Post by Society on Jun 16, 2015 22:24:25 GMT
VIZARD GUIDE
THE MASKED ARMY
by saki, kaz and hidane
★ [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]
[BECOMING A VIZARD]
[THE ZANPAKUTOU]
SECTION TWO:
MASTERY WALKTHROUGH
[ZANPAKUTOU SPIRIT]
SECTION ONE: RACE INFORMATION
[THE BASICS]
[BECOMING A VIZARD]
[THE ZANPAKUTOU]
[Zanpakutou Loss][THE SPIRIT AND HOLLOW]
[Inner Spirit][VIZARD RESURRECCIÓN]
[Inner Hollow]
[Fused Spirit]
[Perks and Cons][DEATH]
SECTION TWO:
MASTERY WALKTHROUGH
[ZANPAKUTOU SPIRIT]
[SHIKAI][Ability Limits][BANKAI]
[Constant Release Shikai]
[CRS Buffs]
[Shikai Mastery][Compressed Bankai][ZAN SPIRIT MASTERY]
[C. Bankai Buffs]
[Bankai Mastery]
[SOUL RESILIENCE]
[Soul Res Mastery][STEPPING - HOHŌ]
[Stepping Mastery][HAND-TO-HAND - HAKUDA]
[Hand-to-Hand Mastery][REIRYOKU/HOLLOW TECHNIQUES]
[Rei/Hollow Mastery][WEAPON SKILL - ZANJUTSU]
[Zanjutsu Mastery][REIATSU CONTROL]
[Rei Control Mastery][THE HOLLOW MASK]
[Mask Notes][KIDOU THE DEMON ARTS]
[Mask Control Mastery]
[Kidou Laws][CERO AND BALA]
[Kidou Specialisations]
[Shunko]
[Kidou Mastery]
[Cero Requirements]
[Cero and Bala Mastery]
★ [INTRODUCTION]
Welcome
to the Vizard Guide, your one-stop info centre 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 skill sets given to this race are provided.
Unlike other guides, there's no Section Three here because you can't start off as a Vizard.
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]
Vizards are Shinigami who have broken the barrier between Hollow and Shinigami to gain a hybrid of powers, visible when they draw on the power of their Inner Hollow by donning a Hollow Mask. Whilst technically they're Shinigami with Hollow powers, on BSRP they are treated as a completely different race.
This race cannot be chosen for a starting character barring very special circumstances and must be achieved in character.The lowest rank Vizard can be is [ML-A]
The highest rank they can achieve is [AL-A]
Details on ranks can be found [here]
★ [BECOMING A VIZARD]
In essence, this is a trial taken by your character in order to earn your Vizard status. You must be a Shinigami or Illegal Substitute Shinigami and a minimum rank of [ML-A], but those are the only requirements.
To look for details on this trial, refer to the [Trial Guide].
When becoming a Vizard, one does not lose special perks (Healing mastery for 4th Division, Item Creation mastery for 12th Division, or Kido advantages for Kidō Corp), though they may find it difficult to utilize or improve upon these perks due to lack of resources.
Your Reiryoku Techniques Mastery becomes the Hollow Technique Mastery, and
You will automatically acquire the Mask Control Mastery at Beginner level.
You will automatically acquire the Cero/Bala Mastery at Beginner, with both the Cero and Bala techniques.
★ [THE ZANPAKUTOU]
Zanpakutou (or Zanpakutō) are the trademark weapons of the Shinigami. Capable of cutting spiritual bodies, they are amongst the few weapons which can be used to combat Hollows. Each Shinigami carries a unique Zanpakutou as the swords are both reflections of a Shinigami's soul and power, and sentient beings unto themselves.
Normally you may only have a single Zanpakutou, and that Zanpakutou cannot have multiple names, multiple releases (besides Shikai and Bankai), or anything of the sort. You may obtain the Zanpakutou of another, but it's far more difficult to gain its loyalty. Acquiring another Zanpakutou does not grant a dual Zanpakutou release; dual Zanpakutous are for new characters only, and old characters cannot be remade with dual Zanpakutou. Otherwise, the soul would simply become a part of yours but cannot be used in combat.
Dual Zanpakutous are allowed but for one per account.
Multi-sword Shikai are now acceptable on BSRP following other rules and regulations, if you have any questions, please contact a staff member.★ [ZANPAKUTOU LOSS]
Upon Zanpakutou loss, you will incur a temporary drop (loss) of your Zanpakutou Spirit Mastery. Temporary drops in rank are possible depending on other mastery levels, and this will remain until you retrieve your Zanpakutou or obtain a new one in order to regain your old powers or mould new ones.
Because it wasn't made by Nimaiya, if you obtain an Arrancar Zanpakutou you cannot use it to replace your old Zanpakutou as the blade isn't able to house a soul.
If you're with a new spirit and/or powers however, your rank is restored but your previous mastery isn't and starts at Beginner.
Communing with a new spirit may only be done once per account, and must be done by the end of the thread in which the new Zanpakutō was obtained.
★ [THE SPIRIT & HOLLOW]
★ [INNER SPIRIT]
As a reflection of the Shinigami's soul, their Zanpakutou's name is also the name of the living spirit that empowers the sword and lends its strength to the Shinigami who wields it. These beings can vary greatly in appearance and have their own distinct personalities which ordinarily compliment their owner's. Thus they can be people, animals, or plants, provided they are sensibly explained. They must be the same sex as the wielder unless sufficient explanation is given for an exception. The spirit is intended to be a part of the wielder's soul, so try to create one which will compliment and accentuate your character rather than simply matching or helping them.
Spirits do not need to be face claimed and it is frowned upon to do so if the FC is a popular claim (refer to the Face Claim list for further details).
Despite becoming more hollow, the ability to use Shikai and Bankai is still present and no changes occur to either one of the releases nor their abilities due to the Hollow influence within.★ [INNER HOLLOW]
Simply, the Inner Hollow is a Hollow version of the Shinigami. Typically an inverted black and white version of them with conflicting personalities, they look more like a Human-shaped Hollow than an Arrancar. Despite this, if you are a cold, heartless individual, that does not mean that the hollow is nice; negative traits are amplified.★ [FUSED SPIRIT]
In some cases of Hollowfication, the Hollow Reiatsu will infect and fuse with the Inner Spirit, becoming one combined spirit to represent both sides of the Vizard's power. The spirit's personality may turn out to be a very twisted version of the prior Inner Spirit's personality, or take on an entirely new twisted personality of its own. The fused spirit will likely look very similar if not identical to either the prior Inner Spirit or the Vizard themselves, but with some darker touches or changes in a few physical features, the only definite visual changes being their darkened eyes and pale skin tone.
★ [VIZARD RESURRECCIÓN]
In addition to this summary, more details about this trial are within the [Trial Guide].
Requirements: Mastered Mask Control Mastery and a minimum rank of HL-A.
This can be gained by having an In Character thread with your Inner Hollow and Zanpakutou Spirit. During it, you make a pact with your Inner Hollow as you dive down and focus more on your Hollow powers than your Shinigami ones. Given that you must have attained Bankai and Vizard before attempting this, this trial is completely plot-based. Therefore, whatever you think would work goes so long as you make a good thread to read with a decent amount of words and/or posts.
You must give up Bankai to attain this, so your Bankai techniques will be changed to be more Hollow-like, or new powers are made to fit it. Remember Hollow Powers typically focus on changing and buffing the body of the user than materialising the Zanpakutou separate from the user. Thus people literally 'become' their Inner Hollow or have a general Hollow appearance.
Requirements: Mastered Mask Control Mastery and a minimum rank of HL-A.
This can be gained by having an In Character thread with your Inner Hollow and Zanpakutou Spirit. During it, you make a pact with your Inner Hollow as you dive down and focus more on your Hollow powers than your Shinigami ones. Given that you must have attained Bankai and Vizard before attempting this, this trial is completely plot-based. Therefore, whatever you think would work goes so long as you make a good thread to read with a decent amount of words and/or posts.
You must give up Bankai to attain this, so your Bankai techniques will be changed to be more Hollow-like, or new powers are made to fit it. Remember Hollow Powers typically focus on changing and buffing the body of the user than materialising the Zanpakutou separate from the user. Thus people literally 'become' their Inner Hollow or have a general Hollow appearance.
★ [PERKS AND CONS]
[/div]
[KEEP]
★ [DEATH]
Ordinarily when a Vizard dies, the soul is brought back into the world of the living via reincarnation as a newborn. Thus due to the IC timeline, you may as well make a new character as you will be unable to roleplay a baby.[/ul][/blockquote]
The one other way though for a Vizard to 'die', is that they are either absorbed by a Hollow by being consumed and unable to go into reincarnation, or they become a Hollow themselves from losing a Vizard Trial.
When this happens the following Mastery and technique translations take place:
SECTION TWO:
MASTERY WALKTHROUGH
MASTERY WALKTHROUGH
The Mastery System is explained here
★ [ZANPAKUTOU SPIRIT]
[RELEASE MASTERY]
Zanpakutou Spirit is the communion between a Shinigami and his inner spirit. The Zanpakutou has two releases, Shikai and Bankai. Shikai is considered complete at the [Average] Mastery Level, and can no longer be edited. Once you pass a Bankai trial and unlock the second part of your release, this Mastery may be increased through learning your Bankai's techniques.
★ [SHIKAI]
In a word, this is the Shinigami’s first unlocking of their swords inner powers, acquired by learning the name of their Zanpakutou. Since the living spirit of the Zanpakutou already has its own name, you cannot pick one for it. So generally to get stronger, the Shinigami must be able to communicate and harmonize with their Zanpakutou effectively, which requires being able to speak to the spirit within its world.[/b][li]You may pick one buff (listed below), and it won't take up a Shikai technique slot.[/li][li]Your Shikai is always released, disabling the need for a release incantation.[/li][/ul]
Shikai is activated by chanting a release incantation followed by the name of the Zanpakutou and is unique for each wielder, varying a simple verb to a short poem. They often relate to the Zanpakutou's signature ability or hint at the nature of its spirit and as a result of activating Shikai, the blade changes shape and gains special abilities to be used. Shinigami who have acquired Bankai don't need to do this to activate Shikai.
On BSRP, you may gain a maximum of four Shikai techniques on the journey to mastering the release, attained at [Average] Zanpakutou Spirit Mastery. Shikai can be completed if you choose to have less than four techniques, but note that once complete, Shikai form and techniques can no longer be edited. It is at this point you are also unable to level up your mastery until you have obtained Bankai.★ [ABILITY LIMITS]
- Elemental Zanpakutou are acceptable, but refrain from emulating any Canon weapons (eg. An Ice Dragon spirit). Additionally, a Zanpakutou may not have two major elements at once (eg. Fire/Water) but can have sub elements that compliment one another, such as water/Ice.
- Futuristic Zanpakutou (eg. Firearms) are acceptable but Bala speed is still the maximum projectile speed available, and other limits should be explained to compensate for their elaborate mechanics.
Other: Non-Melee Zanpakutou are disallowed in the 11th Division. You may keep your sword under wraps, as well as Kido ability, but should you be discovered by one of your peers and reported, the 11th division will probably release you.
Refer to the [Technique Guide] for general technique limitations.
Note: Rules are always subject to change when things are abused/loop-holed to give someone an unfair edge in combat.★ [CONSTANT RELEASE SHIKAI]
A Zanpakutou that is forever activated within its Shikai state, which has its perks and cons.
NOTE: These passive buffs will not stack with any other buffs attached to the Shikai and will cancel out similar buffs of the same type.
[/blockquote]
[CRS BUFFS]
Titanic Strength: Picking this perk will grant the Shinigami a x2 boost to physical strength at Beginner Zanpakuto Spirit Mastery, increasing to that of x3 once Average. Due to such thick layers of muscle, any kind of passive increasing one's speed becomes impossible and activated speed buffs cannot exceed x1.5.
Furthermore, you can also draw on the power of the environment to allow a pseudo-Keikatsu styled passive that heals the user of their minor cuts, bruises and burns of the like freely. This passive takes effect every three posts.
Phantasmal Speed: Picking this perk will grant the Shinigami a x2 boost to natural speed and agility at Beginner Zanpakutou Spirit Mastery, increasing to that of x3 once Average, not affecting stepping speed. Since if you had larger muscles it would critically hamper their mobility, passive increasing of strength becomes impossible, and activated strength buffs cannot exceed x1.5.
You may also temporarily heighten your concentration to the utmost achieve impeccable feats of evasion. At Average, you can dodge nigh point blank Cero speed. This can occur once every two posts. Naturally one has to be aware the attack is coming however, lest no amount of focus will help. Can't be used to attack.
Full Potential: This buff will increase the power of all your Shikai abilities only by one Technique Tier. Meaning a level Tier IV technique will be powered up to Tier V but will still suffer the same drawbacks and the cooldown of Tier V techniques. Tier I and Tier II techniques are unaffected by this buff. When writing techniques for this put the tier for the normal then the powered up one in brackets e.g. Tier: IV (V).
Overwhelming Power: This buff is an incomplete cap left on the compression of power, causing for explosive torrents of reiatsu to surge around the user. This form of ability causes reiatsu sensing abilities to scramble when in the presence of the user, and also gives their overall speed and strength a 2x boost [not affecting steps]. The primary perk of this form is that it allows the user to practically use their overflowing reiryoku as a weapon. Most commonly found as waves of energy with the swing or focus of the Shikai of varying power, along with an increase in pressure by 50%.
Reiatsu Overload: This buff will allow you to make a reiatsu passive based on the element/power of your Zanpakutou. The buff can range from offensive, defensive, status inflicting or healing, but the maximum tier cap for your ability is tier I. In addition this buff will be able to be transferred to Bankai and will be bumped up to a tier II. This is a case to case subject so this might be subject to change.
★ [BANKAI]
So all those delicious buffs for Constant Release Shikai aside, you must be wondering how to get the next stage right?[/b][li]You may pick one buff (listed below), and it won't take up a Bankai technique slot.[/li][/ul]
Well first off, on BSRP, you may not start with Bankai.
It's the final stage of the Shinigami's Zanpakutou, and the pinnacle of their souls true power and their ability to harness it in combat, so naturally some in character has to be done in order to achieve it. BHowever the saying that those who possess Bankai are 10 times stronger with it active is untrue on BSRP as it would pit them far ahead of other races. The only means of measuring how much more powerful they are is outlined in the releases > techs section of the Technique Guide. However, all bankai-level releases are treated the same in terms of power potential, so we don't use definitive numbers that can be exploited for further bonuses.
Generally however, Bankai faces the same type and ability restrictions of the Shikai. Bankai takes energy to fuel the form, and though not of a measurable amount, it is considerably more straining than a Shikai to maintain control over, and you also cannot use Shikai at the same time as your Bankai. The weapon of Bankai has to be nothing like the Shikai state, or not even present at all depending on the form and type. Effects to your reiatsu or the area around you, or the battlefield must be stated either in the abilities or in the Bankai general description itself.
In order to get it you must be a minimum rank of [ML-A]. Look to the [Trial Guide] for more details.★ [COMPRESSED BANKAI]
Most Bankai are large and over-the-top, demonstrating huge power over a wide area. Compressed Bankai is the opposite of that, where all your power is tightly packed into a small package, and your only weapon is often simply your Zanpakutou.
[/li][/ul]NOTE: These passive buffs will not stack with any other buffs attached to the Bankai, and will cancel out similar buffs of the same type.
[/blockquote]
[C. BANKAI BUFFS]
Titanic Strength: Picking this perk will grant the Shinigami a x3 boost to physical strength at Above Average Zanpakuto Spirit Mastery, increasing to that of x4 once Mastered. Due to such thick layers of muscle, any kind of passive increasing one's speed becomes impossible and activated speed buffs cannot exceed x2.
Furthermore, you can also draw on the power of the environment to allow a pseudo-Keikatsu styled passive that heals the user of their medium cuts, bruises and burns of the like freely. This passive takes effect every three posts.
Phantasmal Speed: Picking this perk will grant the Shinigami a x3 boost to natural speed and agility at Above Average Zanpakutou Spirit Mastery, increasing to that of x4 once Mastered, not affecting stepping speed. Since if you had larger muscles it would critically hamper their mobility, passive increasing of strength becomes impossible, and activated strength buffs cannot exceed x2.
You may also temporarily heighten your concentration to the utmost achieve impeccable feats of evasion. At Advanced, you can dodge nigh point blank Half-Bala speed. At Mastered, you can dodge nigh point Blank Bala. This can occur once every two posts. Naturally one has to be aware the attack is coming however, lest no amount of focus will help. Can't be used to attack.
Compressed power: This buff will reduce the cooldown of all your Bankai techniques by one post, if applicable.
Overwhelming power: This buff is an incomplete cap left on the compression of power, causing for explosive torrents of reiatsu to surge around the user. This form of ability causes reiatsu sensing abilities to scramble when in the presence of the user, and also gives their overall speed, and strength a 3x boost (not effecting steps). The prime perk of this form is to allow the wielder to release waves of energy with their sword swings of varying power (Power of each would be named on use) and increase the pressure of their reiatsu twofold.
Reiatsu Overload: This buff will allow you to make a reiatsu passive based on the element/power of your Zanpakutou. The buff can range from offensive, defensive, status inflicting or healing. But the maximum cap for your abilities is Tier II. If combined with the Reiatsu Overload CRS buff above, this can be increased to that of Tier III instead. But the ability would basically have to be the same as the constant release version.
[keep]
[ZAN SPIRIT MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A]
[Beginner] This stage of mastery means that you have only just learned the name of your sword, through a trial of some sort set by your spirit. You will have access to your Shikai release with its new shape and stat bonuses if any, but only two abilities tops, capped at Tier IV. There would be a high strain to employing Shikai in practical combat at this level of mastery, and should be avoided if at all possible so whilst helpful in short bursts.
[Below Average] Shikai is now becoming much easier to maintain and you'll feel less and less stress from keeping your blade active in combat. All 4 technique slots are open to you, with the powercap remaining at Tier IV. But they're well on their way to being able to employ it heavily in combat with little restriction. This is also the final level you have in which you may edit your Shikai, until you reach...
[Average] At this level your Shikai is completed and perfected and at the peak of its potential, the powercap still at Tier IV. All of its abilities are mastered and the combinations of the abilities and their execution would be something that most at this level could do in their sleep, but at this level you're also unable to edit your Shikai further. Maximum level before acquiring Bankai and maximum starting level
[Above Average] You got Bankai, great! It's in its infant stages, you have access to its form, but two of its abilities tops. At least there is no technique cap in Bankai, unlike Shikai. Using Bankai in this stage would be detrimental to your cause, as the immense drain of summoning its form into combat would put you at a distinct disadvantage, even worse than simply Shikai. This level is automatically gained upon acquiring Bankai. Also earliest level at which you can attain Resurrección.
[Advanced] Bankai or Resurrección to you is no longer as straining as it once was, and now you can feel the power flowing through your body, gaining full access to the strength and speed boosts of Bankai/Resurrección, with all 4 technique slots unlocked. A force to be reckoned with. For Shikai, you can now release it without speaking its name or release phrase. Minimum Level needed to achieve AL. This is also the final level in which you can edit your Bankai, otherwise you'll be...
[Mastered] The pinnacle of the Zanpakutou. Having this mastery means your Bankai/Resurrección is perfected, and maintaining it gives no strain at all akin to a complete Shikai. Due to this your release techniques incur 1 less CD post than normal. Welcome to the top.
★ [SOUL RESILIENCE]
The durability mastery for the spiritual races. Whilst not quite as potent as the Arrancar's Hierro, it's stronger than the Human's equivalent Spiritual Potency.
To compare it directly to them:
Advanced Hierro = Mastered Soul Resilience = Specialised Spiritual Potency.
This comparison is identical for each level down.
When Vizards are in Resurrección state only, this mastery is replaced by Hierro, which can be found in the [Arrancar Guide].
[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 - HOHŌ]
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, Shinigami - Hohō (歩法, Agility; Viz "Fast Movement"; lit. step method). Shunpo (瞬歩, Flash steps) is the most commonly used Hohō technique and special Shunpo variants may be learned once Stepping is Mastered.
When Vizards enter Vizard Resurreccion state, their Shunpo aesthetically becomes Sonido, but there are no true differences.[b]Name:[/b] Shunpo (Flash Steps)
[b]Class:[/b] Stepping
[b]Type:[/b] Stepping
[b]Range:[/b] N/A
[b]Tier:[/b] I
[b]Description:[/b] A movement technique that allows the user to move extremely quickly over short distances. The focal point that determines the basis of this technique is speed. Therefore what determines the level of skill in a user for Shunpo is best characterized by how fast one can get from A to B in the least amount of steps.
[ul]Auto-gained for Shinigami at ML.[/ul]
[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.
★ [HAND-TO-HAND - HAKUDA]
Whilst identical to every other race's Hand-to-Hand Skill, Shinigami and Vizard have their own name for fighting with their fists - Hakuda. It determines not only your hand to hand skills, 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. Finally, if you combine your skill with Advanced Kido, you can make your own version of Shunko. 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 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).
★ [REIRYOKU/HOLLOW TECHNIQUES]
No Cero here. Unique to Vizard, here you have access to all the things Shinigami can do with Reiryoku Techniques, and all the things Hollow/Arrancar can do with Hollow Techniques.
Based on the Class in the technique template will determine whether you're using Reiryoku or Hollow Techniques, and also lock you on which ones you can use at the time.Reiryoku Techniques can only be used when your mask is off.
Hollow Techniques can only be used when your mask is on.
So excepting Cero and Bala, regular Vizards are unable to learn any of the Canon Hollow Techniques by themselves unless a Hollow or Arrancar character teaches them In Character. You can create your own techniques to improve the mastery, but unless you have your mask on, you cannot activate them.
This mastery also governs specialized sensing techniques, though canon ones (reiraku, pesquisa, etc) are not included.
Vizard Resurreccion perks:All of your Reiryoku Techniques (in the Class section) become Hollow Techniques, and all your Hollow Techniques can be activated without having to put your mask on.
You don't need to be taught In Character to learn any of the techniques on the list.
[REI/HOLLOW MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Well, anything more powerful than a Tier II is definitely gonna backfire, even those at Tier II being a pain to learn. They’re awkward and weak, and often worse than the description says.
[Below Average] Okay, now you're a blimp on the radar. Whilst the techniques aren't quite that what the description says yet, you're not much better either.
[Average] They’re now exactly what they say on the tin, and your techniques can be up to Tier III. Generally you can learn all the easy stuff, but whether you'll be good or not at them is another story.
[Above Average] Your generic techniques can now be fired more efficiently and skilfully, but don’t go wild. You have no real problem using or learning Hollow Techniques up to Tier IV, and you have almost enough learned to be considered...
[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 if you have enough limbs too.
[Mastered] You're awesome 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. Training? Pfft. But still don't try to one-shot a Tier VII.
[Specialised] Capable of using even the most complex of abilities with moderate ease, your efficiency and understanding show. Dual-casting is raised to Tier IV. Your perk though, is 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.
★ [WEAPON SKILL - ZANJUTSU]
Whilst identical to every other race's Weapon Skill, Shinigami and Vizard have their own name for fighting with the blade - Zanjutsu. It might not apply to Shinigami normally, but it also includes other weapons besides your sealed Zanpakutou, including chakrams, hammers, steel pipes, 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.
★ [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.
★ [THE HOLLOW MASK]
[RACIAL PERK MASTERY]
When donning the mask, a Vizard is capable of using Hollow techniques in addition to their usual Reiryoku Techniques, and the Cero and Bala Mastery becomes available. Additionally, you get one extra advantage to any battle encounter. This advantage stacks with your Shikai and Bankai, so you may have a maximum of three extra advantages with your mask on with Bankai released.
The downsides however, are that you cannot use Kidou with your mask on, and that there's a time limit depending on your Mask Control Mastery - your level of mastery and domination over your Inner Hollow.
In addition to a time limit, techniques used whilst having your mask on affects how long you can keep it going.Weak Energy Any Tier III technique or lower (includes Bala). They're easy to use in your mask timee and can be used four to five times before one post drops from the time limit.
Medium Energy Any Tier IV technique (includes Cero). You can use one twice before one post drops from the time limit.
Large Energy Any Tier V technique. Using one once will drop you one post.
Super Large Energy Any Tier VI technique. Using one once will drop you two posts.
Catastrophic Energy Any Tier VII technique. Using one once will drop you three posts from your time limit.
Shikai Releasing: Shikai will automatically drop you down one post.
Bankai Releasing: Bankai will automatically drop you down two posts.★ [MASK NOTES]
You can continually reform your mask after it breaks off completely due to stress or lack of control, but this reduces your mask post count by one post each time you do it.
If it isn't broken off completely, you can repair it instead and fix it to its usual state. Every two times you repair it reduces your mask post count by one post.
If you manage to use up your total post limit (let's say 10 posts), not only will you have to wait a post to reform your mask, but you will restart your mask with half its original amount (5 posts), rounded down. If the same thing happens and you somehow manage to use up that amount, you must wait a post to reform it and restart at half amount again (so 2 posts, since its rounded down).
Also, if you as a Vizard quickly don your mask and remove your mask at your own digression in order to save energy, you will remain at the same post limit you left it at.Example: I put on my mask, drop down to 18 posts. I then take the mask off on my own. A post or so later, I re-mask, I will restart at 18 posts.During roleplaying, you can compare post counts to time limits such as seconds, minutes and hours if you want. It will not change how long you hold your mask during a fight or anything similar, so roleplay it how you wish.
[MASK CONTROL MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A]
[Beginner] Two Posts
[Below Average] Four Posts
[Average] Six Posts
[Above Average] Eight Posts
[Advanced] Ten Posts
[Mastered] Twenty Post Pool
[Specialised] You now have a twenty-five post pool, but now you're getting some real bonuses. Shikai and techniques up to Tier IV will not shave your mask posts at all, though Bankai and any technique Tier V will still have the usual drain applied.
Moreover, 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]
★ [KIDOU THE DEMON ARTS]
[RACIAL PERK MASTERY]
Kidou (or Kidō) is the discipline that Shinigami use to focus their Spiritual Energy into magic spells of either healing, defence or offence and is exclusive to Shinigami and Vizard.[/b][li]It can fight evenly with a Bankai level release depending on the level of Shunko, and thus gets advantages.[/li][li]Normal unarmed and armed strikes carry their own Tier power and thus are factored into advantage calculation like a normal technique.[/li][/ul]
Unlike canon, on BSRP the number a Kidou is given is aesthetic, and does not indicate the power of the technique; this is done by the Technique Tier. This number can be from 1 to 99, so it's possible for many Kidou to have the same number.
To use Kidou, a Shinigami must recite the specific incantation for the spell, which is often long and requires a few seconds to speak. The Kidou and the numbers that can be cast are dictated solely by your mastery of the arts as well as the rank of your character, as even a low-level spell can be utterly devastating when utilized by a high-class Shinigami.
Additionally there are certain branches within Kidou which Shinigami may choose to specialise in should they train the art that are outlined below. EEveryone may begin with the Eishohaki specialisation, but non-Kidoshu members may only train ONE other specialisation in character. For Kidoshu members you begin with both Eishohaki and Zen Sanshutsu Eishohaki, and upon reaching Advanced Kidou and then subsequently Mastered Kidou, they automatically get access to another one of the Specialisations, and so are able to get all four.
Finally for all users of Kidou there's Kaizō Kidō or modified Kidou. This allows the modification of canon Kidou to have special effects, increased powers, changed colors or different uses entirely. One thing to remember however, is one may not modify Hado to also have Bakudo effects, and vice-versa.
Vizard notes: You may not cast Kidou when you have your mask on. This also means you will exit Shunko if you've activated it. Any Kidou-based Shikai/Bankai however are unaffected.
If you have acquired Vizard Resurrección, Kidō becomes locked/removed and is entirely unusable in or out of the state.★ [KIDOU LAWS]
- If you are not a member of the Kidoshu or do not hold the rank of Lieutenant or Captain, you must receive permission from a Lieutenant, Captain or Kidoshu member in order to learn any Kidou above Tier IV. For Rogues, you may still improve the mastery by creating your own Kidou.
- Spells cast without incant above the listed caps below WILL have damaging backfire effects, as only those with high proficiency have ever been seen to do so without repercussions.
- Regarding Shinigami using Kidou in a gigai:
If non-Kidoshu, incantation must always be used. Also, the technique tier of which you're capable of firing at your mastery level is lowered by two. Therefore a non-Kidoshu Shinigami with Advanced Kidou can use Kidou up to Tier III with incant without backfire instead of Tier V like usual.
If a non-Kidoshu has done special training to achieve Zen Sanshutsu Eishohaki for their spells however, they don't have to chant the incant to fire for the selected Kidou. If they do use incantation though, their tech tier cap is upped by one. Therefore a non-Kidoshu with Zen Sanshutsu Eishohaki training at Advanced Mastery can use Kidou up to Tier IV without backfire if they use incantation, and up to Tier III without incant.
Kidoshu don't have to say incantation at all, but their technique tier cap is still one lower than normal. So a Kidoshu member with Advanced Kidou can use Tier V techniques without backfire without incant. If you use incantation however, you can fire Tier VI Kidou normally.- Usage of Forbidden Kidou or Hollowfication techniques in Soul Society results in exile and/or execution.
Special notes: Modifying a Canon Kidou requires it to be submitted in the technique registry for approval, and after such you may add the modified Kidou under the original in your list.
For example if I were to modify Hado 88, I would place the modified version under the spell I modified it from on my Kidou list.
Another note is that full power no incant spells will no longer be allowed to be trained by just anyone. You have to have the Eishoheki specialization in order to perform full power no incant spells, otherwise the spells will suffer a power loss. Those who have already trained for such are unaffected by this ruling.★ [KIDOU SPECIALISATIONS]
Everyone may begin with the Eishohaki specialisation, but non-Kidoshu members may only train ONE other specialisation in character. For Kidoshu members you begin with both Eishohaki and Zen Sanshutsu Eishohaki, and upon reaching Advanced Kidou and then subsequently Mastered Kidou, they automatically get access to another one of the Specialisations, and so are able to get all four.
Eishōhaki (詠唱破棄, "Incantation Abandonment"): The skill in which a Kidō practitioner skips using a spoken incantation completely, but it drastically weakens the spell. This is applied as a 1-2 tier drop in the spells power depending on ones Kidou mastery, 2 for Beginner up to Advanced, and 1 for Mastered and above. However this also lowers the spells cooldown to match the lowered tier, to a minimum of Tier I.e.g A Tier IV Kidou be cast with Eishohaki as a tier II, its cooldown will also be the same at 0 posts.
Zen Sanshutsu Eishohaki (全産出詠唱破棄, Full Yield Incantation Abandonment): A specialisation of the arts that enables you to unleash the full Tier power of a Kidou without saying the incantation. Kidoshu members are able to do this by default, with how well they can do this dictated by their Kidoshu Perk Mastery. For other Shinigami to achieve the same effect, they must train each Kidou spell separately without incantations. [The spells noted to have this effect must be marked with a * on your profile. Ex-Kidoshu members can ignore this]
However regardless of a Kidoshu member's Kidou mastery level, they will not gain any additional effects when casting Tier V to VII Kidou if they use Zen Sanshutsu Eishohaki, only the spell's Tier will be full power. If they wish to gain any noted additional effects, the full incantation must be used. The same applies to non-Kidoshu shinigami, regardless of whether the spell used has been Zen Sanshutsu-trained or not.
Nijū Eishō (二重詠唱, "Twofold Incantation"): A class of Kidō Incantation where the Kidō practitioner mixes the incantations of two entirely separate Kidō spells together to save time and confuse opponents simultaneously. Using this will allow players to mix and match two separate incantations and fire the Kidou spells back to back, not at the same time.Requires a rank of HL-A with Mastered Kidou.Kōjutsu Eishō (後述詠唱, "Spoken-After Incantation"): a class of Kidō Incantation where the incantation is recited after initiating the spell in order to power it up. Players who take this as their chosen kido specialization will be able to fire off spells without incantation, and power them up mid flight or after spells take effect (Such as bakudo) for the full powered effect.Requires a rank of HL-A with Mastered Kidou.
Note: If the user is in the Kidoshu and/or the spell is mastered to carry full power with no incant, this specialization will not further increase the effect beyond its spell number.★ [SHUNKO]
This description is for those who want to make their own specialized version once they earn the real Shunko In Character or otherwise. Pseudo Shunko don't need to go through any of this but they won't be this powerful or effective since they're just imitations. When initially learnt the Basic Level of Shunko is granted, with higher levels of mastery attainable.
The actual Shunko state doesn't have its own technique tier, but techniques used whilst in the mode carry normal qualities and cooldowns. However, unarmed and armed strikes that are not written techniques carry Tier level power of the respective level of Shunko and do not carry cooldowns.
Once Shunko is obtained, anyone can add their own version to it a la Soifon and tailor it to their specs, as well as make variations around it for bonuses.
Limits: Shunko that are based in: Time, Gravity, Space, Illusion and Poison cannot be created.
[b]Name:[/b] Shunko
[b]Class:[/b] Stepping
[b]Level:[/b] (Basic, Intermediate, Mastered or Perfected)
[b]Description:[/b] Shunko is the highest form of combat technique that combines physical techniques of Hand to Hand or Weapon Skill with the spell-based techniques of Kidou. The Kidou itself is driven into the user's arms and legs to enhance their Hand-to-Hand and can be fired at opponents from the body, also forcing fabric on the user's back and arms to rip apart. It can come in elements such as 'wind' or 'lightning' but are able to be given other elements to fit the user's style. For weapon style, the user is channeling the Kidou energies from their bodies directly into the object, thus becoming an extension of themselves whilst generating the properties of the Shunko on to the item/weapon.
The technique's downside is its short duration.
Levels of Shunko Mastery:
Basic Level The is the starting point for everyone who learns Shunko right off the bat. An example would be the Kudo Twins, although with little skill to add to it. Normal unarmed and armed strikes are Tier IV, and the state can shield you just as much due to the damaging aura. Unlike normal Bankai level releases though, this will only give you one advantage.[/blockquote]
The maximum duration for this level is three posts, with a three post cool down.
Intermediate Level This is also known as the incomplete Shunko that is akin to Soifon's own in the Soul Society Arc. At this level, you're now able to add an elemental focus to your Shunko which will ultimately mould it into something that fits your own style upon activation. Normal unarmed and armed strikes are Tier V, and the state can shield you just as much due to the damaging aura. You will now have the normal two advantages of a Bankai level release.
The maximum duration for this level is five posts, with a three post cool down.
Mastered Level The prime of Shunko, best compared to Sui-Feng's in the Quincy Invasion. By this level, you should have completely incorporated your element into your Shunko and can be manipulated in numerous ways. Normal unarmed and armed strikes are Tier VI, and the state can shield you just as much due to the damaging aura. It also has two advantages characteristic of the Bankai level release.
The maximum duration for this level is eight posts, with a three post cool down.
Perfected Level The Final Stage of Shunko, best compared to Yoruichi's version. By this level, you would have unlocked everything that there is to Shunko, the elemental control down to an art. One would mistake you using some sort of release with your level of manipulations. The unarmed and armed strikes you deliver are the same still Tier VI with the same shield capability on the damaging aura, with the same two extra advantages. This level can only be acquired via the Perfected Shunko Trial; more details in the [Trial Guide]
The maximum duration for this level is ten posts, with a two post cool down.
[KIDOU MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A].
[Beginner] You are officially Renji status, Academy style. It will be a lucky day for you if a spell doesn't explode in your face, but you can cast spells of Tier II with success. And even then controlling them will be extremely stressful, and take considerable concentration. Untrained Eishohaki incurs a 2 tier penalty.
[Below Average] Slightly better than Academy Renji, you have upgraded to Hueco Mundo arc Renji. Controlling the spells is getting easier, and less stressful, and you can handle casting spells Tier II or lower without fear of backfire, and can even begin to push the limits slightly. Untrained Eishohaki incurs a 2 tier penalty.
[Average] This is the average level of a trained Kido practitioner. Spells up to level Tier III are fully within your control, and you can even start thinking about skipping incantations on the lower level spells without fear of taking off your own arm.
[Above Average] Kido is becoming a practised profession with you. Spells up to Tier IV are within your skill level to control with relative ease, and the use of Eishoheki is improving the power of cutting the incantations.
[Advanced] Your skill in Kido rivals that of most Kidoshu members, and has grown into a devastating weapon. Skipping right through Tier V, Spells up to Tier VI are well within your skill to harness. Kidoshu members can pick another specialisation here. Only one step away until you have mastered the demon arts.
[Mastered] You are officially recognized as a master of the demon arts, and your prowess has earned the following perks: Spell cap skips through Tier VI right up to Tier VII, so all spells are within your ability to harness. Your Eishoheki arts are unparalleled by any who have not mastered that specific art, as well as gaining the options to modify Kido, and choose one of the other two specializations, Kidoshu picking their third one.
[Specialised] Elite of the elite! Your prowess in the mystical arts are without bounds as you surpass all Masters of the trade. Whilst you can't quite hit the level of forbidden arts, any custom spells of Tier VII can near it. Only Kidoshu can have this Mastery Level.
★ [CERO AND BALA]
[RACIAL PERK MASTERY]
The Hollow's trademark skills, with this you can fire off a large beam of energy or multiple frenzied small blasts for Cero and Bala respectively. Cero is considered to be a textbook example of a Tier IV ability in terms of power, whereas Bala has the power of a normal strong punch at a Tier I, enabling spamming. It should be noted that neither Cero nor Bala explode when not met with equal energy; instead they deal concussive damage.
The techniques in this mastery can only be performed when the Vizard has their mask on, unless they have Vizard Resurrecion.
[b]Name[/b]: Cero (Hollow Flash)
[b]Class:[/b] Cero/Bala
[b]Type[/b]: Offensive
[b]Range[/b]: Long range
[b]Tier:[/b] IV
[b]Description[/b]: Are high-powered energy blasts that can be fired from various places on the body. Only Menos, Arrancar, and Vizard have so far been shown to use Cero attacks, and it appears that stronger entities can use it more efficiently.
[ul][li]Default ability for Arrancar and Adjuchas/Gillian Hollow[/li][/ul][b]Name[/b]: Bala (Hollow Bullet)
[b]Class: [/b]Cero/Bala
[b]Type[/b]: Offensive
[b]Range[/b]: Long range
[b]Tier:[/b] I
[b]Description[/b]: A weaker but quicker alternative to regular Cero blasts. The technique hardens the user's spiritual pressure and fires it at around twenty times the speed of a Cero.
[ul][li]Default ability for Arrancar and Adjuchas Hollow[/li][/ul]★ [CERO REQUIREMENTS]
- Cero Fusions require Advanced Mastery, a minimum rank of [HL], and can harm the user or simply fail if performed sloppily. They are easier to execute with an assistant.
- Any Custom Cero requires Mastered Mastery at minimum rank [HL-A] and must be earned in character, unless taken as a release ability.
- Gran Rey Cero requires [HL-A] and at least Advanced Mastery to learn, as well as [AL] to slightly alter/personalize. Vizard can learn this from an Arrancar Canon or OC who already has it, but if you have Vizard Resurrección you don't need a tutor to learn it.
- Cero Oscuras requires [AL], Mastered Cero/Bala Mastery, at least Advanced Zanpakutou Spirit Mastery, can only be learnt by Vizard with Resurreccion, and can only be performed whilst in that state. A tutor whether an Arrancar Canon or OC is also required to learn it.
[CERO AND BALA MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A]
[Beginner] Pathetic really, you take full seconds to charge a single Bala and Cero is dreadfully slow with its maximum size that of an arm, only able to fire either from your dominant hand. Try Cero in a serious fight, you can bet your ass that you will lose your arm.
[Below Average] Bala can be fired at their signature speed now, just not rapidly and your Cero is man sized now! You can fire them from both hands now too.
[Average] Five or six Bala can be fired in a row without problems, but anything higher might backfire. Cero has doubled in size, now hard to dodge if they're not paying attention, able to be fired from your mouth.
[Above Average] Double digits! Bala now has a rapid fire of 40, though any higher might ricochet back. Cero can swallow a house, but its charging time is now capable of matching some of the slower Kidou. You can fire from additional limbs too, like a tail or wings.
[Advanced] Shit, it just got real. Meet triple digits! 100s of Bala bursts aren’t uncommon and backfiring is non-existent. Cero charging matches the faster of Shinigami Kido, you can change its aesthetic colour, and its size has increased. But you can also fluctuate the size, compressing it to a finger shaped beam or fanning it out for less damage with a wider range. Both of them can be fired from your Zanpakutou now too.
[Mastered] Quadruple digits! Bala can be fired as easily as Quincy fire arrows now. Cero is practically instant and only the fastest of Kidou can outspeed it as it overwhelms everything, so be careful else you might kill some (a lot) of innocents. The size increases further, and slight curving is possible. Finally you can make customs of both Cero and Bala and you can fire either of them from your feet.
[Specialised] Your Bala really can't get faster, but the numbers you can spam are at dangerously uncountable levels. Cero is basically instant, with not much new. You can alter the size and scope of both of them further, condensing Bala to bullet size for sniping and Cero to a laser gun. Or fan it out further to wreak destruction. Really, the number of possibilities you can do with them are now are too numerous to note.
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TEMPLATE CREDIT TO KAZ
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