Post by Society on Jun 16, 2015 22:31:16 GMT
ORIGINAL DONE BY FUKA
]
The Gotei 13 (or the 13 Court Guard Squads) is the military aspect of the Shinigami, taking control of all Shinigami as they perform their self-imposed duty to preserve the spiritual world but also providing a military and defensive force to protect the Soul Society and the Human Realm. The main headquarters is within the Seireitei, a large sanctuary occupied by Shinigami, surrounded by villages known as the Rukongai, the home to the plus souls.
The divisions of the Gotei 13 are divided amongst 13 squads, each one having a specialized duty of the Gotei atop their normal duties. It is up to the player of the canon captains to determine their duties (unless the duties are directly stated in canon, for which those duties cannot be changed). These original duties must still make sense for the squad and captain personality.
There are also two outer organizations which run concurrent with the Gotei but do not fall under the command of the Gotei itself. These are the Kidoshu and the Omnikitsudo. These are ran by their respective commanders but have great respect to the Captain Commander, and thus, their respect leads to following his Leadership. The Omnikitsudo was also absorbed into the Second Squad once Soi Fon became the captain for that squad.
The hierarchy of the Gotei 13 is lead by the Captain Commander Yamamoto Genryusai whom founded the Gotei. His word is law and overrules all others.
Below him is the Taichou and the Commanders of the Kidoshu and the Omnikitsudo. Their rules are second only to the Captain Commanders, but they run their divisions which homes hundreds of soldiers. Their absolute authority lies within their own divisions, holding the honour and respect of their members, having the final say in any of their squad matters.
Below the Taichou is the position known as the Vice Captain or Fukutaichou. The Fukutaichou is the assistant of the captain whom if absent will assume the captain obligations and duties. The Fukutaichou has no real authority outside the division but has enough respect gathered amongst the Gotei.
Seated officers are Shinigami who are numbered from 20 to 3. These officers are hand selected by the Taichou and are respected members of the division. Despite having no authority they are usually mentors and veterans in which many unseated officers look to for answers, guidance and leadership.
Unseated officers are the grunts with no respect and their names barely recognized depending on the division.
At character creation, you are free to enter any squad you like in the designated part of the template. You may only enter specialist squads if you fit their requirements (detailed below), but upon approval you will be instantly part of the squad as an unseated officer without the need for IC interaction.
In order to become a seated officer, head to [this] board to check whether your captain has posted a sign-up thread for seated positions. While it is possible to share a seated position it is extremely rare to do so. From there given their parameters you can become an officer or perhaps even a lieutenant if you meet their requirements and follow rules set out in the [Canon Character Guidelines]
The Gotei 13 was founded a thousand years prior to our current point by the Captain Commander. They were a ruthless group of thugs that killed and injured any whom stood before them. It was only after the Quincy massacre that Yamamoto lightened his heart and the Gotei took a new found road to peace.
Their main task is to preserve the peace and harmony amongst the realms. This comes in three ways. To keep peace, purify souls and to guide souls.
Konsō: the process by which a Shinigami sends wandering souls in the living world to the Soul Society.
Hollow Cleansing: When a Shinigami slays a Hollow with their Zanpakutou, they cleanse their sins as a Hollow. Once this takes place, a Hollow will return to its former state as a Plus and is led into Soul Society if they lead a good life as a human. This is called sublimation. If as a human they committed unforgivable sins, they are sent to Hell upon cleansing instead of the Soul Society. They're treated like a permanently dead character then and will be unable to be roleplayed further.
Soul Governance: Shinigami are responsible for governing the flow of spirits between the Human World and Soul Society. This is commonly carried out by balancing the total number of souls by moving and managing them in the Human world. All of the soul-related jobs are under their authority.
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ZAN'ATSU: Zan’atsu is a sibling technique of ken’atsu, and similarly revolves around releasing waves of pressure from one’s weapon. Unlike ken’atsu, zan’atsu pressure waves do not come from swinging the weapon, instead originating from the enormous amount of reiatsu contained with a constant release zanpakuto. Like steam being released from a kettle, a user of this skill can periodically release a blast of pressurized reiatsu from their weapon, of similar strength to a cero, that buffets the opponent with incredible force and knocks them back, though it does not do a large amount of damage. Unlike ken’atsu, zan’atsu can be unleashed without having to move one’s weapon, giving it a slight edge in utility. Zan’atsu can only be used once every two posts, but does not tire the user or effect the cooldowns of other abilities.
Disruptive Reiatsu - The reiatsu of your shikai is so unstable that it disrupts the opponent when they come into contact with it. Being struck by the CRS or one of its techniques causes the opponent’s next release or racial technique with a cooldown to have an additional cooldown post. This effect can only happen every 3 posts and cannot be negated with techniques or reiatsu expulsion.
Recuperation - When in a tight spot, your zanpakuto can use its massive reiatsu to stimulate cell divisions in your body, allowing you to slightly recover from injuries over a period of time. Recuperation takes up a shikai techniques slot and can only be used once per fight. When activated, your current injuries will be healed up the capabilities of a tier V healing technique over 4 posts. However, while active you cannot use any of your shikai abilities. Activating bankai ends this effect prematurely.
[/b][li]Seele Sharpness[/li][/ul]SHINIGAMI GUIDE
THE GODS OF DEATH
by saki, fuka and kaz
★ [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]
[THE GOTEI 13]
[CAN I BE VIZARD?]
[SUBSTITUTE SHINIGAMI?]
[THE ZANPAKUTOU]
[DEATH]
SECTION TWO:
MASTERY WALKTHROUGH
[ZANPAKUTOU SPIRIT]
SECTION ONE: RACE INFORMATION
[THE BASICS]
[THE GOTEI 13]
[Overview][SQUAD PERKS]
[The Divisions]
[Hierarchy]
[Joining Squads]
[Gotei History]
[Duties]
[CAN I BE VIZARD?]
[SUBSTITUTE SHINIGAMI?]
[THE ZANPAKUTOU]
[The Spirit][GOING ROGUE]
[Zanpakutou Loss]
[DEATH]
SECTION TWO:
MASTERY WALKTHROUGH
[ZANPAKUTOU SPIRIT]
[SHIKAI][Ability Limits][BANKAI]
[Constant Release Shikai]
[CRS Buffs][Compressed Bankai][ZAN SPIRIT MASTERY]
[C. Bankai Buffs]
[WEAPON SKILL - ZANJUTSU]
PROFILE TEMPLATE GUIDE
[FIRST POST INFO]
[Weapon Skill Mastery][HAND-TO-HAND - HAKUDA]
[Hand-to-Hand Mastery][REIRYOKU TECHNIQUES]
[Reiryoku Technique Mastery][SOUL RESILIENCE]
[Soul Res Mastery][REIATSU CONTROL]
[Rei Control Mastery][STEPPING - HOHŌ]
[Stepping Mastery][KIDOU THE DEMON ARTS]
[Kidou Laws]SECTION THREE:
[Kidou Specialisations]
[Shunko]
[Kidou Mastery]
PROFILE TEMPLATE GUIDE
[FIRST POST INFO]
[Ages][SECOND POST INFO]
[Squads]
[Appearance]
[Personality]
[History]
[Other]
[Profile Kidou]
[Battle Skills]
[Zanpakutou Info]
[Shikai Abilities]
[Masteries]
★ [INTRODUCTION]
Welcome to the Shinigami 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]
Shinigami are advanced souls whom reside within the Soul Society. They're able to manipulate and control reiatsu, and their very soul can be placed within a blade in which once released they gain unique and powerful abilities.
There are two ways to obtain shinigami power, depending on your race. Plus souls must enter the academy at seireitei, and achieve it there through training and instruction. You may not do this at rukongai or elsewhere; the possibility simply doesn't exist outside the academy. If you are a human or fullbringer instead, you obtain the power upon becoming a substitute shinigami.The minimum possible rank a Shinigami can be is [LL]
The maximum starting rank for Shinigami is [ML]
The maximum rank they can achieve is [AL-A]
★ [THE GOTEI 13]
[OVERVIEW]
The Gotei 13 (or the 13 Court Guard Squads) is the military aspect of the Shinigami, taking control of all Shinigami as they perform their self-imposed duty to preserve the spiritual world but also providing a military and defensive force to protect the Soul Society and the Human Realm. The main headquarters is within the Seireitei, a large sanctuary occupied by Shinigami, surrounded by villages known as the Rukongai, the home to the plus souls.
[THE DIVISIONS]
The divisions of the Gotei 13 are divided amongst 13 squads, each one having a specialized duty of the Gotei atop their normal duties. It is up to the player of the canon captains to determine their duties (unless the duties are directly stated in canon, for which those duties cannot be changed). These original duties must still make sense for the squad and captain personality.
There are also two outer organizations which run concurrent with the Gotei but do not fall under the command of the Gotei itself. These are the Kidoshu and the Omnikitsudo. These are ran by their respective commanders but have great respect to the Captain Commander, and thus, their respect leads to following his Leadership. The Omnikitsudo was also absorbed into the Second Squad once Soi Fon became the captain for that squad.
[HIERARCHY]
The hierarchy of the Gotei 13 is lead by the Captain Commander Yamamoto Genryusai whom founded the Gotei. His word is law and overrules all others.
Below him is the Taichou and the Commanders of the Kidoshu and the Omnikitsudo. Their rules are second only to the Captain Commanders, but they run their divisions which homes hundreds of soldiers. Their absolute authority lies within their own divisions, holding the honour and respect of their members, having the final say in any of their squad matters.
Below the Taichou is the position known as the Vice Captain or Fukutaichou. The Fukutaichou is the assistant of the captain whom if absent will assume the captain obligations and duties. The Fukutaichou has no real authority outside the division but has enough respect gathered amongst the Gotei.
Seated officers are Shinigami who are numbered from 20 to 3. These officers are hand selected by the Taichou and are respected members of the division. Despite having no authority they are usually mentors and veterans in which many unseated officers look to for answers, guidance and leadership.
Unseated officers are the grunts with no respect and their names barely recognized depending on the division.
[JOINING SQUADS]
At character creation, you are free to enter any squad you like in the designated part of the template. You may only enter specialist squads if you fit their requirements (detailed below), but upon approval you will be instantly part of the squad as an unseated officer without the need for IC interaction.
In order to become a seated officer, head to [this] board to check whether your captain has posted a sign-up thread for seated positions. While it is possible to share a seated position it is extremely rare to do so. From there given their parameters you can become an officer or perhaps even a lieutenant if you meet their requirements and follow rules set out in the [Canon Character Guidelines]
[GOTEI HISTORY]
The Gotei 13 was founded a thousand years prior to our current point by the Captain Commander. They were a ruthless group of thugs that killed and injured any whom stood before them. It was only after the Quincy massacre that Yamamoto lightened his heart and the Gotei took a new found road to peace.
[DUTIES]
Their main task is to preserve the peace and harmony amongst the realms. This comes in three ways. To keep peace, purify souls and to guide souls.
Konsō: the process by which a Shinigami sends wandering souls in the living world to the Soul Society.
Hollow Cleansing: When a Shinigami slays a Hollow with their Zanpakutou, they cleanse their sins as a Hollow. Once this takes place, a Hollow will return to its former state as a Plus and is led into Soul Society if they lead a good life as a human. This is called sublimation. If as a human they committed unforgivable sins, they are sent to Hell upon cleansing instead of the Soul Society. They're treated like a permanently dead character then and will be unable to be roleplayed further.
Soul Governance: Shinigami are responsible for governing the flow of spirits between the Human World and Soul Society. This is commonly carried out by balancing the total number of souls by moving and managing them in the Human world. All of the soul-related jobs are under their authority.
★ [SQUAD PERKS]
[HOVER OVER IMAGES FOR MORE INFO!]
[attr="class","squad1"]
SQUAD
FOUR
PERKS
FOUR
PERKS
[attr="class","healing"]
[attr="class","unotext"]
The Yonbantai or Squad Four is the division of healing; they are the field medics and their headquarters is also the hospital of the Seireitei. As such, they are capable of using healing Kidou and the potential to make normally denied healing techniques. They are also the only ones in the Seireitei able to obtain, Master and Specialise the Healing Mastery.
As a requirement though, Members of the 4th Division must have a Zanpakutou with some type of healing ability (it does not have to heal exclusively).
For more details on the Healing Mastery, refer to the [Healing Guide]
As a requirement though, Members of the 4th Division must have a Zanpakutou with some type of healing ability (it does not have to heal exclusively).
For more details on the Healing Mastery, refer to the [Healing Guide]
[attr="class","squad2"]
SQUAD
TWELVE
PERKS
TWELVE
PERKS
[attr="class","items"]
[attr="class","mayuritext"]
The Junibantai or Squad Twelve is the division of technology; they are inventors and their headquarters is also The Research and Development institute of the Seireitei. As such, they are capable of making unique items, gadgets and even body augmentations with access to to unique materials and devices. They are also the only ones in the Seireitei able to start with the Item Creation Mastery, as well as Specialise in it.
This squad doesn't have any special requirements for becoming a member.
For more details on the Item Creation Mastery refer to the [Item Creation Guide].
This squad doesn't have any special requirements for becoming a member.
For more details on the Item Creation Mastery refer to the [Item Creation Guide].
[attr="class","dumbsquad"]
If you are a member of the Kidoshu or the Kidou Corps, you are specialising in the demon arts. You are allowed to start with the ability to use Zen Sanshutsu Eishohaki, where you don't have to say the incant yet hold full strength in their spells (see [Kidou Specialisations] below). The amount of power you will have when using these incantations depending on Kido will be based on your Kido mastery.
Upon reaching Advanced and subsequently Mastered, Kidoshu members get access to another one of the Kidou Specialisations listed in the [Kidou The Demon Arts] section below, in addition to Zen Sanshutsu Eishohaki. This enables them to get access to all four Kidou Specialisations. These specialisations do not stack however; only one may be used for one Kido and they cannot switch during casting. Finally as a general perk, Kidoshu do not need permission to learn any Kido above that of Tier IV.
HOWEVER, regardless of a Kidoshu members mastery level in Kidou, they will not gain the additional effects when casting tier V to VII Kidou if they use Eishohaki, only the spells tier will be full power. If they wish to gain the additional effects, the full incantation must be used. The same applies to non-kidoshu shinigami, regardless of the spell used has been Zen Sanshutsu-trained or not.
Below is a mastery description for Kidoshu members only for how effective the no-incant full power perk is. This is in addition to their usual Kidou Mastery, so this isn't an additional mastery.
Upon reaching Advanced and subsequently Mastered, Kidoshu members get access to another one of the Kidou Specialisations listed in the [Kidou The Demon Arts] section below, in addition to Zen Sanshutsu Eishohaki. This enables them to get access to all four Kidou Specialisations. These specialisations do not stack however; only one may be used for one Kido and they cannot switch during casting. Finally as a general perk, Kidoshu do not need permission to learn any Kido above that of Tier IV.
HOWEVER, regardless of a Kidoshu members mastery level in Kidou, they will not gain the additional effects when casting tier V to VII Kidou if they use Eishohaki, only the spells tier will be full power. If they wish to gain the additional effects, the full incantation must be used. The same applies to non-kidoshu shinigami, regardless of the spell used has been Zen Sanshutsu-trained or not.
Below is a mastery description for Kidoshu members only for how effective the no-incant full power perk is. This is in addition to their usual Kidou Mastery, so this isn't an additional mastery.
[Beginner] You would have to use the incant for all spells.
[Below Average] Any Kidou up to Tier II can be used at full power without incant whilst Tier III is halved in power. Any higher requires incant.
[Average] Any Kidou up to Tier III can be used at full power without incant whilst Tier IV is halved in power. Any higher requires incant.
[Above Average] Any Kidou up to Tier IV can be used at full power without incant whilst Tier V is halved in power. Any higher requires incant.
[Advanced] Any Kidou up to Tier V can be used at full power without incant whilst Tier VI is halved in power. Any higher requires incant.
[Mastered] Any Kidou up to Tier VI can be used at full power without incant whilst Tier VII is halved in power.
[Specialised] Every single Kidou up to Tier VII can now be used at full power without incantation. Damn!
[attr="class","dooby"]
[attr="class","dumbtext"]
KIDOU
CORPS
PERKS
CORPS
PERKS
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★ [CAN I BE VIZARD?]
Yes, go check out the guide [here] for details!
★ [SUBSTITUTE SHINIGAMI?]
Yup! Head [here] for details!
★ [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 are sentient beings unto themselves.
Blank zanpaku-tõ, also known as asauchi, can typically only be obtained near the end of your training at the shinigami academy. Should your zanpaku-tõ be destroyed or lost potentially for good, you may personally submit a request at the academy to receive a new one, should your case be deemed a legitimate one. You may not simply waltz in and out with a truckload of the things; that would be a major criminal offense.
Sub-shinigami are a slight exception; they materialize a zanpaku-tõ upon receiving their powers. However, should theirs be lost or destroyed, they can not do so again and thus must acquire a new one like pure shinigami.
Normally you may only have a single Zanpakutou, and that Zanpakutou cannot have multiple names, multiple releases (besides Shikai and Bankai), or anything similar that would classify it as a dual zanpakutou. 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. It should be noted that to be classified as a Dual Zanpakutou the zanpakutou spirit has to manifest itself in two spiritual forms and weapon forms.
Multi-sword Shikai are acceptable as well following other rules and regulations, if you have any questions, please contact a staff member.★ [THE 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. Ordinarily they're the same sex as the wielder, but they can be the opposite sex if chosen to. 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).★ [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. It should be noted that stealing a zanpakuto will not allow you to gain its abilities, due to the fact that it is a part of the original owner's soul.
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.
★ [GOING ROGUE]
If you feel shackled by all the rules of the Gotei 13, you may start as a rogue or become one in character if you feel the need. But as a defector of the ways of the Shinigami, you will be killed on sight within Soul Society and may be hunted in the Human World. Otherwise, you get the freedom to do what you want. Those that go Vizard however, have no choice but to be rogue given the dangerous state of their power.
★ [DEATH]
Ordinarily when a Shinigami 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.
The one other way though for a Shinigami 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:Hand-to-Hand, Stepping, Weapon Skill, Reiatsu Control and Soul Resilience translates over without changes. If you have obtained Item Creation or Healing, those translate over too.
Your Reiryoku Techniques becomes Hollow Techniques.
You will lose all your Kidou, but you may pick an equal number of techniques from the Hollow Technique List that would match your Hollow Technique Mastery Level.
Cero/Bala will start as N/A as you are an unclassified Hollow, and must be attained in character.
For Hollow powers, the mastery level of Zanpakutou Spirit translates over normally. If you have Bankai, your new Hollow Powers will be based on those techniques. If not, they will be based on your Shikai. If your abilities are too unconventional to be able to become Hollow-like, you may choose an entirely new theme. If your Bankai is passed over and/or you end up having an Advanced Hollow Power mastery, your release techniques will not grant two extra advantages until you become a Vasto Lorde.
SECTION TWO:
MASTERY WALKTHROUGH
MASTERY WALKTHROUGH
The Mastery System is explained here
★ [ZANPAKUTOU SPIRIT]
[RELEASE MASTERY]
This Mastery is the communion between a Shinigami and their nner 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, your character 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.
Shikai is activated by chanting a release incantation followed by the name of the Zanpakutou and is unique for each wielder, varying from 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 (e.g. 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 Kidou 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]
Constant release shikai or CRS is a rare zanpakuto form where the shinigami’s reiatsu is so massive that the blade cannot remain in a sealed state. This form is powerful but highly unstable.
Constant release shikai are limited to one per account but do not consume your special release credit.
Benefits:
- Bankai Cutting Power
- No release phrase
- Reiatsu Expulsion is now governed by zanpakuto mastery, including +1 advantage from shikai.
- User is unaffected by reiatsu Suppression due to their massive reiatsu, but cannot use it themselves (Pulsating Aura perk is unaffected).
- Offensive type techs have one less cooldown post (shikai only, at mastered tier IV can be duel cast).
Disadvantages:
- Reiatsu Control Permanently Restricted to Beginner
- Limited Complexity of shikai techniques
- No Defensive type techniques
- No Binding type techniques
- No Illusion type techniques
- No summons
- Cannot be healing based
[CRS PERKS - PICK ONE]
ZAN'ATSU: Zan’atsu is a sibling technique of ken’atsu, and similarly revolves around releasing waves of pressure from one’s weapon. Unlike ken’atsu, zan’atsu pressure waves do not come from swinging the weapon, instead originating from the enormous amount of reiatsu contained with a constant release zanpakuto. Like steam being released from a kettle, a user of this skill can periodically release a blast of pressurized reiatsu from their weapon, of similar strength to a cero, that buffets the opponent with incredible force and knocks them back, though it does not do a large amount of damage. Unlike ken’atsu, zan’atsu can be unleashed without having to move one’s weapon, giving it a slight edge in utility. Zan’atsu can only be used once every two posts, but does not tire the user or effect the cooldowns of other abilities.
Disruptive Reiatsu - The reiatsu of your shikai is so unstable that it disrupts the opponent when they come into contact with it. Being struck by the CRS or one of its techniques causes the opponent’s next release or racial technique with a cooldown to have an additional cooldown post. This effect can only happen every 3 posts and cannot be negated with techniques or reiatsu expulsion.
Recuperation - When in a tight spot, your zanpakuto can use its massive reiatsu to stimulate cell divisions in your body, allowing you to slightly recover from injuries over a period of time. Recuperation takes up a shikai techniques slot and can only be used once per fight. When activated, your current injuries will be healed up the capabilities of a tier V healing technique over 4 posts. However, while active you cannot use any of your shikai abilities. Activating bankai ends this effect prematurely.
★ [BANKAI]
So all those delicious buffs for constant release shikai aside, you must be wondering how to get the next stage right?
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. Bankai always tend to be grand, huge and over-the-scale powerful. However 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. 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 Above Average Zanpakutou Spirit Mastery and thus unlock Bankai, you must be a minimum rank of [ML-A]. Look to the [Trial Guide] for more details.★ [COMPRESSED BANKAI]
Compressed bankai is a unique form of bankai where the entirety of the zanpakuto’s power is crammed into a small space, generally a normal sized weapon along with some kind of clothing or armor. While powerful, this form generally favors a more offensive and close ranged style of combat, and lacks the scale and complexity of a traditional bankai. Grants choice of one compressed bankai perk.
[li]Special Release Credit (1 per account)[/li][li]Two Technique Limit[/li][li]Limited Technique Range[/li][li]Limited Complexity of bankai techniques
[/li][li]No Defensive type techniques
[/li][li]No Binding type techniques
[/li][li]No Illusion type techniques
[/li][li]No summons[/li][/ul]
[/blockquote]
[C. BANKAI PERKS]
Penetration: Your blade is not the only thing honed to razor sharpness. The energy of your bankai remains compressed even after being released as techniques, hardening and sharpening your offensive capabilities. When striking barrier or other spiritual defenses, if your bankai wins in advantages none of its power is lost. Does not affect durability masteries.
Speed Cloak: By compressing your bankai into a more manageable size and cloaking yourself in it’s reiryoku, you are able to fight at much higher speeds. You gain 4x speed permanently, and have a much easier time raising your speed to 5x through techniques with minimal side effects. Conversely, your strength cannot be boosted above 3x, and 3x boosts to strength will require more energy and have shorter duration. Your speed cannot be debuffed.
Absorbent Armor: When blocking physical attacks with the armored parts of your bankai, some of the kinetic energy is absorbed into your zanpakuto and converted into reiryoku. Each physical strike blocked your armor grants an energy charge, expending five of these charges lowers your current release cooldowns by a single post. Only five charges can be held at once.
[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 power 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.
[Advanced] Bankai 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, 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 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.
★ [WEAPON SKILL - ZANJUTSU]
Whilst identical to every other race's Weapon Skill, Shinigami 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.
★ [HAND-TO-HAND - HAKUDA]
Whilst identical to every other race's Hand-to-Hand Skill, Shinigami 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 TECHNIQUES]
The innate ability to use ones inner spiritual power to create techniques. For Shinigami, these are the arts which aren't Kidou, but are not for any other arts either like that of hand-to-hand or weapon skill. Fireballs, hadoukens, tidal waves, these are the sister techniques to Kidou. They don't have a number, classification or incantation to follow, but they also have none of their perks. This mastery also governs specialized sensing techniques, though canon ones (reiraku, pesquisa, etc) are not included.
[REIRYOKU TECH MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Whilst a arduously slow and dangerous process, you can create and control techniques up to Tier II in power.
[Below Average] You're getting quicker and your reiryoku output is more stable, but it's still a relatively slow process to mold your reiatsu.
[Average] Your skills in making techniques can be Tier III in power now, and it is a normal pace to gather and control the reiatsu into the technique.
[Above Average] Your skills in making techniques can be Tier IV in power and you can control and gather the reiatsu into a technique at a good pace.
[Advanced] Your skills in making techniques can be up to Tier VI in power, skipping right through Tier V. Gathering your reiryoku into a technique at a speedy pace is simple, and your complexity is heightening.
[Mastered] Your skills in making techniques is up to the maximum of Tier VII in power and it is a extensional pace to gather and control the reiatsu into the technique.
[Specialised] Normally simplistic in nature, Reiryoku Techniques are now capable of being somewhat complex. You can now fire three techniques up to Tier V simultaneously, and two techniques up to Tier VI simultaneously. Even if you take damage during casting, the technique won't be interrupted, and they charge quickly. Finally you are allowed a singular free ability, rather it be supplementary or passive, effect on all of your reiryoku techniques (not releases), similar to a Reiatsu Control Passive.
★ [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/Blut Vene = Mastered Soul Resilience = Specialised Spiritual Potency.
This comparison is identical for each level down.
[SOUL RES MASTERY]
The level of Mastered for this mastery can be achieved at [HL].
[Beginner] You're basically like a normal human at this point, with no durability effect whatsoever.
[Below Average] Slightly better than it was the effect is starting to appear, so offensive techniques of a Tier I will deal no damage. But otherwise, it's still soft and squishy.
[Average] The effect starts to appear more prominently, though binding type abilities are still unaffected and physical attacks less so.
[Above Average] Now very noticeable, an energy-based attack from a Tier II ability can be tanked with no damage at all, and a sealed Zanpakutou's cuts hurt you less. You can’t catch one yet, but it won't get cut off in a single slice like it would without.
[Advanced] Sealed Zanpakutou of equal rank barely cut you and if you focus on defending, it'll stop completely! You’re not immune and various cuts will still hurt you though, including Shikai.
[Mastered] No sealed Zanpakutou of equal advantages can scratch you, and Shikai have trouble damaging too. Energy based attacks from a Tier III are negatable yeaaaaah.
[Specialised] Puny mortals will not damage your skin. But beware that equal ranked Mastered Zanjutsu/Hakuda users can still penetrate it, but only with at least Shikai level weapons and armour [not durability]. Otherwise they'll suffer repercussive damage from trying to take out your tank tough skin. Additionally, if after advantage calculation you've blocked something with your Soul Resilience, if the attack was physically based, the damage they would've inflicted is reflected back to them instead.
★ [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.
★ [STEPPING - HOHŌ]
Whilst identical to every other race's Stepping Skill, Shinigami have their own name for fast movement, agility, speed and flash stepping everywhere - 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 Hohō is Mastered.[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 Shinigami. 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.
★ [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.[/font][li]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.[/li]
There are three requirements for learning kidõ. The core one is possessing shinigami power. Secondly you must have the minimum rank of LL. Lastly, you must be either taught in the academy at seireitei, or trained by a shinigami who is an adept at kidõ already.
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. And 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.★ [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 at Tier V or above. For Rogues, you may still improve the mastery by creating your own Kidou.
[li]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.[/li]
[li]Usage of Forbidden Kidou or Hollowfication techniques in Soul Society results in exile and/or execution.[/li][/ul]
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 for non-Kidoshu.
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 for non-Kidoshu.
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 Tier.
★ [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]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 Yoruichi's when she clashed with Soifon during Soul Society Arc. 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, or Soifon's after her bankai was stolen. 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].
[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. Untrained Eishohaki incurs a 2 tier penalty.
[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. Untrained Eishohaki incurs a 2 tier penalty.
[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. Untrained Eishohaki incurs a 2 tier penalty.
[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. Untrained Eishohaki incurs only 1 tier penalty now.
[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.
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