how each Bankai is unique to a Zanpakuto. However it is common for the Vollstandig of those related to each other being similar in someway, while twins can have almost identical ones with some differences as no one is exactly like another.
After Effect Vollstandig can either be forcibly ended by means of reaching the time limit, or having low amounts of Reiryoku, critical injury or being ended by the Quincy themselves. Once Vollstandig is ended the Quincy is no longer able to enter it for a length of time which is equal to half the activation length of the Vollstandig however this only applies to Vollstandig which have been ended willingly, forced deactivation causes it be become unavailable for the rest of the topic.
Herrschaft - Spoiler:
Overview Herrschaft is triggered by the Erzengel piercing their skin with their Zeichen however instead of blood flowing from the wound Positive Reishi instead seems to leak out before forming into a pattern. Herrschaft is rather subtle the only difference being seen is the pattern of the Erzengel's Zeichen etched onto their skin during the activation. As well as a crown like stigmata adorning their foreheads comprised of Pure positive Reiryoku. Herrschaft boosts the capabilities of Blüt & Gelblüt allowing the use of Blüt Vene & Blüt Arterie at the same time in the same location during activation. The weakness which has plagued both Quincy and Erzengel is finally removed and Herrschaft grants access to a third type of Blüt, Blüt Kapillare which boosts the speed and Hohō of the Erzengal past normal limits.
How to Obtain See Progression Rules
Trigger Herrschaft is first triggered by paying an equal rank Reiryoku Price while piercing their skin with their Zeichen. The Erzengel then says Herrschaft which completes the activation. Erzengal - 1 S
Effect *Base Speed Increases by 1-rank (Cap raised to Master). *Base Hirenkyaku increases by 1-rank (Cap raised to Transcendent). *Blüt Vene, Blüt Arterie & Blüt Kapillare are all capable of being utilized simultaneously each having their own separate prices.
*Lasts for a short amount of time dependent on the Erzengel's Progression, one is able to do additional Weekly training of 1000 Words to increase it's duration by 10 posts (total) each. Progression - Base Time Limit (Posts Total) (Soldat) Erzengel - 20 Posts (Jadgarmee) Erzengel - 25 Posts (Sternritter) Erzengel - 30 Posts
Special Effects Blüt Kapillare is only available in Herrschaft mode however techniques can be made revolving around it. Blüt Kapillare deals with infusing Positive Reiryoku into one's blood to increase their adrenaline, improving reaction speed, movement speed as well as use of Hirenkyaku past what is normally possible. Blüt Kapillare techniques revolve around the use of these increases for various tasks so isolating this function to specific body parts. Like Blüt Vene and Blüt Arterie, it's use revolves around Reiryoku Control and Advanced Reiryoku Control in terms of speed of activation and body part(s) affected while active respectively.
After Effect Herrschaft can either be forcibly ended by means of reaching the time limit, critical injury or being ended by the Erzengel themselves. Once Herrschaft is ended the Erzengel is no longer able to enter it for a length of time which is equal to half the activation length of the Herrschaft however this only applies to Herrschaft which have been ended willingly, forced deactivation causes it be become unavailable for the rest of the topic.
Aufstieg - Spoiler:
Aufstieg is the final release for Erzengel and is their most powerful one, all Aufstieg are unique and can be customized to suit the Erzengel, often being a similar to both their Herrscaft and Vollstandig if not a mixture of the two. An Erzengal in Aufstieg is the most dangerous an Erzengel is capable of being and while powerful is rather strenuous to sustain for long periods of time. Only the upper elite of Erzengel are capable of retaining activation of Aufstieg for long periods this is something which is gained through a combination of training and experience.
How to Obtain See Progression Information
Trigger Aufstieg is first triggered by paying the price for both Vollstandig and Herrschaft simultaneously before piercing their skin with their Zeichen and promptly crushing it to trigger the transformation. In addition a Quincy follows up with the words Aufstieg: "Insert name of Aufstieg Here" to fully activate it resulting in the transformation. Note: All Aufstieg names must be in German.
Effect *Quadruples Overall Reiryoku Pool (Multiples it by 4) during activation. *All debuffs of Heilig Pfiel due to location are dropped. *Base Speed Increases by 1-rank (Cap raised to Master). *Base Hirenkyaku increases by 1-rank (Cap raised to Transcendent). *Blüt Vene, Blüt Arterie & Blüt Kapillare are all capable of being utilized simultaneously each having their own seperate prices. *Quincy are capable of absorbing Positive Reishi from structures, and both living and dead positive Reishi Constructs. *Lasts for a short amount of time dependent on the Erzengels Vollstandig + Herrschaft which is then halved. E.g. Vollstandig = 20 posts (total), Herrschaft = 30 posts (total). Aufstieg = 25 posts total
*Costs a constant drain to one's Reiryoku in order to keep active upon dropping back down to below half normal levels of Reiryoku it is forcibly ended. Progression - Aufstieg Reiryoku Activation Cost (Each Turn Active) Erzengel - 1 A
Special Effects An Erzengel's Aufstieg is the combination of their Vollstandig and their Aufstieg as a result all the abilities granted by the use of each of them are available in this form.
After Effect Aufstieg can either be forcibly ended by means of reaching the time limit, or having low amounts of Reiryoku, critical injury or being ended by the Erzengel themselves. Once Aufstieg is ended the Quincy is no longer able to enter it for the rest of the topic.
Bount & KukolZeige Dich - Spoiler:
Overview Zeige Dich is the ability of a Bount to manifest their Baby Doll into the physical Realm. Each Doll is unique to the owner and upon being manifested is treated as it's own separate entity with it's own Reiryoku Pool and abilities, when Zeige Dich is active the Bount is able to utilize their Doll's abilities in combat rather than only relying on their own.
How to Obtain See Progression Information
Trigger Zeige Dich is triggered by simply saying the words Zeige Dich followed by the name of said Doll and paying a Reiryoku price. Bount - Apprentice (1 C) Viscount - Adept (1 B) Count - Expert (1 A) Czar - Master (1 S) Kukol - Transcendent (1 X)
Effect *Doubles Overall Reiryoku Pool (Multiples it by 2) during activation said Reiryoku is split between the Bount and their Doll. *Doll techniques become available for use in battle.
*Lasts for a short amount of time dependent on the Bount's Progression, one is able to do additional Weekly trainings of 1000 Words to increase it's duration by 10 posts (total) Progression - Base Time Limit (Posts Total) Bount - 20 Posts Viscount - 25 Posts Count - 30 Posts Czar- 35 Posts Kukol - 40 Posts
After Effect Zeige Dich can either be forcibly ended by means of reaching the time limit, critical injury or being ended by the Bount themselves. Once Zeige Dich is ended the Bount is no longer able to enter it for a length of time which is equal to half the activation length of the Zeige Dich however this only applies to Zeige Dich which have been ended willingly, forced deactivation causes it be become unavailable for the rest of the topic.
Pokazat' Seubye - Spoiler:
Overview Pokazat' is the ability of a Bount to manifest their Adult Doll into the physical Realm. Each Adult Doll is unique to the owner, however always bears a resemblance to its Baby form and upon being manifested is treated as it's own separate entity with it's own Reiryoku Pool and abilities, when Pokazat' Seubye is active the Bount is able to utilize their Doll's abilities in combat rather than only relying on their own.
How to Obtain See Progression Information
Trigger Pokazat' Seubya is triggered by simply saying the words Pokazat' Seubya followed by the name of said Doll and paying a Reiryoku price. Bount - Apprentice (1 C) Viscount - Adept (1 B) Count - Expert (1 A) Czar - Master (1 S) Kukol - Transcendent (1 X)
Effect *Triples Overall Reiryoku Pool (Multiples it by 3) during activation said Reiryoku is split between the Bount and their Doll with the Bount having their normal reserves while the Doll has the remaining amount. *Doll techniques become available for use in battle.
*Lasts for a short amount of time dependent on the Bount's Progression, one is able to do additional Weekly trainings of 1000 Words to increase it's duration by 10 posts (total) Progression - Base Time Limit (Posts Total) Bount - 10 Posts Viscount - 15 Posts Count - 20 Posts Czar- 25 Posts Kukol - 30 Posts
After Effect Pokazat' Seubya can either be forcibly ended by means of reaching the time limit, critical injury or being ended by the Bount themselves. Once Pokazat' Seubya is ended the Bount is no longer able to enter it for a length of time which is equal to half the activation length of the Pokazat' Seubya however this only applies to Pokazat' Seubya which have been ended willingly, forced deactivation causes it be become unavailable for the rest of the topic.
Nezhit' - Spoiler:
Overview Nezhit' is the release in which a Kukol permanently fuses with their Doll resulting in them becoming a hybrid of it and their original appearance which is incapable of returning back to normal. While some choose to have more monstrous versions the fusion can be toned down to incorporate aspects of one's Doll while retaining a human appearance. To those not spiritually aware however the Kukol appears normal like how they looked before utilizing Nezhit'
How to Obtain See Progression Information
Trigger Nezhit' is triggered by simply saying the words Nezhit' followed by the name of said Doll and paying a Reiryoku price, this however can only be utilized when the Doll is released either as a Zeige Dich or a Pokazat' Seubya. Bount - Apprentice (1 C) Viscount - Adept (1 B) Count - Expert (1 A) Czar - Master (1 S) Kukol - Transcendent (1 X)
Effect *Triples Overall Reiryoku Pool (Multiples it by 3) during activation said Reiryoku is split between the Bount and their Doll with the Bount having their normal reserves while the Doll has the remaining amount before fusing the two together resulting in the Reiryoku not being split at all. *Doll techniques become available for use in and out of battle as they are now part of the Bount.
After Effect Nezhit' is a permanent fusion which can not be reversed upon being done, dependent on the form the Doll is in during the fusion the traits and Reiryoku gained varies as it can be done with a Baby or an Adult doll. Once fused however the Doll is permanently lost and the Kukol is not longer able to utilize Zeige Dich or Pokazat' Seubya with it.
Shinigami & VisoredShikai - Spoiler:
Overview Shikai is the second (or first upgraded) form available to a Zanpakutō. To activate it, the Shinigami needs to learn the name of their Zanpakutō. The blade changes shape and gains special abilities by chanting a Kaigo, or release incantation. Using the Kaigo, followed by the name of the Zanpakutō, activates Shikai. It is crucial to memorize each phrase, for every Zanpakutō has a different incantation. The commands vary between users and range from a simple imperative verb to a short poem. They often relate to the Zanpakutō's signature ability or hint at the nature of its spirit. This step may be bypassed by expert Shinigami who have learned how to use their Bankai however it is weakened when doing so.
How to Obtain See Progression Information
Trigger Shikai is triggered by simply saying the Kaigo (release incantation) and paying a Reiryoku price. Shinigami - Apprentice (1 C) Seated - Adept (1 B) Vice-Captain - Expert (1 A) Captain/Zero Division Training Regiment - Master (1 S) Visored - Transcendent (1 X)
Effect *Doubles Overall Reiryoku Pool (Multiples it by 2) during activation. *If Kaigo is not chanted or said improperly the normal Reiryoku Pool is retained instead. *Additional techniques due to the release become available for use in battle.
*Lasts for a short amount of time dependent on the Shinigami's Progression, one is able to do additional Weekly trainings of 1000 Words to increase it's duration by 10 posts (total) Progression - Base Time Limit (Posts Total) Shinigami - 20 Posts Seated - 25 Posts Vice Captain - 30 Posts Captain/Zero Division Training Regiment - 35 Posts Visored - 40 Posts
Special Effects A Shikai may confer additional abilities to a Zanpakuto, these abilities can only be used in the Shikai state and, upon being mastered, may or may not be used in the Bankai state assuming they don't change or aren't boosted.
After Effect Shikai can either be forcibly ended by means of reaching the time limit, critical injury or being ended by the Shinigami themselves. Once Shikai is ended the Shinigami is no longer able to enter it for a length of time which is equal to half the activation length of the Shikai however this only applies to Shikai which have been ended willingly, forced deactivation causes it be become unavailable for the rest of the topic.
Bankai - Spoiler:
Overview Bankai is the second and final upgraded form of a Zanpakutō. To achieve Bankai, one must be able to materialize and subjugate their Zanpakutō spirit. The biggest flaw of Bankai lies in the overwhelming power it releases. Its power and form are often far beyond those of a normal weapon this is mainly due to the fact that once a Bankai is broken it can never return to it's original state.
How to Obtain See Progression Information
Trigger Bankai is triggered by simply saying "Bankai" before following up with the name of one's Zanpakuto's final release state and paying a Reiryoku price. However those Shinigami with the utmost mastery of their Zanpakuto & have completed the Zero Division Training Regiment can bypass this, although it is weakened when done so. Shinigami - Apprentice (1 C) Seated - Adept (1 B) Vice-Captain - Expert (1 A) Captain - Master (1 S) Visored - Transcendent (1 X)
Effect *Triples Overall Reiryoku Pool (Multiples it by 3) during activation. *Doubles Overall Reiryoku Pool (Multiplies it by 2) during activation instead, if bypassing normal activation or mispronouncing one's Zanpakuto's final release state's name. *Additional techniques due to the release become available for use in battle. *Costs a constant drain to one's Reiryoku in order to keep active upon dropping back down to below half normal levels of Reiryoku it is forcibly ended. Progression - Bankai Reiryoku Activation Cost (Each Turn Active) Shinigami - 1 E Seated - 1 D Vice-Captain - 1 C Captain/Zero Division Training Regiment - 1 B Visored - 1 A
*Lasts for a short amount of time dependent on the Shinigami's Progression, one is able to do additional Weekly trainings of 1000 Words to increase it's duration by 10 posts (total) Progression - Base Time Limit (Posts Total) Shinigami - 20 Posts Seated - 25 Posts Vice Captain - 30 Posts Captain/Zero Division Training Regiment - 35 Posts Visored - 40 Posts
Special Effects A Bankai may confer additional abilities to a Zanpakuto, these abilities can only be used in the Bankai state.
After Effect Bankai can either be forcibly ended by means of reaching the time limit, critical injury, being destroyed or being ended by the Shinigami themselves. Once Bankai is ended the Shinigami is no longer able to enter it for a length of time which is equal to half the activation length of the Bankai however this only applies to Bankai which have been ended willingly, forced deactivation causes it be become unavailable for the rest of the topic. *When a Bankai is destroyed while it is activated however, two things happen the first being that it is damaged and the Shinigami loses access to it until they do a 1000 Word training topic to gain access to it, from then on however it will be permanently damaged and there is absolutely no way to restore it to its former form. Upon regaining it depending on the original damage sustained it will gain a new appearance with the damaged portions remaining intact being a permanent reminder of the originally damaged form.
Hollow Mask - Spoiler:
Overview The Hollow mask which covers the head of the Vizored giving them black scelera and yellow pupils and each mask is unique to the Vizored donning it. Unlike the masks of the Arrancar, the masks of the Vizoreds are undamaged. The Vizored remain in complete control while wearing their masks and the result is their Positive Reiryoku and the Negative Reiryoku within their inner hollow meshing together to boost their power. Every time their masks are used, the Vizored's voices echo as a consequence of both their normal voice and their inner Hollow's voice speaking simultaneously.
How to Obtain See Progression Information
Trigger Donning one's Hollow mask is triggered by the act of putting on the mask, this can be done in unique ways dependent on the Visored's preference. Shinigami - Apprentice (1 C) Seated - Adept (1 B) Vice-Captain - Expert (1 A) Captain - Master (1 S) Visored - Transcendent (1 X)
Effect *Doubles Current Reiryoku Pool (Multiples it by 2) during activation by adding the Negative Reiryoku to the Visored's Reiryoku Pool. *Boosts Tiers by 1-rank during activation. *Mask Protection - While active the user is capable of ignoring pain, and the damage their body takes however when the Mask is removed they are hit with all the pain at once making it a useful but double edged sword.
*Time Limit Active, See Progression Information. One can do a 1000 Word weekly training to add +5 posts to their initial mask time limit capping out at the max mask time limit available to said Shinigami.
Special Effects Donning one's Hollow Mask gives access to augmented physical capabilities and can be used at various times dependent on one's progression. If one became a Vizored while they were a seated member it is incapable of being used alongside Shikai and Bankai, if they were a Vice Captain it is incapable of being used alongside Bankai. If they were a Captain then it can be used alongside any other release.
After Effect Once the time limit is reached, the Vizored are incapable of donning their mask until a certain amount of time has pass, this time limit is the initial time they were able to spend in the Hollowfication (Mask Donning) which is gained after obtaining their Hollow Mask. Masks can be broken which forcibly knocks them out of it, and in that case the cooldown still remains the same.
Fukkatsu - Spoiler:
Overview Fukkatsu is a full transformation into what is the "Vasto Lorde" form of a Visored's inner Hollow. It is completely uncontrollable by said user however before activating it the user is able to discuss the immediate threat which the Inner Hollow fills out with utter prejudice. Anyone who gets in the way of that however will be taken apart in the process, the only ones who aren't harmed however are the Shinigami's most loved ones (10 IC Relationship topics) however even that can be overridden depending on the situation. The Transformation itself covers the whole body and is unique to each Visored.
How to Obtain See Progression Information
Trigger Donning one's Fukkatsu is triggered by extreme emotions and a drive to utterly kill someone no matter the cost, likewise it essentially involves a Vizored putting away their pride and allowing their Inner Hollow to take over. The transformation itself has it's own price which is based on one's progression. Visored - 1 A
Effect *Quadruples Overall Reiryoku Pool (Multiples it by 4) during activation by adding the Negative Reiryoku to the Visored's Reiryoku Pool. *Mask Protection - While active the user is capable of ignoring pain, and the damage their body takes however when the Mask is removed they are hit with all the pain at once making it a useful but double edge sword.
*Time Limit Active, See Progression Information.
Special Effects Fukkatsu depend on the user some confer additional abilities some retain the physical boosts from the donned mask form and some abilities while some simply boost tiers with no other abilities other than that. It all varies.
After Effect Upon the time limit being reached Fukkatsu ends and the user is no longer able to access it until the end of the topic. Fukkatsu is unable to be ended before the time-limit runs out once used unless the user is killed in the process and thus is unable to be controlled once activated. Kido as a whole is unable to be utilized while in Fukkatsu as the Inner Hollow in this form is incapable of speech, similarly if used prior to releasing one's Shikai or Bankai they are unable to utilize them. However Kido which one has mastered the incantation enough to use them silently can be used likewise those Vizored who are skilled enough to release their Shikai or Bankai without uttering the Kaigo can likewise do so with the same limitations (weakened) as doing so normally.
Zanpakuto SpiritShikai - Spoiler:
Identical to Shinigami's Shikai in both Pure and Corrupted Zanpakuto Spirit Versions. However since they are the Zanpakuto itself their forms change outwardly to reflect that, in function and boosts however it is identical. Those Zanpakuto Spirits who possess a Gigai of a weapon or a Shape-Shifting technique of a weapon form can be wielded by allies as if they were a normal Zanpakuto. When doing so regardless of the Sub-Race or Transcendence they benefit from the effects of a Shikai activation and with the Zanpakuto Spirit's permission can use the varying abilities granted in this form. Shikai can be maintained for: (Mod Soul) Zanpakuto Spirit - 20 Posts Total (Variant Mod Soul) Zanpakuto Spirit - 25 Posts Total One can do a 1000 Word Weekly training Topic to extend it by 10 posts.
Bankai - Spoiler:
Pure Zanpakuto Spirits resemble Bankai while Corrupted Zanpakuto Spirit resemble Resurrección. Just like before in the case of Pure, because they are the Zanpakuto itself their forms chance outwardly to reflect that, in function and boosts however it is identical to a Shinigami utilizing Bankai. The only difference when it comes to both however is that Zanpakuto Spirits only have the time limit they do not have the additional Reiryoku price to maintain their transformations. Those Zanpakuto Spirits who possess a Gigai of a weapon or a Shape-Shifting technique of a weapon form can be wielded by allies as if they were a normal Zanpakuto. When doing so only those Sub-races, Transendants comprised Neutral (Both) or Positive Reishi (Pure Zanpakuto Spirits Only)/Negative Reishi (Corrupted Zanpakuto Spirits Only) benefit from the effects of a Bankai activation and with the Zanpakuto Spirit's permission can use the varying abilities granted in this form. Bankai can be maintained for: Half the amount of time a Zanpakuto's Shikai can be active.
ArrancarResurrección - Spoiler:
Overview Resurrección returns the essence of an Arrancar's offensive Hollow abilities to their humanoid bodies. Arrancar usually seal the nuclei of their abilities within the form of a sword, which is entirely different from what the Shinigami use. When they release their weapons' seals, they unleash their true power and their true form. The only time they can return to Human form is when they reseal their powers in sword form. Changing their form without resealing their powers in a sword is the same as burning off an arm, and if they were to discard part of their released form, while in it, they can never return to normal again. Because their powers are sealed in their Zanpakutō, an Arrancar's release will usually transform their body into a Hollow-like form, allowing them to use all of their abilities freely. This form usually reflects what the Arrancar looked like before becoming Arrancar, although to highly varying degrees. A Resurrección restores an Arrancar to its "true" form, resulting in significantly various increases in speed, strength, stamina, durability and spiritual power, as well as allowing access to both more powerful variations of previous techniques and completely new abilities. Some Arrancar even gain new weapons as a part of their released form.
How to Obtain See Progression Information
Trigger Ressureccion is triggered by simply saying the Kaigo (release incantation) along with the name of the Arrancar's Zanpakuto and paying a Reiryoku price. Arrancar - 1 A
Effect *Triples Overall Reiryoku Pool (Multiples it by 3) during release. *If changing back to human form without resealing one's powers it results in a Permanent increase of the Arrancar's Reiryoku Pool to the amount granted by Ressureccion but they are no longer able to release into their true form ever again thus losing some the unique abilities granted by that form as well as the ability to train additional techniques branching off from those they retained in exchange for pure power. However due to losing them permanently the slots become free once more allowing the Arrancar to adapt accordingly in addition to retaining some of the physical traits of their Ressureccion form giving them a more beastly appearance. Depending on the Arrancar's stage of progression as a hollow prior to Transcending however some of the abilities can be retained: Gillian - None Adjuchas - Up to Quarter of the techniques restricted to Ressureccion form. Vasto Lorde - Up Half of the techniques restricted to Ressureccion form.
*Lasts for a short amount of time dependent on the Arrancar's Progression, one is able to do additional Weekly trainings of 1000 Words to increase it's duration by 10 posts (total) Progression - Base Time Limit (Posts Total) (Adjuchas) Arrancar - 40 Posts (Vasto Lorde) Arrancar - 50 Posts
Special Effects Upon entering their Resurrección the Arrancar's wounds and injuries are all completely healed with no sign of them being injured at all, this is rather effective and occurs instantaneously which is why most Arrancar simply choose to forgo keeping rapid regeneration to gain boosted power.
After Effect Resurrección can either be forcibly ended by means of reaching the time limit, critical injury or being ended by the Arrancar themselves. Once Resurrección is ended the Arrancar is no longer able to enter it for a length of time which is equal to half the activation length of the Resurrección however this only applies to Resurrección which have been ended willingly, forced deactivation causes it be become unavailable for the rest of the topic.
Segunda Etapa - Spoiler:
Overview Segunda Etapa is the second form of Resurrección which the Arrancar becomes what would be considered a form closest to how they looked as a Vasto Lorde rather than as an Adjuchas like Resurrección tends to do. Still like Resurrección there can be multiple differences mainly due to their Shinigamification changing the very nature of their Reiryoku. Few Arrancar are capable of utilizing their Segunda Etapa most not even knowing that such an advanced form is even capable of occurring naturally due to the very low amounts of Vasto Lorde class Hollows roaming Hueco Mundo.
How to Obtain See Progression Information
Trigger Segunda Etapa is triggered by saying Resurrección: Segunda Etapa along with paying a Reiryoku Price. Arrancar - 1 A
Effect *Quadruples Overall Reiryoku Pool (Multiples it by 4) during release. *Triples Overall Reiryoku Pool (Multiplies it by 3) during release If Arrancar has sacrificed their Ressureccion form for pure power. *Costs a constant drain to one's Reiryoku in order to keep active upon dropping back down to almost no Reiryoku it is forcibly ended. Progression - Segunda Etapa Reiryoku Activation Cost (Each Turn Active) (Vasto Lorde) Arrancar - 1 A
*Lasts for half as much time as the Arrancar's Resurrección.
Special Effects Upon entering their Segunda Etapa, just like with Resurrección, the Arrancars wounds and injuries are all completely healed with no sign of them being injured at all.
After Effect Segunda Etapa can either be forcibly ended by means of reaching the time limit, critical injury or being ended by the Arrancar themselves. Once Segunda Etapa ends whether forced or willingly, however it is no longer able to be activated for the remaining length of the topic.
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