Premise
Auspicious nobles, recognized prodigies, newly graduated shinigami…dirt, they all have one thing in common: Society cared about them more than you. Nonetheless, you’re a member of the Gotei Thirteen, and though you’re no distinguished officer, you did your part…not that anyone ever gave you any recognition for it. No, you and your peers were outcasts, be you from noble families, but holding no renown or particular talent–or an orphan from the Outer Districts of Rukongai, it doesn’t matter. Perhaps you had friends, some few who would tolerate you or take pity on you enough to throw you a bone, extend an olive branch–then again, perhaps you didn’t.
Nonetheless, this is the place you held in the Seireitei, and once, you may have even believed that it was where you belonged. Alas…the world changes whether we like it or not, and indeed you and those who cast you away are in for a rude awakening.
The question is…will you be ready?
Not that it matters, after all, whether you railed against your lot in life or not, you’re going to have to get over it because it seems even if the Soul Society didn’t, the World has big plans for you.
This RP will be set in an AU version of Bleach with all original characters and a plot unrelated to the manga or show. However, I will do my utmost to be largely faithful to the canon lore and mechanics. The story will center on a group of shinigami who have lost everything. With very little leadership and little hope of anyone else bailing them out of their pitiable situation, they must strive to be better, stronger, and wiser. With any luck–and a lot of work–they might just have a chance to get back what was taken from them–or at the very least, mete out revenge upon those who cast them from their home.
Either way, welcome to Bleach: Ascendance, Ryoka.
The Twin Paths
Zanpakuto Growth System
Zanpakuto Growth System
The Twin Paths System is an ancient system that was designed by shinigami of the forgotten past before the Seireitei and Rukongai had formed. It was designed during an age when there was no time to simply sit on one's laurels and slowly grow close to one's Sword Spirit. While its creator is long gone, and no complete written records of its existence persist, it is by this system that the Foundation was laid for the future.
This system is, to some degree, a work in progress and may be subject to some changes. Additionally, it should be noted that, for the most part, players will not need to keep track of this system as by and large it will be managed by myself and any Co-GMs I appoint. Primarily this simply exists as a structural progression element for character growth over the course of the RP.
Phase One
1-24 (Unattuned) - The Shinigami gets visions of their inner world and sword spirit. They hear and feel the spirit at times, but communication is difficult. As their attunement increases, communication becomes easier and the visions/voices more persistent.
25 (Attuned) - The Shinigami gains the ability to communicate with their sword spirit consistently.
26-49 (Transition) - The Shinigami continues to get flashes of images, sounds, and other sensory impressions of their inner world, sometimes lapsing fully into it during Dreams or particularly deep meditation or moments of intense focus.
50 (Shikai) - The Shinigami gains access to their Shikai for the first time. They can only utilize the most basic form of the release ability. They do not possess any techniques, but they gain the additional ability to enter their Inner World to train and interact with their Sword Spirit directly. All Shikai passively double the Shinigami’s Reiatsu modifier while they remain in this state.
55 (1st Tier) - The first Shikai Technique becomes available.
65 (2nd Tier) - The second Shikai Technique becomes available.
75 (3rd Tier) - The third Shikai Technique becomes available.
85 (4th Tier) - The fourth Shikai Technique becomes available.
95 (5th Tier) - The potency or complexity of the Shikai’s base ability is increased, allowing greater versatility or power. This can manifest in a number of ways. Often, the techniques become deeper, more nuanced, or more powerful in some way. Alternatively, the shinigami may gain a Stat Enhancement beyond the base amplification of their effective Reiatsu.
100 (Alignment) - The Shinigami has fostered sufficient understanding of their Sword Spirit to manifest them in the interest of unlocking Bankai. Alternatively, the shinigami may choose either to further deepen their relationship with their zanpakuto to attain further techniques in the interest of pursuing True Mastery of their Zanpakuto’s Shikai.
25 (Attuned) - The Shinigami gains the ability to communicate with their sword spirit consistently.
26-49 (Transition) - The Shinigami continues to get flashes of images, sounds, and other sensory impressions of their inner world, sometimes lapsing fully into it during Dreams or particularly deep meditation or moments of intense focus.
50 (Shikai) - The Shinigami gains access to their Shikai for the first time. They can only utilize the most basic form of the release ability. They do not possess any techniques, but they gain the additional ability to enter their Inner World to train and interact with their Sword Spirit directly. All Shikai passively double the Shinigami’s Reiatsu modifier while they remain in this state.
55 (1st Tier) - The first Shikai Technique becomes available.
65 (2nd Tier) - The second Shikai Technique becomes available.
75 (3rd Tier) - The third Shikai Technique becomes available.
85 (4th Tier) - The fourth Shikai Technique becomes available.
95 (5th Tier) - The potency or complexity of the Shikai’s base ability is increased, allowing greater versatility or power. This can manifest in a number of ways. Often, the techniques become deeper, more nuanced, or more powerful in some way. Alternatively, the shinigami may gain a Stat Enhancement beyond the base amplification of their effective Reiatsu.
100 (Alignment) - The Shinigami has fostered sufficient understanding of their Sword Spirit to manifest them in the interest of unlocking Bankai. Alternatively, the shinigami may choose either to further deepen their relationship with their zanpakuto to attain further techniques in the interest of pursuing True Mastery of their Zanpakuto’s Shikai.
[Shinigami may choose to spend up to 50 additional attunement points toward gaining new Shikai techniques. A new technique becomes available for every 10 points spent.]
[It takes a total of 50 attunement points to achieve Bankai. While this may not be apparent now, such time and effort might be better spent elsewhere….]
[It takes a total of 50 attunement points to achieve Bankai. While this may not be apparent now, such time and effort might be better spent elsewhere….]
Phase Two
1-24 (Discord) - The Shinigami struggles to maintain or fully manifest their Sword Spirit, though as they progress it gradually becomes easier to do so.
25 (Harmony) - The Shinigami gains enough proficiency that they can consistently manifest and maintain their Sword Spirit, allowing them to challenge them so as to attain Bankai.
26-49 (The Trial) - The Shinigami partakes in their Sword Spirits Challenge(s) in the interest of coming into a state of greater union with them. This can take virtually any form. Notably, the Sword Spirit will demonstrate the capacity to manifest some or all of their Shinigami’s shared inner world to facilitate these trials.
50 (Union/Resonance) - The Shinigami has Dominated their Sword Spirit and/or passed the necessary trials and challenges necessary to learn part or all of their Spirit’s True Name. Those with full mastery of their Shikai gain the entire True Name of their Sword Spirit, whereas those who don’t merely gain a fragment of it–the former is referred to as Union, whereas the latter is Resonance. This affects the manifestation of their Bankai. Notably, the endpoint for these two paths may look different, but no path is truly inferior to the other. At this stage, the shinigami thus gains access to their Bankai’s base ability. Shikai techniques may be used in Bankai. Additionally, all Bankai passively triple the Shinigami’s effective Reiatsu so long as the release is maintained. Those of the Union Path gain an additional Stat Enhancement beyond their Reiatsu, whereas those of the Resonant Path do not–notably, this Stat Enhancement may be different from that of Shikai, and it does not stack, nor does the Shikai Stat Enhancement carry over into Bankai.
60 (1st Stage) - At this stage, those of the Union Path gain access to enhanced versions of their first three Shikai Techniques. Those of the Resonant Path gain access to their first Bankai Technique*.
70 (2nd Stage) - At this stage, those of the Union Path gain access to enhanced versions of their second set of three Shikai Techniques. Those of the Resonant Path gain access to their second Bankai Technique*.
80 (3rd Stage) - At this stage, those of the Union Path gain access to enhanced versions of their third set of three Shikai Techniques. Those of the Resonant Path gain access to their third Bankai Technique*.
90 (4th Stage) - At this stage, those who follow the Path of Resonance gain their fourth Bankai technique. However, unlike those that come before, these–and all that follow–are Advanced Bankai Techniques. These are meant to be trump cards, they are the finale, the last resort, and certainly the cream of the crop. Yet, those shinigami who follow the Path of Union now begin to see the true fruits of their labor, for it is at this stage that their Bankai truly blossoms, affording them a single Transformative Technique. Unlike Advanced Techniques, these tend to take on entirely different forms. Whereas an Advanced Technique might serve as a distinct individual advantage, Transformative Techniques change the game itself, turning it entirely on its face.
100 (Cocoon) - The final traditionally accepted stage of Bankai, the Cacoon Stage differs–as one might expect–depending on the Path one has followed up until this point. For those who walked the Path of Resonance a Stat Enhancement is gained, this Enhancement follows the same rules as that gained by the Union denomination earlier on their Path. In addition to this, the Cacoon Stage affords the Resonant with a single Transformative Technique. On the other end of the spectrum is the Path of Union, who gain an additional Stat Enhancement and a boost in the potency, nuance, or versatility of their Bankai’s base ability.
25 (Harmony) - The Shinigami gains enough proficiency that they can consistently manifest and maintain their Sword Spirit, allowing them to challenge them so as to attain Bankai.
26-49 (The Trial) - The Shinigami partakes in their Sword Spirits Challenge(s) in the interest of coming into a state of greater union with them. This can take virtually any form. Notably, the Sword Spirit will demonstrate the capacity to manifest some or all of their Shinigami’s shared inner world to facilitate these trials.
50 (Union/Resonance) - The Shinigami has Dominated their Sword Spirit and/or passed the necessary trials and challenges necessary to learn part or all of their Spirit’s True Name. Those with full mastery of their Shikai gain the entire True Name of their Sword Spirit, whereas those who don’t merely gain a fragment of it–the former is referred to as Union, whereas the latter is Resonance. This affects the manifestation of their Bankai. Notably, the endpoint for these two paths may look different, but no path is truly inferior to the other. At this stage, the shinigami thus gains access to their Bankai’s base ability. Shikai techniques may be used in Bankai. Additionally, all Bankai passively triple the Shinigami’s effective Reiatsu so long as the release is maintained. Those of the Union Path gain an additional Stat Enhancement beyond their Reiatsu, whereas those of the Resonant Path do not–notably, this Stat Enhancement may be different from that of Shikai, and it does not stack, nor does the Shikai Stat Enhancement carry over into Bankai.
60 (1st Stage) - At this stage, those of the Union Path gain access to enhanced versions of their first three Shikai Techniques. Those of the Resonant Path gain access to their first Bankai Technique*.
70 (2nd Stage) - At this stage, those of the Union Path gain access to enhanced versions of their second set of three Shikai Techniques. Those of the Resonant Path gain access to their second Bankai Technique*.
80 (3rd Stage) - At this stage, those of the Union Path gain access to enhanced versions of their third set of three Shikai Techniques. Those of the Resonant Path gain access to their third Bankai Technique*.
90 (4th Stage) - At this stage, those who follow the Path of Resonance gain their fourth Bankai technique. However, unlike those that come before, these–and all that follow–are Advanced Bankai Techniques. These are meant to be trump cards, they are the finale, the last resort, and certainly the cream of the crop. Yet, those shinigami who follow the Path of Union now begin to see the true fruits of their labor, for it is at this stage that their Bankai truly blossoms, affording them a single Transformative Technique. Unlike Advanced Techniques, these tend to take on entirely different forms. Whereas an Advanced Technique might serve as a distinct individual advantage, Transformative Techniques change the game itself, turning it entirely on its face.
100 (Cocoon) - The final traditionally accepted stage of Bankai, the Cacoon Stage differs–as one might expect–depending on the Path one has followed up until this point. For those who walked the Path of Resonance a Stat Enhancement is gained, this Enhancement follows the same rules as that gained by the Union denomination earlier on their Path. In addition to this, the Cacoon Stage affords the Resonant with a single Transformative Technique. On the other end of the spectrum is the Path of Union, who gain an additional Stat Enhancement and a boost in the potency, nuance, or versatility of their Bankai’s base ability.
Deviation
Not all Zanpakuto are created equally, at least in their manifestation. Some spirits will not gain access to the full breadth of their abilities until a certain point, whereas others will be incapable of holding themselves back. As a result, some Shinigami’s paths will differ at the early stages, taking just as long as others to develop to a certain degree of power, but giving them some benefits upfront. Below is a list of such Deviations.
Koi(Willfulness): This class applies to Zanpakuto that hold a certain willful eagerness or are perhaps eccentric or mercurial in some regard. As a result, the Shinigami will gain access to the physical form of their Shikai earlier than most, but without the benefits of its release abilities until later on their path.
Kyumin(Dormancy): Zanpakuto in this category are strange in that they lack a sealed state entirely. As a result, all that is required is to learn their name in order to access their Shikai abilities and techniques. Thus it is that they retain the same appearance from their base state into Shikai. Sometimes minor alterations in appearance may occur once they are fully released into Shikai.
*Other examples of Deviation may be created in the future.
Koi(Willfulness): This class applies to Zanpakuto that hold a certain willful eagerness or are perhaps eccentric or mercurial in some regard. As a result, the Shinigami will gain access to the physical form of their Shikai earlier than most, but without the benefits of its release abilities until later on their path.
This shows how the beginning of their Path differs from the norm.
1-24 (Unattuned) - The Shinigami gets visions of their inner world and sword spirit. They hear and feel the spirit at times, but communication is difficult. As their attunement increases, communication becomes easier and the visions/voices more persistent.
25 (Physically Attuned) - The Shinigami gains the ability to communicate with their sword spirit consistently in addition to their Zanpakuto being able to take on its Shikai appearance at will. Despite its change in appearance and function, it will not gain any of the related bonuses or abilities of the actual release.
26-49 (Transition) - The Shinigami continues to get flashes of images, sounds, and other sensory impressions of their inner world, sometimes lapsing fully into it during Dreams or particularly deep meditation or moments of intense focus.
50 (Shikai) - The Shinigami gains access to their Shikai for the first time. They can only utilize the most basic form of the release ability. They do not possess any techniques, but they gain the additional ability to enter their Inner World to train and interact with their Sword Spirit directly. All Shikai passively grant the Shinigami higher effective Reiatsu than their baseline stats would. Notably, Koi-class Zanpakuto can actually have an alternate physical manifestation when they enter Shikai proper.
*From this point onwards, their Path is identical to the norm.
25 (Physically Attuned) - The Shinigami gains the ability to communicate with their sword spirit consistently in addition to their Zanpakuto being able to take on its Shikai appearance at will. Despite its change in appearance and function, it will not gain any of the related bonuses or abilities of the actual release.
26-49 (Transition) - The Shinigami continues to get flashes of images, sounds, and other sensory impressions of their inner world, sometimes lapsing fully into it during Dreams or particularly deep meditation or moments of intense focus.
50 (Shikai) - The Shinigami gains access to their Shikai for the first time. They can only utilize the most basic form of the release ability. They do not possess any techniques, but they gain the additional ability to enter their Inner World to train and interact with their Sword Spirit directly. All Shikai passively grant the Shinigami higher effective Reiatsu than their baseline stats would. Notably, Koi-class Zanpakuto can actually have an alternate physical manifestation when they enter Shikai proper.
*From this point onwards, their Path is identical to the norm.
Kyumin(Dormancy): Zanpakuto in this category are strange in that they lack a sealed state entirely. As a result, all that is required is to learn their name in order to access their Shikai abilities and techniques. Thus it is that they retain the same appearance from their base state into Shikai. Sometimes minor alterations in appearance may occur once they are fully released into Shikai.
This shows how the beginning of their Path differs from the norm.
0-19 (Unattuned) - The Shinigami gets visions of their inner world and sword spirit. They hear and feel the spirit at times, but communication is difficult. As their attunement increases, communication becomes easier, and the visions/voices more persistent. The Zanpakuto’s physical manifestation will be that of its Shikai state.
20 (Attuned) - The Shinigami gains the ability to communicate with their sword spirit consistently.
21-29 (Transition I) - The Shinigami continues to get flashes of images, sounds, and other sensory impressions of their inner world, sometimes lapsing fully into it during Dreams or particularly deep meditation or moments of intense focus.
30 (1st Tier) - The first Shikai Technique becomes available.
31-54 (Transition II) Intermittently, their Sword Spirit will seem to physically reveal its presence in some way, be it a distinct aura, the appearance of the Spirit’s silhouette, or even the sensation of the Spirit physically touching the Shinigami, guiding them.
55 (Shikai) - The Shinigami gains access to their Shikai proper for the first time. They can only utilize the most basic form of the release ability. Additionally, they gain the additional ability to enter their Inner World to train and interact with their Sword Spirit directly. All Shikai passively double the Shinigami’s effective Reiatsu while they remain in this state.
65 (2nd Tier) - The second Shikai Technique becomes available.
*From this point onwards, their Path is identical to the norm.
20 (Attuned) - The Shinigami gains the ability to communicate with their sword spirit consistently.
21-29 (Transition I) - The Shinigami continues to get flashes of images, sounds, and other sensory impressions of their inner world, sometimes lapsing fully into it during Dreams or particularly deep meditation or moments of intense focus.
30 (1st Tier) - The first Shikai Technique becomes available.
31-54 (Transition II) Intermittently, their Sword Spirit will seem to physically reveal its presence in some way, be it a distinct aura, the appearance of the Spirit’s silhouette, or even the sensation of the Spirit physically touching the Shinigami, guiding them.
55 (Shikai) - The Shinigami gains access to their Shikai proper for the first time. They can only utilize the most basic form of the release ability. Additionally, they gain the additional ability to enter their Inner World to train and interact with their Sword Spirit directly. All Shikai passively double the Shinigami’s effective Reiatsu while they remain in this state.
65 (2nd Tier) - The second Shikai Technique becomes available.
*From this point onwards, their Path is identical to the norm.
*Other examples of Deviation may be created in the future.
Earning Attunement
While the below criteria can lead to a player earning Attunement Points, do not think that hitting every bullet point in a single post will do you any good. Do these things with thought, considering your character’s struggles, failings, and redeeming qualities. Consider the conflicts they have with themselves, with others, the problems they have with the world or their place in it, and the relationship they have with their sword spirit.
Furthermore, more criteria may be added as I think of them. Beyond this all that I ask is you consider the emotional and narrative arcs of your characters. Completing mini arcs in such a manner will be the most likely thing to net you Attunement.
Nonetheless, hitting certain narrative touchpoints can lead to the earning of Attunement Points, but know that I can tell when someone is phoning it in, rushing, or just forcing something in the interest of developing their Zanpakuto. I will not take kindly to such behavior and I certainly will not reward it.
You have been warned, so without further ado, the criteria in question.
- Considering your own nature, deeper drives, etc etc.
- Thinking about your Zanpakuto, what your spirit is like or might be like.
- Having flashes of sensory information from your Sword Spirit.
- Participating in challenges that your Sword Spirit gives you.
- Working with your Spirit.
- Coming to a personal realization or making a breakthrough of some kind.
- Becoming more intune with your emotions.
- Processing trauma.
- Processing yours flaws (if you are in denial about them).
- Processing your positive qualities (if you are in denial about them).
- Moving past some kind of mental/psychological block.
- Reckoning with inner demons.
- Meeting a fundamental need that has up until now been ignored.
- Completing a personal arc.
The Ascendance System
The Ascendance System is the tool that will be used to measure the growth and abilities of characters in this RP. Notably, while players will not see such directly, NPCs–regardless of race–will have similar stats on the backend. The numeric aspects of this system will primarily be used for comparison during clashes in combat. There will be numerous ways for characters to train their various Attributes and Skills, in addition to methods through which to gain new Artes, or even create entirely original Specializations. Unless someone finds themselves exceptionally comfortable with this system, I will be very hands-on when characters are initially made to smooth the process of figuring out initial builds and the path forward for a given character. In this way, we will work together so that a feeling of consistent and rewarding character growth can occur, both statistically and personally!
Attributes
These statistics serve as the baseline of every shinigami’s abilities, measuring how they stack up against one another and the foes they face in the wider world. While individual points in a given stat do grant incremental advantages, most benefits are gained when a given attribute reaches a particular milestone. These are shown below.
Dismal: 5
Unremarkable: 15
Average: 25
Impressive: 50
Incredible: 75
Legendary: 100
Mythic: 150
Unremarkable: 15
Average: 25
Impressive: 50
Incredible: 75
Legendary: 100
Mythic: 150
Reiryoku is not technically a stat so much as it is an aggregate of all stats—serving as the total spiritual power a character possesses. Think of this as a rough idea of your character’s overall stamina.
Reiatsu, or "Spiritual Pressure" is the density at which an individual can exert their Reiryoku (in spite of the actual quantity they possess). Unlike most attributes, Reiatsu cannot have points allocated to it manually. Instead, this value is calculated via the following equation:
(Reiryoku * Spirit)/√Reiryoku=Reiatsu ((R*S)/√R=Reiatsu))
. The aforementioned is rounded to the nearest zero. Reiatsu is utilized for two distinct purposes on its own, the first of which is as Initiative. In short, the individual with a higher Reiatsu value may choose to act first in most situations. Alternatively, they may choose when to act or to abstain from doing so first. In addition to affecting Initiative, Reiatsu may serve as a temporary modifier for a given Attribute (by adding to it). This modifier is calculated as such: (Reiatsu/100), then round to the nearest whole number. This modifier may be applied to a given Attribute once per combat and remains assigned to that Attribute until after a Scenario has been over for an undisclosed period of time. Beyond this, it should be noted that some Specialties may interact with the Reiatsu stat; such mechanics will be detailed elsewhere.Strength represents a character’s physical power: how potent their muscles are when performing strenuous activities such as punching or swinging a sword. Strength is offensive in nature and most commonly governs melee attacks.
Resilience represents a character’s durability: how resistant their body is to damage. Resilience is defensive in nature and is also passive. Resilience does not come into play until a character has been hit, at which point it reduces raw damage taken. Resilience decreases the effective stat of successful attacks by one tier per Milestone that it is above the clashing stat.
Mobility represents a character’s maneuverability: how well they can evade incoming blows and navigate the battlefield. Speed is defensive in nature and governs things like the act of dodging attacks or chasing down a target.
Spirit represent a character’s spiritual potency: how powerful their magic or other nonphysical attacks might be. Spirit is typically offensive in nature and most commonly governs ranged attacks.
Skills
Whereas Attributes are the raw physical and metaphysical traits of an individual, Skills are that which are learned, honed, and sometimes even mastered. It is with these that we rise to overcome obstacles in our path and master the world around us. All Skills fall into specific Proficiency Tiers, which are listed below.
Untrained(0-19): No time, care, or effort has been taken to develop the skill in question. Requires the assigned attribute to be Dismal or higher.
Layman(20-49): Very little training has gone into developing a skill, but some amount of knowledge or research has been done to understand the craft. Requires the assigned attribute to be Unremarkable or higher.
Practitioner(50-89): Through the combination of research and training, the individual has gained a passing degree of aptitude in the relevant skill. Requires the assigned attribute to be Average or higher.
Expert(90-119): Through extensive effort, time, and with new insight gleaned, the skill has been developed to an impressive degree. At this level, an individual can be said to have considerable talent and dedication. For most, this is where the path ends, but for some few, this is where it truly begins. Requires the assigned attribute to be Impressive or higher.
Adept(120-149): A step closer to those held in esteem, those who have honed a skill to this degree can be considered to have gone past the normal limits, be it physically, mentally, or otherwise these individuals are something special. Requires the assigned attribute to be Impressive or higher.
Master(150-179): Admired by many but reached by few, those at this stage of development can be considered to have grasped the essence of the skill in question. Be they the fundamentals or the advanced Artes of a craft, Masters have come to understand and be exceptional in them all. This is considered the height of normal practice and understanding. Requires the assigned attribute to be Incredible or higher.
Grandmaster(180-239): Whereas those who come before understand their Skill, they have practiced it, toiled, and ingrained things into their bodies and minds; the Grandmaster no longer thinks or works to understand. To accomplish these feats, simple or complex, is an effortless aspect of their everyday existence. Be it through some innate talent or some unutterable revelation, these individuals have attained mastery beyond mastery. Requires the assigned attribute to be Incredible or higher.
Legend(240-299): The master understands, the grandmaster knows, but the legend simply is. No longer is their craft something they do, but rather something they are. Individuals at this stage–as few and far between as they are–have transcended the traditional path. Nonetheless, their craft–though ascendant–still resembles that of those that dwell below them. While those who have reached the peak of their ability cannot understand the wholeness of their ascendant mastery, they might still draw insight from them. Requires the assigned attribute to be Legendary or higher.
Myth(300): It is impossible even to grasp the extent of their abilities. They have reached the pinnacle of their path, transcended the limits of what was thought even remotely achievable…and then some. Only Legends might ever hope to glimpse and understand a fragment of their understanding, whereas those beneath them view their actions as impossibilities: indecipherable, beyond reckoning, and pointless to compare. Requires the assigned attribute to be Mythic or higher.
Layman(20-49): Very little training has gone into developing a skill, but some amount of knowledge or research has been done to understand the craft. Requires the assigned attribute to be Unremarkable or higher.
Practitioner(50-89): Through the combination of research and training, the individual has gained a passing degree of aptitude in the relevant skill. Requires the assigned attribute to be Average or higher.
Expert(90-119): Through extensive effort, time, and with new insight gleaned, the skill has been developed to an impressive degree. At this level, an individual can be said to have considerable talent and dedication. For most, this is where the path ends, but for some few, this is where it truly begins. Requires the assigned attribute to be Impressive or higher.
Adept(120-149): A step closer to those held in esteem, those who have honed a skill to this degree can be considered to have gone past the normal limits, be it physically, mentally, or otherwise these individuals are something special. Requires the assigned attribute to be Impressive or higher.
Master(150-179): Admired by many but reached by few, those at this stage of development can be considered to have grasped the essence of the skill in question. Be they the fundamentals or the advanced Artes of a craft, Masters have come to understand and be exceptional in them all. This is considered the height of normal practice and understanding. Requires the assigned attribute to be Incredible or higher.
Grandmaster(180-239): Whereas those who come before understand their Skill, they have practiced it, toiled, and ingrained things into their bodies and minds; the Grandmaster no longer thinks or works to understand. To accomplish these feats, simple or complex, is an effortless aspect of their everyday existence. Be it through some innate talent or some unutterable revelation, these individuals have attained mastery beyond mastery. Requires the assigned attribute to be Incredible or higher.
Legend(240-299): The master understands, the grandmaster knows, but the legend simply is. No longer is their craft something they do, but rather something they are. Individuals at this stage–as few and far between as they are–have transcended the traditional path. Nonetheless, their craft–though ascendant–still resembles that of those that dwell below them. While those who have reached the peak of their ability cannot understand the wholeness of their ascendant mastery, they might still draw insight from them. Requires the assigned attribute to be Legendary or higher.
Myth(300): It is impossible even to grasp the extent of their abilities. They have reached the pinnacle of their path, transcended the limits of what was thought even remotely achievable…and then some. Only Legends might ever hope to glimpse and understand a fragment of their understanding, whereas those beneath them view their actions as impossibilities: indecipherable, beyond reckoning, and pointless to compare. Requires the assigned attribute to be Mythic or higher.
Zanjutsu is a skill whose potency is dictated by the Strength attribute and which holds precedence over armaments and their utilization. Though considerable force may be brought to bare through the skillful use of weaponry via this skill, Zanjutsu only pertains to said skill rather than acts of base physical prowess.
Hakuda is a skill whose potency is dictated by the Strength attribute and which holds dominion over unarmed martial arts. Much like Zanjutsu, Hakuda specifically relates to skill and as such has little to do with feats of raw physical might.
Kido is a skill whose potency is dictated by the Spirit attribute; a Shinigami’s proficiency in this skill dictates how many Spells ranked between 1-99 they are able to utilize. The class of said spells that an individual gains access to depends on their Specialization–the classes include, Hado, Kaido, and Bakudo. Only those at or beyond a certain level of proficiency are capable of understanding or performing Forbidden kido. Furthermore, a shinigami may create new spells one proficiency tier below their own–though this is complicated by their Specialization.
Untrained: User can utilize spells from #1-10 for their chosen class of spells.
Layman: User can utilize spells from #1-20 for their chosen class of spells.
Practitioner: User can utilize spells from #1-40 for their Primary and #1-20 for their Secondary if applicable.
Expert: User can utilize spells from #1-60 for their Primary and #1-40 for their Secondary if applicable.
Adept: User can utilize spells from #1-80 for their Primary and #1-60 for their Secondary if applicable.
Master: User can utilize all spells from #1-99, but cannot utilize Forbidden Kidō
Grandmaster: User gains access to Forbidden Kidō.
Layman: User can utilize spells from #1-20 for their chosen class of spells.
Practitioner: User can utilize spells from #1-40 for their Primary and #1-20 for their Secondary if applicable.
Expert: User can utilize spells from #1-60 for their Primary and #1-40 for their Secondary if applicable.
Adept: User can utilize spells from #1-80 for their Primary and #1-60 for their Secondary if applicable.
Master: User can utilize all spells from #1-99, but cannot utilize Forbidden Kidō
Grandmaster: User gains access to Forbidden Kidō.
Hoho represents a shinigami’s proficiency with various movement Artes, the capacity for which is dictated by the Mobility attribute. Notably, Hoho only dictates the speed and efficacy of said Artes and has nothing to do with other displays of speed.
Perception is a skill whose potency is dictated by the Spirit attribute. Through its mastery, an individual may know themselves and the world with greater acuity. Be it identifying poisons in the body, illusions upon the mind, or the true nature of things around them, it is Perception that allows these revelations.
Rank: Attribute Points | Skill Points
Veteran Captain Commander: 400 | 1200 (Unattainable)
Captain Commander: 375 | 1125 (Unattainable)
Veteran Captain: 325 | 975
Seasoned Captain: 315 | 945
Rookie Captain: 280 | 840
Seasoned Lieutenant: 255 | 765
Lieutenant: 225 | 675
Rookie Lieutenant: 205 | 615
Third Seat: 190 | 570
Fourth Seat: 185 | 555
Fifth Seat: 175 | 525
Seasoned Officer: 155 | 465
Distinguished Officer: 130 | 390
Rookie Officer: 105 | 315
Ryoka: 95 | 285 (Start)
Veteran Captain Commander: 400 | 1200 (Unattainable)
Captain Commander: 375 | 1125 (Unattainable)
Veteran Captain: 325 | 975
Seasoned Captain: 315 | 945
Rookie Captain: 280 | 840
Seasoned Lieutenant: 255 | 765
Lieutenant: 225 | 675
Rookie Lieutenant: 205 | 615
Third Seat: 190 | 570
Fourth Seat: 185 | 555
Fifth Seat: 175 | 525
Seasoned Officer: 155 | 465
Distinguished Officer: 130 | 390
Rookie Officer: 105 | 315
Ryoka: 95 | 285 (Start)
Specialization
By focusing one's practice and studies in a particular field, an individual may discover new depth in some facet of its nature. It is through one’s ability to specialize that unique advantages can be gained. Though some skills do not require such rigorous effort, others necessitate such. Notably, unlike Skills, some Specialties will lock others from the user’s potential repertoire, with few exceptions. Other Specializations may require proficiencies in one or more skills. Most will have attribute thresholds that you must meet or exceed to access them.
Lethality(Zanjutsu/Hakuda Practitioner | Impressive Strength): An offensive Specialization for Hakuda and/or Zanjutsu, Lethality gives the Specialist advantage in specific situations. If they are on the attack in a situation, their Zanjutsu/Hakuda is treated as being one Proficiency Tier higher than normal. Notably, once an individual possessing this specialty reaches legend, they may also acquire the Preservation specialty for Zanjutsu and/or Hakuda.
Preservation(Zanjutsu/Hakuda Practitioner | Impressive Mobility): A defensive Specialization for Hakuda and/or Zanjutsu, Preservation gives the Specialist advantage in specific situations. If they are on the defensive in a situation, their Zanjutsu/Hakuda is treated as being one Proficiency Tier higher than normal. Notably, once an individual possessing this specialty reaches legend, they may also acquire the Lethality specialty for Zanjutsu and/or Hakuda.
Unwavering(Impressive Resilience): When one’s body and soul are sound, the world and its inhabitants will find it difficult to affect them. This ‘specialty’ is a passive trait that gives those possessing it the capacity to ignore or more easily brush off attacks. Clashes against the attack attribute when a blow lands. If the individual’s Resilience is one tier higher than that of the attack, the damage is halved; if they are two tiers higher, then the attack is entirely resisted, dealing no significant damage.
Calculating(Expert Perception): Your perception gives you an edge in combat, allowing you not just to follow the movement of things much faster than you but also to predict things more accurately than the average individual and act–or react–accordingly. Functionally, this allows the individual in question to treat half of their Proficiency in Perception as Proficiency in Hoho, but purely when reacting or attempting to predict and capitalize on someone’s future positioning. Notably, the Proficiency Tier is rounded down to the nearest number.
Shunko(Hakuda Master | Kido Master): Shunkō is one of the highest forms of Hakuda technique. It comes in elements such as 'wind' or 'lightning'. This technique functions by explosively increasing the potency of one’s Hakuda by channeling reiryoku into and around the limbs, with techniques derived from Kidō. Functionally, this allows the user to use either their Spirit or Strength (Hakuda or Kido) to clash with other attacks in addition to adding half of their Kido or Hakuda Proficiency tiers to the alternate stat.
Kaido(Kido Expert): Unlike the other classes of Kido, Kaido requires a particular degree of aptitude to utilize at all. This Specialty allows the user access to Restorative Spells, allowing them to heal themselves and others. Individuals with this Specialty can heal themselves at their Proficiency tier, and heal others at one level below such. At Expert, this specialty allows the complete restoration of minor wounds--lacerations, bruises, minor fractures, etc. Notably, at Expert, a specialist can heal more serious injuries but never completely, resulting in lasting complications that cannot be corrected. However, due to the individual’s lack of general experience, they are only capable of healing themselves at their full capacity whereas they can heal the superficial wounds of others as well as stabilize them. At Adept tier, this specialty allows the restoration of major wounds, including broken bones, major fractures, and even the partial loss or destruction of some organs. At Grandmaster, a Kaido practitioner can even regenerate organs and limbs wholesale. Beyond the threshold of Grandmaster, even long-standing injuries can be mended, reducing or removing complications entirely.
*If Chosen as a secondary via Kido Scholar, the shinigami's Kido Proficiency will need to be one tier higher than normal.
Kido Scholar(Kido Practitioner): Notably, those who do not possess this Specialty only choose a Primary and cannot use any other class of kido. Otherwise, those possessing this specialty must choose either Hado or Bakudo as their Primary and Secondary, respectively. The Primary discipline gains the full allotment of spells for their rank, whereas the secondary gains the allotment for one tier below their Proficiency. Individuals exceeding the Grandmaster Proficiency Tier can utilize their secondary at the same rank as their primary. Individuals below Grandmaster cannot utilize Forbidden Kidō. Once someone with this Specialty reaches Legend, they gain access to a tertiary class of Kido, allowing them to use all three classes though their tertiary class will not give them access to Forbidden spells of that category. At Myth, they can use all kido of any class.
Kido Pioneer(Kido Expert | Perception Adept): With exceptional perception and ample understanding of Kido combined, a specialist of this breed becomes capable of crafting their own spells in the interest of innovating upon the art. With this specialization, individuals can create new spells in their Primary until they reach Kido Master, at which point they can make spells in their secondary as well–provided they possess the Kido Scholar specialization. Notably, individuals may only create new spells at ranks (1-99) that they can access for a given class of kido. Furthermore, once an individual reaches Legend in both Kido and Perception, they gain the capacity to create Forbidden Kido. If Kido reaches Myth, they can create spells that incorporate aspects of multiple classes.
Others will be added. Notably, new Specialties may be created.
Preservation(Zanjutsu/Hakuda Practitioner | Impressive Mobility): A defensive Specialization for Hakuda and/or Zanjutsu, Preservation gives the Specialist advantage in specific situations. If they are on the defensive in a situation, their Zanjutsu/Hakuda is treated as being one Proficiency Tier higher than normal. Notably, once an individual possessing this specialty reaches legend, they may also acquire the Lethality specialty for Zanjutsu and/or Hakuda.
Unwavering(Impressive Resilience): When one’s body and soul are sound, the world and its inhabitants will find it difficult to affect them. This ‘specialty’ is a passive trait that gives those possessing it the capacity to ignore or more easily brush off attacks. Clashes against the attack attribute when a blow lands. If the individual’s Resilience is one tier higher than that of the attack, the damage is halved; if they are two tiers higher, then the attack is entirely resisted, dealing no significant damage.
Calculating(Expert Perception): Your perception gives you an edge in combat, allowing you not just to follow the movement of things much faster than you but also to predict things more accurately than the average individual and act–or react–accordingly. Functionally, this allows the individual in question to treat half of their Proficiency in Perception as Proficiency in Hoho, but purely when reacting or attempting to predict and capitalize on someone’s future positioning. Notably, the Proficiency Tier is rounded down to the nearest number.
Shunko(Hakuda Master | Kido Master): Shunkō is one of the highest forms of Hakuda technique. It comes in elements such as 'wind' or 'lightning'. This technique functions by explosively increasing the potency of one’s Hakuda by channeling reiryoku into and around the limbs, with techniques derived from Kidō. Functionally, this allows the user to use either their Spirit or Strength (Hakuda or Kido) to clash with other attacks in addition to adding half of their Kido or Hakuda Proficiency tiers to the alternate stat.
Kaido(Kido Expert): Unlike the other classes of Kido, Kaido requires a particular degree of aptitude to utilize at all. This Specialty allows the user access to Restorative Spells, allowing them to heal themselves and others. Individuals with this Specialty can heal themselves at their Proficiency tier, and heal others at one level below such. At Expert, this specialty allows the complete restoration of minor wounds--lacerations, bruises, minor fractures, etc. Notably, at Expert, a specialist can heal more serious injuries but never completely, resulting in lasting complications that cannot be corrected. However, due to the individual’s lack of general experience, they are only capable of healing themselves at their full capacity whereas they can heal the superficial wounds of others as well as stabilize them. At Adept tier, this specialty allows the restoration of major wounds, including broken bones, major fractures, and even the partial loss or destruction of some organs. At Grandmaster, a Kaido practitioner can even regenerate organs and limbs wholesale. Beyond the threshold of Grandmaster, even long-standing injuries can be mended, reducing or removing complications entirely.
*If Chosen as a secondary via Kido Scholar, the shinigami's Kido Proficiency will need to be one tier higher than normal.
Kido Scholar(Kido Practitioner): Notably, those who do not possess this Specialty only choose a Primary and cannot use any other class of kido. Otherwise, those possessing this specialty must choose either Hado or Bakudo as their Primary and Secondary, respectively. The Primary discipline gains the full allotment of spells for their rank, whereas the secondary gains the allotment for one tier below their Proficiency. Individuals exceeding the Grandmaster Proficiency Tier can utilize their secondary at the same rank as their primary. Individuals below Grandmaster cannot utilize Forbidden Kidō. Once someone with this Specialty reaches Legend, they gain access to a tertiary class of Kido, allowing them to use all three classes though their tertiary class will not give them access to Forbidden spells of that category. At Myth, they can use all kido of any class.
Kido Pioneer(Kido Expert | Perception Adept): With exceptional perception and ample understanding of Kido combined, a specialist of this breed becomes capable of crafting their own spells in the interest of innovating upon the art. With this specialization, individuals can create new spells in their Primary until they reach Kido Master, at which point they can make spells in their secondary as well–provided they possess the Kido Scholar specialization. Notably, individuals may only create new spells at ranks (1-99) that they can access for a given class of kido. Furthermore, once an individual reaches Legend in both Kido and Perception, they gain the capacity to create Forbidden Kido. If Kido reaches Myth, they can create spells that incorporate aspects of multiple classes.
Others will be added. Notably, new Specialties may be created.
Artes
Shunpo(Hoho Practitioner): meaning “Flash Steps,” this technique, while not the pinnacle of Hoho, is the primary Arte afforded by the Skill. This Arte allows the user to move faster than the eye can easily follow by using as few steps as possible to cross a distance. The higher the user’s Hoho Proficiency, the faster and more efficient this Arte becomes. This technique clashes against the Perception Skill, meaning that the lower an individual’s skill value is, the more difficulty they will have predicting the trajectory of or even following the user’s movement. This becomes more pronounced if the Perception Skill is at a lower Proficiency Tier than the Shunpo User’s Hoho Skill.
Utsusemi(Hoho Master): meaning “Cicada Shell,” this technique involves falls under Hoho and involves the practitioner moving at such great speeds that they leave a lingering afterimage that may even appear to have taken damage. The practitioner moves at great speed to avoid an attack, leaving an afterimage that can appear to have taken damage. This technique can be detected by someone with a Perception Skill that is higher than that of the user’s Hoho Skill. If their Skill value is equal to that of the user of this Arte, then they will be capable of noticing the ruse almost immediately after it has taken place. For each proficiency tier lower than the user’s, the affected individual will have more and more trouble reacting in a timely manor.
Speed Clones(Hoho Grandmaster): Perhaps a more advanced version of Utsusemi, this technique involves the creation of up to fifteen(15) clones through incredible swift and skillful use of Shunpo. This technique can be seen through by someone with a Perception Skill that is one Proficiency Tier higher than the user’s Hoho. Those with a Perception Skill value equal to or higher–but not crossing into the next Tier–can more easily follow these movements allowing them to react more easily than most. Individuals with a lower Perception Skill value will be unable to ascertain which clone is the user, but will be able to react to a degree so long as their Proficiency isn’t more than one Tier lower than this Arte’s user.
Utsusemi(Hoho Master): meaning “Cicada Shell,” this technique involves falls under Hoho and involves the practitioner moving at such great speeds that they leave a lingering afterimage that may even appear to have taken damage. The practitioner moves at great speed to avoid an attack, leaving an afterimage that can appear to have taken damage. This technique can be detected by someone with a Perception Skill that is higher than that of the user’s Hoho Skill. If their Skill value is equal to that of the user of this Arte, then they will be capable of noticing the ruse almost immediately after it has taken place. For each proficiency tier lower than the user’s, the affected individual will have more and more trouble reacting in a timely manor.
Speed Clones(Hoho Grandmaster): Perhaps a more advanced version of Utsusemi, this technique involves the creation of up to fifteen(15) clones through incredible swift and skillful use of Shunpo. This technique can be seen through by someone with a Perception Skill that is one Proficiency Tier higher than the user’s Hoho. Those with a Perception Skill value equal to or higher–but not crossing into the next Tier–can more easily follow these movements allowing them to react more easily than most. Individuals with a lower Perception Skill value will be unable to ascertain which clone is the user, but will be able to react to a degree so long as their Proficiency isn’t more than one Tier lower than this Arte’s user.
Hado #64 Taiyō no yōyū ikari(Sun's molten fury): "Bind the bones of the earth, draw from its depths, infuse the sun's light and fury. Cast away the bonds, eviscerate their form, and turn dust and stone to fire…."
Bakudo #29 Gyaku Shibari(Reverse Bind): “Etching words into the world, a river flows, a dam blocks its return....”
{Forbidden Bakudo} Chōten seigen(Vertex Restriction): “The sun is eclipsed, the moon made absent, a presence vanishes, and the world stops. Time is made still, movement surrenders, and bound are the energies of life. Cease time and stagnate space....”
First the user must utilize their reiryoku to gather a decent amount of reishi into the palm of their hand where it will form a cube. At this point their reiryoku is almost forcibly infused into the reishi particles after which the attack is aimed at the ground. Once the beams hits there is a small shudder in the earth and two seconds later a massive flurry of essentially identical beams, but now with seemingly molten flames in them, burst forth from the surface and alter their trajectory to match that of the intended target. Upon contact with the location the target was, or the target itself, they culminate, each blast adding more reiryoku, till they have formed a sphere around the target's body. At this point the sphere becomes a closed system, hardening on the outside like a shell, and burning the target before exploding violently outwards into many fiery shards.
Bakudo #29 Gyaku Shibari(Reverse Bind): “Etching words into the world, a river flows, a dam blocks its return....”
A relatively simple kido, Gyaku shibari must be utilized on a surface, whether living or otherwise. When placed onto something, it creates a sort of dam or filter through which reiryoku, reishi, and reiatsu may only pass in one direction. While the kido can be broken by a significantly powerful influx of any of the aforementioned things, it can also be bolstered by supplying it with more reiryoku, making it particularly useful.
{Forbidden Bakudo} Chōten seigen(Vertex Restriction): “The sun is eclipsed, the moon made absent, a presence vanishes, and the world stops. Time is made still, movement surrenders, and bound are the energies of life. Cease time and stagnate space....”
Creating a white cube in the user's hand, this spell is activated by crushing the white cube of reishi. Upon being crushed, an opaque black sphere will engulf a 4-meter radius, with the user being the central point. This opaque sphere does not allow reiatsu, some reiryoku, sound, smells, and even light to pass through it, making it a sensory dead zone. However, its true purpose goes beyond this, as should someone be caught within it, they will be rendered unable to move—the sole exclusion being the user. Should the user move, the sphere will remain in the same location it was activated in. As only certain forms of reiryoku may escape it, the sphere will persist for a potentially indefinite amount of time, as it is a closed system, never losing or leaking the energy that maintains it.
Should someone simply be touched by the black sphere, rather than being wholly trapped within, they will find that whatever part of their body was touched becomes incapable of channeling or manipulating reiryoku as if the pathways which it travels along in the body have been sealed. Until the material is removed from their body or the kido is deactivated by its user, this effect will persist.
Should someone simply be touched by the black sphere, rather than being wholly trapped within, they will find that whatever part of their body was touched becomes incapable of channeling or manipulating reiryoku as if the pathways which it travels along in the body have been sealed. Until the material is removed from their body or the kido is deactivated by its user, this effect will persist.
Rules
- It should be noted that this RP will have mature themes. Fade to black will be applicable to sexual situations, but don't expect situations including drugs, gore, or some taboo subjects to garner the same treatment. This is not to say that any of the above will be done in excess, just that they may be done.
- Combat will be handled on a case-by-case basis, with the GMs proctoring in case issues or disagreements arise. Should you want to script your fight, let the GMs, and your partner(s) know. Make sure all parties are in agreement. A 'scripted fight,' is one wherein the victor is decided before hand.
- Burning house rule--if you're gone too long and holding things up, expect your character to either be moved aside quietly, or killed to further plot. To avoid the burning house rule, keep us updated, a hiatus can be arranged.
- If a problem arises for a player in regards to the GM and they feel uncomfortable bringing it up. Go to the other GM for advice. Don't worry, we're perfectly reasonable people and nine times out of ten we'll work through it with you.
- The GMs have final say on all matters--this does not mean that I cannot be swayed or convinced. Still, if something must be resolved, we will resolve it and that'll be the end of the discussion.
- Should you lack inspiration or enough material to post, tell someone. Communicate. Talk to your GMs. Worst case scenario, we'll just move your character aside till you can post again.
- While you may expand on or modify the base format of the character sheet, make sure all necessary sections are included.
- No OOC drama. Keep it to PMs, and hopefully keep it non-existent. If needed contact a GM for problem resolution.
- Only accepted characters go in the character tab.
- Post your Character Sheet in the OOC for review.
- Standard Guild rules apply.
- IC swearing will occur.
What to Expect
- Interactions with at least semi-realistic cause and effect. If you are tortured or have your arm cut off, expect to have trauma and difficulties going forwards.
- A GM who is willing to work with you, hear you out, but not break his back to suit your every need.
- Good communication be it player to player, GM to GM, or GM to player.
- Multiple plotlines if possible.
- Some Taboo Subjects.
- Collaboration posts.
- Some dark themes.
- Some slice of life.
- Plenty of combat.
- Expanded Lore
Be sure to discuss any seated officers with me if you plan to have some important NPCs interact with your character. If it's in passing and you don't mention their names or any defining features, there's no need. Beyond that, go wild.
By the way, while I do want people to keep the structure of the below sheet unchanged, feel free to add some color and/or extra flair if you so desire!
[center][color=#ffffff][h1]【[u][b]Name[/b][/u]】[/h1][/color]
[img]PICTURE[/img]
【[url=LINK]Theme I[/url][b][color=black]♦[/color][/b][url=LINK]Theme II[/url][b][color=black]♦[/color][/b][url=LINK]Theme III[/url]】
[h3][color=#ffffff][sub][i]~[/i][b]"A quote from the character."[/b][i]~[/i][/sub][/color][/h3][/center][hider][center][u][b][h2]【Personal Info】[/h2][/b][/u][/center][hider][indent]【[u][b]Name:[/b][/u]
【[u][i]Nicknames:[/i][/u]
【[u][b][i]Alias:[/i][/b][/u]
【[u][b]Age:[/b][/u]
【[u][i]Age Appearance:[/i][/u]
【[u][b]Gender:[/b][/u]
【[u][b]Race:[/b][/u] Currently, only shinigami are available.
【[u][i]Former Rank:[/i][/u] Ryoka.
【[u][i]Former Division:[/i][/u]
【[u][i]Additional Appearance Info:[/i][/u] Include height, weight, style of clothing worn, as well as the outfit they're most commonly seen in. Consider the position of their zanpakuto and any tools they might carry.
【[u][b]Biography:[/b][/u] Minimum of three paragraphs. Conversely you may reveal it ICly, but must inform the GM.
【[u][b]Personality:[/b][/u] Overarching description.
[indent][indent][indent][indent][u][b][h3]【Notable Traits】[/h3][/b][/u][/indent][/indent][/indent][/indent][hider]
[indent]【[b][i]Likes/Dislikes[/i][/b]】
[indent][color=#00FF00]✔[/color]
[color=#00FF00]✔[/color]
[color=#00FF00]✔[/color]
[color=#00FF00]✔[/color]
[color=#FF0000]✘[/color]
[color=#FF0000]✘[/color]
[color=#FF0000]✘[/color]
[color=#FF0000]✘[/color] [/indent][/indent]
[indent]【[b][i]Defining Traits[/i][/b]】
[indent][indent][i]Positive[/i][/indent]
[color=#00FF00]▲[/color]
[color=#00FF00]▲[/color]
[color=#00FF00]▲[/color]
[color=#00FF00]▲[/color]
[indent][i]Neutral[/i][/indent]
[color=#828282]☯[/color]
[color=#828282]☯[/color]
[color=#828282]☯[/color]
[color=#828282]☯[/color]
[indent][i]Negative[/i][/indent]
[color=#FF0000]▼[/color]
[color=#FF0000]▼[/color]
[color=#FF0000]▼[/color]
[color=#FF0000]▼[/color] [/indent][/indent]
[/hider][indent][indent][indent][indent][u][b][h3]【Relationships】[/h3][/b][/u][/indent][/indent][/indent][/indent][hider]
[indent][indent][i][b]NAME: Friend/Rival/Acquaintance/Superior Officer/Nemesis etc[/b][/i]
[indent]Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.[/indent]
[i][b]NAME: Friend/Rival/Acquaintance/Superior Officer/Nemesis/Lover/Spouse etc[/b][/i]
[indent]Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.[/indent]
[i][b]NAME: Friend/Rival/Acquaintance/Superior Officer/Nemesis etc[/b][/i]
[indent]Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.[/indent]
[/indent][/indent][/hider][/indent][/hider]
[center][u][b][h2]【Capabilities】[/h2][/b][/u][/center][hider][indent][indent][indent][indent][u][b][h3]【General Aptitude】[/h3][/b][/u][/indent][/indent][/indent][/indent][hider][indent][sub][h3][u][b]Fighting Style:[/b][/u][/h3][/sub]
>Do they have the stamina to wear an opponent down.
>Do they have a lot of presence?
>Do they have control over their presence?
>Do they use kido, hakuda, or zanjutsu more often. If more than one, how do they do so.
>Are they hit and run. Do they use their mind, or their instincts?
>Do they use their environment?
>Do they rely on their skills, or their zanpakuto more often than not.
>Are they physically resilient, how much so?
>Are they very aware of their surroundings?
>Are they fast?
[indent][sub][u][b][h3]Attributes[/h3][/b][/u][/sub]
[u][b]Reiryoku[i](Unused Points)[/i]:[/b][/u] Value
[indent][indent][i][u][b]Reiatsu:[/b][/u][/i] {Value (Modifier)} [/indent][/indent]
[u][b]Strength:[/b][/u] (Numeric Value - Milestone)
[u][b]Resilience:[/b][/u] (Numeric Value - Milestone)
[u][b]Mobility:[/b][/u] (Numeric Value - Milestone)
[u][b]Spirit:[/b][/u] (Numeric Value - Milestone)
[sub][u][b][h3]Skills[/h3][/b][/u][/sub]
[u][b]Proficiency:[/b][/u] (Numeric Value)
[u][b]Zanjutsu:[/b][/u] (Numeric Value - Milestone)
[u][b]Hakuda:[/b][/u] (Numeric Value - Milestone)
[u][b]Kido:[/b][/u] (Numeric Value - Milestone)
[u][b]Hoho:[/b][/u] (Numeric Value - Milestone)
[u][b]Perception:[/b][/u] (Numeric Value - Milestone)[/indent][/indent][/hider]
[indent][indent][indent][indent][u][b][h3]【Specialization】[/h3][/b][/u][/indent][/indent][/indent][/indent][hider]
[indent][indent][indent][i][b]Specialty:[/b] Prerequisites[/i]
[indent]Description[/indent]
[i][b]Specialty:[/b] Prerequisites[/i]
[indent]Description[/indent]
[/indent][/indent][/indent][/hider]
[indent][indent][indent][indent][u][b][h3]【Artes】[/h3][/b][/u][/indent][/indent][/indent][/indent][hider][u][b]Technique Name[i](Prerequisite)[/i]:[/b][/u]
[indent]Description[/indent]
[u][b]Technique Name[i](Prerequisite)[/i]:[/b][/u]
[indent]Description[/indent][/hider][/hider]
[center][u][b][h2]【Zanpakuto】[/h2][/b][/u][/center][hider][center][i][b]Sealed State[/b][/i]
[img]LINK[/img][h3][color=#ffffff][sub][i]~[/i][b]"..."[/b][i]~[/i][/sub][/color][/h3][/center]
[indent][i][u]Additional Description:[/u][/i]
[u][b]Attunement(Attunement Score):[/b][/u] Phase One/Two - Attunement Stage title.
[u][b]Deviation:[/b][/u] Put "N/A" if you are not utilizing a Path Deviation. Otherwise put the name of the Deviation in question.
[i][u]Inner World & Spirit:[/u][/i]
[indent]Description. Feel free to make the title of this a set of links.[/indent]
[u][b]Zanpakuto Personality:[/b][/u] What are they like?
[/indent]
[center][i][b]Shikai[/b][/i]
[img]LINK[/img][h3][color=#ffffff][sub][i]~[/i][b]"Release command and name."[/b][i]~[/i][/sub][/color][/h3][/center]
[indent][u][b]Ability:[/b][/u]
[indent][b][u]Techniques[/u][/b][hider]
[indent][i][u]Name:[/u][/i] Description.
[i][u]Name:[/u][/i] Description.
[i][u]Name:[/u][/i] Description.
[/indent][/hider][/indent]
[/indent]
[/hider][/hider]