Post by Society on Jun 16, 2015 18:54:25 GMT
MODIFIED SOUL GUIDE
THE ARTIFICIAL FIGHTERS
by kaz, trace, BM and kiron
★ [CONTENTS]
TO LOCATE AN INDIVIDUAL SECTION, OPEN YOUR OS OR INTERNET BROWSER FIND TOOL (USUALLY CTRL+F) AND TYPE IN THE DESIRED SECTION LISTED BELOW, INCLUDING THE BRACKETS.
[INTRODUCTION]
SECTION ONE: RACE INFORMATION
[THE BASICS]
[GIGAI AND PLUSHIE]
[OTHER PERKS]
[THE MASSACRE]
[DEATH]
SECTION TWO:
MASTERY WALKTHROUGH
[AUGMENTATION]
SECTION ONE: RACE INFORMATION
[THE BASICS]
[GIGAI AND PLUSHIE]
[OTHER PERKS]
[THE MASSACRE]
[DEATH]
SECTION TWO:
MASTERY WALKTHROUGH
[AUGMENTATION]
[Soul Release][REIATSU CONTROL]
[Oversoul]
[Augmentation Mastery]
[Rei Control Mastery][HAND-TO-HAND]
[Hand-to-Hand Mastery][WEAPON SKILL]
[Weapon Skill Mastery]
[SOUL RESILIENCE]
PROFILE TEMPLATE GUIDE
[FIRST POST INFO]
[Soul Res Mastery][STEPPING]
[Stepping Mastery][REIRYOKU & REISHI TECHNIQUES]
[Reiryoku Techniques][SOUL ENGINEERING]
[Reishi Techniques]
[Reiryoku Tech Mastery]
[Reishi Tech Mastery]
[Soul Engine Mastery]SECTION THREE:
PROFILE TEMPLATE GUIDE
[FIRST POST INFO]
[Ages][SECOND POST INFO]
[Appearance]
[Personality]
[History]
[Battle Skills]
[Augmentation Information]
[Augmentation Techs]
[Masteries]
★ [INTRODUCTION]
Welcome to the Mod Soul Guide, your one-stop info center on the race.
Section One is the Racial Information, where descriptions of what the race is, its history and what the race can do as a whole with their unique abilities, finishing with what happens on death.
Section Two is the Mastery Walkthrough, where in-depth descriptions and explanations of the potential and limitations of their powers and skillsets given to this race are provided.
Section Three is the Profile Template Guide, where you will find a walkthrough of how to get your profile on this race approved by giving profile creation standards and rules.
If you have any questions at all, please feel free to PM staff, post in the Helpdesk, or shout in the cbox!
SECTION ONE:
RACE INFORMATION
RACE INFORMATION
★ [THE BASICS]
Kaizō Konpaku (改造魂魄, Modified Souls) also known as Mod-Souls, are an artificial race with a “soul” programmed inside of a pill. These pills take over whatever body they are placed within, allowing them to move around freely; otherwise they are completely unable to move. Though commonly placed into gigai or human corpses, they are not limited to just those bodies but can be placed into plushies as well.
All Modified Souls created In-Character are equal to any created in the original batch, and all Modified Souls cannot exceed the blueprints of power from the original project. This includes even those created by genius-class creationists like Urahara and Mayuri.The minimum possible rank a Mod Soul can be is [SL-A]
Their maximum starting rank is [LL-A]
The maximum rank they can achieve is [AL]
Details on ranks can be found here.
★ [GIGAI AND PLUSHIE]
Most mod souls start with two different vessels: a gigai and a plushie.GIGAI - A gigai, or false body, is your main body to move around in. You may use dead or alive bodies, though the former is now seen unethical. If you use a living person though, in the case of a Human, Fullbringer or Quincy ingesting the pill, their soul is pushed out like normal, but the soul chain remains attached between the human soul and the Mod Soul within their body. Since the human soul is now completely spiritualised as a Plus, they're unable to use any of their racial masteries or release masteries until they get back into their body (assuming the chain isn't cut). Quincy are also unable to use Reishi Techniques. If the pill is ingested by a Bount, the Mod Soul is absorbed by the Bount and is considered dead.Since being in your chosen gigai is the only way to move around, there are some perks for ease of roleplaying. Mod Souls can freely change change between vessels given that the pill is guaranteed to enter your new host (usually through mouth-to-mouth). Without a vessel in your pill state, you are absolutely defenceless and you can do nothing to make that otherwise.
PLUSHIE – Whilst uncommon knowledge, Mod Souls can inhabit plushies, like teddy bears or toy rabbits. Dead animals are possible to such as cats, but any animal body larger than a dog is considered to be a Gigai form. Because of they're rather squishy nature however, the plushie form will always be two ranks lower than that of your gigai form.
★ [OTHER PERKS]
If a Mod Soul chooses to have Reishi Techniques over Reiryoku Techniques (see below), in order to better define how they can get better at using Reishi in general for their many techniques, this passive skill is denoted by Rank, rather than by a Mastery. Thus, all details of this are in the [Ranking System].
And secondly, because of the rather technical aspect of their nature, they may rank-up from Item Creation unlike most races.
★ [THE MASSACRE]
The Modified Soul Project created these soldiers in hopes of bridging the gap between the constant ongoing war between Shinigami and Hollow as Hollow outnumber Shinigami. The Candy Warriors initially were placed in deceased bodies of humans allowing them to interact more freely with humans. Each Mod Soul had their own unique powers allowing them to combat the Hollow threat, however, fear soon became etched into the Shinigami. The Modified Souls were free willed meaning they could do as they pleased which posed as a dangerous threat. Secondly the use of corpses was deemed unethical, causing them to eventually discard all existing Modified Souls that they were capable of locating at the time.
However, the story of how the select few escape is a story of its own and when typing out a history for Mod Souls please state how you did. This only of course applies if you're a survivor of the massacre. A Mod Soul can be created In Character, but only by Urahara, Mayuri, or Hikifune, or someone that was taught how by them.
★ [DEATH]
Modified Souls are, in a sense, immortal. Capable of taking over corpses, it's to be expected. Their bodies can take immense amounts of damage: crushed limbs, shattered rib cage, part of the stomach ripped out, and what not. These are examples of the grievous wounds they can take, however, they are still capable of feeling pain. And while their bodies can take damage, eventually that body will give out and fall apart. One way to stop a Mod Soul is to make it so the body can't move any longer.
Even if the vessel gives out and is destroyed, this isn't the end for a Mod Soul. The only way one can die is if their pill is destroyed. The pill is durable enough that it will only be destroyed if hit with a Tier IV technique or higher. Once the pill is destroyed, there is no reincarnating or going onto the Soul Society for the Modified Soul. This is because they are artificial beings.
SECTION TWO:
MASTERY WALKTHROUGH
MASTERY WALKTHROUGH
The Mastery System is explained here
★ [AUGMENTATION]
[RELEASE MASTERY]
Augmentation is a Modified Soul's version of release. Unlike other races, Mod Souls were designed to inhabit bodies not their own, most commonly human bodies. Their release techniques often use their own body as a medium, making them similar to Hollows in that regard. They receive a total of eight technique slots.
Augmentation is split between two components: Release Techniques and an innate physical enhancement which increases in tandem with the user's Augmentation Mastery.
Like a Shinigami's Zanpakutou, the Mod Soul's Augmentation mastery is composed of two separate levels: Soul Release and Oversoul. Soul Release is considered completed at [Average] Mastery level where in you may possess up to 6 techniques, and from that point can no longer be edited. Once get your oversoul approved and the mastery raised to [above average][requires HL] you unlock the second part of your release, which may be further mastered by learning your final two techniques.
★ [SOUL RELEASE]
Soul Release is the primary release state for Mod Souls. Given that their souls are limited to a pill form, they rely on vessels as a means of projecting their power. From their conception, Mod Souls were created as a tool to aid the Soul Society in their fight against Hollows, and as such came with traits that enhanced their bodies in such ways that would allow them to combat them effectively. In addition to this innate physical enhancement, they also have the power to project a portion of their soul. These abilities are as vast or variable as a humans powers, whether they be basic elements, illusions, conjuration or weaponry, etc. The options for such abilities are limitless, so long as the vessel is used as a conduit to manifest these powers.
You can have a maximum of 6 Soul Release Techiniques. Since you may only start with 4 at a maximum of Average Mastery, you may only not edit this mastery if you possess Oversoul.
★ [OVERSOUL]
The secondary release of the Mod Souls augmentation is known as Oversoul. Oversoul represents a mod soul's ability to manifest their soul in ways that are akin to a Shinigami's Bankai. Generally this is accomplished by shrouding the user's body with spiritual energy, but can also manifest itself in the form of environmental manipulation, the production or a weapon, or a complete change in the user's physical appearance. Oversoul must follow the same theme as Soul Release.
In order to get [Above Average] Augmentation mastery and thus unlock Oversoul, you must be a minimum rank of [HL].
[AUGMENTATION MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A]
[Beginner] You've just unlocked your Soul Release. It is highly unrefined, only able to be up to Tier III in power, and only 2 technique slots are available to you. Your speed and strength are increased by a factor of 1.25x
[Below Average] You've refined your Soul Release a little more, but it is slightly difficult to control. Able to use Tier III and a total of 3-4 technique slots are available. Your speed and strength enhancement has increased to 1.5x
[Average]Your Soul Release powers are perfectly refined and you control them with ease. You now possess up to 6 techniques each with up to Tier IV strength. Your speed and strength enhancement has increased to 1.75x. [Maximum level at creation and Maximum level before acquiring Oversoul]. (You may only begin with up to 4 of these techniques at creation).
[Above Average] You've obtained Oversoul, though it is in it's infant stages, you have access to the form as well as a single specific Oversoul technique, with up to a Tier V in power. In addition, your Soul Release abilities may also be buffed up to a Tier V level of power while in your Oversoul state. Your speed and strength enhancement has increased to 2x. You may no longer modify your Soul Release techniques at this point.
[Advanced] Oversoul is nearly effortless to maintain, while you also gain access to your second and final Oversoul specific technique, with up to a Tier VII level of power (including your previous technique). In addition, your Soul Release abilities may also be buffed up to a Tier VII level of power while in your Oversoul state. Your speed and strength enhancement has increased to 2.5x. But this is your last chance to edit your Oversoul, otherwise you will be...
[Mastered] The pinnacle of supremacy in manipulating your soul, you have perfected the usage of your powers, maintaining your Oversoul effortlessly. Your speed and strength enhancement has increased to 3x, and your release techniques incur 1 less CD post than normal.
★ [REIATSU CONTROL]
This mastery is pretty self explanatory; it's your ability your spiritual pressure, such as bursting, applying pressure and hiding your presence. Your Reiatsu color is decided at creation, and can be changed at will when Reiatsu Control is Advanced.
Starting at [Above Average] you gain access to a reiatsu passive. This passive starts at tier I and rises one tier, along with added strength and complexity for each master level afterwards up to tier III.
Your reiatsu pressure can also be used defensively to remove certain negative effects, or offensively to crush your opponent and stop their movement. These effects are governed by the following techniques. These do not need to be added to your profile and do not count towards the technique limit.
Name: Reiatsu Expulsion
Class: Reiatsu Control
Tier: I - VII (1 tier per mastery level)
Type: Defensive
Range: Self
Description: The power to overcharge one’s own reiatsu to remove negative effects, break out of bindings, burn out poisons etc… This ability follows normal cooldown rules.
Name: Reiatsu Suppression
Class: Reiatsu Control
Tier: I - VII (1 tier per mastery level)
Type: Binding
Range: 50m with no fall off
Description: The power to manifest your reiatsu pressure around you, forcing your enemies to their knees with your substantial reiatsu, and even rendering them unconscious with enough advantages. This ability can also be used defensively to ward off an opponent's version of the ability.
[REI CONTROL MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Hiding yourself is a virtual impossibility; without special techniques you’re a sitting duck. On the flip side you can’t sense others either and can only determine general locations, which could be butterflies.
[Below Average] You can slightly disrupt long-range sensing attempts, but it’s useless against Advanced skill or higher. You can keep your reiatsu down to belligerent levels to reduce annoyance of others but even your best efforts can’t hide you at mid-range.
[Average] Your presence can be hidden easily enough and people actively have to look for reiatsu to find you, but not for extended periods of time. Anyone who would wander within about 55 metres (180 ft) of you would be able to sense you. However you’re still likely to get inaccurate readings of others. [Cap for those with Constant Release Shikai.]
[Above Average] You can hide your reiatsu with relative ease, and create an effective distance of being able to be sensed of about 35 metres (114 ft), but you’re not immune to being sensed. Those with a higher skill will easily detect you, but you can now detect those at your skill and under with little difficulty.
[Advanced] You’re able to hide your presence from near anyone without flaw from a distance if they’re not using a special technique, though those closer to you will have an easier time finding out your true position if you are not in line of sight. This time though, it’s the same vice versa and you can detect as well as you can hide, with your safety net now 25 metres (82 ft).
[Mastered] You may now have your Reiatsu Passive where your general spiritual pressure can have battle worthy properties. Those below Advanced won't be getting an accurate reading if you hide your energy, and even Advanceds and Masters will have a bit of trouble. But sensing your own skill level and higher is still a challenge.
[Specialised] And thus we give more. Simply, more. You can control your reiatsu to a microscopic degree of detail, with a finesse and steady hand of a legendary artist. For your efforts, you are awarded with yet another reiatsu control passive technique, or you can choose to power up the one you already possess, and finally you may have the power of it at Tier III, same with other masteries. Either way, the degree is fantastical.
★ [HAND-TO-HAND]
Hand to Hand. The art of fighting without any sort of weapon and with just your body. This mastery determines not only your hand to hand skills though, but the potency of custom hand to hand techniques.
[HAND-TO-HAND MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] You are completely unable to win a fight against a child let alone someone of your rank, your movements both telegraphed and awkward. However, you can manifest and control it enough to create and learn techniques up to Tier II.
[Below Average] You can put up some sort of fight against those equal in rank and your aren’t as telegraphed, but just brutal brawling skills at best.
[Average] You're still nothing special but you're able to hold your own in a fist fight well enough now, and finesse in your attacks is possible. Up to Tier III techniques can be made and learnt here.
[Above Average] Finally, your hand to hand skills are becoming powerful whilst developing your own style, and you’re able to pressure equally skilled opponents. Up to Tier IV techniques can be made and learnt here.
[Advanced] You're nearly a master of the art, able to execute fast, ruthless and powerful attacks with a fluid like grace that could pass beyond the understanding of lesser foes. Up to Tier VI techniques can be made and learnt here, skipping through Tier V.
[Mastered] Enter the legends. Shockwaves of pure reiryoku will form from your strikes and leave small fissures if you're using reiryoku based techniques. You can break through Mastered Hierro at equal rank, but unless you use at least Shikai level tools [not durability], you'll suffer repercussions for it or it will do little to no damage. Techniques you can learn and create at this level can be up to the maximum of Tier VII.
[Specialised] Your divine skill and flawless technique has made you a legend in your own era. Your normal strikes can reach Ikkotsu levels (Tier IV) without any techniques, bypassing Mastered Hierro/Blut at equal advantages. With extra immense focus you can deliver a strike that nullifies natural defences [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/protection (not durability).
★ [WEAPON SKILL]
Again sort of pretty obvious, this is the art of fighting while using a weapon. Swords, chakram, hammer, steel pipe, poles, you name it.
[WEAPON SKILL MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Your stance is vastly unrefined; you're severely unbalanced and trying to swing will have no power or speed at all, so try not to trip and fall on your blade. However, you can manifest and control it enough to create and learn techniques up to Tier II.
[Below Average] With understanding of a basic kendo stance your swordsmanship has improved some but not a lot. You can do one or two decent strikes before you lose balance, but even then you still don't know how to properly adjust your body weight to improve striking power or speed.
[Average] Now able to keep a basic stance your simplistic attacks are growing in speed or striking power. You're finally able to keep your stance without losing it but advanced moves are still out of your reach, though the power cap is now raised to Tier III.
[Above Average] By this point you've mastered the basics. Your stance is stable, your strikes are refined and your style has become more character orientated as you focus on your own way of fighting, and the power cap is raised to Tier IV.
[Advanced] You're now an expert. Your reflexes are top notch with your strikes and parries refined. There's always room for improvement, but now you can make complex movements that may or may not make sense to someone who does not know enough about your weapon, and the power cap is raised to Tier VI, skipping through Tier V.
[Mastered] An elite, few can match your skill with your weapon. You're able to create nigh any technique imaginable, the power cap Raised to the max of Tier VII. Shockwaves of pure reiryoku will form from your strikes and leave small fissures if you're using reiryoku based techniques. You can break through Mastered Hierro, but unless you use at least Shikai level tools [not durability], you'll suffer repercussions for it or it will do little to no damage.
[Specialised] A god of the blade, your legendary status marks you as one of the greatest in all the history of your race, as truly “one with the blade”. No techniques necessary, you can slice right through Hierro at equal advantages though Specialized Hierro will still be difficult to cut and just like Mastered, you'll still require Shikai level tools [not durability] to make a dent. Reiryoku-based techniques aren’t safe either, able to cut through armour and attacks alike up to a Tier IV without techniques. Finally, you can use Ken'atsu, the ability to swing beams that are simply the normal sharpness and pressure of your blade at the speed of a Cero without a single cooldown post [Ken’atsu cannot be modified into individual variants].
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.
★ [SOUL RESILIENCE]
The durability mastery for the spiritual races, which includes Mod Souls. Whilst not as potent as the Arrancar's Hierro, it's still better than the humans' Spiritual Potency.
To compare it directly to them:
Advanced Hierro = Mastered Soul Resilience = Specialised Spiritual Potency.
This comparison is identical for each level down.
[SOUL RES MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] You're basically like a normal human at this point, with no durability effect whatsoever.
[Below Average] Slightly better than it was the effect is starting to appear, so offensive techniques of a Tier I will deal no damage. But otherwise, it's still soft and squishy.
[Average] The effect starts to appear more prominently, though binding type abilities are still unaffected and physical attacks less so.
[Above Average] Now very noticeable, an energy-based attack from a Tier II ability can be tanked with no damage at all, and a sealed Zanpakutou's cuts hurt you less. You can’t catch one yet, but it won't get cut off in a single slice like it would without.
[Advanced] Sealed Zanpakutou of equal rank barely cut you and if you focus on defending, it'll stop completely! You’re not immune and various cuts will still hurt you though, including Shikai.
[Mastered] No sealed Zanpakutou of equal advantages can scratch you, and Shikai have trouble damaging too. Energy based attacks from a Tier III are negatable yeaaaaah.
[Specialised] Puny mortals will not damage your skin. But beware that equal ranked Mastered Zanjutsu/Hakuda users can still penetrate it, but only with at least Shikai level weapons and armour [not durability]. Otherwise they'll suffer repercussive damage from trying to take out your tank tough skin. Additionally, if after advantage calculation you've blocked something with your Soul Resilience, if the attack was physically based, the damage they would've inflicted is reflected back to them instead.
★ [STEPPING]
The innate ability to have agility, dodging and speed, this is the mastery that judges how fast you can be, and how skilled you are with your Step technique.
However, Mod Souls don't have any Step Technique from the beginning such as Shunpo or Sonido, and must unlock it in character. What makes their Step so different from other races though is that it's variable and they are each unique to the Mod Soul themselves. To unlock it, they must first witness a step such as Shunpo, Sonido etc before they can mimic it and train their own.
[STEPPING MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Watch out for that-! ...Ouch. Sure, your agility is decently fast, but your step range limit is low, and you're slow and unhandy with it generally. Use it too rapidly, you might and you might end up falling over, or running into something even.
[Below Average] At this point, you can say goodbye to randomly tripping and hello to balance. Your range and speed increases, and other things like that. You can't rapidly step, if you try it more than three times in a row, something will go wrong!
[Average] Yarr! Finally worth something. It's now easier to air step freely, and you can pick some sort of pace in rapidly stepping, sure, not more than four or five times in a row, or you'll trip up. But still, it's better than nothing.
[Above Average] You basically have the ability to step consecutively now, without real risks of tripping up. Your steps have quite a bit of range, and more speed than that of the average Arrancar. You won't be able to blitz anyone any time soon, but you might catch a weaker opponent off guard. Omnidirectional Stepping is not only possible at this point, but quite easy.
[Advanced] Rapid stepping, check, accuracy, check, combat reflexes and agility, check. There's not much to learn now at this point. It's juuust increasing speed and range now. You're fast, and in the top tier of in speed.
[Mastered] Your speed is unrivalled by all but those who stand equal to you. Your stepping speeds and execution are high, with complex agility movements possible. Here is where you can make your own stepping techniques (with some limits), but don't expect it to be too awe-inspiring like the pros.
[Specialised] So here you are, above the highest tier. Like an owl upon a rat or the wind across the ocean your speed is godly. Okay, enough metaphors. But you get some very special perks. First off, a free stepping technique, to be used at your leisure. But before you fly off impatiently, your stepping has some new additions. If you so wish it, no light or sound will be emitted with any step you make, the speed at which you step akin to teleportation, able to appear and disappear within the blink of an eye, as silent as the night.
★ [REIRYOKU & REISHI TECHNIQUES]
Mod Souls are unique between the reiryoku only races of Human and Fullbringers and the reishi only races of Quincy and Bount, in that they get a choice between the two. Note that you cannot change this mastery choice once you've chosen, and you may not make any techniques or allusion to any skill within the other, treated similarly to Quincy Styles. Regardless of which one you pick, that mastery will also govern specialized sensing techniques, though canon ones (reiraku, pesquisa, etc) are not included.★ [REIRYOKU TECHNIQUES]
Whether it be custom or other, this mastery shows off ones skill in the amount of training they've had with their reiryoku techniques themselves be it how strong you can make them, the effort needed to actually perform them or general simplicity in creating them. For a Mod Soul, these will be your ordinary techniques akin to Kidou-like creations that do not fall under the other masteries of Hand-to-Hand, Weapon Skill or Reiatsu Control. This would include firing hadouken blasts or summoning flames with your hands.★ [REISHI TECHNIQUES]
Whether it be custom reishi blasts or other techniques, the Reishi Technique manipulation shows off ones skill in the amount of training they've had with their techniques themselves be it how strong you can make them, the effort needed to actually perform them or general simplicity in creating them. However , Mod Souls are unable to Specialise Reishi Techniques, and they do not get access to anything unique to Quincies such as Ginto.
[REIRYOKU TECH MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Whilst a arduously slow and dangerous process, you can create and control techniques up to Tier II in power.
[Below Average] You're getting quicker and your reiryoku output is more stable, but it's still a relatively slow process to mold your reiatsu.
[Average] Your skills in making techniques can be Tier III in power now, and it is a normal pace to gather and control the reiatsu into the technique.
[Above Average] Your skills in making techniques can be Tier IV in power and you can control and gather the reiatsu into a technique at a good pace.
[Advanced] Your skills in making techniques can be up to Tier VI in power, skipping right through Tier V. Gathering your reiryoku into a technique at a speedy pace is simple, and your complexity is heightening.
[Mastered] Your skills in making techniques is up to the maximum of Tier VII in power and it is a extensional pace to gather and control the reiatsu into the technique.
[Specialised] Normally simplistic in nature, Reiryoku Techniques are now capable of being somewhat complex. You can now fire three techniques up to Tier V simultaneously, and two techniques up to Tier VI simultaneously. Even if you take damage during casting, the technique won't be interrupted, and they charge quickly. Finally you are allowed a singular free ability, rather it be supplementary or passive, effect on all of your reiryoku techniques (not releases), similar to a Reiatsu Control Passive.
[REISHI TECH MASTERY]
The level of Mastered for this mastery can be achieved at [HL].
[Beginner] Unrefined and just plain sloppy, its difficult to utilize techniques involving reishi. While Tier I techniques are within your grasp, it is stressful and control takes extreme concentration.
[Below Average] Your skill at Reishi Techniques is subpar. Control is slightly less difficult. You can now use Tier II techniques without fear of backfire.
[Average] Now at a modest level, you're stabilizing your Reishi Techniques. Able to use up to Tier III techniques.
[Above Average] Your now proficient in techniques involving reishi. Able to use up to Tier IV techniques.
[Advanced] You are now using Reishi Techniques at a whim. You've refined your skills to nearly being one of the best. Able to use up to Tier VI techniques.
[Mastered] Techniques involving reishi now bend and do as you command. You are now able to use two Reishi Techniques. Able to use Tier VII.
★ [SOUL ENGINEERING]
[RACIAL PERK MASTERY]
Mod souls innately possess the knowledge and capacity to repair and modify vessels to a minor degree. As their proficiency increases, they can even create unique vessels from scratch. Modifications can include things such as tools, armor, weaponry, sensory improvements and anything in between. This mastery of engineering does not, however, extend to healing; they are engineers, not doctors. This mastery also does not include ordinary items, that's for Item Creation.
[SOUL ENGINE MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A]
[Beginner] There isn't much you can do here. At most you can repair your vessel but not make modifications or create new vessels. At this state, repairs are fairly limited at a max of Tier II, and repaired limbs suffer from decreased functionality. This isn't regeneration, it simply represents the knowledge and ability to repair physical damage done to your vessel.
[Below Average] Though still unable to make modifications to your vessel, your ability to make repairs has increased significantly, allowing you to re-attach limbs and repair moderate damage done to organs or circuitry without a decrease in vessel functionality.
[Average] Your ability to repair your vessel is effectively perfect, as you may now repair nearly any and all damage done to it, including severely damaged circuitry or organs, so long as most of the original parts are still available. In addition, you can now make minor alterations to your body, allowing you to modify it with mechanical or bio-mechanical devices. For example, you could augment your eyes with improved sensors, or even install a laser canon in your palm, perhaps even a beam saber from the wrist. The power of such modifications are, however, capped at a Tier III in strength, while you may have up to two passive augmentations capped at Tier I.
[Above Average] Your ability to apply modifications has greatly improved, increasing their effectiveness to that of a Tier IV in strength, in addition the number of passive augmentations has increased to three, though still capped at a Tier I in strength.
[Advanced] At this stage, your ability to modify vessels has further increased, their effectiveness now reaching up to Tier VI in strength. In addition the number of passive augmentations has increased to four, and their level of effectiveness has increased to that of a Tier II. You also now have the ability to create a gigai from scratch instead of simply modifying your own vessel, though these gigai cannot possess any particularly unique attributes, or be made from exceptional materials.
[Mastered] You have achieved mastery of your vessels at an absolute degree, increasing the power of your modifications to a Tier VII in strength. In addition, the number of passive augmentations has increased to five, though their level of effectiveness is still that of a Tier II. You may also now create abstract or complex vessels out of materials like solid steel, or rubber, and even provide it with attributes like complete reiatsu non-detection. These vessels must still possess a discernible, solid form.
[Specialised] Modifications at this degree are now limited only by your imagination. You gain an additional passive augmentation, increasing the total to six, with one having up to a Tier III level of effectiveness. You may also now make a vessel from any substance or material, including ones without a discernible or solid form, provided you can acquire the materials ICly. Forms must still be sensible, and your modifications cannot bypass site rules.
TEMPLATE CREDIT TO KAZ