Post by Society on Jun 16, 2015 22:25:27 GMT
QUINCY GUIDE
THE MONKS OF DESTRUCTION
by Saki, Rob, Warren, Natsu and Kaz
Edits by Mike, BM, and Jade
Edits by Mike, BM, and Jade
★ [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]
[HUMAN DIFFERENCES]
[THE MASSACRE]
[QUINCY BLOODLINES]
[QUINCY ARSENAL]
[DEATH]
SECTION TWO:
MASTERY WALKTHROUGH
[SEIREN]
SECTION ONE: RACE INFORMATION
[THE BASICS]
[HUMAN DIFFERENCES]
[THE MASSACRE]
[QUINCY BLOODLINES]
[QUINCY ARSENAL]
[The Bow][REISHI CONTROL]
[Quincy Cross]
[Soul Synthesized Items]
[Sanrei Glove]
[DEATH]
SECTION TWO:
MASTERY WALKTHROUGH
[SEIREN]
[Heilig Gewalt][QUINCY STYLES]
[Wahr Letzt Stil]
[Vollständig]
[Seiren Mastery]
[Archery Style]
[Variant Style]
[Archery Style Mastery]
[Variant Style Mastery]
[HAND-TO-HAND]
PROFILE TEMPLATE GUIDE
[FIRST POST INFO]
[Hand-to-Hand Mastery][WEAPON SKILL]
[Weapon Skill Mastery][STEPPING - HIRENKYAKU]
[Stepping Mastery][REIATSU CONTROL]
[Rei Control Mastery][BLUT]
[Blut Mastery]SECTION THREE:
PROFILE TEMPLATE GUIDE
[FIRST POST INFO]
[Appearance][SECOND POST INFO]
[Personality]
[History]
[Other]
[Starting Arsenal]
[Battle Skills]
[Masteries]
★ [INTRODUCTION]
Welcome to the Quincy 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]
The Quincy are a line of spiritually aware humans. Originally a mixture of survivors of Hollow attacks and those who had lost loved ones to Hollows, the Quincy developed a way to manipulate reishi to combat the hollows that terrorized the humans. The Quincy are nearly extinct due to extermination by the Shinigami about 200 years ago, but traces of survivors have begun to show up with the advent of the Winter War. What separates them from normal humans completely is the fact that they are all directly related to Yhwach, the father of all Quincy and receive their power directly from him.
The minimum starting rank for a Quincy is [SL-A]
Their maximum starting rank is [LL-A]
The maximum rank they can achieve is [AL]
Their maximum starting rank is [LL-A]
The maximum rank they can achieve is [AL]
★ [HUMAN DIFFERENCES]
Their genes, unlike spiritually aware humans make them adept in controlling reishi and manipulating the particles unlike humans that manipulate and use reiyoku and reiatsu. A Quincy is naturally stronger spiritually than that of a human (at least to start with).
Also, while they are within either the Soul Society or Hueco Mundo, due to their reishi-orientated powers in a world made entirely of reishi, they receive a bonus advantage.
★ [THE MASSACRE]
Due to their unique abilities, Quincy do not purify hollows but instead completely destroy them. It is with this did the Quincy, two hundred years ago, throw off the balance of the world. The Shinigami warned them initially and at first the Quincy stayed, but when the Shinigami response time continued to slow, the Quincy took matters back into their own hands. With peace as their goal and the greater good, the Shinigami went and massacred the Quincy, leaving their numbers in the low digits. Only those who hid survived. So if you create a history for your Quincy, you must detail how your family escaped the Quincy Massacre.
★ [QUINCY BLOODLINES]
[HOVER!]
[attr="class","opyhwach"]
PURE BLOOD
MIXED BLOOD
PERKS:
Can start with Blut [Beginner]
CONS:
History is required
Can start with Blut [Beginner]
CONS:
History is required
PERKS:
--
CONS:
Can't start with Blut.
--
CONS:
Can't start with Blut.
★ [QUINCY ARSENAL]
By way of their Item Creation Mastery, they can create various items unique to their lore. Whilst it's an optional mastery for them to reach maximum rank, they can still rank-up from it. More details on the Item Creation Mastery are found in the [Item Creation Guide.★ [THE BOW]
The Quincy fight mainly with the use of a bow made of reishi. In most cases the reishi is blue and it merely looks like a bow of energy, but at higher skill levels its possible to solidify your bows. This bow enables the Quincy to use Reishi as weapons in the form of arrows, and is usually formed a focal point such as their Quincy Cross.★ [THE QUINCY CROSS]
Traditionally, these items are crafted from Soul Silver and are the focal points of manifesting a Quincy bow or individual weapon. It is said that only those who have inherited Quincy abilities and techniques are allowed to possess the cross, though it doesn't have be a cross shape.
In the hands of other races, it's unusable as a mere trophy.★ [SOUL SYNTHESIZED ITEMS]
Unique to Quincy, these items are extremely durable and are used for a large portion of the Quincy arsenal, such as the Cross. Your skill at making soul synthesized materials is covered by your reishi control mastery, but making actual items requires the item creation mastery.★ [SANREI GLOVE]
This glove is an ancient relic in terms of it's use although most families of Quincy still train their children in the use of the glove. You cannot possess or be wearing the glove upon creation and must be obtained in character. This is done via a trial, so for further details, please refer to the [Trial Guide].
A Quincy relic that is in the form of ago, must be in the form of a glove. When placed on the glove scatters reishi, making it extremely difficult to gather. Must train for seven days via a trial in order to master their sanrei glove where the scattering effect no longer affects them. When the glove is removed they gain access to Quincy Lezit Stil. This is a massive boost in power, +2 Advantages. While active Quincy obtains Quincy Garbs, they are normal clothes providing no benefits. The Quincy is also able to summon their Quincy weapon(s) from their Quincy Style: IE Archer or Weapon Variant.
Be warned, after three posts your powers gutter out reducing you to SL-A. Only two methods can fix this. The first is through a Quincy Bangle, check out Quincy Item/Technique List. The second way to regain their powers after using the Quincy: Letzt Stil is to first exhaust themselves both mentally and physically, then be hit exactly 19 mm to the right of their heart with a Quincy Arrow. After this, a pentacle-shaped scar will form on the point of impact, and their powers will be restored.
.
★ [REISHI CONTROL]
In order to better define how a Quincy 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]
★ [DEATH]
Similar to both Fullbringer and Humans, there are two things that can happen when a Quincy dies:
One, you can become Hollow. In this option, your rank remains the same. Also no matter what rank you are, you will be an Unclassified Hollow. Refer to the [Becoming a Hollow] section in the [Hollow Guide] on rank and evolution limitations.
*NOTE*; you may only become hollow as a quincy, if your chain of fate erodes while you are a plus soul. Should you die from a hollow while alive still, your soul will be destroyed and you will effectively cease to exist.
The second option is becoming a Plus Soul and being sent to the Soul Society. If you are at least [ML] rank, you will have a secondary choice: you can either choose to gain a rank-up at the cost of all your techniques, or you can keep your techniques but not have the rank-up.
If you're not [ML] on the other hand you will become the weakest form of plus soul [SL-A] without any spiritual power.
SECTION TWO:
MASTERY WALKTHROUGH
MASTERY WALKTHROUGH
The Mastery System is explained here
★ [SEIREN]
[RELEASE MASTERY]
The Quincy's Release Mastery is collectively called Seiren meaning 'pure of heart'.
***Seiren will act as an appropriate release, given that it is a single stage release, it will gain a +1 advantage up till Advanced mastery where it will start to give a +2 advantages to Seiren techniques at HL.★ [HEILIG GEWALT]
he unique power sleeping inside every Quincy. It can be abstract as a Humans or focused like a Shinigami’s release. Some may control a simple element, enhance their body, deal with illusions or emotions, etc. Helig Gewalt has a maximum of six techniques. Has +1 Advantages until Advanced at HL rank, where it then becomes +2 Advantages.★ [WAHR LETZT STIL]
In an attempt to reach greater power the Quincy fuses their Lezit Stil/Sanrei Glove with their Seiren. There is no special training/trial required. The only requirement is Quincy be minimal of HL with Advanced Seiren. Lezit Stil then becomes Wahr Lezit Stil. Lezit Stil becomes Wahr Lezt Stil. When active, you gain a +1 Advantage that doesn't suffer a time restraint or loss of powers.★ [VOLLSTÄNDIG]
An upgraded version of Lezit Stil, Volstandig does not require any special training nor has drawbacks of sealing powers. One simply needs to join the Wandenreich and obtain their specialized version of the sanrei glove. As seen in the manga, Volstandig does not always have to be a glove. It can be any article of clothing or even an organ such as the eye, as seen with As Nodt. When activating Volstandig the Vandenreich symbol appears on the item, along with a massive pillar or super condensed reishi that shoots up into the sky and forms the shape of a quincy cross. Vollstandig form grants the quincy wings, a halo, and usually enhances the appearance of the quincy's garb and spirit weapon. It should also be noted that Vollstandig is linked to Yhwach's power, and therefore can be stripped if the user leaves or betrays the Wandenreich.
It grants +1 Advantages like Wahr Lezit Stil, and like Wahr Lezit Stil suffers no time constraints. However, Advanced Seiren and HL are not required to obtain Volstandig. Merely being a member of Vandenriich suffices.
[SEIREN MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A]
Beginner: You have just unlocked your powers. They are highly unrefined. But through bursts of power you can make techniques up to Tier IV. One technique tops.
Below Average: Gaining some control but still have difficulty. Two techniques are avalible.
Average: You powers are now refined and you can control them with moderate ease. Still only able to make Tier IV techs, but you now have three slots.
Above Average: You are close to reaching a new level of power. Four technique slots are open now. Techs cap at Tier V.
Advanced: Nearing the peak, you are almost good as you can be. This is when you have six slots open capping at Tier VII. Must be HL to obtain.
Mastered: You’ve gotten a grand grasp of your techniques. Your power is now at its peak. .
★ [QUINCY STYLES]
You pick the way you play at the start of the game. On your profile template you will see either Archery Style or Variant Style; you will be granted access to one of these and the other one will be locked permanently. Each style will dictate what benefits you'll get from which style and how it will affect your character down the line.
***Quincy Style will also give you an additional range of techniques that can be made for that Style.
Beginner- Tier 2 techs can be made.
Below Average- still capped at Tier 2.
Average- Tier 3
Above Average - Tier 5
Advanced - Tier 6
Mastered- tier 7★ [ARCHERY STYLE]
This style goes for a mix of quantity and quality; for quantity the Archer can fire vollies up to 1000 per post each as strong as a standard arrow. For Quality they empower arrows via single shots. Like changing from a machine gun to a sniper rifle; hit more enemies or ensure a hit compared to dealing lots of damage. Every ordinary arrow has the Tier power of a Tier I, and only charge shots may breach this limit.
For the charge shot, the Tier/Cooldown ratio is identical to that in the Technique Guide, and is considered an Offensive Type technique. Thus it impacts the usage of other offensive techniques.
Archery style weapons can only be some form of bow, crossbow, or gun.★ [VARIANT STYLE]
Can fire Quincy Arrows, however, speed is limited to Cero Speed.
Also, their bursts of reishi follow the normal Tier/Cooldown ratio seen in the Technique Guide. Unlike Archery Style, this doesn't impact the cooldown or durations or other techniques - the cooldown is unique to the reishi burst on this style.
Only variant style is allowed to dual wield two weapons from a cross that has Variant Style Mastery perks (starting Mastered Mastery). You can still dual wield by for example using a Variant Style sword in combination with a Seele Schneider, but the Seele will have its perks from the Weapon Skill Mastery, not Variant Style.
[ARCHERY STYLE MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Congratulations, you have learned how to draw out your bow. Well... it looks like a bow. Any attack will basically shatter your bow, and you have 1 cooldown post to wait before you can reform it. One or two arrows can be fired per post at Cero speed. Accuracy peaks at 30 metres (32yds) away.
[Below Average] Now your bow is looking more like a bow and less like a clutter of reishi. It can take a sealed Zanpakutou slash without breaking but on the second hit you'll be forced to reform it. Arrow barrages are increased to ten, but you're still at Cero speed. Accuracy peaks at 40 metres (43yds).
[Average] You finally reached a level in which you can fire arrows at an acceptable rate, and your bow is on the verge of solidifying. A sealed Zanpakutou can now be blocked effortlessly, but anything higher will shatter it instantly. Arrow barrages are increased to 25 at a time per post, still at Cero speed. Accuracy peaks at 50 metres (54yds). This is where you cap at creation, and your Quincy Style techs cap at tier III.
[Above Average] Now the fun begins. Your now solid bow is now looking like an actual bow, intricate details and shapes made to diversify the bow from the other Quincies. You can take up to three strikes from a Shikai level weapons now before needing to reform it on a 1 post cooldown. Spamming arrows at this level becomes a breeze, allowing you to fire up to 50 arrows reaching Cero Speeds. Charge shots are also now accessible, in which you can take a single arrow and increase its power to that of a Tier IV, always being a Cero speed. Accuracy peaks at 75 metres (82yds). You are able to power up your quincy style techs to tier IV.
[Advanced] Just look at that bow. Solid and classy. Defensively, your bow can clash with that of a Shikai without a hitch, though a Bankai will still shatter it effortlessly. Spamming arrows... you can fire multitudes of arrows, easily reaching 100 arrows at a time in a single post, all travelling at half the speed of a Bala. Charging a Single arrow caps at Tier V. Accuracy peaks at 100 metres (109yds). Your Quincy Style techs can be up to tier VI now, skipping straight through tier V.
[Mastered] Okay see, I'm jealous of that master bow craftsmanship. It can withstand the strikes of anything Bankai level though it can be broken after enough straight on hits. Spamming arrows are now in 4 digits. You may also now fire arrows without using your bow, or Cause them to ricochet and bounce off from stuff. Each arrow travels at Bala Speed. You can now charge shots to be as strong as a a Tier VII with a 4 post cooldown on further charge shots like previous levels, and remains at Cero speed. Accuracy peaks at 200m (218yds). Your style techs can now be tier VII in power.
[Specialized] You have not only achieved the epitome of proficiency in the art of archery, but also in your ability to manifest your spiritual bow. It can withstand strikes from Bankai-level weaponry without fear of ever breaking at equal advantages. In addition you may now fire up to 1500 arrows in a single post, each travelling at Bala Speed. As a unique perk you may also fire up to two charged shots in a single post without increasing the cooldown OR imbue your charged shot with piercing qualities, allowing it to automatically bypass barriers or defenses of a lower Tier without decreasing in power or velocity.
[VARIANT STYLE MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Congratulations, you finally managed to summon your spiritual weapon from the cross. Since you’re not that good at manipulating your spiritual weapon, chances are it will take the form of an energy bow. Its more durable than a normal bow, and can can take one hit from sealed Zanpakutou without breaking, but on the second hit you'll be forced to reform it after a 1 post cooldown. Accuracy peaks at 15 metres (16yds) away.
[Below Average] Your spiritual weapon can now start to become more than just a bow, but its still made of reishi. A sealed Zanpakutou can now be blocked effortlessly and has a sealed-level cutting power, but anything higher will shatter it instantly. At least at this point, you can use those like wings on your melee/non-projectile weapon in order to shoot your arrows. But you’ll only be able to fire up to 5 at a time. Accuracy peaks at 30 metres (32yds) away.
[Average] Your spiritual weapon is now a solid construct into your choice, whether that be a sword, spear, axe, etc. You can take a Shikai-level weapon five times before you're forced to reform it, and you can now gather reishi to empower your strikes or buffer your defenses. You can now give off a burst of reishi from your weapon at the strength of a Tier IV in a linear direction. Arrow barrages are increased to ten. Accuracy peaks at 40 metres (43yds).
[Above Average] Your spiritual weapon is now tapping into its true potential. You can block a Shikai all day long and also has Shikai-level cutting power, though a Bankai can still shatter it effortlessly. Arrow barrages are increased to 20 per post, but you can also fire them with every swing of your weapon. That burst of reishi may now be up to a Tier V. Accuracy peaks at 50 metres (54yds).
[Advanced] Solid and classy, THIS is a weapon. You can take five hits from Bankai before you have to reform it at a 1 post cooldown. The burst of reishi may now be up to a Tier VI. Arrow barrages are increased to 30 per post. Accuracy peaks at 75 metres (82yds).
[Mastered] Now I wouldn’t be surprised if you use your spiritual weapon to shield yourself from most physical blows, it's that cool. Here, you can now block Bankai level weapons all day everyday without fear of breaking and has Bankai level cutting power. You now have access to dual-wielding wherein you can produce two different items from two different Quincy crosses such as a sword and a shield, dual knives, or a katana and short-sword and use them simultaneously. These weapons would have separate cooldowns and barrages. Arrow barrages are increased to 60 per post with each weapon. Or you can fire 120 arrows from a single weapon and only with that one weapon. Accuracy peaks at 100m (109yds). The burst of reishi may now be up to a Tier VII.
[Specialized] The strength of your spiritual weapon is now the stuff of legends, and your capacity to spiritualize the weapon has become so superb that it almost emulates the properties of actual release weapons. It has the same cutting strength of a bankai and can be considered almost indestructible. But even this has limits. Your arrow barrages have improved to fire up to 100 arrows per post with both weapons, or you can fire 200 arrows per post with only just a single weapon. Your accuracy has also improved to up to 120 meters.
★ [REISHI TECHNIQUES]
Whether it be custom arrow techniques or other, the Quincy Technique manipulation shows off ones skill in the amount of training they've had with their techniques themselves be it how strong you can make them, the effort needed to actually perform them or general simplicity in creating them. This mastery also covers the use of Ginto Silver Tubes, as well as specialized sensing techniques, though canon ones (reiraku, pesquisa, etc) are not included.
Gintō tubes can only be used for Gintō techniques, the Gintō cost will be how many tubes the technique requires to use, with the maximum cap for a technique being 10 tubes, in addition to this techniques using 5 tubes or higher will require an incantation, the more the tubes, the complex the incantation. Like normal single use items as described in the item creation guide, the limit on how many ginto you may have in a given thread is mostly dictated by common sense (IE just walking around in Karakura your character would be unlikely to have hundreds on the things on their person).
[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 and Ginto. While Tier II techniques are within your gasp, 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. Ginto is refined, allowing you to cast without difficulty. Able to use up to Tier III techniques.
[Above Average] Your now proficient in techniques involving reishi as well Ginto. Able to use up to Tier IV techniques.
[Advanced] You are now using reishi and Ginto 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, just as your Ginto have now reached a complex level. You are now able to use two Reishi and/or Ginto techniques simultaneously. For Ginto, it's comparable to a dual incantation, though you may also skip the incantation at the cost of reducing the power of the techniques by half. Able to use Tier VII.
[Specialized] Reishi gathers naturally as breathing, almost as if you were in Volstandig or Lezit Stil. As for Ginto, the complexity reaches new heights as you delve into the Quincy's most secret Ginto. You may now select one of two perks: The first is the ability to boost the power of any technique that utilizes either Reishi or Ginto upwards to that of a Tier VII (with a respective cooldown according to its tier), the second being the ability to utilize any Ginto technique at full power without the use of an incantation.
★ [HAND-TO-HAND]
Hand to Hand. The art of fighting without any sort of weapon and with just your body. This mastery determines not only your hand to hand skills though, but the potency of custom hand to hand techniques.
[HAND TO HAND MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] You are completely unable to win a fight against a child let alone someone of your rank, your movements both telegraphed and awkward. However, you can manifest and control it enough to create and learn techniques up to Tier II.
[Below Average] You can put up some sort of fight against those equal in rank and your aren’t as telegraphed, but just brutal brawling skills at best.
[Average] You're still nothing special but you're able to hold your own in a fist fight well enough now, and finesse in your attacks is possible. Up to Tier III techniques can be made and learnt here.
[Above Average] Finally, your hand to hand skills are becoming powerful whilst developing your own style, and you’re able to pressure equally skilled opponents. Up to Tier IV techniques can be made and learnt here.
[Advanced] You're nearly a master of the art, able to execute fast, ruthless and powerful attacks with a fluid like grace that could pass beyond the understanding of lesser foes. Up to Tier VI techniques can be made and learnt here, skipping through Tier V.
[Mastered] Enter the legends. Shockwaves of pure reiryoku will form from your strikes and leave small fissures if you're using reiryoku based techniques. You can break through Mastered Hierro at equal rank, but unless you use at least Shikai level tools [not durability], you'll suffer repercussions for it or it will do little to no damage. Techniques you can learn and create at this level can be up to the maximum of Tier VII.
[Specialised] Your divine skill and flawless technique has made you a legend in your own era. Your normal strikes can reach Ikkotsu levels (Tier IV) without any techniques, bypassing Mastered Hierro/Blut at equal advantages. With extra immense focus you can deliver a strike that nullifies natural 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).
★ [WEAPON SKILL]
Weapon Skill shows the skill that one has with other types of weapons that are not those used in their Quincy Style, such as for a Seele Schneider. Otherwise, this is the art of fighting with 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.
★ [STEPPING - HIRENKYAKU]
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, Quincy have their own name and method for fast movement and flash stepping everywhere - Hirenkyaku, and it's ordinarily formed by riding on the flow of Reishi created below their feet. You may unlock the ability to use Hirenkyaku at the minimum rank of [ML] in character Variants of this skill may be learned once Stepping is Mastered.[b]Name:[/b] Hirenkyaku (Flying Screen/God Step)
[b]Class:[/b] Stepping
[b]Type:[/b] Stepping
[b]Tier:[/b] I
[b]Range:[/b] N/A
[b]Description:[/b] Analogous to the Shinigami Shunpo or Arrancar Sonido, the Quincy Hirenkyaku allows the user to move quickly over short distances; according to Ishida Uryû it is faster than flash steps, though Kurotsuchi Mayuri's superior speed suggests that this is just a generalization. To perform the technique, the user gathers spiritual particles 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. Kurotsuchi Mayuri compliments Ishida Uryû on being able to use this technique at such a young age, suggesting that it's difficult to master.
[ul]Quincy Exclusive and cannot be chosen as a starting technique. It may be learned at the rank of ML or higher.[/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.
★ [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.
[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.
★ [BLUT]
[RACIAL PERK MASTERY]
Requires minimal of ML to learn ICly if mixed blood, otherwise Pure quincy can start with it at Beginner.
Blut is an advanced technique used by Quincy. By making reishi flow into their blood vessels the user can increase defensive or offensive power. While Blut does pose amazing effects there is one significant flow. It is independent making both operate on two different reishi systems thus they can not be never employed simultaneously. This makes one completely ineffective whilst the other is in use. It also takes a few moments to switch between adding in greater danger for it's user. While Blut houses no cost it certainly requires focus to keep up.
When Blut Vene is inactive, Quincies passively have the durability level equivalent to Spiritual Potency based on their Blut Mastery.
This makes one completely ineffective whilst the other is in use
Blut Vene (“Still Blood Guise”) is the defensive form of Blut which utilizes dramatic defensive properties. By hardening the veins within the body it effectively makes the user's skin akin to steel. Thus making it difficult to puncture. When in use the user's blood veins become a shade of dark-blue making it visible to others. A drawback to Vene the user cannot have speed or strength buffs.
Blut Arterie (“Moving Blood Guise”) is the offensive form of Blut which utilizes dramatic offensive properties. By pumping reishi into their veins the user's blood pumps harder and pushes the body to new heights in physical power. This does not augment physical speed nor the power of techniques. It does bulk up your musculature a fair deal however, not only enabling you to withstand the impact of your own strikes without breaking your limbs, but also providing a measure protection. Durability Considered equal to Spiritual Potency while active.
[BLUT MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A]
[Beginner] Cannot access Blut Arterie. With Blut Vene, your durability isn't much better than a Shinigami's but it can block up to Tier I techniques. Takes three posts to switch between Arterie and Vene.
[Below Average] Cannot access Blut Arterie. Blut Vene still isn't very effective. You can't catch a sealed zanpaktou quite yet. Takes three posts to switch between Arterie and Vene. [Must be minimum of ML to achieve]
[Average] Blut Arterie grants a x2 boost in strength. Blut Vene, Tier II techniques can be taken without any noticeable damage and sealed zanpaktou strikes hurt less.
[Above Average] Blut Arterie grants a x2 boost in strength and speed. Blut Vene now completely protects against sealed zanpaktou stopping it clear in it's path, if focusing on defending. Shikai damages slightly less, but can still cut you. Takes two posts to switch between Arterie and Vene.
[Advanced] – Blut Arterie grants a x3 boost in strength with x2 speed. Blut Vene will now completely stop sealed zanpaktou, and even Shikai has trouble damaging you. Tier III techniques won't damage you at all.
[Mastered] Blut Arteire grants a x3 boost in strength and speed. Blut Vene - Zanjutsu/Hakuda users can only penetrate your defense with equal advantages. Even then, without Shikai level protection (not durability) they will suffer recoil damage. Bankai-level weapons have difficulty damaging you. Takes one post to switch between Arterie and Vene.
[Specialized] Blut Arteire grants a x4 boost in strength with x3 speed. Blut Vene negates damage upwards to Tier IV. Normal blows do nothing against you, and though those of equal advantages can damage you, they will suffer recoil damage without at least shikai-level protection (not durability). Bankai-level weapons have difficulty damaging you if Mastered, but Specialized users will only require Shikai-level weaponry to do so.