Post by BM on Jan 17, 2017 20:04:29 GMT
It should be noted that each character can only have a single specialized mastery, and taking one requires that you lower or cap another mastery at advanced, to show what was neglected to raise your chosen mastery to new heights.
You must also do a solo thread showing your efforts to awaken or train your skill/power to a level above mastered. To be clear, specialization can no longer be purchased with plot points.
- You cannot specialize in your release mastery. Due to its own added strength and complexity, release and specialization are separate, and are considered the two halves of what makes each character's power unique.
- You do not have to specialize in a mastery to obtain maximum rank for your character.
- Choosing an optional mastery for your specialization (Healing or Item Creation) requires you to cap an additional mastery at advanced.
- For humans and other mortal races dying and changing races will will transfer your specialization to the equivalent mastery for the new races. If there is no equivalent mastery your specialization is reset and you may choose a new one.
Unless otherwise noted, all specialized masteries afford the following general benefits:
- +1 advantage to techniques that fall under the chosen mastery.
- Added complexity to techniques and skills that fall under the chosen mastery.
- 1 perk from the list of specialization perks under the chosen mastery.
Specialization perks are powerful buffs or powers associated with a given mastery at specialized level.
Most masteries have a general perk associated with them that you get just for having the mastery.
But more important than those are the GRAND PERKS. Each mastery has at least three to choose from, but choose wisely, because like the specialization itself you only get one.
General Perks:
- IV technique dual casting.
General Reiryoku Perk:
- 1 free passive effect on all reiryoku techniques similar to a reiatsu passive.
General Reishi Perk:
- (Quincy) The ability to utilize any Ginto technique at full power without the use of an incantation.
- (Bounto) The ability to boost the power of any technique that utilizes Reishi upwards to that of a Tier VII (with a respective cooldown according to its tier).
General Hollow Techs Perk:
- The ability to make a technique of release-level power and proportions. It’ll be usable outside your release, and is generally made to affect the body directly.
GRAND PERKS
[Infinite Complexity]
With your skills at their peak you’ve learned how to wield powers that most individuals can only control with their release. You can crush your foes with the power of gravity, control their senses and confuse them with illusions, poison them with toxic energy, or seal away their abilities. Put simply, you can now create techniques with concepts that would normally be restricted to your release.
[Plagiarist]
Maybe creativity isn’t your thing. That ok, because your skill at understanding the abilities of others is so great that you don’t need to come up with your own ideas. Once you see an ability used once, you understand it’s composition and how it is executed, letting you mimic the effects with your own techniques. This can be done in combat, but if you want a permanent version of the mimicked techniques you’ll still need to register it. It should also be noted that you can copy concepts that would normally be restricted to certain masteries or releases, but you cannot copy the bonus advantages of such abilities.
[Summoner]
You’ve got friends in high places, and by that we mean your power to call forth beings from beyond the veil of time and space is unparalleled. When you summon something as one of your techniques its form is far more stable than a lesser practitioner meaning all your summons now last two posts longer with no increase in cooldown. On top of this, you may now have two summons active where previously you were restricted it one, and they may have two masteries associated with their tier as opposed to just one. Finally, each summon you create that has techniques may have two that do not count towards your technique limit.
[Intelligent Energy]
Anyone can be smart, but not everyone can create intelligence. You’ve dedicated your advanced skills to creating a sort of “spiritual programming” within your techniques. These abilities are far from having a mind of their own like a summon, but your skill allows you to enhance your techniques with purpose and allow them to function without your direct control. One basic application of this power is homing techniques, which can now seek out a target without you needed to concentrate and guide them.
General Perks:
- Second tier III reiatsu control passive.
GRAND PERKS
[Area of Control]
Aiming is overrated, especially when your reiatsu is so massive that it smothers the area around you. By tapping into this uniquely dense spiritual pressure you can use it as a guide and magnifier for your area of effect abilities. With your reiatsu enhancing their effects, your AoE techniques now have significantly less falloff at range. Instead of falling off every 5m as normal, your AoEs are now divided in half. For the first half of their range(max 25m) there is no falloff, and for the remaining half it is two tiers lower.
[Pulsating Aura]
In a fight between two spiritual beings, the one with the stronger reiatsu wins. Nowhere is this more apparent than with this perk. Not only is your reiatsu powerful, but your control over that power is impeccable, letting you wield it like a weapon against your opponents and their abilities. Through this perk the basic aspects of your reiatsu control, Reiatsu Expulsion and Reiatsu Suppression, become more powerful and versatile. Instead of simply using your reiatsu to crush your opponent for example, you could use your reiatsu to knock them away in order to dodge a blow. At the more basic level Reiatsu Expulsion and Reiatsu Suppression have their cooldowns reduced by two posts, and gain an advantage in effectiveness. Because your skill is so adept, you are also immune to other individuals use of Reiatsu Suppression.
[Sensory Insanity]
Your control over the sensory aspects of reiatsu is utterly unequaled. Through extensive training you can now control the aesthetic aspects of your reiatsu at levels most would deem unbelievable. You can completely remove your reiatsu signature, change it at will to mimic other races or individuals, throw your reiatsu to different locations to confuse your enemies, sense at much greater distances, you can also use these effects on your allies and enemies. Your reiatsu senses are also immune to manipulation, meaning you cannot be effected by illusions or any other attempt by others to control yours. Other applications of this ability are graded case by case.
[Composition Analysis]
Your reiatsu sensing is focused on the the structure of the spiritual world. You’re an expert and unraveling the complex structures of your opponent’s techniques, allowing you to break them down and reduce their effects to yourself. This does require you to be within range of the technique being used at least once, after which you may reduce its effects by one advantage. Being directly hit by the full power of the technique gives you even more data, reducing the effects by two advantages. It should be noted that this only applies to abilities composed of spiritual energy. Hand to hand and weapon skill techs cannot be negated in this way. With techniques accompanied with long durations, the advantages may be reduced by the allotted amount after 1 post suffering under its effects. Other applications of this ability are graded case by case.
General Perk:
- 1 free stepping technique.
- Silent stepping.
GRAND PERKS
[Weightless Muscle Structure]
You’re quick and agile the likes of which most have never seen. Forget the bulky muscles of a bodybuilder, a lifetime of perfecting your steps has turned your body into a machine of explosive movement. You gain 4x speed permanently, and have a much easier time raising your speed to 5x through techniques with minimal side effects. Conversely, your strength cannot be boosted above 3x, and 3x boosts to strength will require more energy and have shorter duration. Your speed cannot be debuffed.
[Radiant Steps]Stepping isn’t only about speed, it's a complete system of movement utilizing the whole of your body and spiritual energy. For some, the precise control that develops with these skills can be be honed to add in additional movement or spiritual exertion without affecting the speed of the step. With this perk, you are allowed more freedom when it comes to stepping techniques and variants. This includes abilities that allow you to attack while stepping (à la senka). Your stepping abilities will also now have their own cooldown type. Maximum tier for these abilities is tier V.
[Spatial Knowledge]You’re not quite sure how it happened. One day, in your endless mission to obtain the greatest possible speed, you stepped forward and ended up far beyond what should have been possible through physical movement alone. Your steps were so perfect, so instantaneous, that the universe itself couldn’t keep up and on that day your steps warped space to get you there faster. With this new knowledge at your side you can now create techniques under the stepping mastery that act as mid-combat teleportation. It should be noted that this skill cannot be used to travel between worlds, and the range and other limitation of these abilities will be graded case by case.
[After-Image]Through training, most spiritual individuals develop the ability to detect the use of high speed movement. As the power of an individual grows their eyes just seem to adapt to what was previously too fast for them to process. But some levels of speed cannot be adapted to. With the power to move so fast that your physical image stays behind, you can trick even skilled opponents and not only dodge them, but do it so perfectly that their brain registers them actually landing the hit. Twice per thread, you may push your stepping to the highest levels, so fast that an illusionary after image is left behind for your opponent to strike. Using this perk voids all damage that would land the post it is used, and moves you away within the limits of a single step. After two uses your body cannot keep up with the demands of the technique.
General Perks:
- Normal strikes can carry up to tier IV power.
- With extra immense focus you can deliver a strike that nullifies natural defenses [Mastered Hierro/Blut or lower] at the struck area, leaving the spot vulnerable at equal advantages for a post. However, this has a 2 post cooldown with every use.
- You can negate specialized hierro with this strike at equal advantages, but due to the force behind it, your hand's bones will hairline fracture in 1 hit, majorly in 2, and completely shatter in 3. This can only be avoided with Shikai level tools
GRAND PERKS
[Hardened Muscle Structure]
Sometimes you just want more raw physical power. Through the intense regime of exercise that got you to this level, you muscles have become a solid mass of perfection, with nearly 100% hardened and toned muscle mass. You gain 4x strength permanently, and have a much easier time raising your strength to 5x through techniques with minimal side effects. Conversely, your speed cannot be boosted above 3x, and 3x boosts to speed will require more energy and have shorter durations. Your strength cannot be debuffed.
[Style]
What do all the legendary martial artists have in common? Each one had their own personal fighting style that made them the household name there are today, and you are no exception. Your personal style is unmistakable and even if you were to teach others in its workings, no one does it quite like the master. Write out a very specific hand to hand fighting style for your character. All techniques for this style must follow the specified theme, but as a benefit this style has separate cooldowns from the rest of your hand to hand mastery.
[Juggernaut]
Sometimes the power of the spiritual martial artist comes not from a body of pure muscle, but rather the well controlled spiritual energy that flows through them. Because of your spiritual power focused heavily in your muscles, you can free yourself from hindering abilities by physically struggling against them. Any technique that would bind, debuff, or otherwise hinder your movement has its duration reduced by half, and everytime the same bind, debuff, etc… is used against your repeatedly its effect diminishes by 1 advantage and one post of duration. You also gain the ability to instantly break out or through said abilities with force alone, much like Reiatsu Expulsion (this physical expulsion has separate cooldown from your other hand to hand abilities).
General Perks:
- Tier IV cutting power vs techniques and defenses.
- Ken'atsu - The ability to swing pressure waves that are simply the normal sharpness and pressure of your blade at the speed of a Cero without a single cooldown post.
- Should you choose to specialize in thrown weapons instead of melee, your benefits will be the same outside of ken'atsu. Instead of the pressure wave, you can now imbue your projectiles with enough energy to produce a similar Tier IV effect as if you just launched a missile, though this limits them to cero speed. Alternatively you may throw them at such ludicrous force they reach bala speed, but this limits their power to base level.
- As a further alternative you may specialize in firearms. You may now compete with lesser quincy in gunslinging by firing bala speed and -power shots made purely of reiryoku, up to 200 per post. If you prefer raw power instead, you can also fire singular Tier IV powered shots at cero speed, without suffering cooldown time.
GRAND PERKS
[Kenatsu Prodigy]
You have not only the power to unleash the incredible blast of pressure from your blade, but the skill to manipulate that pressure to suit your needs. Your Ken’atsu can be compressed into a thin, severing edge; or expanded into a massive wave that knocks back any hit by it in lieu of damage. You may also create your own Ken’atsu variants that share the lack of cooldown with the original skill, though they will be graded harshly.
[Style]
What do all the legendary martial artists have in common? Each one had their own personal fighting style that made them the household name there are today, and you are no exception. Your personal style is unmistakable and even if you were to teach others in its workings, no one does it quite like the master. Write out a very specific weapon based fighting style for your character. All techniques for this style must follow the specified theme, but as a benefit this style has separate cooldowns from the rest of your weapon skill mastery.
[Deadeye]
Not every weapon user fights up close and personal, on the contrary humans have constantly strived for better and better ways to kill from longer, safer distances. For those who choose to specialize in ranged weaponry this perk is truly the only logical choice. When using a physical weapon projectile, the speed of said projectile is not on par with byakurai. In addition your ranged weapon attacks and techniques now lose no advantages when they penetrate technique defenses, and gain the additional advantages afforded by strength buffs.
[Deflection]
Sometimes the best defense is actually just a good defense. Not all practitioners of the martial arts learn them for the sake of killing, and some develop these skills purely for the art of self defense. For the master of defense, speed, strength, and even numbers mean nothing, the flow like water and block like a wall of steel. Taking this perk greatly increases the power of your defensive weapon techniques, which will now ignore the effects of your opponent’s strength and speed buffs, and the number of separate attacks being directed at you at once. These defensive skills also have their cooldowns reduced by two posts.
General Perks:
- None
GRAND PERKS
[Artisan of Acceleration]
Sometimes the key to victory is striking first, and this doesn’t apply only to contests of martial skill. To a master of kidou, the incantation is no longer just a string of words developed to guide the practitioner in the techniques implementation. No you’re far beyond that. The incantation is now a time for your to enhance the kido as its structure forms, aligning the spiritual particles to make it strike with deadly speed. When using a kidou spell’s full incantation you now grant heighten its speed to bala level.
[Denizen of Destruction]
Hado is, put simply, “The Way of Destruction”. It is not simply a collection of techniques for a shinigami, it is a method for reducing all things that stand before you into a smoldering pile of ashes. When you speak the incantation for a Hado spell, each syllable of its complex rhythms radiates out with easily understood purpose, sending chills down the spines of those who hear it. When utilizing a hado spell with its full incantation, it gains a second advantage on top of the one from specialization. But due to your focus on the offensive aspects of kidou, your bakudo loses one advantage, returning to the level of mastered.
[Shield of the Seireitei]
Shinigami are the guardians of the balance of souls, and balance does not come from simple destruction. If you attempt to disrupt the order of world, seeking to unbalance it for you own end, it will be the shinigami you find guarding the gateway to your ambition. Shinigami masters of Bakudo are the ultimate exemplars of this mindset, for to truly defeat your opponent you must stop them from functioning, dispersing their offenses over the bulwark that is your power, binding and gagging them to await execution. The incantation of a bakudo is wall being built, the chains being linked, and the realization of your foes that they are helpless before you. When utilizing a bakudo spell with its full incantation, it gains a second advantage on top of the one from specialization. But due to your focus on the defensive aspects of kidou, your hado loses one advantage, returning to the level of mastered.
[Pinnacle of Potency]
What is the difference between the arts of kidou and the reiryoku techniques used by humans? The answer is consistency. Kidou was developed as a set of military techniques that could be trained and used successfully by large numbers of shinigami soldiers. And through continued use by thousands of shinigami these specific techniques have been perfected to the highest possible level. With this perk a true master of kido can use the perfected structure of this techniques to save themselves time and energy, making their kido just as effective with minimal strain. When the full incantation of a kido spell is used, the kido in question has its cooldown reduced by two posts.
General Perks:
- You may choose one material or substance that is your primary area of focus. This substance or material is to be stated out beside your Soul Communication mastery, and allows you to use Tier IV techniques of this element without a cooldown. In addition, dual casting is also available up to Tier IV for any technique involving this element.
GRAND PERKS
[Elemental]
Those who understand the complex structures of souls both living and inanimate will tell you that, despite the nearly infinite complexity that exists in all things with a soul there are certain similarities that would us to believe all souls come from a common ancestral source. In rare cases, the soul of a living being may share unique similarities to the soul of an inanimate object or element. For a fullbringer specialized in soul communication, knowledge of these similarities with a element allow them to fullbring their own soul, bringing forth this elemental power and linking it with their mortal form. This elemental state is unstable, usable once per fight and only lasting 7 posts once activated. This state is highly variable depending on the chosen element, but affords the non-vital parts of your body an elemental state. This can, for example, turn your flesh to fire making flesh wounds you take inconsequential and quickly recoverable. It should be noted that damage to your non-vital areas taken before this form is activated vanish during its activation, but return once the form expires, and your elemental form can not recover from damage taken to your more complex organs. This form also grants four techniques based in the chosen element that can only be accessed while the form is active, but receive an additional advantage.
[Fabricated Bond]
The bond between a fullbringer and their fullbring is quite unique. By developing emotional attachment to a certain object, a Fullbringer’s soul develops a connection to the soul of the object, increasing the effects of soul communication used on the object to make it rival even a shinigami’s zanpakuto. With proper skill and understanding of this bond, a master of soul communication can fabricate a bond with a second object of their choice, giving them a second complete fullbring to utilize. While both of these Fullbrings may be used at the same time one one of them may be a CLAD as one Fullbring always overpowers the other.
[Soul Fluency]
Soul communication is as much an art as the complex structural creation that goes into making techniques from simple energy. The skill carries the term “communication” for a reason, as the souls of inanimate object can be just as fickle as those of living creature. A true master of soul communication is fluent in the language of souls; their commands are precise and absolute, and their skill creates what could almost be termed “trust” between the user and souls they fight alongside. Taking the perk enhances the aspects of soul communication that to not require techniques, empowering the general uses of the skill. These general uses can now have tiered values assigned on the fly by your expert control, and their cooldowns are separate from your normal soul communication techniques.
General Perks:
- You gain an additional passive augmentation, increasing the total to six, with one having up to a Tier III level of effectiveness.
GRAND PERKS
[True State]
For all the benefits mod souls gain from their vessels, they still carry the weakness of the soul pill and its lack of a permanent spiritual body. Those that choose this perk are the exception. Through constant use your vessels and developing your control over them to the highest degree, you’ve actually managed to manifest a simple spiritual form that resides inside your vessel. When your outer body cannot continue, you may eject from it in this simple form, allowing you to keep fighting or escape. But there are some limitations. Because this vessel is composed of your spiritual energy, it requires great focus to maintain it while it is your only body. While is this state you cannot use your release, and all other abilities have their advantages dropped by one and have an additional cooldown post.
[Enhanced Construction]
You’re really good at manufacturing vessels. So good that even specialized creation characters look at you and think “Damn I wish I could make shit like that.” Every aspect of the bodies you create is incredible and, more importantly, spiritually potent, making your vessels unparalleled tools of destruction. Of the six passive augmentations each vessel is allotted, you may now have three on each one with a strength of tier III.
[Body Double]
The perk of the puppet master. For you it is the control over the vessel that matters, not the properties or powers of the vessel itself. You’re skill in moving and acting with your body has become so advanced that you can now control two bodies at once. But with this power comes a few limitations, as the concentration needed to control two bodies at the same time effectively is extreme to say the least. When utilizing two bodies, both must be much simpler in design compared to what other mod souls use at higher ranks. Each of the two vessels is only allowed two augmentations of tier II. On top of this, the vessel your pill resides in is considered the main body, and only it can access your spiritual abilities including release. Your second body is limited to hand to hand, weapon skill, stepping, and soul engineering powers, and when used by it your soul engineering power lose the extra advantage afforded by specialization.
General Perks
- None
GRAND PERKS
[Inner Strength]
Your soul and body have harmonized, reaching a level of resonance that amplifies both your physical and spiritual traits tenfold. While in your Soul Resonance there is no duration cap as it has become second nature to you, there is no Technique cap as your soul has released all restraints that it had on you and your physical body now gains a x3 strength and Speed buff capable of being boosted to x4 for 5 posts with a 5 post cooldown.
[Raise It Higher]
You have trained, sweat and bled for this. Now having broken some unseen barrier you are now able to boost the strength of your Reiryoku Techniques even farther. Before using a Reiryoku technique you can choose to boost it to Bankai levels but in doing so you also increase the cooldown by 1 post. As this power stems from the new found levels of power that you have you can do this with any Reiryoku Technique that you know, being able to boost them whenever you chose.
[Soul Stability]
You were never really meant to be a normal human anyways. The power of your soul simply cannot be maintained in a mortal shell. One day you woke up to find yourself this way: permanently in a state of resonance, unable to return to what you were before. Taking this perk means your resonance state is permanent, meaning no more human powers with extra advantage ever again. On top of this you no longer gain the physical buffs that came from the abilities unstable state. The plus side? You can pick a second basic mastery to get the one advantage boosts that reiryoku techniques has.
General Perks:
- None
GRAND PERKS
[More Than Human]
When one thrives in the spiritual world as long as you have you begin to develop odd strengths. This one is that your body has become supernaturally durable, the natural resistances that your body has becoming more kin to that of Spiritual Beings. With this perk your spiritual potency becomes akin to Soul Resilience at the same mastery level but you get no Specialized perk from Soul Resilience. Upon death this perk becomes Paranormal Resistance.
[Unstable Soul]
Through immense training and meditation you have learned an unspoken art. The ability to draw on your soul so that your physical body is replaced by a spiritual replica. This replica removes all damage and negative effects on your form for the duration of this technique along with granting your new form the durability equivalent to that of Hierro through the incredible potency of your soul. After five posts however your spiritual form subsides, returning your body to its prior state, all damage and effects included. This can only be done once per fight.
[The Human Spirit]
Death is only the beginning, and the human body is nothing more than a case for your soul until it can reach its full potential after death. You know this, and in understanding it you’ve desensitized yourself to the damage your kishi body takes. With this perk you become nothing short of a zombie, unfazed by injuries that would stop anyone else in their tracks. Blood loss? Meh. Broken Bones? A minor inconvenience. Stabbed in the gut? It’s just a flesh wound! While you’re still hindered by damage like a normal human, your soul uses your body like a puppet, so only the destruction of your heart or brain can truly kill you. Other then that you can pretty much continue fighting until you body is hacked to pieces and your blood is entirely outside of your body.
General:
- None
GRAND PERKS
[Paranormal Resistance]
Some people are thick skinned but you take it to a whole new level. The potency of your protective spiritual energy is incredibly dense, reflecting both physical and spiritual energy that comes into contact with it. Durability of this level is normally only found in arrancar, and with this perk your spiritual potency becomes equal in strength to hierro, though you do not gain any specialized hierro perk. Only obtainable through More Than Human.
[Hardened]
Your spiritual durability gives your flesh an incredibly solid composition. Your skin, muscles and bone are unyielding to physical force, making your foes feel as though they’re striking a mass of steel instead of a flesh and blood being. This does not increase the defensive properties of your body. Instead your uniquely solid structure reflects damage back on physical attackers as recoil, shaking them to their core. When you take physical damage that goes through your soul resilience, your opponent takes an amount equal to half the advantages as recoil.
[Redirect]
Your soul resilience is not only potent, but also controlled. The energy that saturates your skin and muscles to give them the resistance of a spiritual body is usually not something that can be controlled, but you are an exception. By “flexing” the spiritual energy that makes up your soul resilience, you can physically interact with spiritual energy. The most noteworthy aspect of this power is the ability to stop offensive spiritual abilities used against you and physically redirect the energy, throwing it away from your body or even back at an opponent. This power functions in much the same way as Reiatsu Expulsion, and is associated with the soul resilience mastery in terms of cooldowns.
General Perks:
- None
GRAND PERKS
[Blut Kapillar] (Blut Capillary)
Through constant use of both varieties of blut, your blood cells have developed a symbiosis with the reishi particles running through your veins. Because of this high compatibility of your blood and reishi, your cells have gained the ability to absorb the reishi within your blut, vastly increasing cell division. To achieve this, your other blut forms must be deactivated, allowing the cells to more easily absorb the reishi, as a result this healing functions as a third form of blut with the same switching rules as the first two. Each post automatically heals cuts, bruises, scrapes, first degree burns etc.... Broken bones and deep lacerations heal every two posts. Cannot heal lost limbs, however, can repair some damage to vital organs such as heart and lungs but not the brain, these complex wounds take three posts to heal. Beside not being able to use the other varieties of blut while active, this healing blut prevents the use of all techniques over tier V while active, as the stress on the body would be too great.
[Blut Krieslauf] (Blut Circulatory)
The composition of both blut forms is important, if the reishi in blut Vene is not structured properly, it will not defend properly against both physical and spiritual damage. If the reishi from Arterie does not flow smoothly through the veins, the boost to offensive power will be lessened. Through your own careful study, you’ve mastered the composition of both forms perfectly; so much so that you’ve unlocked a skill that was thought lost to time. When the construction of both blut forms is perfect even at microscopic levels, the reishi takes on a new state. When undisturbed this reishi flows like liquid, but when struck it solidifies. This, in essence, gives the user both forms of blut at once, but at a weakened level more akin to mastered level. This new state, acts as a third form of blut, and follows the switching rules as the other two forms.
[Blut Plättchen] (Blut Platelet)
Blut Vene is an incredibly potent tool for a quincy, giving them defenses that rival the iron skin of arrancar. But to a quincy expertly skilled in this power, Blut Vene surpasses Hierro in one key way: Versatility. Blut is, after all, a skillful manipulation of reishi rather than a passive trait. For the select few that realize and have the skill to take advantage of this untapped potential, Blut Vene becomes not only a defensive mesh underneath the skin, but also an added layer to any defensive technique the quincy comes into contact with. This perk functions quite simply: By physically touching any defensive ability, your blut Vene spreads out over it, covering it instantly with the easily recognized pattern of blut and raising its advantages by one. This power has no cooldown, and can be used regardless of your current active blut form.
[Blut Herzanfall] (Blut Heart Attack)
One important aspect of blut not often recognized by its users is the effects of user's actual circulatory system. To most, the circulatory system of one’s body is a convenient pathway for the reishi used by the ability and nothing more. To a master that exploits this bond, the biological is just as important as the spiritual, and their heart becomes an engine to power the effects of their blut. With this perk, the quincy focuses additional reishi in the chambers of their heart, and once per thread this special reishi takes hold of the organ and violently controls it to strengthen the user’s blut. Called a “Blut Heart Attack” this special power speeds and slows the heart at a moment’s notice, empowering whichever form of blut is currently active and allowing faster switching between the two forms for a short duration. When Blut Vene is active, the user’s heart rate slows to a crawl, stopping the blood in the vessels and letting them solidify completely. This effect causes the body to become pale and the blue markings of vene to stand more pronounced on the skin. When Arterie is active, the heart rate speeds up in inhuman levels, blasting the reishi through the body at incredible speeds to empower the body. In this state the body becomes flushed due to the extreme blood flow and the red lines of Arterie become more pronounced. In both cases the power of blut is raised by one whole advantage. On top of this, the user may switch blut forms between posts for the duration (but not mid post). This state lasts five posts, any longer and the user would likely suffer and actual heart attack.
General Perks:
- None
GRAND PERKS
[Thickened Hide]
Your hierro not only recuperates with the rest of your body between fights, it strengthens and forms layers or spiritual protection. These protective layers absorb damage that would normally go through your hierro making you far more durable. At the beginning of any thread, your Hierro will have 3 blocking layers. Each time you would take damage through your Hierro, one of these layers absorbs and negates the damage and is lost. These layers are recovered between fights.
[Adaptive Skin]
Your Hierro is not just a layer of energy on your skin, it has soaked into your actual cells and become a living part of your body. When penetrated by a spiritual ability, your hierro adapts as it recovers from the damage, increasing your resistance to the technique that hit you. After being damaged by a spiritual ability, two posts later you hierro evolves a one advantage resistance to that technique. This resistance stacks, potentially making you immune to abilities used multiple times over a long fight.
[Corrosive Glands]
Your Hierro energy now affects the oil and sweat on your skin, creating a corrosive coating on your iron defenses. This corrosion specifically affects spiritual energy, breaking it down when it comes into contact with your body. Where normal hierro only protects you from damaging abilities, this corrosive effect lets your Hierro’s defensive properties to apply to effects used against you other than simple damage, breaking down techniques that would bind or otherwise hinder you though contact.
[Plated Calluses]
Through the years living in Hueco Mundo, you’ve been seriously worked over. And just as normal skin develops calluses from the trauma of life, so to has your Hierro. The most used parts of your Hierro have become nigh impenetrable by physical attacks, acting more as armor that anything else. Major sections of your body are now considered armor when it comes to taking damage. Even the strongest and sharpest weapons bounce off you without leaving a mark. Any while you gain all the benefits of your skin being the armor as opposed to wearing it, you still maintain its weaknesses as well.
General Perks:
- With this specialized perk any injury that the bount sustains at this point with their brain or heart still fully intact may be recovered from. Such examples are bifurcation, decapitation, organ destruction, etc. However this may only be done once before it gains a cooldown of 8 posts. Note that while on cooldown you are unable to access this mastery at all. This cooldown accessibility flaw can be bypassed while in a Reishi enriched environment, such as Soul Society
GRAND PERKS
[Cell Resurrection]
Reishi regeneration is a power like no other. Unlike most other healing powers a bount’s unique spiritual makeup lets them convert reishi directly into energy for the body. On top of this their cells have the strange ability to reconstruct structure even if they are completely completely destroyed. While these powers are incredible, a true master of this skill can take it to an even more unbelievable level. By training their body’s skill at reconstructing pieces of themselves that are completely lost, the bount can store the information for their entire body in every individual cell that makes it up. While this gives no additional power to them in combat, it does allow allow them to essentially resurrect themselves if they are killed, even if only a few cells remain. While potent, such a skill does come with significant costs. Using this power consumes almost all of the spiritual power they’ve developed over their lifetime, meaning when they do come back they are reduced to SL rank. On top of this, once the power is used a single time it cannot be activated again until the bount returns to HL-A, thus re-developing their spiritual energy to the point where the skill can be used again. During time the bount is automatically set to Core.
[Flesh Revitalization]
The life of the bount can sometimes be one consumed with guilt and regret. With the gift of immortality comes the curse of having to live off of others to survive. While many bount eventually come to terms with this aspect of their powers, others are haunted by the faces of their victims for eternity. For a select few bounts, the power of this despair caused an empathic mutation gifting them the power to use their abilities to assist others. A bount who chooses this perk gains the ability to regenerate others using their abilities. With physical contact you can extend you regeneration abilities to another individual temporarily, though during this time you cannot utilize the mastery yourself. You are also limited to advanced mastery level healing and cannot heal vital organs, though you can keep someone with such injuries alive until someone with the ability to heal arrives.
[Relentless]
Sometimes the powers of a bount can seem monstrous. A human like creature that drains the souls of others to live, cannot be detected by spiritual senses, and heals from almost any injury. What exactly makes you any less terrifying than a hollow. But when others call you a monster you wear their label, using the fear it spreads in your enemies to your advantage. And what is more terrifying than a monster completely unphased, and unslowed by injury? Taking this perk gives you two distinct advantages: The first is that all your reishi regeneration becomes passive, no longer requiring any concentration to control, thus freeing you to do more while your automatically recovers. The second is an increase in the speed at which your limbs regenerate, which now happens over a single post, leaving your foes with the impression that no damage can even temporarily inconvenience you.
General Perks:
- The general perk of this mastery is that now you can also smell the power of targets, allowing for a form of threat assessment a lot easier. It is also a lot harder for you to be fooled by any masking of Reiatsu or Reishi, as you can now bypass them if you are within 50 meters of your prey.
GRAND PERKS
[Apex Tracker]
You have honed the aspects of detecting souls through scent, and have gone above and beyond in training it that unlike many others, the information you receive from these actions is exceedingly less limited. You can now determine anything from the current emotions that the target is feeling, as well as even their physical attributes. You can smell their fear, hate and even if they are in good health or bad, as well as if they are being truthful or lying.
[Master Puppeteer]
Having consumed so many souls has given you the power and knowledge to summon a small army of lesser dolls with various power of your choice. However, these dolls will not work like your normal one given at creation, but instead will work like a summoning technique that cannot go above Tier III in terms of power. You are still able to assign them a single mastery and technique, and will be able to control up to 20 of the same lesser dolls at one time.
[Soul Harvester]
Garnering the power of all of the souls you have absorbed to this moment has allowed you a particular edge over the other races when it comes to spiritual prowess. Now you can absorb the power of any spiritually based ability that is thrown at you at a rate of once per thread, negating its effects. You will then have access to that technique to use as a Soul Absorption technique for the remainder of the thread. Once the thread is finished however, if you did not use the technique, you can "digest" it, enabling you to turn it into a Soul Absorption technique, which must be purchased with plot points. These techniques will have an increased rate of purchase +10pp per Tier of the ability (For example a Tier VII Release ability will now be a Tier VII Soul Absorption ability and will cost 290 plot points instead of 220.) however, you are able to keep any release-exclusive effects on the techniques.
General Perks:
- Tier IV normal Cero can be used without a cooldown.
GRAND PERKS
[Gran Rey de Cero] (Grand King of Cero)
You have mastered the art of Cero, its smallest details having been analyzed in your scrutiny. With that you have learned the true strength behind the Cero and its more well known forms. This grants Cero, Gran Rey Cero and Cero Oscura power levels rivaling that of releases for bankai level powers [+2 advantages] and they each now have their own Cooldowns separate from the base mastery.
[La Primera] (The First)
Through study and practice you have learned the secret keystone in the development of Cero and Bala. Through the use of this perk the user is able to learn one Cero or Bala variant that is capable of being considered Canon, capable of warping the rules that a normal Cero or Bala is normally bound by firing a single cero by the hundreds, Bala like a bomb or even by creating a living Cero Summon. This single technique will also be given bankai level advantages.
[Cero Doble] (Double Cero)
You have trained, enlightenment dawning on you and letting you realize that you are not just a well of energy but instead a conduit. You are able to absorb incoming spiritual attacks of any tier and redirect them back at your opponent in the form of a supercharged version of your normal cero. By doing this you are able to boost the power of your cero exponentially and grant it properties related to the technique absorbed. Whatever Tier is absorbed is then added to the Tier of your own Cero before it is released at whatever target that you choose to vaporize, however you cannot produce a single Cero boosted attack where it has more than [Tier VII+3 advantages]. This does not include the advantages from rank or from clashing mastery levels.
[Divine Bullet]
You Bala are no longer simply considered condensed energy, the compression of the spiritual particles making the bullet harder than steel and fast as a blink of an eye. Those with this perk treat all Bala as if they are Tier II even when fired in a ‘storm’ and all still gain the effects of being specialized. With this level of mastery you are now able to create upwards of 10,000 bala a post.
General Perks:
- [ARCHERY] As a unique perk you may also fire up to two charged shots in a single post without increasing the cooldown OR imbue your charged shot with piercing qualities, allowing it to automatically bypass barriers or defenses of a lower Tier without decreasing in power or velocity.
- [VARIANT] You gain a single Shikai level release technique that utilizes your weapon(s) as a medium, in a manner similar to a Zanpakutou, either released from the weapon or emitted as an arrow. This technique cannot be passive, and it has to be based off your Heilig Gewalt.
GRAND PERKS
[Zweischneidig Sein] (To cut both ways)
There are more ways to skin a cat than with a knife. Or a gun. Or a bow, or any other weapons that you may wield. With Zweischneidig Sein you may design your quincy weapon as two separate weapons that are capable of performing both archery and variant or you may make a single weapon that is capable of doing both. In addition to this the techniques of archery and variant fill separate cooldowns, your skills in one not hampering the skills of another.
[Kreuzritter] (Crusader)
Whether archer or blademaster, the spirit “weapon” is usually just that: a tool for killing. Some quincy take objection to their powers being fully based in destruction, especially for a race who is quite vulnerable to taking damage from hollows and risking the infection to their soul. For those who seek protection over destruction, a second spirit object can be manifested, one that cloaks the body in a protective casing capable of withstanding even the most brutal assaults. This “Spirit Garb” varies from quincy to quincy, but functions as armor to protect them from more focused attacks. This garb may also have its own techniques, separate from their normal style techniques, though they may not be offensive in nature.
[Beidhändig] (Ambidextrous)
There are few things better than being able to suppress an enemy with overwhelming firepower but the ability to use a second weapon while doing so without penalty comes close. With Beidhändig the user is able to have two archery weapons, both of which can perform techniques or generic attacks separate of each other. This allows the user to fire massive amounts of arrows with one weapon while with the other hand they are able to control the battlefield with the skillful application of techniques from the second weapon.[Archery Only]
[Helig Klinge] (Holy Blade)
Many have studied the Seele Blade but you have mastered, your knowledge of the inner workings surpassing that of even the creator of the blade. With this perk your Varient weapon gains the properties of the Seele blade without the drawback of being rather fragile. Through the use of this perk your weapon is able to break down spiritual particles and store them in the form of charges specific to Quincy. Unlike a normal Seele however, only two charges are required to lower the cooldown of a Technique. [Variant Only]
General Perks:
- You get one extra release type technique that is intertwined with your inner hollow, and doesn't count to the max number of release abilities your Shikai or Bankai can have. Using this special technique will require your mask, but it won’t shave off your mask posts depending on the ability. [The ability can either be a new one altogether or a variation of a existing release ability from your Zanpakutou. In Shikai its power can reach Tier V, judged on a case by case basis depending on its effects and simplicity. In Bankai the abilities power/effects are boosted, but it can not exceed the normal cap Tier VII]
GRAND PERKS
[Harmony] (Bankai Viz Only)
The path to controlling your powers as a vizard is almost always one of domination. Either the hollow is dominate or you are, and your powers change and develop based on who has more control. But in certain rare cases there is a third option. For a shinigami who has dominated their hollow, but then shows them mercy and respect, there is a one in a million chance that the hollow infecting their soul is one that can be reasoned with. In this rare case it is possible for an equilibrium to be reached, a balance where both the shinigami and hollow aspects exist but without infighting. In cases where this is achieved the vizard gain an incredible diversity in powers, allowing them to access all their masteries regardless of their mask state. On top of this, because the two sides are working together, Kido and Cero no longer conflict and have separate cooldowns.
[Purification] (Bankai Viz Only)
In the relationship of inner hollow to shinigami, you’re the dominate one. You refuse to be a conduit for the destructive energies of your other self. You are a shinigami. The dominance you display causes your zanpakuto to completely absorb your inner hollow, the beast within is no longer anything but a power source to increase your shinigami powers. Taking this perk removes your ability to use the Cero/bala mastery and the hollow powers mastery. Instead of a mask, your new hollow/zanpakuto hybrid gains a secondary release phrase that, when spoken, grants you the power boost previously associated with your mask. This new state also grants four abilities of similar theme to your primary release that share the advantage level of your current release state.
[Corruption] (Ress Viz Only)
To some shinigami the power of a hollow is one far too tempting to resist. For these individuals, the power of vizard ress is not enough, and they give even more of themselves to the unending hunger of the beast. This exchange is a dark one, and causes the vizards physical body to mutate in response the hollow’s increased presence in the soul. Part of your anatomy is overtaken by your hollow reiatsu, resulting in a permanent hollowfied section. This corrupted area has four abilities of related theme to your Resurrection, usable while you mask is active. Normally they are shikai equivalent, but when Ress is active the corrupted area becomes more pronounced they become bankai equivalent with increased power and complexity.
[Discord] (Ress Viz Only)
Some vizard never truly manage to lock away their inner hollow. Maybe they weren’t strong enough to do so. Maybe deep down they want more of the hollow’s power. Or maybe the two souls are like oil and water and one can never truly envelop the other. Regardless of the reason, every once in a while the hollow decides to rear its ugly head. Sometimes it's to save you, after all if one of you dies you’re both goners. But sometimes that wicked other half just wants to stretch it’s legs and cause some chaos purely for entertainment. Once per fight your inner hollow takes over your body, fighting in your place for a brief time. During this period, your mask posts do not decay regardless of techs used, and entering this state removes any and all negative effects you are suffering from and instantly heals you for the maximum level of high speed regeneration. This state is obviously unstable and only lasts six posts once activated.
General Perks:
- None
GRAND PERKS
[Chief of Medicine]
The art of healing is not one performed solely with techniques. The power of your personal healing may be spectacular, but what happens when you aren’t physically there do the healing? What do your allies do when they’re in a tight spot and there is no healer to be found? Medicine is the healing power you give to others, letting them take care of themselves when you aren’t around to stitch them up. But medicines are complex, and learning all you can about them will slightly limit your study of normal healing abilities. Taking this perks means you gain not additional advantages when using healing techniques. But on the plus side your healing items are no longer limited to tier V. Medicines above tier V must be made in character. Toxicity for tier VI and VII medicines is 1 dosage.
[Toxicologist]
Sometimes the healing is not as rewarding as the hurting, and it takes someone who knows how to stem the pain to make it hurt twice as much. Using your extensive healing knowledge lets you create poison techniques that are all the more deadly. On top of this, due to extensive use of poisons on your own body for testing, you are completely immune to anything with poison as its type. But focusing on the damaging power of healing will limit your practice of the normal kind, meaning you’ll gain no additional advantages for your healing techniques.
[Soul Mending]
Out of combat your healing techniques gain an additional advantage. Taking this perk allows you the most legendary power associated with healing, the ability to restore the soul of a deceased individual to a body, resurrecting them from the dead. This process is not easy, and requires effort similar to a creating a masterwork item. If an individual is resurrected, they come back at SL rank. Additional limits and requirements may be applied by staff and this process is graded INCREDIBLY HARSHLY and case by case.
General Perks:
- You may now lead the creation of masterwork items.
GRAND PERKS
[Area of Expertise]
In the place of Specialization perks, a character who specializes in creation is allowed to choose a single area of expertise. This area must be specific, and must be applied for and graded by the mods. Once approved, any item created within this area (with extraordinary materials or higher and must be made IC) will have their technique advantages determined by the maker’s creation mastery (normal items used by you will have their advantages calculated as if Item Creation is Mastered). Other beings using these items will simply receive a +1 advantage to the item’s techniques. Aside from the one you get upon reaching specialization, you may now gain additional Areas of Expertise through plotting. Gaining a new Expertise requires that you’ve made at least 10 expertise items for your previous area of expertise, and participated in the creation of a masterwork.