Post by Society on Jun 16, 2015 22:19:25 GMT
BOUNT GUIDE
THE IMMORTAL VAMPIRES
by bsrp
★ [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]
[BOUNT POWERS]
[REISHI CONTROL]
[THE MASSACRE]
[DEATH]
SECTION TWO:
MASTERY WALKTHROUGH
[ZEIGE DICH]
SECTION ONE: RACE INFORMATION
[THE BASICS]
[BOUNT POWERS]
[REISHI CONTROL]
[THE MASSACRE]
[DEATH]
SECTION TWO:
MASTERY WALKTHROUGH
[ZEIGE DICH]
[Merging][WEAPON SKILL]
[Zeige Dich Mastery]
[Weapon Skill Mastery][HAND-TO-HAND]
[Hand-to-Hand Mastery][SOUL ABSORPTION]
[Soul Absorb Mastery]
[SPIRITUAL POTENCY]
PROFILE TEMPLATE GUIDE
[FIRST POST INFO]
[Potency Mastery][REISHI TECHNIQUES]
[Reishi Tech Mastery][STEPPING]
[Stepping Mastery][REISHI REGENERATION]
[Reishi Regen Mastery]SECTION THREE:
PROFILE TEMPLATE GUIDE
[FIRST POST INFO]
[Ages][SECOND POST INFO]
[Appearance]
[Personality]
[History]
[Other]
[Battle Skills]
[Bount Doll Info]
[Doll Abilities]
[Masteries]
★ [INTRODUCTION]
Welcome to the Bount 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]
Bount are living beings that were once human that were spiritually altered from a failed experiment spearheaded by the Soul Society in an attempt to gain Immortality. They have the unique ability to absorb souls to grant them eternal youth and immortality, making even the untrained ones inherently stronger than the average unpowered human, but due to their circumstances they are neither affiliated with Soul Society nor the Human World. This is due to the Soul Society viewing them not only as a failed project, but a humanoid species that cannot control themselves due to their innate reliance on other souls to survive. At a base comparison, Bount are the reason that the myth of Vampires exist, because of how they consume souls which are mainly human that grant them vast power.The minimum possible rank a Bount can be is [LL]
The maximum starting rank for a Bount is [ML]
The maximum rank they can achieve is [AL-A]
★ [BOUNT POWERS]
In addition to consuming souls for increasing power, the Bount race posses one of the strongest, if not the strongest regenerative abilities on site. They do this by drawing Reishi within the immediate area into their body, utilizing it to repair their wounds, even to such extent that they could survive what other races would find fatal. Bount cannot sense other races normally, which is why they have no Reiatsu Control mastery, but instead rely on the ability to “smell” the souls of others. This is done at an increasing rate based on their Spiritual Absorption mastery, at which point they can eventually tell where a target is, how strong they are, and if Specialized in this mastery, could tell pretty much anything about the person such as physical attributes or even their current mental state of mind.
Because of the way they were created, Bount have special powers which involves the use of Reishi in tandem with their own inner power, which through a somewhat alchemical process can be manifested in the form of a sentient being. Enter the Bount’s main source of power; their Doll. The doll is summoned, sealed up in an item much like a Fullbring. But unlike a Fullbring, this item when activated comes to life, takes on a personality and unique appearance much like a Zanpakutou spirit, with a theme to their powers to match. But unlike a Zanpakutou the doll personality is always active and it’s more of a partnership rather than a simple tool with a soul. The doll doesn’t need the commands of the Bount to function but communication and teamwork can bring out the Doll’s true ability. However, without a strong bond with the doll or if the Bount themselves are incapable of supporting the doll or worthy of them then the doll will ultimately kill the Bount. And if the Bount dies, so does their Doll. However if the Doll is destroyed, the Bount will live on, but they can never obtain another one, thus locking them out of their Release mastery until the end of time.
★ [REISHI CONTROL]
In order to better define how a Bount 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]
★ [THE MASSACRE]
Several centuries before the main storyline, Bount souls were scattered worldwide accidentally after an explosion from an experiment attempting to find eternal life headed by the 12th division of the Gotei. Which in turn created the Bounts either by forming an artificial soul, or by causing an evolution within an existing Human one. This was due to the experiment going so wrong, it even leeched out into the Human Realm itself.
However, the embarrassment of this accidental creation, as well as the fact that a tenth of Seireitei was destroyed in the resulting explosion and the possible threat they posed to the balance between the worlds, led the Central 46 to rule that the experiment and its failure were to be covered up, and the Bounts destroyed. Shinigami were dispatched to kill the Bount community - the massacre of the Bount.
You can either start as a Bount who was once Human during this event, or an artificial soul that was created from the testing itself. These are just aesthetic choices, as they will not impact your choices in terms of ranking up etc down the line.
★ [DEATH]
Unlike any other race on BSRP other than Mod Souls, Bount have no options that apply when they die. Once dead they wither away into dust that gets lost in the wind. When this happens, their Doll shall also die if they possess one, as the doll cannot live without its master. This means they will not be able to reincarnate into a plus soul, so it's pretty much game over.
SECTION TWO:
MASTERY WALKTHROUGH
MASTERY WALKTHROUGH
The Mastery System is explained here
★ [ZEIGE DICH]
[RELEASE MASTERY]
This is the Mastery that determines the power of your Doll, as well as the relationship (be it bad or good) you have forged with them. This will also determine your power whilst Merged if you take that route.
By saying the phrase 'Zeige Dich', this releases the seal on ones doll to give it a dominant physical form. This is the bread and butter of the Bount race and is more crucial than a Zanpakuto is for a Shinigami. However whilst a Zanpakutou spirit's personality may be dormant ordinarily unless spoken to, a Doll's personality is always dominant. They're self-sufficient, having a mind of their own as a separate being they can do as they please under normal circumstances. The Bount's ability to control their Doll is based on the user's personal strength and/or relationship with them, meaning it can be hard or easy to reseal them (based on Mastery).
Dolls normally cannot use any of their Bount's techniques (even if the Doll has a weapon form). Also, the durability in their Doll Manifestation form is Shikai throughout. If/When you acquire Merging, only small localized body parts which are used like a weapon such as your forearms or claws etc may have Bankai-level durability.
To acquire a Doll In Character, a Bount needs to undergo an elaborate summoning ritual. The ritual uses the ingredients of a human body (carbon, water etc) as well as a incantation. When a Doll is first summoned, it is generally small in size and power, but grows as the Bount's own power grows, usually maximizing at a adult human size. Size is done case by case, but the cap remains at 50 square metres for a single Doll.
If a Doll is injured, it will simply return itself to its sealed state. However, should its master be injured, the Doll could very well turn on the Bount and attempt to kill them.★ [MERGING]
First off, on BSRP, you may not start with Merging and it is now permanent.
Merging with your Doll is a route some Bount can take to obtain power, but it is far from perfect. Although your power as a singular individual will become greater, you will forever lose your doll as a partner in battle. And this could mean the difference in an life or death situation if you aren’t careful. However, some Bount are forced into this decision for reasons of their own and as such, can acclimate themselves to new heights. In order to obtain this you will need to pass a trial, so see the [Trial Guide] for more details.
[MERGING PERKS]
Pros:
- You gain 2 Extra Technique slots, one at Advanced and one at Mastered.
- You unlock AL-A as an obtainable rank
- Your Spiritual Potency Mastery becomes the same in effectiveness as Soul Resilience and uses its Mastery description.
Cons:
- Extra Technique slots are capped at Tier III and below
- You lose your Doll permanently as a sentient being (do not take this lightly)
- To get AL-A, you must have 48 Mastery Points
[keep]
[ZEIGE DICH MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A]
[Beginner] At this point you would have just summoned your doll. You would have no real abilities that your doll could use at all in combat and the relationship you would have with your doll is very sketchy at best. One wrong move or comment could cause the doll to turn on you, so better watch yourself.
[Below Average] At this level you have spent some time working with the doll, and they would even have an ability or two that they could use. (Up to Tier III) The relationship with the doll has not improved too much however, but at least it's not the walking-on-eggshells version it used to be.
[Average] Here we go, at this point you can have up to four abilities, all of which can be at max Tier IV in power. You have learned to fight semi decently with your doll at this point, but you two are far from perfect and still make many mistakes when trying to fight in tandem. [Maximum level at creation]
[Above Average] Getting increasingly better, not bad. At this point you get one more technique slot that you can use, as well as the Tier limit you had of IV is now increased to Tier V, with the added bonus of being bankai level (they now have +2 advantages rather than the normal +1). Don’t give up now.
[Advanced] Your fighting style together with your doll is almost immaculate at this level. Your Tier limit is now Tier VI for all five of your abilities, and it's at this moment that you can even go down the path of Merging with your doll. It's your choice, both have their ups and downs.
[Mastered] The pinnacle of your power is contained right here. If you haven't Merged at this point, you can no longer try. Fighting with your doll in tandem is second nature, as its almost like you two can read each other's thoughts almost before they even pop into your mind. The deep connection you have with each other allows for you to tell if the other is in trouble, and now your Tier limit is limited no longer. All of your abilities can now be up to Tier VII in power, as well as one final treat. You gain a sixth ability that is shared among both the doll and the bount, which can be used without the doll being released but is capped at Tier IV in power at most.
[keep]
★ [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.
[keep]
★ [HAND-TO-HAND - HAKUDA]
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.
[Specialized] 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 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/protection (not durability).
[keep]
★ [SOUL ABSORPTION]
Bount cannot sense other races normally, which is why they have no Reiatsu Control mastery, but instead rely on the ability to “smell” the souls of others. This is done at an increasing rate based on the level of the mastery. Soul Absorption is also a two-fold mastery at its core, as this field also gives techniques to the practitioner based on the type of souls they devour. For example, if you were to devour the soul of Yamamoto, you would get some form of Fire type ability that you yourself can have registered and put into your profile. Also note, that Bount are the only ones capable who can track their own race without unconventional means.
[SOUL ABSORB MASTERY]
The level of Mastered for this mastery can be achieved at [HL].
[Beginner] At this point you may devour weak souls to grant you abilities. They’re awkward and weak and more often or not they are not able to be used in combat, but you can learn up to Tier II abilities. Your sense of smelling souls has not yet matured enough to give you any information outside of giving a base idea of if they are mortal or spiritual and that is only if they are within sight distance.
[Below Average] Souls absorbed at this point grant you slightly better powers and you're more efficient with it so at least it won't blow up your face as often. At this point you can now tell who is a Bount via smell alone.
[Average] Any abilities you gain at this point may be up to Tier III but no more. At this mastery, due to the number of souls you have harvested your skill is easier to control. Your range of smell has increased, and now will begin a faint idea of where they are. However this is still unreliable as you can only tell how far away they are, and now in what direction.
[Above Average] You are now able to harness powers gained from souls now up to a strength of Tier IV. You are now able to distinguish between the scent of all of the different races, as long as you know what they are in character.
[Advanced] Even more techniques with even more skill, and the power cap is raised to Tier VI before backfire, skipping right through Tier V. Two weaker ones at Tier II and below can now be fired simultaneously. At this point you can gain abilities that allow you to travel to other Realms.
[Mastered] A true monster among the human race now, no power cap and backfiring is non-existent. The different methods at which you fire them can now be pretty creative, with dual-casting raised to Tier III. Your sense of smell has evolved to the point where pinpointing a target's location is now viable.
[Specialized] Capable of using even the most complex of abilities with moderate ease, your efficiency and understanding show. Dual-casting is raised to Tier IV. The perk at this point 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.
[keep]
★ [SPIRITUAL POTENCY]
The durability mastery for the non-spiritual races, and the weakest form of durability between all races.
To compare it directly to them:
Advanced Hierro/Blut = Mastered Soul Resilience = Specialised Spiritual Potency.
This comparison is identical for each level down.
[POTENCY MASTERY]
The level of Mastered for this mastery can be achieved at [HL].
[Beginner] You're a normal human at this point, with no durability effect whatsoever.
[Below Average] Slightly better than it was, the effect is starting to appear. Offensive techniques of a Tier I will deal little damage, but you still don't get a full negation. Still soft and squishy I'm afraid.
[Average] Slightly better than it was, the effect is finally starting to appear, so offensive techniques of a Tier I will deal no damage.
[Above Average] The effect starts to appear more prominently and you come off with less bruises generally, though binding type abilities are still unaffected and physical attacks less so.
[Advanced] 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 cut hurts you less. You can’t catch one yet, but it won't get cut off in a single slice like it would without.
[Mastered] 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.
[Specialised] 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.
[keep]
★ [REISHI TECHNIQUES]
Whether it be custom or other, this mastery 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.
[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 II 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.
[Specialized] Reishi gathers naturally as breathing, almost as if you were a Quincy in Volstandig or Lezit Stil. You may now gain a perk; 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).
[keep]
★ [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.
Whilst identical to every other race's Step Technique, Bount have their own name and method for fast movement and flash stepping everywhere - Springen. It's considered similar to the Quincy's Hirenkyaku, as they also ride on the flow of Reishi created below their feet. You may unlock the ability to use Springen at the minimum rank of [ML]. Variants of this skill may be learned once Stepping is Mastered.NAME: Springen [German; Leap]
TYPE: Stepping
TIER: I
RANGE: N/A
DESCRIPTION: Almost an exact replica of the Quincy Hirenkyaku, the Bount's form of flash step is known as Springen. Springen allows the user to move quickly over short distances. To perform the technique, the bount 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 also be used to hover or fly for long distances.
[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.
[Specialized] 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.
[keep]
★ [REISHI REGENERATION]
[RACIAL PERK MASTERY]
The mainstay of the Bount race's survivability. They call themselves immortal, and this is why. By pulling in Reishi from the surrounding area, they are able to Regenerate everything from the smallest of scratches to even lethal damage if they are skilled enough. Centered around the Bount's "soulless" heart, this Mastery is the essential backbone of how many of them end up surviving a Genocidal world. However, before people get ideas this Mastery is not Passive unless noted, as it does take concentration and the will to live to actually perform at most levels.
[REISHI REGEN MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A].
[Beginner] At this point pulling in Reishi around you is extremely taxing. Even if you are able to regenerate the damage from even the smallest of wounds (Scratches, bruises etc) the amount of strain it puts on your body could still end up spelling death for you in some situations. At this level it would take three posts to heal slight superficial wounds, and can not yet be utilized in combat.
[Below Average] Getting a little better at this point as all but the more significant minor injuries can be healed within a single post or two depending on how bad they are. Things regarding any major organs are still way out of your league, and at this point if you get stabbed in the heart you are ninety-nine percent a goner without any third party help. Not to mention using this mastery is still not available to you in combat.
[Average] Here we go, you're finally getting somewhere. You can now start regenerating whilst in combat, however anything outside of minor fractures is still too taxing on your body to actually be feasible at this point. However keep in mind those minor fractures and the like will not be healed instantly, but rather over a course of two to three posts depending on its severity and whilst not in mid-combat.
[Above Average] Noice, you have finally started to get pretty good at this thing. Broken bones are healed nigh instantly now and you can even regenerate a severed limb within two posts out of combat without putting lethal strain on your physical form. Commendable.
[Advanced] At this point things start to go really well for you. All of your regeneration can now be used within combat. You can even regenerate non registered items that are attached to you such as clothing and the works. Go Advanced, we believed in you. Okay at least Pika did anyway.
[Mastered] The epitome of the Bount's Regenerative ability is located here. All wounds that are inflicted upon you that are not directly lethal can be regenerated while in combat. Things like being cut in half at the waist however still provide a challenge, as it would take the course of a post to regenerate from the likes of that kind of damage. All superficial wounds at this point however are now passively regenerated. You made it, try not to die now
[Specialized] 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
[keep]
TEMPLATE CREDIT TO KAZ