Post by Society on Jun 16, 2015 22:35:20 GMT
FULLBRINGER GUIDE
THE SOUL MANIPULATORS
by saki, rob, trace 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]
[POWER MANIFESTATION]
[HUECO MUNDO]
[FULLBRINGER SUB-SHINIGAMI]
[DEATH]
SECTION TWO:
MASTERY WALKTHROUGH
[FULLBRING]
SECTION ONE:
RACE INFORMATION
[THE BASICS]
[POWER MANIFESTATION]
[HUECO MUNDO]
[FULLBRINGER SUB-SHINIGAMI]
[DEATH]
SECTION TWO:
MASTERY WALKTHROUGH
[FULLBRING]
[Fullbring Standards][WEAPON SKILL]
[Fullbring Types]
[Clad-Type Buffs]
[Fullbring Mastery]
[Weapon Skill Mastery][HAND-TO-HAND]
[Hand-to-Hand Mastery]
[STEPPING - BRINGER LIGHT]
PROFILE TEMPLATE GUIDE
[FIRST POST INFO]
[Stepping Mastery][SPIRITUAL POTENCY]
[Potency Mastery][REIATSU CONTROL]
[Rei Control Mastery][REIRYOKU TECHNIQUES]
[Reiryoku Tech Mastery][SOUL COMMUNICATION]
[Soul Comm Mastery]SECTION THREE:
PROFILE TEMPLATE GUIDE
[FIRST POST INFO]
[Appearance][SECOND POST INFO]
[Personality]
[History]
[Other
[Battle Skills]
[Fullbring Info]
[Fullbring Techs]
[Masteries]
★ [INTRODUCTION]
Welcome to the Fullbringer 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]
Fullbringers are basically spiritually-aware humans whose powers are known as "soul communication". The difference between a Fullbring and a Human is that the mother of the Fullbringer, before giving birth to the child, was attacked during pregnancy or carrying the embryo. The Hollow DNA is transferred from Hollow, to Mother to Child.The minimum possible rank a Fullbringer can be is [SL]
Their maximum starting rank is [LL-A].
The maximum rank they can achieve is [AL].
Details on ranks are found here.
★ [POWER MANIFESTATION]
In most cases, a Fullbringer child will not experience any sort of disturbance or display of power until around the age of eight. It is around this time will the powers start to form and manipulate and cause awareness to this. Although this is general it can be much later in life as well. All that is necessary is enough time to bond with a certain object or item.
★ [HUECO MUNDO]
As a Fullbringer's powers are of a Hollow origin, naturally they will feel some semblance of familiarity when within the realm of Hollows, much like Chad did when he visited. No rank-up or power-up is given but it is granted that when training within that realm, it is noticeably easier to train your Fullbring there, and its easier to manifest.
★ [FULLBRINGER SUB-SHINIGAMI?]
Yep, they're allowed! Check out the in detail guide here.
Additionally for Fullbringer and Substitute Shinigami interactions, they cannot share or exchange Powers with one another, but they can enter contracts exempting them from rules or stipulations within the zone of their Power.
Ex: Ginjo and Yukio where the contract between the two made it so that his pocket dimension technique couldn't be ended while Ginjo was inside it without his permission.
★ [DEATH]
Similar to both Human and Quincy, there are two things that can happen when a Fullbringer 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.
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 at least [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
★ [FULLBRING]
[RELEASE MASTERY]
Fullbring is an advanced and more personal version of Soul Communication, wherein the focus on which to draw out a soul is on something of great importance to them. This can be an abstract idea, a physical item, or their own body parts. Most commonly they're small items, but all of them are the source of their Fullbring powers, and there's no substitute for them. If your Fullbring item should ever be destroyed or lost, all of your power will go with it.
A maximum of six techniques are available to a Fullbring, with one slot granted for each mastery level.★ [FULLBRING STANDARDS]
A Fullbring changes from an immature form, through its mastery levels until it reaches its 'true' form. It is up to the player to determine what this form is and does, but with every level of mastery, a Fullbring will typically change form, or gain a new power, much like shikai to bankai appearance wise.
If you want abilities for your costume or constructed item/weapon other than the main Fullbring item itself, it needs to be either a passive technique, or take up a Fullbring technique slot.
- For passive, this means it won't have zanpakutou tier hardness but have its tier durability.
- For the tech choice, the armour/costume etc needs a duration, otherwise it'll be destroyed. However, it can be resummoned after a 2 post cooldown.
★ [FULLBRING TYPES]
Unique amongst releases in addition to a theme that Fullbrings must encompass, they must fit a type similar to a technique.
Elemental-type: These are Fullbring in which the area around the fullbring is their main offense and defense, and can manipulate something that is abstract, or vague.
Example: Giriko, Tsukishima, Riruka
Dimension-type: The hardest to grade, these Fullbring are best described as the ability to transfer something from one plane to another, including turning things from 2D to 3D, and so forth.
Example: Yukio
Augmentation-type: Here, Fullbring augment the body of the user in order to execute attacks, in a similar manner to a Shinigami's Shunko. Unlike Clad-types however, they're not shrouded in their power, and often only have their Fullbring on a particular body part.
Example: Jackie, Chad
Weapon-type: In which a weapon such as a sword, spear or what have you is the main focus of the Fullbring's powers. This functions more like a zanpaktou than any other type, and is the most similar to a Shinigami's powers.
Example: Ginjou
CLAD TYPE FULLBRING
The rarest of the fullbring forms, clad type surrounds it’s wielder in the soul of their chosen object, usually manifested as some kind of clothing or armor. This state is robust and durable, but also lacks a certain amount of range and complexity. Grants Choice of one Clad Perk.
Disadvantages:
- Special Release Credit (1 per account)
- Limited Technique Range
- No Illusion type techniques
- No summons
- Limited Technique complexity
[CLAD-TYPE PERKS]
Soul Membrane: Your fullbring is not armor or clothing, instead cloaking your entire body in a spiritual membrane. This soul membrane grants you a single blocking layer to your spiritual potency mastery, meaning the first time you would take damage through your spiritual potency, that damage is instead completely negated. This blocking layer regenerates every 5 posts while you fullbring is active, but does not stack.
Consuming Armor: Your fullbring garb is porous, like a dry sponge thirsting for spiritual energy. Once per fight, you may activate consuming armor to absorb and completely negate a single spiritual technique from another source. This technique’s energy is converted to a shield around your body, identical in tiered strength to the technique absorbed, which protects you until destroyed.
Bringer’s Darkness: Because of an abnormally large hollow reiatsu influence, your fullbring has become vampiric, unable to manifest its own power, but capable of absorbing the spiritual powers of other. Your fullbring has no techniques of its own, but you may absorb the techniques of other characters into your fullbring and make them your own. Limit 4 techniques at once. Can only absorb one technique per fight (acts as a defensive tech with cooldown equiv to tech absorbed and is limited to current mastery level tier). Cannot absorb healing techniques without healing mastery. Cannot absorb mastery effects. Cannot absorb perk effects. Other aspects may be graded case by case.
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[FULLBRING MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A]
[Beginner] You've just unlocked your powers. They are highly unrefined, but through bursts of power you can make techs up to Tier III. 1 technique tops is available to you, with the durability of your Item and Fullbring Form being akin to a sealed Zanpakutou.
[Below Average] The powers have refined a little more, but they are still difficult to control. You're still at Tier III though, but with 2 technique slots.
[Average] By now your powers are refined considerably and you control them with moderate ease. You're still only able to make them Tier III, but 3 technique slots are available. Your Item and Fullbring form now has Shikai-level durability [Maximum level at creation].
[Above Average] Through leaps and bounds you're close to reaching a new level of power, just one more step. A total of 4 technique slots are available, and the powercap is finally raised to Tier V.
[Advanced] Nearing the peak, your control is about as good as it could possibly be, with all 6 technique slots availalble. This is also when your Fullbring abilities will be Bankai-power, and your Item and Fullbring form will also have Bankai-level durability. The powercap is also raised to the maximum of Tier VII, skipping through Tier VI.
[Mastered] Your powers are at their peak. Akin to breathing, you can manipulate your Fullbring as one would do their limbs. Due to this your release techniques incur 1 less CD post than normal.
★ [WEAPON SKILL]
Again sort of pretty obvious, this is the art of fighting while using a weapon. Swords, chakram, hammer, steel pipe, poles, you name it.
[WEAPON SKILL MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Your stance is vastly unrefined; you're severely unbalanced and trying to swing will have no power or speed at all, so try not to trip and fall on your blade. However, you can manifest and control it enough to create and learn techniques up to Tier II.
[Below Average] With understanding of a basic kendo stance your swordsmanship has improved some but not a lot. You can do one or two decent strikes before you lose balance, but even then you still don't know how to properly adjust your body weight to improve striking power or speed.
[Average] Now able to keep a basic stance your simplistic attacks are growing in speed or striking power. You're finally able to keep your stance without losing it but advanced moves are still out of your reach, though the power cap is now raised to Tier III.
[Above Average] By this point you've mastered the basics. Your stance is stable, your strikes are refined and your style has become more character orientated as you focus on your own way of fighting, and the power cap is raised to Tier IV.
[Advanced] You're now an expert. Your reflexes are top notch with your strikes and parries refined. There's always room for improvement, but now you can make complex movements that may or may not make sense to someone who does not know enough about your weapon, and the power cap is raised to Tier VI, skipping through Tier V.
[Mastered] An elite, few can match your skill with your weapon. You're able to create nigh any technique imaginable, the power cap Raised to the max of Tier VII. Shockwaves of pure reiryoku will form from your strikes and leave small fissures if you're using reiryoku based techniques. You can break through Mastered Hierro, but unless you use at least Shikai level tools [not durability], you'll suffer repercussions for it or it will do little to no damage.
[Specialised] A god of the blade, your legendary status marks you as one of the greatest in all the history of your race, as truly “one with the blade”. No techniques necessary, you can slice right through Hierro at equal advantages though Specialized Hierro will still be difficult to cut and just like Mastered, you'll still require Shikai level tools [not durability] to make a dent. Reiryoku-based techniques aren’t safe either, able to cut through armour and attacks alike up to a Tier IV without techniques. Finally, you can use Ken'atsu, the ability to swing beams that are simply the normal sharpness and pressure of your blade at the speed of a Cero without a single cooldown post [Ken’atsu cannot be modified into individual variants].
Should you choose to specialize in thrown weapons instead of melee, your benefits will be the same outside of ken'atsu. Instead of the pressure wave, you can now imbue your projectiles with enough energy to produce a similar Tier IV effect as if you just launched a missile, though this limits them to cero speed. Alternatively you may throw them at such ludicrous force they reach bala speed, but this limits their power to base level.
As a further alternative you may specialize in firearms. You may now compete with lesser quincy in gunslinging by firing bala speed and -power shots made purely of reiryoku, up to 200 per post. If you prefer raw power instead, you can also fire singular Tier IV powered shots at cero speed, without suffering cooldown time.
★ [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).
★ [STEPPING - BRINGER LIGHT]
The innate ability to have agility, dodging and speed, this is the mastery that judges how fast you can be, and how skilled you are with your Step technique.
However, Fullbringers don't have an innate Step Technique (e.g. Shunpo) from the beginning. Bringer Light is a sign that the user is nearing the completion of their Fullbring so you must unlock it in character when your Fullbring Mastery is at least Above Average and your rank at least ML-A.
Whilst Bringer Light can give unique abilities such as increasing the speed of your kicks or turning quickly, this is considered purely aesthetic. This means it does not grant any extra buffs or abilities that can have an impact in battle outside what is granted in this mastery. However, you may use the extra functions outlined in the technique description in your own custom Step techniques when the mastery is Mastered, but are still graded under normal Stepping regulations.
[b]Name:[/b] Bringer’s Light
[b]Class:[/b] Stepping
[b]Type:[/b] Stepping
[b]Range:[/b] N/A
[b]Tier:[/b] I
[b]Description:[/b] At its core, this is a Fullbringer’s high speed movement akin to a Shinigami’s Shunpo or a Hollow’s Sonido and aesthetically, it’s accompanied by a green luminescence. The speed is achieved through a variety of the user’s Fullbring abilities as unlike other Stepping techniques, this one has a lot more freedom and versatility. It’s at first initiated by pulling on the soul of the ground or air beneath their feet, in which Fullbringers can increase its elasticity to bounce off objects, turn quickly, enhance jumping ability or slightly boost physical strikes as well as the ordinary high-speed movement.
[ul]Requires Above Average Fullbring mastery and a minimum rank of ML-A.[/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 unrivaled 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.
★ [SPIRITUAL POTENCY]
The durability mastery for the non-spiritual races. Whilst the weakest of the innate durabilities, a little extra defense still goes a long way. Tier nullification all assume equal advantages.
To compare it directly to them:
Advanced Hierro = Mastered Soul Resilience = Specialised Spiritual Potency.
This comparison is identical for each level down.
[POTENCY MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] You're a normal human at this point, with no durability effect whatsoever.
[Below Average] Slightly better than it was, the effect is starting to appear. Offensive techniques of a Tier I will deal little damage, but you still don't get a full negation. Still soft and squishy I'm afraid.
[Average] Slightly better than it was, the effect is finally starting to appear, so offensive techniques of a Tier I will deal no damage.
[Above Average] The effect starts to appear more prominently and you come off with less bruises generally, though binding type abilities are still unaffected and physical attacks less so.
[Advanced] Now very noticeable, an energy-based attack from a Tier II ability can be tanked with no damage at all, and a sealed Zanpakutou's cut hurts you less. You can’t catch one yet, but it won't get cut off in a single slice like it would without.
[Mastered] Sealed Zanpakutou of equal advantages barely cut you and if you focus on defending, it'll stop completely! You’re not immune and various cuts will still hurt you though, including Shikai.
[Specialised] No sealed Zanpakutou of equal advantages can scratch you, and Shikai have trouble damaging too. Energy based attacks from a Tier III are negatable yeaaaaah.
★ [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.
★ [REIRYOKU TECHNIQUES]
The innate ability to use ones inner spiritual power to create techniques. For a Fullbringer, these will be your ordinary techniques akin to Kidou-like creations that do not fall under the other masteries of Hand-to-Hand, Weapon Skill or Reiatsu Control. This is locked at creation and must be unlocked in character by way of a traumatic event.
So your Reiryoku Techniques are your non-release techniques which are your more generic and less specialised and unique abilities. This would include firing hadouken blasts or summoning flames with your hands. 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 COMMUNICATION]
[RACIAL PERK MASTERY]
Soul communication is the ability to "communicate" with the soul of an inanimate object, wherein souls are present in everything from diamonds to toilet paper. This allows you to do a variety of things by 'pulling' on its 'soul' such as making liquid move to your mouth, or levitating rocks to the air. This is called 'Fullbringing'.
Note however, you can only manipulate existing objects and never conjure them.
Additionally this means you cannot manipulate abilities or powers belonging to an opponent or their souls. This includes their techniques, their souls, or objects like a Shinigami's Zanpakutou or a Bount's Doll.
[SOUL COMM MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A]
[Beginner] At this level you can only communicate with small things and change it like stirring water. Can create techniques up to Tier II.
[Below Average] At this level you can soften things but not hard things such as concrete. You can do things with small change.
[Average] You can move water from a glass to drink it, can soften by a considerable amount, and change things on a moderate scale. Can create techniques up to Tier III.
Above Average] You can soften concrete to feel like hard sand, etc. Can create techniques up to Tier IV.
[Advanced] You can make a pillow out of the ground, split a cup of coffee like Moses, etc. Can create techniques up to Tier VI, skipping right through Tier V.
[Mastered] Turn rocks to gold, water into acid, and so forth. Your masterful control over the art of “soul pulling” allows you these great feats and more. As long as these changes aren't too dynamic, go crazy. Can create techniques up to Tier VII.
[Specialised] The world will bend, reshape, and change form nearly effortlessly at your whim. You may also choose one material or substance that is your primary area of focus. This substance or material is to be stated out beside your Soul Communication mastery, and allows you to use Tier IV techniques of this element without a cooldown. In addition, dual casting is also available up to Tier IV for any technique involving this element.
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TEMPLATE CREDIT TO KAZ