Post by Society on Jun 16, 2015 22:36:42 GMT
ARRANCAR GUIDE
THE UNMASKED HORRORS
by saki, kaz, rob and bern
★ [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]
[ARRANCAR TRANSFORMATION]
SECTION ONE: RACE INFORMATION
[THE BASICS]
[ARRANCAR TRANSFORMATION]
[Mastery Transfer][FORM RESTRICTIONS]
[Vasto Lorde Arrancar][INNATE STRENGTH]
[THE ZANPAKUTOU]
[SEGUNDA]
SECTION TWO:
MASTERY WALKTHROUGH
[RESURRECCIÓN]
[SEGUNDA]
[Perks and Cons][DEATH]
[Segunda Limits]
[Segunda Notes]
SECTION TWO:
MASTERY WALKTHROUGH
[RESURRECCIÓN]
[Ability Limits][HIERRO]
[Constant Release Resurrección][All Classes][Constant Ress Buffs]
[Gillian]
[Adjuchas]
[Vasto Lorde]
[Resurrección Mastery]
[Hierro Mastery]
[REIATSU CONTROL]
PROFILE TEMPLATE GUIDE
[FIRST POST INFO]
[Rei Control Mastery][HOLLOW TECHNIQUES]
[Hollow Tech Mastery][WEAPON SKILL]
[Weapon Skill Mastery][STEPPING]
[Stepping Mastery][HAND-TO-HAND]
[Hand-to-Hand Mastery][CERO AND BALA]
[Cero Requirements]SECTION THREE:
[Cero and Bala Mastery]
PROFILE TEMPLATE GUIDE
[FIRST POST INFO]
[Ages][SECOND POST INFO]
[Appearance]
[Personality]
[History]
[Other]
[Profile Hollow Techniques]
[Battle Skills]
[Resurreccion Info]
[Resurreccion Abilities]
[Masteries]
[]
★[INTRODUCTION]
Welcome to the Arrancar Guide, your one-stop info center on the race.
Section One is the Racial Information, where there's 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]
Arrancars by definition are Hollows that have removed their mask in order to acquire Shinigami powers. So although they are a type of Hollow considering the remnants of their Hollow Mask around their face and a Hollow hole, Arrancar are considered a different race.
As a note, Aizen is no longer in charge of Hueco Mundo so the Espada have dissolved and there is no longer any hierarchy within the Hollow Realm. Thus, no Arrancar are transformed via the Hougyoku anymore; all of them are natural ones who ripped off their masks themselves.The minimum possible rank an Arrancar can be is [LL]
The maximum starting rank for Arrancar is [ML]
The maximum rank they can achieve is [AL-A]
★ [ARRANCAR TRANSFORMATION]
In order for a Hollow to transform into an Arrancar without the aid of the Hougyoku, an In Character thread describing the removal of the mask is all it takes, and it can be as detailed as you like (standard post count of 200 words applies).
If Hollow are Adjuchas [ML] or Vasto Lorde class [HL] or higher, they're able to attain a human form. If a Gillian [LL-A] or unclassified Hollow at [LL] removes their mask to become an Arrancar, they will not acquire a completely human form, but instead become a grotesque humanoid version of their former self (ie. Grand Fisher).
However once you become an Arrancar, you are barred from evolving to a higher Hollow form, because you can only do that as a Hollow. Therefore, a Gillian Arrancar can never become an Adjuchas class Arrancar.★ [MASTERY TRANSFER]
- Hollow Powers Mastery Level and techniques become your Resurrección, but due to the new release's immense power, your mastery level will be lowered by one upon becoming Arrancar.
- Hand-to-Hand, Hollow Techniques, Weapon Skill, Cero/Bala and Reiatsu Control all cleanly pass over. If you have unlocked Item Creation it passes over as well.
- Soul Resilience will become Hierro, staying the same level.
- Beginner Sonido is automatically granted if you are at least [ML]. If you have already unlocked it, your current mastery level is passed over normally.
★ [VASTO LORDE ARRANCAR]
These are special and rare Arrancar so since there's only meant to be a few of them in Hueco Mundo, you cannot start out as one in profile creation. Only those that went through the process of upgrading from an Adjuchas Hollow to a Vasto Lorde Hollow In Character and then removing their mask will be a Vasto Lorde Arrancar. See the [Hollow Guide] for more details on Vasto Lorde acquirement.
Cons:
- Only Adjuchas-class arrancar can have the healing mastery, gaining it in place of HSR, which Vasto Lorde class arrancar must choose as a park if they want to keep any healing at all.
★ [INNATE STRENGTH]
Arrancar are, at their base, simply stronger than other races. They have fighting instincts that outshine the hardworking Shinigami, or the Quincy, whose power is derived from Yhwach. Indeed, this was why the Wandenreich took them in to begin with. To reflect this, Arrancar are the easiest race to gain power with on BSRP. They posses several perks that mean that they are the fastest to hit the big leagues.
- They do not need a trial to attain the maximum rank, AL-A. They are distinguished as the only race with this trait.
- Their post count requirements are reduced from 75 posts to hit HL and 150 to hit AL, to 50 posts to hit HL, and 100 to hit AL.
- All plot point costs for Arrancar (excluding Item Creation) are reduced by 10%.
★ [THE ZANPAKUTOU]
With regards to their powers, they're sealed inside their Zanpakutou which upon release, reverts the Arrancar to something which resembles their original form altered for their human appearance. The blade still has standard Zanpakutou durability and strength equal to a Shinigami's, but it can be any type of bladed weapon in its sealed state (swords, axes, spears etc), unlike the usual katana shape of Shinigami sealed Zanpakutou.
Otherwise unlike Shinigami, Arrancar do not have a spirit within their blade and no Inner World.
★ [SEGUNDA ETAPA]
As Ulquiorra so joyously demonstrated to us, Arrancar have an additional form after their initial Resurrección release. This is acquired by winning the Segunda Etapa trial, outlined in the [Trial Guide].
But upon victory, you get Segunda Etapa. Yay!
But upon victory, you get Segunda Etapa. Yay!
★ [PERKS AND CONS]
[/li]Cons:[li]It's based entirely on your previous (Resurrección) form's masteries, and has no mastery of its own. Therefore it's more of a 'mode', as a literally more powerful Resurrección.[/li][li]Requires being a [HL-A] Vasto Lorde Arrancar with Mastered Resurrección. A post limit is applied (see below).[/li][li]You must be in your Resurrección release to enter Segunda.
[/li][/ul]
★ [SEGUNDA LIMITS]
A post limit of 40 posts is set the moment you enter Segunda, lowering the longer its used. Also, techniques used whilst in the form affect its duration, dictated by the level of energy used. Normal cooldowns apply to all techs.
Weak Energy: Any Tier III technique or lower (includes Bala). They're easy to use during Segunda and can be used four to five times before one post drops from the time limit.
Medium Energy: Any Tier IV technique (includes Cero). You can use one twice before one post drops from the time limit.
Large Energy: Any Tier V technique. Using one once will drop you one post.
Extra Large Energy: Any Tier VI technique. Using one once will drop you two posts.
Catastrophic Energy: Any Tier VII technique. Using one once will drop you three posts from your time limit.
★ [SEGUNDA NOTES]
You can reenter Segunda form after you're forced to revert from using your total post limit, but you must still be able to enter Resurrección, and there is a one post cooldown before that. If your Resurrección is damaged before returning to Segunda you will drop down two posts for moderate to massive damage depending on the degree.
When you reenter though, you'll restart at half its original time limit (20 posts). If the same thing happens and you use up that amount, there's a two post cooldown before you can reenter it at half amount again (so 10 posts). This process keeps continuing until you reach one post, each time the cooldown post is increased by one, and the duration is cut in half.
However, if you quickly use Segunda and then revert back to Resurrección at your own digression to save energy, you can reenter at the same post limit you sealed it at.
[/div][/div]
Example: I use Segunda for 2 posts, drop down to 38. I reseal it for a few posts, then quickly transform back to Segunda. I'll restart at 38 posts.
[/div]
★ [DEATH]
When an Arrancar dies, it has four main options depending on its death. So if you're killed by:[/b][li]The Arrancar and all their souls are reincarnated into the human world as newborns. Note you cannot play as a newborn, so it's best to create a new character.[/li]
Shinigami or Vizard[li]The Arrancar and all their souls are purified and transported to the Soul Society as a new Plus, with their rank reverted back to [LL].[/li]
Quincy[li]The Arrancar is destroyed, and all of their souls fade into oblivion.[/li]
Hollow or Arrancar[li]If devoured, the Arrancar becomes part of them, but isn't gone in the literal sense. If that Hollow/Arrancar is subsequently purified, then the eaten soul is freed as well and sent to the Soul Society.[/li][li]If they're not devoured then they're reincarnated into the human world as a newborn.[/li][/ul][/blockquote]
SECTION TWO:
MASTERY WALKTHROUGH
MASTERY WALKTHROUGH
The Mastery System is explained here
★ [RESURRECCIÓN]
[RELEASE MASTERY]
A Resurrección is an Arrancar's release of their Zanpakutou, the antithesis to a Shinigami's Shikai and Bankai. A Resurrección becomes as powerful as a Bankai level release when the user reaches [HL] with a mastery level of Advanced.[/ul][/blockquote]
Since you're reverting to a humanoid version of your Hollow form, the transformation should be fairly large and noticeable, with physical changes on the character that are more Hollow-esque. The Zanpakutou typically disappears when Resurrección is released, but it can remain if chosen. But remember that this release focuses on buffing and strengthening the user's powers and physical abilities rather than basing their abilities on a weapon.
Sealed Resurrección may not be other Arrancar (ie. Starrk). They may be part of the wielder's own body provided the chosen limb or body parts correlates to the Resurrección / base form itself though.
One may have dual Zanpakutou for sealed Resurrección, but neither blade can possess any special properties in sealed state and must correspond to a trait or aesthetic in the Resurrección. Also if one of the dual weapons is lost, Resurrección cannot be released until it is reacquired.
Finally, one cannot have more than two sealed weapons unless projectiles.★ [ABILITY LIMITS]
-- Elemental Zanpakutou are acceptable, but refrain from emulating any Canon weapons (eg. An Ice Dragon spirit). Additionally, a Zanpakutou may not have two major elements at once (eg. Fire/Water) but can have sub elements that compliment one another, such as Water/Ice.
-- Futuristic Zanpakutou (eg. Firearms) are acceptable but Bala speed is still the maximum projectile speed available, and other limits should be explained to compensate for their elaborate mechanics.
Refer to the [Technique Guide] for general technique limitations and information.[CONSTANT RELEASE RESS]
- Special Release Credit (1 per account)
- Non-Vastocar only
[CONSTANT RESS PERKS]
Mutant (Unclassified) - The rarest of constant release arrancar, mutants are those rare individuals that survived being turned from an unclassified hollow into an arrancar and are usually around the size of their unclassified form. This state can only be achieved in character by individuals who existed as another race before becoming an arrancar. Mutant arrancar have no release powers, but make up for this deficiency but having a specialization perk in place of their release. This form is graded heavily case by case.
Monstrosity (Gillian) - When a mindless gillian class menos undergoes arrancar transformation, those that do not come out as individuals are classified: Monstrosities. These horrible creatures have no clear anatomy of form, instead appearing as massive lovecraftian nightmares. Because of their anomalous biology, they lack the speed of other spiritual races, clumsy and awkward with a common reliance on flight or levitation. Monstrosity arrancar do not have stepping, but their form affords of certain amount of added durability and they are allowed high speed regeneration passively. They can also spontaneously generate or regurgitate small groups of lesser hollow minions to fight for them(5-10 depending on size) every 8 posts, though they are limited to average minion mastery level, cannot use stepping, and can only have normal cero and bala for techniques.
Gargantuan (Adjuchas) - For a select few adjuchas hollows, no amount of additional feeding could transform them into vasto lordes. But when their bodies, full to bursting with consumed souls, were transformed into arrancar, their overwhelming capacity translated into the creation of a true forces of nature. Gargantuan arrancar are massive, there is no other way to put it, comparable to small buildings upon creation and growing to dwarf them at higher ranks. Unlike monstrosity arrancar, gargantuans have clearly defined anatomy, but are not generally humanoid, favoring more beastial forms. Their size makes use of stepping impossible, but such proportions provide substantial increases to durability and scale of attacks and abilities, as well as a passive 4x boost to strength and an immunity from strength and speed debuffs regardless of tier.
[keep]
[RESURRECCIÓN MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A]
[Beginner] Your Resurrección is fairly unstable, as you're not in tune with your old Hollow Powers and form anymore. Generally you have no powers at all or perhaps one very immature technique, but the powercap is Tier IV. You wouldn't be able to stay in Resurrección for too long though.
[Below Average] Your Resurrección is starting to stabilize. It'll still be draining, but you won't be forced out any time soon. But sure as hell you'll notice it if you stay in it for too long. Generally you have two or three powers by now capped at Tier IV, but they still won't be worth much in the grand scheme of things.
[Average] It's stable now, and you have a good grasp on your powers, capped at Tier IV. Still a lot to learn, as the drain is still there, but your Resurrección is starting to resemble a second body more and more. [Maximum level at creation]
[Above Average] You've most or all of your abilities learned at this point, although they probably aren't at full potential. Generally, your Resurrección body doesn't feel too different from your regular body at all anymore, and there's no clumsiness in using it. Powercap is raised to Tier V and you may have up to 5 techniques.
[Advanced] The powercap has now been raised to the maximum of Tier VII, skipping right through Tier VI. All techs, up to 6, are learned, but might not initially be at full power. This is also the final level when you can edit your Resurrección, so that when you improve your abilities and usage of Resurrección in general, you can finally get...
[Mastered] Yay, finally done. There's virtually no drain for simply upholding your Resurrección, and its at the peak of its power. Your techniques are bigger, faster, and stronger than those who haven't Mastered their own Resurrección, and incur 1 less CD post than usual. A Vasto Lorde Arrancar with Resurrección Mastered is more than a rival for a Shinigami with Mastered Zanpakutou Spirit.
★ [HIERRO]
The infamous steel hard body of the Arrancar, it's their ultimate natural defence. It's exclusive to them, and other races can't match an Arrancar's Hierro capability with their own durability mastery.
To compare it directly to them:
Advanced Hierro = Mastered Soul Resilience = Specialised Spiritual Potency.
This comparison is identical for each level down.
Moreover, Hierro-like abilities may not stack with one another. If you are to use another Hierro based technique then it will override the other Hierro based technique upon activation.
[HIERRO MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] It is as if there is no true Hierro at this point. Your skin is only slightly better than a Shinigami’s, so offensive techniques of a Tier I ability will deal no damage. But otherwise, it’s soft and squishy.
[Below Average] The effect starts to appear more prominently and the damage of Tier II techniques is reduced by half, though binding type abilities are still unaffected and physical attacks less so. Your hand strikes also gain the slight cutting edge of a sealed zan.
[Average] Now noticeable, an energy-based attack from a Tier II ability can be tanked with no noticeable damage shown, 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.
[Above Average] 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, including Shikai. Your hand strikes have improved, now cutting with Shikai sharpness and the damage of Tier III techniques is reduced by half.
[Advanced] No sealed Zanpakutou of equal advantages can scratch you, and Shikai have trouble damaging too. Energy based attacks from a Tier III are negatable. Your Hierro’s cutting potential is now that of a complete Shikai.
[Mastered] Puny mortals can't damage your skin, the damage of Tier IV techniques now reduced by half. Your strikes now carry an Above Average Zanpakutou Spirit sharp edge (a new Bankai), but beware that equal ranked Mastered Zanjutsu/Hakuda users can damage your Hierro. But without at least Shikai level weapons and armour [not durability] suffer repercussive damage from trying to take out your tank tough skin.
[Specialised] Consider yourself Achilles. Normal strikes have the cutting power of Advanced Zanpakutou Spirit, energy based attacks from tier IV and below can be shrugged off. Normal physical strikes will do nothing against your skin if they don’t have Hierro or defence; if they punch you hard enough or incorrectly, they might even break their fingers. Mastered Zanjutsu/Hakuda users require Bankai level tools at equal ranks to damage you seriously, but Specialised users will only require Shikai level.
★ [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.The technique Pesquisa is also included in this mastery, its effectiveness governed by the mastery level.
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 meters (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.
★ [HOLLOW TECHNIQUES]
No Cero here. This is the Hollow equivalent of Reiryoku techniques, but is considered a branch mastery from the latter. This means that Hollow Techniques can do everything its parent Reiryoku Techniques can do, along with the unique Hollow perks related directly to manipulating the body such as High-Speed-Regeneration. This mastery also governs specialized sensing techniques, though canon ones (reiraku, pesquisa, etc) are not included.
Hollow Techniques are not release techniques. Release techniques are Resurreccion for Arrancar, or Hollow Powers for Hollow.
[HOLLOW TECH MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Custom techniques are off-limits, and anything more powerful than a Tier II is gonna backfire, even those at Tier II being a pain to learn. They’re awkward and weak, and often worse than the description says.
[Below Average] Okay, now you're a blimp on the radar. Whilst the techniques aren't quite that what the description says yet, you're not much better either. Custom techniques are now available, but don’t try something over Tier II; it’ll end badly.
[Average] They’re now exactly what they say on the tin, and your custom techniques can be up to Tier III. Generally you can learn everything on the list now, but whether you'll be good or not at them is another story.
[Above Average] Your generic techniques can now be fired more efficiently and skilfully, but don’t go wild. You have no real problem using or learning Hollow Techniques up to Tier IV, and you have almost enough learned to be considered...
[Advanced] Even more techniques with even more skill, and the power cap is raised to Tier VI before backfire, skipping right through Tier V. Two weaker ones at Tier II and below can now be fired simultaneously if you have enough limbs too.
[Mastered] You're awesome now. No power cap and backfiring is non-existent. The different methods at which you fire them can now be pretty creative, with dual-casting raised to Tier III. Training? Pfft. But still don't try to one-shot a Tier VII.
[Specialised] Capable of using even the most complex of abilities with moderate ease, your efficiency and understanding show. Dual-casting is raised to Tier IV. Your perk though, is the ability to make a technique of release-level power and proportions. It’ll be usable outside your release, and is generally made to affect the body directly.
★ [WEAPON SKILL]
Again sort of pretty obvious, this is the art of fighting while using a weapon. Swords, chakram, hammer, steel pipe, poles, you name it, but it does specifically refer to fighting using your sealed Zanpakutou.
[WEAPON SKILL MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Your stance is vastly unrefined; you're severely unbalanced and trying to swing will have no power or speed at all, so try not to trip and fall on your blade. However, you can manifest and control it enough to create and learn techniques up to Tier II.
[Below Average] With understanding of a basic kendo stance your swordsmanship has improved some but not a lot. You can do one or two decent strikes before you lose balance, but even then you still don't know how to properly adjust your body weight to improve striking power or speed.
[Average] Now able to keep a basic stance your simplistic attacks are growing in speed or striking power. You're finally able to keep your stance without losing it but advanced moves are still out of your reach, though the power cap is now raised to Tier III.
[Above Average] By this point you've mastered the basics. Your stance is stable, your strikes are refined and your style has become more character orientated as you focus on your own way of fighting, and the power cap is raised to Tier IV.
[Advanced] You're now an expert. Your reflexes are top notch with your strikes and parries refined. There's always room for improvement, but now you can make complex movements that may or may not make sense to someone who does not know enough about your weapon, and the power cap is raised to Tier VI, skipping through Tier V.
[Mastered] An elite, few can match your skill with your weapon. You're able to create nigh any technique imaginable, the power cap Raised to the max of Tier VII. Shockwaves of pure reiryoku will form from your strikes and leave small fissures if you're using reiryoku based techniques. You can break through Mastered Hierro, but unless you use at least Shikai level tools [not durability], you'll suffer repercussions for it or it will do little to no damage.
[Specialised] A god of the blade, your legendary status marks you as one of the greatest in all the history of your race, as truly “one with the blade”. No techniques necessary, you can slice right through Hierro at equal advantages though Specialized Hierro will still be difficult to cut and just like Mastered, you'll still require Shikai level tools [not durability] to make a dent. Reiryoku-based techniques aren’t safe either, able to cut through armour and attacks alike up to a Tier IV without techniques. Finally, you can use Ken'atsu, the ability to swing beams that are simply the normal sharpness and pressure of your blade at the speed of a Cero without a single cooldown post [Ken’atsu cannot be modified into individual variants].
Should you choose to specialize in thrown weapons instead of melee, your benefits will be the same outside of ken'atsu. Instead of the pressure wave, you can now imbue your projectiles with enough energy to produce a similar Tier IV effect as if you just launched a missile, though this limits them to cero speed. Alternatively you may throw them at such ludicrous force they reach bala speed, but this limits their power to base level.
As a further alternative you may specialize in firearms. You may now compete with lesser quincy in gunslinging by firing bala speed and -power shots made purely of reiryoku, up to 200 per post. If you prefer raw power instead, you can also fire singular Tier IV powered shots at cero speed, without suffering cooldown time.
★ [STEPPING]
The innate ability to have agility, dodging and speed, this is the mastery that judges how fast you can be, and how skilled you are with your Step technique.
Whilst identical to every other race's Step Technique, Arrancar have their own name and method for fast movement and flash stepping everywhere - Sonido. For Arrancar this is a default ability, but it is also automatically gained at [ML] if you gain it in character. Any Sonido variants require the Mastery to be Mastered first.[b]Name:[/b] Sonido (Resounding Revolution)
[b]Class:[/b] Stepping
[b]Type:[/b] Stepping
[b]Tier:[/b] I
[b]Range:[/b] N/A
[b]Description:[/b] Is the Arrancar equivalent of the Shinigami flash steps; it allows the user to travel at incredibly high speeds for short distances. Use of Sonido is punctuated by a brief static sound, in contrast to the "swish" sound used for Shunpo.[ul][li]Default for Arrancar and auto-gained at ML-A for Hollow.[/li][/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 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.
★ [HAND-TO-HAND]
Putting up the fistycuffs. Really, it's just basic hand to hand combat, but it also determines the potency of your 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).
★ [CERO AND BALA]
[RACIAL PERK MASTERY]
The Hollow's trademark skills, with this you can fire off a large beam of energy or multiple frenzied small blasts for Cero and Bala respectively. Cero is considered to be a textbook example of a Tier IV ability in terms of power, whereas Bala has the power of a normal strong punch at a Tier I, enabling spamming. It should be noted that neither Cero nor Bala explode when not met with equal energy; instead they deal concussive damage. Cero is considered to be a textbook example of a Tier IV ability in terms of power, whereas Bala has the power of a normal strong punch at a Tier I, enabling spamming. It should be noted that neither Cero nor Bala explode when not met with equal energy; instead they deal concussive damage. Both of these skills are default skills for Arrancar.
[b]Name[/b]: Cero (Hollow Flash)
[b]Class:[/b] Cero/Bala
[b]Type[/b]: Offensive
[b]Range[/b]: Long range
[b]Tier:[/b] IV
[b]Description[/b]: Are high-powered energy blasts that can be fired from various places on the body. Only Menos, Arrancar, and Vizard have so far been shown to use Cero attacks, and it appears that stronger entities can use it more efficiently.
[ul][li]Default ability for Arrancar and Adjuchas/Gillian Hollow[/li][/ul][b]Name[/b]: Bala (Hollow Bullet)
[b]Class: [/b]Cero/Bala
[b]Type[/b]: Offensive
[b]Range[/b]: Long range
[b]Tier:[/b] I
[b]Description[/b]: A weaker but quicker alternative to regular Cero blasts. The technique hardens the user's spiritual pressure and fires it at around twenty times the speed of a Cero.
[ul][li]Default ability for Arrancar and Adjuchas Hollow[/li][/ul]★ [CERO REQUIREMENTS]
- Cero Fusions require Advanced Mastery, a minimum rank of [HL], and can harm the user or simply fail if performed sloppily. They are easier to execute with an assistant.
- Any Custom Cero requires Mastered Mastery at minimum rank [HL-A] and must be earned in character, unless taken as a release ability.
- Gran Rey Cero requires [HL-A] and at least Advanced Mastery to learn, as well as [AL] to slightly alter/personalize.
- Cero Oscuras requires [AL] being a Vasto Lorde Arrancar, Mastered Cero/Bala Mastery, at least Advanced Resurreccion Mastery, and can only be performed whilst in that state. A tutor whether an Arrancar Canon or OC is also required to learn it.
[CERO AND BALA MASTERY
The level of Mastered for this mastery can be achieved at [HL-A]
[Beginner] Pathetic really, you take full seconds to charge a single Bala and Cero is dreadfully slow with its maximum size that of an arm, only able to fire either from your dominant hand. Try Cero in a serious fight, you can bet your ass that you will lose your arm.
[Below Average] Bala can be fired at their signature speed now, just not rapidly and your Cero is man sized now! You can fire them from both hands now too.
[Average] Five or six Bala can be fired in a row without problems, but anything higher might backfire. Cero has doubled in size, now hard to dodge if they're not paying attention, able to be fired from your mouth.
[Above Average] Double digits! Bala now has a rapid fire of 40, though any higher might ricochet back. Cero can swallow a house, but its charging time is now capable of matching some of the slower Kidou. You can fire from additional limbs too, like a tail or wings.
[Advanced] Shit, it just got real. Meet triple digits! 100s of Bala bursts aren't uncommon and backfiring is non-existent. Cero charging matches the faster of a Shinigami's Kido, you can change its aesthetic colour, and its size has increased. But you can also fluctuate the size, compressing it to a finger shaped beam or fanning it out for less damage with a wider range. Both of them can be fired from your Zanpakutou now too.
[Mastered] Quadruple digits! Bala can be fired as easily as Quincy fire arrows now at 1000 tops per post. Cero is practically instant and only the fastest of Kidou can outspeed it as it overwhelms everything, so be careful else you might kill some (a lot) of innocents. The size increases further, and slight curving is possible. Finally you can make customs of both Cero and Bala and you can fire either of them from your feet.
[Specialised] Your Bala really can't get faster, but the numbers you can spam are at 1500 a post. Cero is basically instant and normal Tier IV Cero can be used without a cooldown (Custom Cero at this Tier don't get it). You can also alter the size and scope of both Cero and Bala, condensing Bala to bullet size for sniping and Cero to a laser gun, or fanning it out further to wreak destruction. Really, the number of possibilities are now are too numerous to note.
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TEMPLATE CREDIT TO KAZ
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