Skill Repository

Skill Repository
Making Your Character Yours

Table of Contents
Universal Skills
Shinigami Skills
Arrancar Skills
Quincy Skills
Neutral Skills



Universal Skills
☆ Weapon Proficiency
Weapon Proficiency governs the user’s martial prowess with the weapons they wield. For Shinigami and Arrancar, this is most commonly the use of both their sealed Zanpakutō and its released states; while for Quincy, it encompasses any spirit weapons they wield as well as their Seele Schneider.

Mastery in Weapon Proficiency entails reaching a level of skill with one’s weapon in which its use becomes reflexive, almost instinctual.

☆ Hakuda
Hakuda governs the user’s martial prowess in unarmed combat. Smaller, less conventional or even temporary, improvised weapons may be wielded as part of Hakuda, but in most cases Hakuda is based purely on limbs and appendages.

Mastery in Hakuda entails reaching a level of skill with one’s unarmed combat in which its use becomes reflexive, almost instinctual.

☆ Hohō
Hohō, or Instant Movement, is the art of spiritually-assisted, high-speed movement utilized by spiritual beings. Though Shinigami, Hollow-Breeds and Quincy all have unique methods of achieving this movement, it all serves the same purpose: to swiftly navigate the battlefield and dodge incoming attacks. Smaller-scale movement, such as the basic footwork of swordsmanship or martial arts, is not counted as Hohō.

Mastery in Hohō enables the user to leave behind afterimage illusions, capable even of convincingly taking the hit the user just dodged.

☆ Reiatsu Perception
Reiatsu Perception is a sixth sense which allows spiritual beings to detect and process the spiritual signatures and energies of their surroundings. With experience, the distance at which these can be detected greatly increases, as does the ability to more finely discern the intricacies of what is being sensed. Reiatsu Perception also aids in piercing illusions and similar effects.

Mastery in Reiatsu Perception allows deeper insights into the mental state of other spiritual beings as well as greater levels of control over the user’s own spiritual signature.

☆ Resonance
Resonance governs Checks involving First and Second Release. It also represents how long characters can use their Releases without exhausting themselves, as even the first two Releases can be taxing to maintain.

For Shinigami, this skill represents the maturity and nature of their relationship with their Zanpakutō Spirit. For Arrancar, it instead represents their relationship with their Aspect of Death and how much balance exists between the two. Quincy have a much wider breadth of options for the Resonance skill, revolving around how their powers manifest and why.
  • Beginner: First Release may be maintained for two Rounds.
  • Novice: First Release may be maintained for four Rounds.
  • Journeyman: First Release may be maintained for six Rounds. Second Release may be maintained for two Rounds.
  • Expert: First Release may be used indefinitely. Second Release may be maintained for four Rounds.
  • Master: Second Release may be maintained for six Rounds.
  • Grandmaster: Second Release may be used indefinitely.



Shinigami Skills
☆ Kidō
The discipline of Shinigami magic, divided into two distinct schools: Hadō for the destructive arts and Bakudō for bindings, barriers, and utility spells. Shinigami who specialize in Kidō will use both during combat, mixing the schools as necessary for offense and defense. The schools themselves are further divided into spells, classed from #1-99. Beyond those also exist spells classed as Forbidden, deemed illegal by Central 46 and Gotei leadership.

As a general rule of thumb, each rank in Kidō allows use of twenty spells, starting at #1-20 and reaching #81-99 at Master. At Grandmaster, the user is capable of performing Forbidden spells, though not necessarily legally permitted to.

This is a casting Major Skill, and uses Spirit.

☆ Kaidō
An offshoot of Kidō, sometimes referred to as the third school. This magic involves healing a target, or oneself, of their wounds. Although usually a slow process meant only for out-of-combat use, Kaidō can be successfully applied in the midst of battle. It manifests as green energy that either vaguely emanates from the caster or surrounds the target in a geometric shape.

This Skill can immediately reduce a wound by one rank, at the cost of an action. After this, Kaidō is on Cooldown for two Rounds.
  • Novice: Can affect Wounds up to Moderate.
  • Proficient: Can affect Wounds up to Major.
  • Master: Can reduce a Wound by two ranks in exchange for an extra Round of Cooldown.

☆ Art of Killing
Deep within every Shinigami is the reason they alone are entrusted with preserving the balance: a vast destructive power which, when unleashed, puts an immense strain on their bodies. While in this state, the character becomes fanatical, focused solely on the thrill of battle and overcoming their opponent at all costs.

Once per thread, a character may self-inflict a Minor Wound to engage Art of Killing. Each Round spent using Art of Killing will increase this Wound by one rank in severity and it will interact with existing or future Wounds normally. Art of Killing lasts until a Severe Wound is sustained or the user chooses to end it. The user may not utilize Kaidō while this skill is active.
  • Novice: Any melee, Strength-based Block Check may be changed from Equivalent to Advantaged or from Advantaged to Equivalent.
  • Proficient: Art of Killing starts with a Menial Wound.
  • Master: Art of Killing may be maintained until a Fatal Wound is sustained.

☆ Zanpakutō Evolution
Upon reaching Prestige, a Shinigami’s Zanpakutō evolves, allowing its Shikai and Bankai forms to reach new heights of power. It is the depth of the relationship between Shinigami and Zanpakutō Spirit that influences this skill rather than the nature of the relationship, and it manifests as an additional Power that is usable whenever Bankai is active.

This is a Major Skill that governs the Power associated with Third Release for Prestige Shinigami, active concurrently with Second Release.
  • Beginner: First Release gains a Release Bonus of +10
  • Novice: First Release’s Release Bonus is now +20
  • Journeyman: First Release’s Release Bonus is now +30
  • Expert: First Release’s Release Bonus is now +40
  • Master: Second Release’s Release Bonus is now +50.
  • Grandmaster: Second Release’s Release Bonus is now +60.

☆ Inner Hollow Resonance
After successfully becoming a Vaizard, a Shinigami must develop the relationship between themselves and their Inner Hollow in much the same way they have developed their relationship with their Zanpakutō Spirit, learning to coexist with another facet of their soul in order to wield their Hollow Mask as a distinct Release with an associated Power.

This is a Major Skill that governs the Power associated with Third Release for Vaizards.
  • Beginner: Third Release may be maintained for two Rounds.
  • Novice: Third Release may be maintained for three Rounds.
  • Journeyman: Third Release may be maintained for four Rounds.
  • Expert: Third Release may be maintained for five Rounds.
  • Master: Third Release may be maintained for six Rounds. Third Release’s Release Bonus is now +50.
  • Grandmaster: Third Release may be maintained indefinitely. Third Release’s Release Bonus is now +60.



Arrancar Skills
☆ Cero and Bala
Unlike the magical disciplines of other races, Arrancar have a very narrow set of abilities: Cero and Bala. Both focus on destructive magic through polar opposite applications.

The most common and iconic is Cero, a great wave of spiritual energy used to decimate or overwhelm incoming attacks. It washes over and burns its targets away, sometimes ending in a grand explosion. Arrancar that add their blood into the mix create a more powerful variant known as Gran Rey Cero, typically achieved around Journeyman. Arrancar that use this ability in conjunction with Resurrección create a black variation, known as Cero Oscuras. This is typically achieved around Master, but both of these are entirely up to player discretion.

Although not as famous, Bala is still an efficient and deadly ability. By hardening Reiryoku, the Arrancar can fire it off like a bullet with concussive or piercing power. Sometime around Journeyman, the Arrancar can also fire off waves of Bala at once using an ability called Bala Sónico. Around Master, the Arrancar can use a piercing variant of Bala called Bala Preciso. Use of these common variants, and others, is entirely up to player discretion.

This is a casting Major Skill, and uses Spirit.

☆ Hierro
Literally meaning Steel Skin, Hierro represents the Arrancar’s ability to their body. This results in sparks flying off the Arrancar’s skin when struck by weapons, or punches and kicks feeling as though they are striking a wall of metal.

Lowers an incoming Wound by one tier. Each use of Hierro consumes a Charge, and cannot affect the same Wound more than once. Hierro has three Charges per thread.
  • Novice: Affects up to Minor Wounds.
  • Proficient: Affects up to Moderate Wounds.
  • Master: Additional Charges may be spent at once to affect a Wound Rank above Moderate; one additional Charge per Rank.

☆ Regeneration
Arrancar possess an immense healing factor that no other race can equal. It works relentlessly in the background, slowly restoring an Arrancar without requiring an additional effort on their part. Whether it’s a cut, stab, bruise, broken bone, or worse, Regeneration will gradually heal them all.

Reduces a Wound by one rank over three Rounds for no action.
  • Novice: Affects up to Moderate Wounds.
  • Proficient: Affects up to Major Wounds.
  • Master: A Wound may be reduced by two Ranks for an additional Round of healing time.

☆ Gonzui
Even Arrancar must devour other souls in order to survive. However, they possess an ability that allows them to absorb great numbers of weak, nearly powerless souls all at once: Gonzui. Simply by inhaling continuously and powerfully, Gonzui allows the Arrancar to suck the souls directly out of nearby beings in order to restore their own stamina.

Restores the duration of all Releases at the cost of an action, once per thread. May not raise a Release Timer above its original maximum.
  • Novice: Two Rounds are added to all Release Timers.
  • Proficient: Three Rounds are added to all Release Timers.
  • Master: All Release Timers are fully restored.

☆ Segunda Etapa
Upon achieving Prestige, Arrancar acquire Resurrección: Segunda Etapa. This second stage of their Resurrección brings with it Novice abilities and greater power. Further expanding the strength provided by Segunda Etapa requires that the Arrancar begin to fully conquer their Hollow nature. This allows them to gradually move past certain requirements of other Arrancar and Hollows, such as devouring souls to stay alive.

This is a Major Skill that governs the Power associated with Third Release.
  • Beginner: Third Release may be maintained for two Rounds.
  • Novice: Third Release may be maintained for three Rounds.
  • Journeyman: Third Release may be maintained for four Rounds.
  • Expert: Third Release may be maintained for five Rounds.
  • Master: Third Release may be maintained for six Rounds. Third Release’s Release Bonus is now +50.
  • Grandmaster: Third Release may be maintained indefinitely. Third Release’s Release Bonus is now +60.



Quincy Skills
☆ Kirchenlied
Kirchenlied is a discipline of magic utilized by Quincy that covers a variety of broader, more general-use applications than their Signature Ability would otherwise allow, despite sharing the same underlying mechanism, namely manipulating spiritual particles.

Kirchenlied includes both offensive and defensive spells. Unique to Kirchenlied, however, is the ability to include Gintō tubes in the casting process. This allows the Quincy to draw on the liquefied spiritual power within, easily casting spells even when exhausted.

This is a casting Major Skill, and uses Spirit.

☆ Blut
Quincy are able to flood parts of their circulatory systems with spiritual particles, enabling superhuman feats. This skill comes in two variations: Blut Arterie and Blut Vene. The former involves spiritual particles in the arteries, greatly enhancing physical strength. The latter involves spiritual particles in the veins, greatly enhancing the body’s resistance to damage.

Blut Arterie affects any melee, Strength-based Block Check (both offensive and defensive) in the user’s favor. Blut Vene lowers an incoming Wound by one Rank. Each use of Blut consumes a Charge, but both versions of Blut cannot be used in the same post. Blut has three Charges per thread. Blut Arterie may not be used multiple times on the same Block Check, and Blut Vene may not be used multiple times on the same Wound.
  • Novice: Arterie may change a Check at Equivalent to Advantaged. Vene may affect up to Minor Wounds.
  • Proficient: Arterie may now also change a Check at Advantaged to Equivalent. Vene may affect up to Moderate Wounds.
  • Master: Charges increased to 4 per thread and both versions of Blut may be used in the same post.

☆ Sklaverei
By absorbing spiritual particles from a character near them, a Quincy is able to take on the abilities of that character’s race. This skill will typically result in temporary physical changes to the Quincy that reflect the race and individual(s) they have absorbed spiritual particles from by using Sklaverei.

At the cost of an action, and once per thread, the Quincy may use the Minor Skill of any present NPC or PC. Racial Skills may be taken from either NPCs or PCs, but Neutral Skills may only be taken from PCs. This lasts for three Rounds and the skill operates at Sklaverei’s rank.

This is a Minor Skill.

☆ Ransōtengai
By utilizing mentally-controlled threads of spiritual particles, Quincy can manipulate their own limbs like a puppet. This allows the Quincy to keep fighting well past their physical limits, continuing battle despite paralysis or what would otherwise be death.

Activation costs an action, which may be spent immediately after receiving a Fatal Wound.
  • Novice: With a Fatal Wound, the Quincy may continue fighting for four Rounds or until an additional Moderate Wound is received.
  • Proficient: A Major Wound must be received to stop Ransōtengai early.
  • Master: Ransōtengai is activated for no action upon receiving a Fatal Wound.

☆ Vollständig
Upon reaching Prestige, a Quincy's ability to dominate spiritual particles becomes far more potent than before, to the point where they are able to temporarily transform into purely spiritual beings when unleashing their Second Release, resulting in an additional Power that is usable whenever Second Release is active.

This is a Major Skill that governs the Power associated with Third Release, active concurrently with Second Release.
  • Beginner: First Release gains a Release Bonus of +10
  • Novice: First Release’s Release Bonus is now +20
  • Journeyman: First Release’s Release Bonus is now +30
  • Expert: First Release’s Release Bonus is now +40
  • Master: Second Release’s Release Bonus is now +50.
  • Grandmaster: Second Release’s Release Bonus is now +60.



Neutral Skills
☆ Shunkō
You are able to surround your body in Reiryoku, using it as your source of power when engaging in melee combat.

This is a Major Skill that allows you to use Spirit for Weapon Proficiency and Hakuda. Costs an action to activate.
  • Beginner: Shunkō may be maintained for two Rounds.
  • Novice: Shunkō may be maintained for four Rounds.
  • Journeyman: Shunkō may be maintained for six Rounds.
  • Expert: Shunkō may be used indefinitely and for no action.
  • Master & Grandmaster: Shunkō may be used as the offensive skill instead of Weapon Proficiency or Hakuda.

☆ Teleportation
You have the ability to move instantaneously from Point A to Point B.

Instantly change Range without a Check, at the cost of a Charge. Cannot be used to avoid attacks.
  • Novice: This Skill has two Charges.
  • Proficient: This Skill has three Charges.
  • Master: An additional Charge may be used to avoid an attack entirely (and change range, if desired).

☆ Minor Skill Negation
You are able to disable another Minor Skill, based on race.

Declare a specific race: Shinigami, Arrancar, or Quincy. You may disable a Racial Minor Skill of any PC of that race. Costs an action.
  • Novice: Skill is disabled for three Rounds.
  • Proficient: Pick an additional race.
  • Master: This skill now works against all Racial and Neutral Minors.

☆ Release Sealing
You are able to drain away the energy used to maintain Releases and, potentially, seal them entirely.

Costs an action and may be used once per thread on any active Releases. Does not affect any Release with an indefinite duration.
  • Novice: Drains one Round from the Release Timer.
  • Proficient: Drains two Rounds from the Release Timer.
  • Master: Drains three Rounds from the Release Timer and may be used on a Release that is not yet active.

☆ Healing Negation
You are able to negate healing skills.

Upon inflicting any Wound, you may choose to prevent your target from being healed.
  • Novice: Wounds cannot be healed for one Round.
  • Proficient: Wounds cannot be healed for two Rounds.
  • Master: Wounds cannot be healed for four Rounds.

☆ Indomitable Will
You are able to keep fighting despite grievous injury.

Allows you to fight despite a Fatal Wound.
  • Novice: May continue fighting for one Round.
  • Proficient: When taking any Wound, at any time, a Release may be activated for no action and the timer will not begin until the next Round.
  • Master: May continue fighting for two Rounds.

☆ Gentei Reīn
You are able to place a seal on a target and temporarily weaken them, at the cost of them becoming stronger immediately after the seal is broken.

Costs an action and may be used once per thread. The highest Stat may not be targeted. In the case of a tie, either may be targeted.
  • Novice: Lower a Stat of your choice by 20 for two Rounds. After this, that Stat is raised by 10 for four Rounds.
  • Proficient: Can be used on the user.
  • Master: Requires no action.

☆ Transference
You possess the ability to copy Powers from other individuals.

Copies a Power from another PC at the cost of an action. This only works on the Powers associated with First and Second Release, and the Powers are governed by the user’s Resonance skill. This never results in the user gaining any Release Bonuses.
  • Novice: The copied Power lasts for three Rounds.
  • Proficient: The copied Power lasts for four Rounds.
  • Master: For an additional action, a second Power may be copied. Both copied Powers have independent timers.

☆ Child of Destiny
Fate has plans for you.

Whenever you take damage, request that any member of Staff roll a six-sided die using the board’s dice rolling plugin.
  • Novice: If 1-3, the Wound taken is increased by one Rank. If 4-5, it remains unchanged. If 6, the Wound is ignored completely.
  • Proficient: Once per thread you may increase your roll value by one.
  • Master: You may roll twice and choose whichever roll is higher.

☆ Borrowed Time
During your final moments, you are able to gain great power before you inevitably perish.

Actionless activation at the user’s discretion upon taking a Fatal Wound. Regardless of the outcome of the thread, your character immediately dies at the end.
  • Novice: You and your opponent have all their Wounds reset upon activation of this Skill.
  • Proficient: All subsequent Dodge and Block Checks move one tier in your favor.
  • Master: Only your Wounds are reset.

☆ Asspull
A greater power dwells deep within you, able to come forth at the cost of the strength you have built up to this point.

Once per character, you may activate a one-time, indefinite-duration release that bestows +40 Reiatsu subject to no caps or limitations whatsoever. Using this release carries a penalty: the character does not experience any growth between the current arc and the next arc in which it takes part.
  • Novice: Once used, you may never remove this Skill.
  • Proficient: The cost of activating Asspull’s special release will be additionally tailored to your character by the Storyteller and will be unknown to you until you choose to use it.
  • Master: One more use of this ability is allowed.