Weapon Proficiency governs an individual's skill while wielding a weapon. Their prowess when defending, attacking, and ultimately hurting their opponent is linked to this skill. Weapon Proficiency applies to a fairly specific range of weapons, or for Shinigami, as Zanjutsu, applies specifically to all forms their Zanpakutō takes.
Weapons cannot be broken involuntarily (though a broken weapon can often serve as a very interesting plot point).
Beginner: Gain a bonus weapon-based technique slot.
Basic: Your weapon-based Precision is increased by +5.
Intermediate: Gain a bonus weapon-based technique slot.
Advanced: Your weapon-based Precision is increased by +15 for a total of +20.
Master: Whenever a Weapon Proficiency combat action is expended, you regenerate 3 Stamina. Gain a bonus weapon-based technique slot.
Grandmaster: Your weapon-based Power is increased by +20. Gain a bonus weapon-based technique slot.
Transcendent: The damage inflicted by your weapon is increased by one rank in severity. Gain a bonus weapon-based technique slot.
Hakuda governs an individual's skill while performing unarmed combat. Their prowess when defending, attacking, and ultimately hurting their opponent is linked tot his skill. Hakuda is typically more versatile than its armed counterpart, and practitioners can use any part of their body to engage their enemy.
Hardened Areas serve as those areas on the body that are more resistant to damage, and when used to block incoming attacks, completely negate damage checks if the block is successful. Hardened Areas are taken in pairs, so choosing "Hands" as one of your Hardened Areas would net you both your left hand and your right hand.
Beginner: Gain a bonus unarmed technique slot and a Hardened Area.
Basic: Your unarmed Precision is increased by +5.
Intermediate: Gain a bonus unarmed technique slot and a Hardened Area.
Advanced: Your unarmed Precision is increased by +15 for a total of +20.
Master: Whenever a Hakuda combat action is expended, you regenerate 3 Stamina. Gain a bonus unarmed technique slot and a Hardened Area.
Grandmaster: Your unarmed Power is increased by +20. Gain a bonus unarmed technique slot and a Hardened Area.
Transcendent: The damage inflicted by your HSAs is increased by one rank in severity. Gain a bonus unarmed technique slot and a Hardened Area.
Hohō is quite simply the art of moving fast, allowing the practitioner to gain a sudden boost of speed in order to dodge or just move around. All races have their own form of Hohō, but it works the same no matter who performs it.
While using Hohō, you may only move in a straight line. This governs all Dodge checks. Any successful dodge may be combined with a non-damaging action.
Advanced: Intermediate Step's cost is reduced to 4 Stamina.
Master: Permits Master Step: 10 Stamina, +60 Speed. Unlocks Utsusemi/Gemelos Sonído. The 'non-damaging' restriction of the combined action is lifted at Superior Defender or better.
Grandmaster: Master Step's cost is reduced to 6 Stamina. Any successful dodge may be combined with any action, and a failed dodge resulting in a glancing hit may be combined with a non-damaging action.
Transcendent: Permits Royal Step: 8 Stamina, +80 Speed.
Utsusemi/Gemelos Sonído 2-round Cooldown Allows the option to leave behind a decoy body when dodging which will appear to take damage, creating an excellent diversion. When used in conjunction with a Step, the next action the user makes has its Precision increased by half of the Step's Speed.
Reiatsu Perception dictates the level of skill with which your character influences and perceives the ebb and flow of spiritual pressure around them.
Beginner: Unlocks Sense and Perception Boost.
Basic: Choose to specialize Perception Boost in offense or defense.
Intermediate: Unlocks Empathy and Illusion Pierce.
Advanced: Unlocks Deception.
Master: Unlocks Suppression. Halves the stamina cost of Deception.
Grandmaster: Removes the combat action requirement from Suppression.
Transcendent: Perception Boost may now stack with itself one rank higher, up to a three-rank difference.
Sense 6 Stamina, Instant, Long Range, price is lowered by 1 Stamina per rank in Reiatsu Perception above Beginner Allows the user to locate spiritual entities whose rank in Reiatsu Perception is less than three ranks higher than their own, gaining a rough impression of what that entity's Reiatsu is in comparison to their own. Can detect race, reiatsu signature, and rough stat distribution of entities whose rank in Reiatsu Perception is equal to or lower than their own. Vaizards outside of their masked state may be detected as such if their rank in Reiatsu Perception is three ranks lower than the user's own.
Perception Boost Passive For each rank a character's Reiatsu Perception skill exceeds their opponent's, they are granted +10 to Power, Precision, and Speed. This stacks with itself once, increasing the boost to +20. A character's specialty increases the boost by +5 per difference in ranks (to +15 and +30 respectively) during checks where they are the attacker or defender, respectively.
Empathy Passive, Close Range, range is increased by 1 increment per rank in Reiatsu Perception above Intermediate When close enough to an opponent that grants them a Perception Boost, the user may discern the nature of their thoughts and feelings, increasing the bonus granted by their specialty by +5 per difference in ranks (to +20, stacking to +40). Gaining information through Reiatsu Perception beyond that granted by Sense will typically require that player's permission.
Illusion Pierce 6 Stamina, Single Action Attempts to break or reduce the effect of an illusion or other mind-affecting ability, treating the user's Reiatsu Perception as one rank higher for the purposes of this check.
Deception 6 Stamina, Instant Allows the user to conceal the extent of their spiritual strength, treating their Reiatsu Perception as one rank higher for checks involving Sense or other equivalent abilities. The user may conceal up to half of their current Reiatsu, with any successful checks detecting this reduced amount. Any actions they take while under this effect will be at this reduced value, with a roughly equal stat distribution, unless they choose to end this effect. The user may enter a thread with this effect active.
Suppression 6 Stamina, Single Action Allows the user to completely hide their spiritual presence from anyone whose skill in Reiatsu Perception is equal to or lower than their own. While doing things like using a technique will expend enough spiritual energy to be detected, doing so does not end this effect, and moving away from the area in which the energy was expended will allow the user to become hidden again. Having a continuous effect such as a stat buff active does not prevent a character from using Suppression.
Fragmente aus Licht (Reishi Manipulation): Advanced
Beginner: You are now able to manifest your Spirit Weapon and use the associated ability. Use of your weapon is governed by Weapon Proficiency. Manifestation requires one combat action.
Basic: Manifestation of your Spirit Weapon is now instant.
Intermediate: You may now hit up to three targets with your spiritual projectiles in one action. Unlocks Ransō Tengai.
Advanced: You may now utilize Sanrei.
Master: Whenever a Weapon Proficiency combat action is expended, you regenerate 2 Stamina. This stacks with the Master effect of Weapon Proficiency.
Grandmaster: Ransō Tengai's effect is increased to +15 per rank (to a total of +90 across your stats), but the penalty is increased to last two additional rounds. During these extra rounds, the penalty drops to –10 per rank.
Ransō Tengai 1 Stamina per stat affected per round, 5 Stamina per round to move disabled limbs or fight past Severe Wounds Allows movement of disabled limbs and fighting past Severe Wounds, and also allows one +10 buff per rank of Reishi Manipulation. These buffs may stack with themselves and be assigned across multiple stats as long as no stat is increased by more than +30. This buff lasts up to three rounds, after which the buff given will be taken as a penalty for the same duration as the buff plus an additional round.
A Seele Schneider requires one Combat Action to activate and has no upkeep cost, using Spirit Weapon for combat checks. Successfully draining stamina using a Seele consumes an amount of the wielder's stamina equal to half the stamina drained.
Beginner: Drains 2 Stamina on a successful hit, operating at +10 Power and Precision in the following round.
Basic: Drains 4 Stamina on a successful hit, operating at +20 Power and Precision in the following round.
Intermediate: Drains 6 Stamina on a successful hit, operating at +30 Power and Precision in the following round.
Advanced: Drains 8 Stamina on a successful hit, operating at +40 Power and Precision in the following round.
Master: Drains 10 Stamina on a successful hit, operating at +50 Power and Precision in the following round.
Grandmaster: Drains 12 Stamina on a successful hit, operating at +60 Power and Precision in the following round.
Seele Arrow 6 Stamina, Single Action Fires the Seele as a ranged attack, increasing damage by one rank in severity and operating at whatever boosted Power and Precision is currently granted from that Seele. Ignores defensive skills such as Blut and Hierro and techniques using the Armor effect if the user's Seele Schneider skill equals or exceeds them. This action consumes the Seele, and a combat action must be taken to activate another.
Twisting her power, Cecania fills the space around her with multiple, nearly invisible shards of light ranging from the size of her smallest fingernail to jagged lengths as long as Ureil's blade. By sending them at her opponent, and upon successful impact either in their flesh, against their blade, or close by, she can detonate the shard, or shards, to inflict damage over a wide spread area, or can keep someone pinned down by constantly assaulting them with a steady "rain" for as long as her stamina will hold out. On the flip side, she can also strike her opponent with the shards and have its effect kick in; steadily increasing the amount of damage done/aggravating the wound to make the initial injury that much worse the longer time goes on. While primarily offensive in nature, Cecania can utilize the created shards to protect herself as well- particularly against projectiles and mundane "human" weaponry such as un-spiritually powered bullets, rocks, etc.
This will need help mechanizing, but I'll look at that later.
Head of Public Safety Tsukimiya arrives in Hueco Mundo, intent on bringing justice to the criminals who have fled to the desert realm hoping to evade the long arm of the law. She finds what she is looking for in the throne room of Las Noches...
In an attempt to fill the vacuum left by the Queen and Primera's deaths, Segunda Espada Levi Grisha makes a play for the throne and gathers the Hollow-Breeds in order to stake his claim.
Meanwhile, a Shinigami assassin on an unsanctioned mission strikes at a hospital, aiming to rid the world of the Quincy queen's newborn children. Several Quincy rush to the queen's aid as Lieutenant Ogawa escalates the hostilites between mortals and Shinigami.