@Sho Minazuki I apologize for the wait, but you may formally consider Kyo Gensai as APPROVED. Throw 'em in the character tab. I'm gonna give Taka(ChaoticLuck) and Metanoia some time to get their characters finished/approved so that you can have a few others in your incident collab, but if that takes too long, I'll just do something solo with you :)
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 A(lternate)U(niverse) version of Bleach with all original characters and a plot unrelated to the manga or show. However, I will do my utmost to remain mostly 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.
The year is 2024 in the Human World, and the Soul Society has been at peace for well over eight hundred years. Though some few conflicts have sparked, the world is largely in a golden age. In this time, the Gotei Thirteen has flourished, the Seireitei has burgeoned with activity, and even much of the Rukongai has become safer–though beyond the 70th district the same cannot be said. During this time, one Noble House–the Tatasuko–has returned from exile, pardoned of crimes they never committed, and redeemed by one of their own. Another, the Tsukiakari, has risen to greater prominence amidst the exile of the former. In more recent centuries, one Captain has defected–and been subsequently put down with surprisingly little disruption. Beyond this, since his ascension to the position of Captain Commander, Tsunayashiro, Tekiō-sei has made many sweeping changes for the better in Soul Society not allowing anyone to grow lax despite the centuries of relative peace.
In the World of the Living, things have gone on as normal, with societies warring and making peace as they are wont to do, all while unaware of the greater workings of the afterlife beyond. Though the shinigami keep a close eye on things, the Quincy have made a small resurgence, with a deal being brokered such that the Balance of Souls would not be disturbed. Even Hueco Mundo has been quiet as though hollows rage and fight for dominance; there have been no clear signs of undue organization or untoward aims in recent years. So it is that the Golden Age continues unabated, with oh-so-few considering the possibility of its disruption.
Oh, how wrong they soon will be.
“Survival at any cost.”
The most influential of the Great Houses, the Tsunayashiro Clan have deep ties with the Central 46 and are the only individuals with a direct line to the Royal Guard on high and–by extension–the Soul King. Leading by example, they follow a strict code of “survival of the fittest,” culling the weak among them in the interest of every future generation being better and stronger than the last. Additionally, they are the traditional overseers of Zanpakutō, acting as caretakers of those blades that do not perish along with their wielders.
“The Future is a lock that only the Past can open.”
Perhaps one of the oldest and well-respected of the Great Houses, the Kuchiki have long been charged with compiling and protecting the history of Soul Society–and indeed the world at large. Though they do not have as direct ties to the Central 46 as the Tsunayashiro, they have their ear. After all, it is they who know what has come before better than any other, and with that knowledge comes the wisdom to avoid the mistakes of the past.
“By the Grace of Order, we Serve.”
Though the head of the Shihōin traditionally led the Onmitsukidō this practice has since been retired so that their focus can center upon their primary purpose as the Tenshiheisōban (天賜兵装番, Guard of the Heavenly Granted Armaments). Included among their duties are the protection and care of the Hōgu (宝具, Treasured Tools) and Bugu (武具, Armaments) which were bestowed upon them by the Soul King himself.
“Seek not the Abyss, for it will surely seek you.”
Having returned to the Seireitei–and prominence in general–within the last several hundred years, the Tatasuko are a mysterious lot. By and large, only the Central 46, the other Great Families, and the Soul King have any knowledge of their precise purpose. What is known, however, is that they apparently guard the world at large from a nascent threat just beyond the view of any other. Even in their eight-hundred-year exile, the Tatasuko never ceased their vigil, protecting the Realms from a threat beyond the scope of normal understanding. Indeed, it is thought that they were exiled due to the uncertain nature of their duty. Within the last several hundred years since they were pardoned and allowed back into the Seireitei, they have gained a reputation as the ‘Watchers at the Gate,’ as they appear to devote much of their resources and attention to the surveillance of Garganta and the Dangai within it.
“We are the Moonlight in the Darkness, noticed, but seldom truly seen.”
“People are often afraid of the dark. Never realizing that the moonlight can be a great teacher and guide as well. Moonlight reveals what the dark obscures, just as much as the sunlight. In the shadows we serve.”
Everyone can see the benefit of the sun. It makes their harvest grow. It melts the snow. It is the coming of life, joy, a symbol of glory for some. The moon has always been a symbol of magic, mysterious it has been tied with ghost stories, and most associate it with the fear of the unknown. They rarely see it push the tides or control waves. They feel its effects, but they do not see the results so readily. It may be the same then for the Tsukiakari family. At first people’s interpretation might be that the Tsukiakari family may not in fact be a Great Noble House. Few see their work and those who do see them at work, often see them at the call of the other Great Noble Houses. Some may even question or not believe the reach the Tsukiakari family have because of this.
The Tsukiakari family have been known for doing the work the other Noble Houses wouldn’t even associate themselves with. Whether they feel it is beneath them, too embarrassing to attach their name to, or do not want to be caught doing something that might upset a few people, they send the Tsukiakari family in to do said work. Often the credit of that work is attributed to the Tsukiakari family. Because of this the Tsukiakari family have been seen as lower in status or that they have no honor, values or principle from those who do not understand their work.
12th Division Captain: Fuanteina, Azami. {Kido Corps Commander}
Lieutenant: Uōrokku, Majime {Kido Corps Lieutenant}
13th Division Captain: Tsukiumare, Hiakarui.
Lieutenant: Kyozetsu, Hanayaka.
First Division: A division of model shinigami, disciplined leaders, and loyal followers, this squad has become the ‘face’ of the Gotei Thirteen. They are in charge of all executive matters that do not fall upon the Central 46, and any given member from this division is typically considered to outrank any officer at their same rank who is in another division.
Second Division: As strict and exclusive as one might expect of the squad that merged with the Onmitsukidō(Stealth Force), this division is known for their skill in Bakudo and Hoho in particular to the extent that their Captain tends to exclude any who does not have some potential in one or the other.
Third Division: Though not traditionally having particular responsibilities beyond the norm, the 3rd squad has changed substantially since Hyōhaku, Sōken became its Captain before having morphed further after the man's mysterious disappearance some time ago. While Sōken led the division, it became known for two things: specialization in Zanjutsu, and its strange mixture of a relaxed atmosphere with exceptionally trained shinigami. However, since Sōken's abandonment of the Gotei 13 and his division by extension, its new captain, Sayoko, Yume has deepened and expanded this culture. While there is a subtly welcoming atmosphere to third division, the relaxed atmosphere has largely dissipated as it was sublimated into other aspects of the division. Now it is a place of camaraderie, loyalty, with a strong sense of social cohesion and a strong sense of responsibility to one's duties, principles, and comrades. Notably, though despites these changes and it having become slightly more diverse, Third Division is also known for the disproportionate number of potent, single-element Zanpakuto that its members tend to display.
Fourth Division: A division focused on the restorative arts of Kaido, they are known as combat healers and where once they were looked down upon, now they are widely respected. Still, some divisions do look on them with some derision, but they keep harsh words to themselves, after all…it would be a shame to be ignored in one’s hour of need.
Fifth Division: With responsibilities over patrolling both the Seireitei and Rukongai, this squad is in an odd spot. On one hand, they are intensely important to the safety and continued function of Soul Society, whereas on the other there was a betrayal from many members of this division in the not-so-far-off past. So it is that their Captain leads by example, running a tight ship and mentoring members of her division to ensure that they are above doubt and reproach.
Sixth Division: Possessing no particular special duties, this division is a rather mellow one, considered to be filled with generalists. By and large, the sixth is known not for having exceptional individuals but instead for having stand-out teamwork and a pervasive sense of honor. As such, though they are a combat-facing division, they are more often seen carrying out support roles aside from healing, allowing their teamwork to bolster the performance of others.
Seventh Division: Due in large part to its leadership, the 7th Squad is known for being an eclectic group of decidedly odd individuals in some way or another. Anyone who joins it and stays is seen as having at least a few screws loose, as the Captain of Seventh is widely considered both strange and rather suspicious despite his best efforts. For those within the division however, it is an incredibly inclusive and all around friendly place. Furthermore, from the lowliest officer to the most talented, Keisoku–the captain–is known for his tendency of being incredibly friendly and supportive with everyone.
Eighth Division: Rough around the edges, the eighth are known for their skill in hand-to-hand combat in particular and are often tasked with apprehending targets who have committed offenses that do not necessarily require execution or other rather severe punishments. Culturally, the Eighth division is a fairly relaxed atmosphere as long as you are halfway decent at your job, as their captain does not care much for rules and regulations despite his role.
Ninth Division: Possessing the responsibility of patrolling and protecting the Seireitei within the light, rather than in the shadows like Second division, this division is always ready for combat. Still, its members find ample time to oversee the arts and culture of the Seireitei in addition to serving a vital role of receiving, sorting, and dispensing reports from the other divisions.
Tenth Division: An oddly practical gathering of shinigami, those in the 10th division–likely due to the Captain who leads them–tend towards logic and rationality. As such, these shinigami are typically thrown at problems that others have failed to solve, as they will be willing to tackle said issues in whatever way is best, even if it’s unorthodox in nature. On account of this unofficial duty, the Tenth has also taken to hosting ‘debates’ and gatherings that assist other squads in developing their ability to analyze situations effectively and come up with solutions on the fly.
Eleventh Division: Known as "the Delinquent Division" by those who dislike it, and more widely considered a division that is obsessed with training and self-improvement, the Eleventh Division has been subject to a great many reforms since their current captain came into office. Nonetheless, the Gotei’s "problem children"--combat fanatics, idiots who don't, or won't, follow rules or decorum properly, and lazy people no one else wants– tend to end up in this squad. After all, Keiasu considers it his personal mission to reform them into productive and valued members of the Seireitei. Though this squad was traditionally focused almost exclusively on the Sword Arts, it has since relaxed some of its restrictions, allowing those skilled in Hakuda and those possessing Kido-type Zanpakuto to not be looked down upon.
Twelfth Division: Specializing in Research and Development, they also take care of monitoring Soul Society at large, thus working in close concert with the First and Second Divisions. Within the last hundred years they have been somewhat merged with the Kido Corps.
Thirteenth Division: Thought of as somewhat "soft," members of this division take care of eachother. People who simply aren’t accepted elsewhere end up here, and those who need a gentler guiding hand. The reason they have this reputation is because of their Captain, Tsukiumare, Hiakarui. The man is an absolutely prolific shinigami in terms of expertise and power, but he's also rather...self-deprecating. He's also fiercely protective of others, PARTICULARLY those in his division, leading other divisions to think that everyone in 13th is "coddled" to some degree or another--obviously this is not actually the case.
What to Expect
Proactively working towards your character’s growth over time. Characters will have their own arcs, if you’re not willing to invest time and effort into such, then perhaps this isn’t the best fit.
At the start, Players will exclusively have access to shinigami. Some leeway may be allowed for certain cases–individuals who were Fullbringers or Quincy in life, for example.
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.
Notably, everyone will start with only one character, and that character will be the “Ryoka” Ascension rank. Their official rank will be Unseated Officer.
A GM 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.
Elements of Mystery, which should be engaged with.
Multiple arcs and perhaps concurrent plotlines.
The possibility of Taboo Subjects.
Collaboration posts.
Some dark themes.
Some slice of life.
Plenty of combat.
Expanded Lore.
As a final noteworthy point, there is a stat system for this RP, but I assure you that it is much less intrusive than something like a proper tabletop system and nor is it nearly so complex as anything like that. This system is in place to reduce the possibility of pissing contests or other toxicity in addition to giving a tangible measure of various traits in the interest of their being a measurable growth for characters.
Based on working with the players who have joined so far–even those who typically do not prefer such systems–I can let you, the reader, know that most have come to enjoy the system after working with me to understand it. Please give it a chance before you discount it as too much work.
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.
The Twin Paths 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 changes. Additionally, it should be noted that, for the most part, players will not need to keep track of this system as it will be managed by myself and any Co-GMs I appoint. Primarily this simply exists as a structural progression element for character growth throughout the RP.
Earning Attunement
While the below criteria can lead to a player earning Attunement Points, you may need more than just hitting every bullet point in a single post. 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 in tune with your emotions.
Processing trauma.
Processing your 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.
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.
[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….]
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.
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.
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 may be 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 may be identical to the norm.
Genshuku(Severity): Deviating only once Shikai is attained, these Zanpakuto differ in that their Spirits are often strict, judgemental, harsh, or extremely stingy in their willingness to allow their Shinigami access to information regarding them or their abilities. This manifests in a much greater focus on individual techniques in addition to the Shinigami generally having a harder time getting along or communicating with their Sword Spirit. Some Spirits that are not severe in nature, may instead be incredibly discerning or picky regarding the requirements their Shinigami must meet before attaining Shikai…or access to said abilities.
This shows how 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 (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. However, Zanpakuto of this path utterly lack a base ability and instead gain access to their first three Shikai Techniques. Notably, their shikai does not initially double their Reiatsu modifier nor can they yet deliberately enter their inner world to interact with their Sword Spirit directly.
55 (1st Tier) - At this stage the player may choose to gain one of the following options (Gain Doubled Reiatsu Modifier; Gain 4th Shikai Technique; Gain Access to Inner World; Gain Ability to Communicate with Sword Spirit), they may elect for the GM to choose, OR they may elect for a dice roll to occur, where one is awarded randomly. Notably, dice rolls may be adjusted as necessary to reflect the Shinigami’s current relationship to their sword spirit and/or the Sword Spirit’s mood.
65 (2nd Tier) - At this stage the player may choose to gain one of the remaining options (Gain Doubled Reiatsu Modifier; Gain 4th Shikai Technique; Gain Access to Inner World; Gain Ability to Communicate with Sword Spirit), they may elect for the GM to choose, OR they may elect for a dice roll to occur, where one is awarded randomly. Notably, dice rolls may be adjusted as necessary to reflect the Shinigami’s current relationship to their sword spirit and/or the Sword Spirit’s mood.
75 (3rd Tier) - At this stage the player may choose to gain one of the remaining options (Gain Doubled Reiatsu Modifier; Gain 4th Shikai Technique; Gain Access to Inner World; Gain Ability to Communicate with Sword Spirit), they may elect for the GM to choose, OR they may elect for a dice roll to occur, where one is awarded randomly. Notably, dice rolls may be adjusted as necessary to reflect the Shinigami’s current relationship to their sword spirit and/or the Sword Spirit’s mood.
85 (4th Tier) - At this stage the player may choose to gain one of the remaining options (Gain Doubled Reiatsu Modifier; Gain 4th Shikai Technique; Gain Access to Inner World; Gain Ability to Communicate with Sword Spirit), they may elect for the GM to choose, OR they may elect for a dice roll to occur, where one is awarded randomly. Notably, dice rolls may be adjusted as necessary to reflect the Shinigami’s current relationship to their sword spirit and/or the Sword Spirit’s mood.
95 (5th Tier) - At this stage the Shinigami’s techniques become deeper, more nuanced, or more powerful in some way in addition to them gaining a Stat Enhancement beyond the base amplification of their effective Reiatsu. In some rare cases, they may instead develop a “base ability”, but in these cases this is typically a mechanic derived from their central techniques, which assists in bolstering the Shinigami to better execute them.
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.
*From this point onwards, their Path may be identical to the norm.
*Other examples of Deviation may be created in the future.
The Ascension System
The Ascension 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.
The below chart shows how Attributes relate to Skills, giving an easy reference to what Milestone Tiers are required to reach certain Proficiency Tiers.
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/50), 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.
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.
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.
Traits
Unlike Attributes, Skills, or Specialization (explained below), Traits are innate--often immutable--properties OR conditions that are acquired due to a given individual's unique circumstances. Often, unique conditions will fall into this category, such as disabilities, illnesses, anomalies of the spirit, and even hybridization.
Examples will be added as they come up.
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.
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 manner.
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…."
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.
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. Additionally, all characters will start at the “Ryoka” rank with a “1” in Attunement. Lastly, characters who join after the IC has initially started will go through a collab with me once approved. This collab will involve their experience of the Inciting Incident and will explain as to why they have not been with the rest of the cast up until recently. Additionally, while they will start at the Ryoka rank–even if other characters have grown past such–I will ensure that they get caught up to the other characters quickly.
Lastly, it should be noted that all characters may choose to have 1 Unique Specialty and 1 Unique Arte or 3 Unique Artes at start. You will work with me regarding these to iron out the mechanics. Specialties in this Opening Post do not take up any of the aforementioned slots.
P.S. 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!
This is only so players can clearly see everything outside the code. I would still prefer that the code sheet be used when doing the final submission of your character.
Full Name
【Theme I♦Theme II♦Theme III】 "A quote from the character."
【Additional Appearance Info: 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.
【Biography: Minimum of three paragraphs. Conversely you may reveal it ICly, but must inform the GM.
Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.
【Capabilities】
【General Aptitude】 Fighting Style: >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?
Attributes Reiryoku(Unused Points): Value Reiatsu: {Value (Modifier)} Strength: (Numeric Value - Milestone) Resilience: (Numeric Value - Milestone) Mobility: (Numeric Value - Milestone) Spirit: (Numeric Value - Milestone)
Skills Proficiency: (Numeric Value)
Zanjutsu: (Numeric Value - Milestone) Hakuda: (Numeric Value - Milestone) Kido: (Numeric Value - Milestone) Hoho: (Numeric Value - Milestone) Perception: (Numeric Value - Milestone)
~"Quote from our about the sword spirit"~ Additional Description:
Attunement(1): Phase One - Unattuned. Deviation: Put "N/A" if you are not utilizing a Path Deviation. Otherwise, put the name of the Deviation in question.
Inner World & Spirit: Description. Feel free to make the title of this a set of links.
Zanpakuto Personality: What are they like?
Shikai
~"Release command and name."~ Ability:
Techniques Name: Description.
Name: Description.
Name: Description.
[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.
[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)
[u][b]Attunement(1):[/b][/u] Phase One - Unattuned. [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]
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 A(lternate)U(niverse) version of Bleach with all original characters and a plot unrelated to the manga or show. However, I will do my utmost to remain mostly 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.
The year is 2022 in the Human World, and the Soul Society has been at peace for well over eight hundred years. Though some few conflicts have sparked, the world is largely in a golden age. In this time, the Gotei Thirteen has flourished, the Seireitei has burgeoned with activity, and even much of the Rukongai has become safer–though beyond the 70th district the same cannot be said. During this time, one Noble House–the Tatasuko–has returned from exile, pardoned of crimes they never committed, and redeemed by one of their own. Another, the Tsukiakari, has risen to greater prominence amidst the exile of the former. In more recent centuries, one Captain has defected–and been subsequently put down with surprisingly little disruption. Beyond this, since his ascension to the position of Captain Commander, Tsunayashiro, Tekiō-sei has made many sweeping changes for the better in Soul Society not allowing anyone to grow lax despite the centuries of relative peace.
In the World of the Living, things have gone on as normal, with societies warring and making peace as they are wont to do, all while unaware of the greater workings of the afterlife beyond. Though the shinigami keep a close eye on things, the Quincy have made a small resurgence, with a deal being brokered such that the Balance of Souls would not be disturbed. Even Hueco Mundo has been quiet as though hollows rage and fight for dominance; there have been no clear signs of undue organization or untoward aims in recent years. So it is that the Golden Age continues unabated, with oh-so-few considering the possibility of its disruption.
Oh, how wrong they soon will be.
“Survival at any cost.”
The most influential of the Great Houses, the Tsunayashiro Clan have deep ties with the Central 46 and are the only individuals with a direct line to the Royal Guard on high and–by extension–the Soul King. Leading by example, they follow a strict code of “survival of the fittest,” culling the weak among them in the interest of every future generation being better and stronger than the last. Additionally, they are the traditional overseers of Zanpakutō, acting as caretakers of those blades that do not perish along with their wielders.
“The Future is a lock that only the Past can open.”
Perhaps one of the oldest and well-respected of the Great Houses, the Kuchiki have long been charged with compiling and protecting the history of Soul Society–and indeed the world at large. Though they do not have as direct ties to the Central 46 as the Tsunayashiro, they have their ear. After all, it is they who know what has come before better than any other, and with that knowledge comes the wisdom to avoid the mistakes of the past.
“By the Grace of Order, we Serve.”
Though the head of the Shihōin traditionally led the Onmitsukidō this practice has since been retired so that their focus can center upon their primary purpose as the Tenshiheisōban (天賜兵装番, Guard of the Heavenly Granted Armaments). Included among their duties are the protection and care of the Hōgu (宝具, Treasured Tools) and Bugu (武具, Armaments) which were bestowed upon them by the Soul King himself.
“Seek not the Abyss, for it will surely seek you.”
Having returned to the Seireitei–and prominence in general–within the last several hundred years, the Tatasuko are a mysterious lot. By and large, only the Central 46, the other Great Families, and the Soul King have any knowledge of their precise purpose. What is known, however, is that they apparently guard the world at large from a nascent threat just beyond the view of any other. Even in their eight-hundred-year exile, the Tatasuko never ceased their vigil, protecting the Realms from a threat beyond the scope of normal understanding. Indeed, it is thought that they were exiled due to the uncertain nature of their duty. Within the last several hundred years since they were pardoned and allowed back into the Seireitei, they have gained a reputation as the ‘Watchers at the Gate,’ as they appear to devote much of their resources and attention to the surveillance of Garganta and the Dangai within it.
“We are the Moonlight in the Darkness, noticed, but seldom truly seen.”
“People are often afraid of the dark. Never realizing that the moonlight can be a great teacher and guide as well. Moonlight reveals what the dark obscures, just as much as the sunlight. In the shadows we serve.”
Everyone can see the benefit of the sun. It makes their harvest grow. It melts the snow. It is the coming of life, joy, a symbol of glory for some. The moon has always been a symbol of magic, mysterious it has been tied with ghost stories, and most associate it with the fear of the unknown. They rarely see it push the tides or control waves. They feel its effects, but they do not see the results so readily. It may be the same then for the Tsukiakari family. At first people’s interpretation might be that the Tsukiakari family may not in fact be a Great Noble House. Few see their work and those who do see them at work, often see them at the call of the other Great Noble Houses. Some may even question or not believe the reach the Tsukiakari family have because of this.
The Tsukiakari family have been known for doing the work the other Noble Houses wouldn’t even associate themselves with. Whether they feel it is beneath them, too embarrassing to attach their name to, or do not want to be caught doing something that might upset a few people, they send the Tsukiakari family in to do said work. Often the credit of that work is attributed to the Tsukiakari family. Because of this the Tsukiakari family have been seen as lower in status or that they have no honor, values or principle from those who do not understand their work.
12th Division Captain: Fuanteina, Azami. {Kido Corps Commander}
Lieutenant: Uōrokku, Majime {Kido Corps Lieutenant}
13th Division Captain: Tsukiumare, Hiakarui.
Lieutenant: Kyozetsu, Hanayaka.
First Division: A division of model shinigami, disciplined leaders, and loyal followers, this squad has become the ‘face’ of the Gotei Thirteen. They are in charge of all executive matters that do not fall upon the Central 46, and any given member from this division is typically considered to outrank any officer at their same rank who is in another division.
Second Division: As strict and exclusive as one might expect of the squad that merged with the Onmitsukidō(Stealth Force), this division is known for their skill in Bakudo and Hoho in particular to the extent that their Captain tends to exclude any who does not have some potential in one or the other.
Third Division: Though not traditionally having particular responsibilities beyond the norm, the 3rd squad has changed substantiallly since Hyōhaku, Sōken became its Captain. With him at the helm, the division has become known for two things: specialization in Zanjutsu, and its strange mixture of a relaxed atmosphere with exceptionally trained shinigami. Notably, Third Division seems to have a strangely disproportionate number of single-element Zanpakuto.
Fourth Division: A division focused on the restorative arts of Kaido, they are known as combat healers and where once they were looked down upon, now they are widely respected. Still, some divisions do look on them with some derision, but they keep harsh words to themselves, after all…it would be a shame to be ignored in one’s hour of need.
Fifth Division: With responsibilities over patrolling both the Seireitei and Rukongai, this squad is in an odd spot. On one hand, they are intensely important to the safety and continued function of Soul Society, whereas on the other there was a betrayal from many members of this division in the not-so-far-off past. So it is that their Captain leads by example, running a tight ship and mentoring members of her division to ensure that they are above doubt and reproach.
Sixth Division: Possessing no particular special duties, this division is a rather mellow one, considered to be filled with generalists. By and large, the sixth is known not for having exceptional individuals but instead for having stand-out teamwork and a pervasive sense of honor. As such, though they are a combat-facing division, they are more often seen carrying out support roles aside from healing, allowing their teamwork to bolster the performance of others.
Seventh Division: Due in large part to its leadership, the 7th Squad is known for being an eclectic group of decidedly odd individuals in some way or another. Anyone who joins it and stays is seen as having at least a few screws loose, as the Captain of Seventh is widely considered both strange and rather suspicious despite his best efforts. For those within the division however, it is an incredibly inclusive and all around friendly place. Furthermore, from the lowliest officer to the most talented, Keisoku–the captain–is known for his tendency of being incredibly friendly and supportive with everyone.
Eighth Division: Rough around the edges, the eighth are known for their skill in hand-to-hand combat in particular and are often tasked with apprehending targets who have committed offenses that do not necessarily require execution or other rather severe punishments. Culturally, the Eighth division is a fairly relaxed atmosphere as long as you are halfway decent at your job, as their captain does not care much for rules and regulations despite his role.
Ninth Division: Possessing the responsibility of patrolling and protecting the Seireitei within the light, rather than in the shadows like Second division, this division is always ready for combat. Still, its members find ample time to oversee the arts and culture of the Seireitei in addition to serving a vital role of receiving, sorting, and dispensing reports from the other divisions.
Tenth Division: An oddly practical gathering of shinigami, those in the 10th division–likely due to the Captain who leads them–tend towards logic and rationality. As such, these shinigami are typically thrown at problems that others have failed to solve, as they will be willing to tackle said issues in whatever way is best, even if it’s unorthodox in nature. On account of this unofficial duty, the Tenth has also taken to hosting ‘debates’ and gatherings that assist other squads in developing their ability to analyze situations effectively and come up with solutions on the fly.
Eleventh Division: Known as "the Delinquent Division" by those who dislike it, and more widely considered a division that is obsessed with training and self-improvement, the Eleventh Division has been subject to a great many reforms since their current captain came into office. Nonetheless, the Gotei’s "problem children"--combat fanatics, idiots who don't, or won't, follow rules or decorum properly, and lazy people no one else wants– tend to end up in this squad. After all, Keiasu considers it his personal mission to reform them into productive and valued members of the Seireitei. Though this squad was traditionally focused almost exclusively on the Sword Arts, it has since relaxed some of its restrictions, allowing those skilled in Hakuda and those possessing Kido-type Zanpakuto to not be looked down upon.
Twelfth Division: Specializing in Research and Development, they also take care of monitoring Soul Society at large, thus working in close concert with the First and Second Divisions. Within the last hundred years they have been somewhat merged with the Kido Corps.
Thirteenth Division: Thought of as somewhat "soft," members of this division take care of eachother. People who simply aren’t accepted elsewhere end up here, and those who need a gentler guiding hand. The reason they have this reputation is because of their Captain, Tsukiumare, Hiakarui. The man is an absolutely prolific shinigami in terms of expertise and power, but he's also rather...self-deprecating. He's also fiercely protective of others, PARTICULARLY those in his division, leading other divisions to think that everyone in 13th is "coddled" to some degree or another--obviously this is not actually the case.
What to Expect
Proactively working towards your character’s growth over time. Characters will have their own arcs, if you’re not willing to invest time and effort into such, then perhaps this isn’t the best fit.
At the start, Players will exclusively have access to shinigami. Some leeway may be allowed for certain cases–individuals who were Fullbringers or Quincy in life, for example.
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.
Notably, everyone will start with only one character, and that character will be the “Ryoka” Ascension rank. Their official rank will be Unseated Officer.
A GM 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.
Elements of Mystery, which should be engaged with.
Multiple arcs and perhaps concurrent plotlines.
The possibility of Taboo Subjects.
Collaboration posts.
Some dark themes.
Some slice of life.
Plenty of combat.
Expanded Lore.
As a final noteworthy point, there is a stat system for this RP, but I assure you that it is much less intrusive than something like a proper tabletop system and nor is it nearly so complex as anything like that. This system is in place to reduce the possibility of pissing contests or other toxicity in addition to giving a tangible measure of various traits in the interest of their being a measurable growth for characters.
Based on working with the players who have joined so far–even those who typically do not prefer such systems–I can let you, the reader, know that most have come to enjoy the system after working with me to understand it. Please give it a chance before you discount it as too much work.
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.
The Twin Paths 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 changes. Additionally, it should be noted that, for the most part, players will not need to keep track of this system as it will be managed by myself and any Co-GMs I appoint. Primarily this simply exists as a structural progression element for character growth throughout the RP.
Earning Attunement
While the below criteria can lead to a player earning Attunement Points, you may need more than just hitting every bullet point in a single post. 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 in tune with your emotions.
Processing trauma.
Processing your 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.
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.
[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….]
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.
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.
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.
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.
*Other examples of Deviation may be created in the future.
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.
The below chart shows how Attributes relate to Skills, giving an easy reference to what Milestone Tiers are required to reach certain Proficiency Tiers.
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.
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.
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.
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.
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 manner.
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…."
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.
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. Additionally, all characters will start at the “Ryoka” rank with a “1” in Attunement. Lastly, characters who join after the IC has initially started will go through a collab with me once approved. This collab will involve their experience of the Inciting Incident and will explain as to why they have not been with the rest of the cast up until recently. Additionally, while they will start at the Ryoka rank–even if other characters have grown past such–I will ensure that they get caught up to the other characters quickly.
Lastly, it should be noted that all characters may choose to have 1 Unique Specialty and 1 Unique Arte or 3 Unique Artes at start. You will work with me regarding these to iron out the mechanics. Specialties in this Opening Post do not take up any of the aforementioned slots.
P.S. 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!
This is only so players can clearly see everything outside the code. I would still prefer that the code sheet be used when doing the final submission of your character.
Full Name
【Theme I♦Theme II♦Theme III】 "A quote from the character."
【Additional Appearance Info: 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.
【Biography: Minimum of three paragraphs. Conversely you may reveal it ICly, but must inform the GM.
Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.
【Capabilities】
【General Aptitude】 Fighting Style: >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?
Attributes Reiryoku(Unused Points): Value Reiatsu: {Value (Modifier)} Strength: (Numeric Value - Milestone) Resilience: (Numeric Value - Milestone) Mobility: (Numeric Value - Milestone) Spirit: (Numeric Value - Milestone)
Skills Proficiency: (Numeric Value)
Zanjutsu: (Numeric Value - Milestone) Hakuda: (Numeric Value - Milestone) Kido: (Numeric Value - Milestone) Hoho: (Numeric Value - Milestone) Perception: (Numeric Value - Milestone)
~"Quote from our about the sword spirit"~ Additional Description:
Attunement(1): Phase One - Unattuned. Deviation: Put "N/A" if you are not utilizing a Path Deviation. Otherwise, put the name of the Deviation in question.
Inner World & Spirit: Description. Feel free to make the title of this a set of links.
Zanpakuto Personality: What are they like?
Shikai
~"Release command and name."~ Ability:
Techniques Name: Description.
Name: Description.
Name: Description.
[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.
[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)
[u][b]Attunement(1):[/b][/u] Phase One - Unattuned. [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]
【Additional Appearance Info: Wearing her Shihakusho well-cinched, one could say that Seikō is rather conservative in terms of her clothing choices. The reality is due to her experiences, she’d much rather not tempt the world. Nonetheless, Seikō is a rather attractive woman, standing at 5’4 and weighing in at around 140 lbs with an hourglass figure and sufficient assets that she feels she must conceal them. Above all, though, her brilliant, almost glowing sapphire eyes are her most defining feature, especially when paired with her barely shoulder-length raven-black hair. Beyond this, of note is the pendant that rests around her neck, almost a choker given its tightness.
【Biography: Born far out in the Rukongai in a District often raided and terrorized by the violence of the gangs of the outer districts, one could say that Seikō has always led a difficult existence. Even as a young child, she came to know that danger was always just around the next corner. Yet, sometimes one can never truly understand what is at risk until it is taken from them, and unfortunately, this has very much been her experience.
So it was at a young age, barely able to fend for herself, that she witnessed the horrible violence of the outer district. Though her parents did their utmost to protect her, hiding her away, they failed in one way.
They did not blind her to the world, did not deafen her to their screams, did not dampen her senses as the scent of blood filled her nostrils. Crying in silence and wanting to scream, she lost her parents and much of the community she’d grown up in.
Frozen in terror, trapped in a state of shock, face and shirt drenched with her own tears, Seikō remained in that decrepit place for a long time. Whether hours or days, she didn’t emerge until someone found her and sadly, they were not just a kind stranger, but rather a raider.
Still, seeing her dirty tear-streaked face as her wide blue eyes stared at him emptily, he must have taken pity on her. So it was that she accompanied the raider in his rough lifestyle.
Many years later, after hardships too numerous to count, Seikō escaped Funinjō and his posse, fleeing to safe districts. Now a young woman hardened by the many hardships of learning to survive and stay safe–and often failing–amidst such rough company, Seikō was closed off for a long time. Retreating into herself and avoiding others for fear of being hurt, it took many many years for her to begin coming out of her shell despite her resilient nature.
Still, eventually, she sought greater safety and decided that she would rather die doing something that mattered than continue to waste away in the districts forever. So it was that she began opening up, reaching out, and even occasionally letting people into her life. Though she could not wash away the pains of her past, Seikō found meaning in helping others escape the possibility of such things in their future.
With time, she heard stories even as she noticed the imperceptible burden that others seemed to bear with her around. Though it upset her to see this, eventually, she found solace in the knowledge that it wasn’t truly her fault, as she discovered the source of the problem: Her Spiritual Pressure.
Though it wasn’t titanic like some legendary shinigami of the past, it was still sufficient to cause the average soul trouble. With this knowledge in hand, she applied for the Shin’o Academy, thinking that she could better protect others from the horrors of the world if she was stronger. Yet in her heart of hearts, she knew that she was running away, trying to get as far from reminders of her past as she could. After all, maybe that distance would help her heal or…help her forget.
Years passed, and she trained, and though she was never considered particularly talented by her teachers or her peers, she was well-liked. Her kind demeanor and attentiveness made her rather popular, but as she graduated and became a member of 5th division, such things stopped mattering nearly as much, and she quickly found herself isolated. Time went on this way for some time until the steady, safe, and largely unchanging environment of the Seireitei was struck by a sudden and violent upheaval.
The betrayal of a Captain, in fact, the Captain of her very own division: Tsubomi Suzunami. Though she’d never had any special relationship with the woman, the sudden violence and instability in a place she’d thought free of such rattled Seikō moreso even than many members of her division. Worse still was that many of her peers joined their Captain in her insurrection. So it was that she found herself numbly watching as so-many strangers–people she knew but was not close to–fought eachother because of the foolish mistakes of one woman.
It was madness. It terrified her, but she’d been scared before, frozen, petrified. Never again. Acting quickly, Seikō had sprung into motion, getting as many of those who had not betrayed her and Soul Society out of the way even as she felt the true battle begin. The one between their Captain and a shinigami who she recognized as the Lieutenant of 7th Division: Yōki, Kōunora.
Eventually, in the process of serving as triage and combatant, Seikō found that she’d moved startlingly close to the brilliant and blinding display that was the two high-ranking shinigami. It was a sight that she found both harrowing and stunning in equal measure. After all, one woman was a blinding flourish of almost impossible-to-follow blades and afterimages, one flowing into the next with an ease that had to have been practiced for decades. Yet…the Lieutenant never faltered, even outclassed as she should have been by Tsubomi, Kōunora somehow managed to evade or turn away the vast majority of the errant Captain’s blows. There was something about the younger shinigami’s movements that felt somehow more honed even than the Captain’s…but that was impossible. Tsubomi had been a Captain for a long time and even if she was hardly the strongest of the Gotei 13’s upper echelons, she was couldn’t possibly so sloppy as to be outclassed by a lieutenant.
Yet she was.
Still, as enraptured as she’d been in the magnificent display above, she soon detected a presence at her side, attacking. Eyes widening, Seikō reacted as quickly as possible. Rather than attempt to block, she’d utilized kido, using a defensive spell in the same instant as she preemptively wreathed herself in Kaido.
Still, the blade struck her with a terrible ferocity that sent her flying. Gritting her teeth from the pain, she flipped in the air and drew her blade in the same instant as she dug her fingertips into a wall to slow her flight. Still, the traitor kept coming, his eyes blazing with fury as he used shunpo to close the distance.
That was his first mistake, for she saw through his every move, and as he appeared, her hilt was already in position to slam his sword down into the ground. With her other hand upraised, she paralyzed him with a spell and then left him for dead. Wiping a bit of blood off her cheek, she cast her gaze around and located one of her compatriots fighting a small group of lesser shinigami who had surely defected.
Narrowing her gaze in disgust at the sight of her ally being bullied, Seikō vanished in a flash step. Joining Kana, Shion in her defensive, the two bonded that day, even amidst that chaos and despair. It was a good thing, too, for though Seikō had shaken off her shock rather quickly, Shion was another case entirely. In the coming months, the two grew close, and as the vice-grip of depressive trauma began to loosen, their friendship began to blossom.
It would be the one thing that truly made Seikō feel secure in the world. Well…that and their new Captain, the very woman who had defeated Tsubomi.
The thought always made Seikō chuckle with a grim sort of amusement; after all, fate did have a twisted sense of humor, why should she be any different?
【Personality: Seikō is a woman who has been tempered in the fires of tragedy and pain, given time to cool, before being reforged in the very same flames. Through the many trials and tribulations of her life thus far, Seikō has been forced to be strong to survive. So it is that in the face of violence, she does not flinch but remains steady and brave as she braces herself against further misfortune. Yet still this is not the sum of her being, for not every facet of her has been forged to the same pristine finish. Quite the opposite, as beneath the brave face, the mask, the wall she puts up to protect herself from the world, there is something brittle and bleeding. Something she refuses to look at, refuses to acknowledge, refuses to accept. It is part of her and it is hurting, wailing, clawing, screaming…silent. Unwilling to look at such a part of herself, Seikō instead turns her attention outwards, nurturing others where she can and protecting whoever she can manage such that perhaps some few will never experience what she’s had to endure.
Still, her past has not just left her with nasty scars and unhealed wounds–psychological and otherwise–but wisdom as well. When one suffers and struggles and yet finds a way through the world, so too do they learn, and indeed Seikō has learned much from her trials. She has learned the importance of bonds, of appearances, and what strength truly looks like. Sadly, a gentle heart and a kind guiding hand cannot save the world…indeed, cannot save her from it either. Nonetheless, she tries, and secretly she hopes as well, hiding that tiny flickering flame of wonder away from the cruel claws of existence such that no more of her innocence might be torn away.
【Notable Traits】
【Likes/Dislikes】
✔ Hopeful people ✔ Kindness ✔ The night sky ✔ Steamed Buns
✘ Liars ✘ Fish ✘ Pessimists ✘ Violence for its own sake
Friends who bonded in a time of strife, Shion and Seikō could be considered to be inseparable. They look out for eachother…and in a world intent on doling out unpredictable cruelty and violence, it’s a good thing that they do. Though she’s never said it, Seikō’s feelings for Shion are more deep and complicated than she might like.
Yōki, Kōunora: Superior Officer
Finding the Captain inspiring, Seikō sees in her what she wish she could see in herself. True strength. Not soundness of body or soul, but mastery of self. In this way she admires the woman tremendously and tries–in all the wrong ways–to to be like her. Perhaps one day she will learn that it is not her capacities as a shinigami that afford Kōunora peace and confidence, but rather the fact that the Captain has accepted herself in her entirety. Then again…perhaps not.
【Capabilities】
【General Aptitude】
Fighting Style:
While it cannot be said that Seikō is quite a generalist, she certainly isn’t a specialist either. Instead, she combines her skills into a more comprehensive style that relies heavily on her capacity for analysis and variability. While some are exceptionally fast or skilled in one art or another, Seikō’s strength is that she can easily adapt to most situations. Thus, it should be said that–at least for now–she is too early in her development to have developed a proper Fighting Style, as it were.
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.
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 are capable of utilizing their secondary at the same rank as their primary, but they are not capable of creating new Kidō of that class. Individuals below Grandmaster cannot utilize Forbidden Kidō, whereas those at Legend or Mythic Proficiency may create Forbidden Kidō. Individuals below Adept cannot create new Kidō.
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 Specialist, the shinigami's Kido Proficiency will need to be one tier higher than normal.
【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.
【Zanpakuto】
Sealed State
~"They say Ignorance is bliss, but I will not let you choose it."~
Attunement(1): Phase One - Unattuned. Deviation: N/A.
Inner World & Spirit:
A vast serpent whose coils contain a frozen ocean of endless depth. Cracks splinter across the ice’s surface and throughout its form as it begins to buckle under the pressure of the Serpent’s constricting vice grip. As it tightens its grip, the serpent’s smooth obsidian scales shimmer with a prismatic sheen. Staring into her soul, always watching, the serpent gazes out into the dark beyond, its reptilian eyes speckled with flickering starlight.
This is the current form of her inner world and sword spirit, though it may change to some degree in the future.
Zanpakuto Personality: Patient and understanding, Zen'nō Kaiyō-kami is a rather maternal figure, its voice one of reason in its master’s mind. Nonetheless, their relationship is rocky as Seikō finds the ancient and ever-present gaze of her spirit to be overbearing. After all, it can see into the depths of her being where no one else can, and though Zen'nō is as gentle as possible…she has no intention of allowing Seikō to avoid her traumas forever.
Shikai
~"Constrict the endless depths, Zen'nō Kaiyō-kami(全能海洋神 Almighty Ocean God)."~
Ability: Upon entering its release state, Seikō’s Zanpakuto continuously generates an incredibly intense aura of turbulent azure reiryoku that acts much like incredibly high-pressure water. Additionally, Seikō’s Shikai focuses her reiatsu, bringing it into alignment with her Sword Spirit. As a result, there is an intense–physically tangible–force that emanates from her Shikai’s azure reiryoku at all times. This force can be used both offensively to enhance the already potent reiryoku of her Shikai or defensively to slow or weaken attacks. However, there is–unfortunately–a catch: Seikō’s Shikai is indiscriminate and constantly puts her body under significant physical strain so long as it remains active. Functionally it is as if Seikō is being constantly poisoned while her Shikai is active–unfortunately, this effect does not carry over to other individuals who come into contact with her Zanpakuto’s Shikai ability.
As with all Shikai, Seikō’s Reiatsu modifier is doubled while it is active (Mod 10).
During Shikai, Seikō’s Zanpakuto puts her under tremendous pressure in addition to poisoning her. As a result, her Resilience stat is reduced by 10 points. If at Dismal, this effect instead reduces her Strength and Mobility by 5. This can be offset by continuous usage of Kaido, but the effect is only halved (from 10 to 5, thus affecting either Strength or Mobility, rather than both).
This effect is more pronounced on other individuals and performs a check on their Resilience stat, causing a reduction of one milestone tier. This reduction carries over to the affected individual’s Skills, allowing them access to the maximum Proficiency value for their new attribute score in their affected stats.