Skill Repository

Skill Repository
Making Your Character Yours

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



Universal Skills
☆ Combat Proficiency
Combat Proficiency governs the user’s martial prowess regardless of the weapons, or lack thereof, that 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. Shinigami and Arrancar therefore most commonly refer to this as Zanjutsu while Quincy have Spirit Weapon, while unarmed combatants might call this skill Hakuda or something else entirely.

The ideal range for Combat Proficiency is within melee range and fighting outside of that range will apply a -4 penalty to the associated combat check.

Mastery in Combat Proficiency entails reaching a level of skill with one’s chosen approach to combat that it becomes reflexive, almost instinctual.

☆ Spirit Arts
Spirit Arts covers the users skill and ability with spells, techniques such as Cero and Bala, and anything else that involves unleashing spiritual power in a destructive manner.

The ideal range for Spirit Arts is outside melee range and fighting within melee range will apply a -4 penalty to the associated combat check.

Hadō, a form of Kidō, is the discipline of Shinigami magic focused on the destructive arts. While the other major school, Bakudō, will also be used during combat, this variation of Spirit Arts represents focus on Hadō specifically. 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 either 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.

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.

For Quincy, this skill often represents their ranged Spirit Weapon. However, there also exists Kirchenlied. It 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. While Kirchenlied does include offensive and defensive spells, the former is its primary focus.

☆ Hohō
Hohō, or Instant Movement, is the art of spiritually-assisted, high-speed movement utilized by spiritual beings. Though Shinigami (with Shunpō), Hollow-Breeds (with Sonído) and Quincy (with Hirenkyaku) 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.

Hohō is typically used to change range or retreat from combat entirely.

Evasion. At the cost of 9 Reiryoku, Hohō may be used to entirely avoid a wound resulting from the previous Round of combat; but only after a successful hybrid contested check involving both party's Hohō skills. The Reiryoku cost decreases by 1 per rank in Hohō above None.

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. Unknown to most, all senses of spiritually powerful being flow through Reiatsu Perception and all them to keep up with the supernatural abilities of themselves and other, similar beings. 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 often checks against skills like Stealth & Deception or similar Powers, as well as illusions.

This skill allows a character to perceive spiritual presences around them, first at a close vicinity and with +/- 3 margin of error. This is often, but not always, subject to contested skill-only checks.

Mastery in Reiatsu Perception allows deeper insights into the mental state of other spiritual beings.
  • Novice: Able to sense presences within an entire structure.
  • Proficient: The margin of error is eliminated. Able to sense across multiple neighboring structures, such as throughout a Division headquarters.
  • Adept: Able to sense within large areas and small cities, such as the entirety of a Division’s territory within the Seireitei.
  • Expert: Able to sense the nature of the Reiatsu: Human, Hollow, or Shinigami. Arrancar appear Hollow and Vaizard appear Shinigami. Able to sense across vast structures or areas, such as the entire Seireitei or Las Noches.
  • Master: The range now reaches across the entirety of the user’s current dimension. Now able to distinguish Arrancar and Vaizard. Able to sense emotion and intent.
  • Grandmaster: The range now reaches across the various dimensions. Can now determine Reiryoku maximums as well as intuit thoughts and connect with memories.

☆ Spiritual Conditioning
Physical training and enduring strenuous trials does not, in the world of Bleach Gotei, increase a character's raw power. Often, many individuals rely solely on the strength of their Reiatsu and do not bother with physical training. Those that do, however, can, with enough effort, see the power available to them to fuel their supernatural abilities grow. This also gives them greater resistance to miscellaneous effects that strain or target the body itself, such as various poisons, and would be used for checks of that purpose.

  • Novice: Total Reiryoku rises to 11.
  • Proficient: Total Reiryoku rises to 12.
  • Adept: Total Reiryoku rises to 13.
  • Expert: Total Reiryoku rises to 15.
  • Master: Total Reiryoku rises to 17.
  • Grandmaster: Total Reiryoku rises to 20.

☆ 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.
  • Novice: First Release costs 3 Reiryoku per Round.
  • Proficient: First Release costs 2 Reiryoku per Round.
  • Adept: First Release costs 1 Reiryoku per Round.
  • Expert: First Release may be used freely. Second Release costs 4 Reiryoku per Round.
  • Master: Second Release costs 2 Reiryoku per Round.
  • Grandmaster: Second Release may be used freely.



Personal Skills
☆ Stealth & Deception
There are many facets to this skill: It covers everything from disguise, infiltration skills, lies and deceit, camouflage for recon purposes as well as stealth itself. Additionally, this skill covers the ability to manipulate one’s own Reiatsu, at first to make it appear (falsely) higher or lower than it truly is. This skill will often check against Reiatsu Perception.
  • Novice: Can falsely lower your Reiatsu.
  • Proficient: Can falsely raise your Reiatsu to intimidate a target or disable one whose Reiatsu Class is 10 or more lower than your own.
  • Adept: Can entirely conceal your physical and spiritual presence.
  • Expert: Can appear as another race: Shinigami, Hollow, or Human.
  • Master: Can appear as another, specific individual that has been met before.
  • Grandmaster: Can appear as a distinct, fictional individual instead of merely copying another. Can appear as an Arrancar or Vaizard if such hybrids have been met.

☆ Research & Engineering
Sometimes creation, experimentation, and iteration are the path to a solution. This skill covers everything from theory, to prototypes, to full development and engineering. These can be mechanical, magical, spiritual, or in appropriate time periods, also modern and technological.

Ultimately, this allows for various “Creations”. All must be approved by the Storyteller.

Minor Creations involve no checks and simply provide a convenience or other basic capability, such as ease of communication.
Major Creations These involve checks and can have simple functions that affect other skills and even combat. These must be narrow in scope and simple in implementation.
Historic Creations These creations go beyond checks, combat, or anything else, and instead are the kinds of creations that can change the game world.
  • Novice: 1 Minor Creation
  • Proficient: 2 Minor Creations.
  • Adept: 1 Major Creation.
  • Expert: 2 Major Creations.
  • Master: 1 Historic Creation.
  • Grandmaster: 2 Historic Creations.

☆ Investigation & Deduction
Performing a systematic and organized search, well-tracked and documented. The critical thinking and rational mind necessary to deduce what is in front of you, solve mysteries, and put together the answers to puzzles of all kinds. This skill will be of aid to anyone dealing with a situation that is uncertain and will be a guide to aid, but not replace, the deductions and insights of players themselves. Often not checked against other skills, when it does happen it will be a skill such as Stealth & Deception.

This is a Major Skill.

☆ Medicine & Surgery
The body, spiritual and physical, as well as knowledge of it and the ability to interact with it. This skill represents those knowledge domains as well as the skills necessary to perform life-saving tasks. This skill is particularly useful in ensuring that those who suffer extreme wounds can make full recoveries without potential complications or lingering problems. Additionally, this knowledge and ability can be used to make modifications to the body.

This is a Major Skill.

☆ Scholarship & Recall
General knowledge and the efficacy as well as accuracy of memory. Whether that’s a fact of history, the inner workings of magic, the secrets of the soul, or something as mundane as the machinery of a windmill, this skill comes into play. Some situations can only be navigated with specific knowledge, and most situations can be made dramatically easier, such as by applying advantage to other checks, through this skill.

This is a Major Skill.

☆ Leadership & Command
Distinct from social finesse, though often related, is the ability to lead others and the strategic as well as tactical mind necessary for effective command. It represents administrative, organizational, and logistical skills, as well as those of a strategic and tactical nature. This skill will have a large impact on promotion within rational organizations such as the Gotei or various Quincy groups, though perhaps less among the more violent Arrancar, and may allow promotion outside of the typical, required norms. Additionally, it will be checked against the same skill should one spend any time leading large forces in battle or war.

This is a Major Skill.

☆ Social Influence
The art of entertainers, politicians, as well as those who are simply lazy and wish to ride on the coattails of friends and acquaintances—and be well-liked while doing it. This skill governs all forms of non-deceptive, but possibly still manipulative, social interaction. Primarily it will be used to influence NPCs who make up the overwhelming majority of the game world. At times, it will involve skill-only checks against the Social Influence of another character. Although this has little practical combat utility, outside of perhaps negotiating surrender or other terms, it can have an immense impact on the world itself.

This is a Major Skill.

Shinigami Skills
☆ Kaidō
An offshoot of Kidō, sometimes referred to as the third school. This magic functions as the spellcasting foundation of Shinigami battlefield medicine and is capable of healing a target, or oneself, of their wounds. Although usually a slow process meant only for out-of-combat use by trained doctors and medics, Kaidō can be successfully applied amid 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 per 3 Reiryoku spent. Reducing a wound below Superficial will heal it entirely.
  • Novice: Can affect Wounds up to Severe
  • Adept: Can affect Wounds up to Fatal.
  • Master: The cost is reduced to one rank per 2 Reiryoku.

☆ Bakudō
The second major school of Kidō, Bakudō focuses on barriers, binding, and sealing. Barriers are largely included in Spirit Arts as a natural part of combat, while this dedicated skill focuses on binding and sealing. 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 either 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 Skill can bind a target enough to prevent the use of Hohō in combat. This costs 4 Reiryoku, but the target may break the binding through a Reiatsu Class-only check against their opponent. Failing this, they may pay the same Reiryoku as the caster to break free; but they may not do this in the same Round they attempt the Reiatsu Class check.
  • Novice: Can affect Hohō skills up to Expert.
  • Adept: Can affect Hohō skills of any rank. This skill costs a minimum of 3 Reiryoku to use.
  • Master: Seal. This target may be sealed and incapacitated entirely, following a successful Reiatsu Class-only contested check, if they have taken at least a Severe Wound.

☆ 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, whether cold and focused or raging hot, focused solely on the thrill of battle and overcoming their opponent at all costs.

For use only with Combat Proficiency. At the cost of the self-infliction of a Moderate Wound upon the conclusion of the Round, the user gains an additional +3 modifier to their combat check. An additional Moderate Wound is inflicted at the end of every successive Round. Art of Killing ends when overall wound status reaches Severe.
  • Novice: Berserk. May choose to activate this optional ability and increase the combat check modifier to +5. In this state, no other Skills, Powers, or any other abilities can be used. Art of Killing cannot be ended in this state short of reaching an overall wound level that ends it or having no more available enemies to fight.
  • Adept: Art of Killing starts with a Minor Wound and applies only Minor Wounds in each successive Round.
  • 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.
  • Novice: First Release gains a Release Bonus of +1 to Reiatsu Class.
  • Proficient: First Release’s Release Bonus is now +2 to Reiatsu Class.
  • Adept: First Release’s Release Bonus is now +3 to Reiatsu Class.
  • Expert: First Release’s Release Bonus is now +4 to Reiatsu Class.
  • Master: Second Release’s Release Bonus is now +5 to Reiatsu Class.
  • Grandmaster: Second Release’s Release Bonus is now +6 to Reiatsu Class.

☆ 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.
  • Novice: Third Release costs 6 Reiryoku to maintain.
  • Proficient: Third Release costs 5 Reiryoku to maintain.
  • Adept: Third Release costs 4 Reiryoku to maintain.
  • Expert: Third Release costs 3 Reiryoku to maintain.
  • Master: Third Release costs 2 Reiryoku to maintain. Third Release’s Release Bonus is now +5 to Reiatsu Class.
  • Grandmaster: Third Release may be used freely. Third Release’s Release Bonus is now +6 to Reiatsu Class.



Arrancar Skills
☆ 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.

Passively raises a character's Combat Class, reducing wounds or possibly preventing them entirely.
  • Novice: Increases CC by 1.
  • Adept: Increases CC by 2.
  • Master: Focused Hierro. May increase CC by a total of 4 for the Round of Combat this ability is activated, at the cost of 2 Reiryoku.

☆ High-Speed 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 and allowing Arrancar to recover from frequent battle over the centuries. However, it can also be used in the midst of battle, consuming their spiritual power to near-instantly restore even grievous wounds.

Completely heals a wound at the cost of 10 Reiryoku. This may be activated during the next Round of combat after the Wound is taken.
  • Novice: Affects up to Major Wounds.
  • Adept: Affects up to Severe Wounds. Reiryoku cost is now 8.
  • Master: Reiryoku cost is now 6.

☆ 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. NPCs and PCs with a Reiatsu Class 15 or more below the user can also be devoured. However, this does interrupt combat and put the Arrancar at a disadvantage.

Restores 2 Reiryoku at the cost of -3 to the next combat check. Cooldowns begin after the Round of activation.
  • Novice: Has a 2-Round Cooldown.
  • Adept: Restores 3 Reiryoku at the cost of -2 to the next combat check.
  • Master: Restores 4 Reiryoku and has a 1-Round Cooldown.

☆ Segunda Etapa
Upon achieving Prestige, Arrancar acquire Resurrección: Segunda Etapa. This second stage of their Resurrección brings with it new 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, active concurrently with Second Release.
  • Novice: Third Release costs 6 Reiryoku to maintain.
  • Proficient: Third Release costs 5 Reiryoku to maintain.
  • Adept: Third Release costs 4 Reiryoku to maintain.
  • Expert: Third Release costs 3 Reiryoku to maintain.
  • Master: Third Release costs 2 Reiryoku to maintain. Third Release’s Release Bonus is now +5 to Reiatsu Class.
  • Grandmaster: Third Release may be used freely. Third Release’s Release Bonus is now +6 to Reiatsu Class.



Quincy Skills
☆ 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 strength and destructive power. The latter involves spiritual particles in the veins, greatly enhancing the body’s resistance to damage.

Blut is made up of two distinct abilities: Blut Arterie, which requires activation, and Blut Vene, which is passive.
  • Novice: Arterie applies an additional +1 modifier to combat checks at the cost of 4 Reiryoku per Round. Vene passively increases CC by 1 for a maximum of 2 Rounds of combat.
  • Adept: Arterie costs 3 Reiryoku per Round. Vene may now last 3 Rounds of combat.
  • Master: Arterie costs 2 Reiryoku per Round or applies an additional +2 modifier for 5 Reiryoku per Round. Vene passively increases CC by 2 and lasts indefinitely.

☆ 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 6 Reiryoku per Round, 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. The cost decreases by 1 Reiryoku per round, per rank in this skill above Novice.

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 5 Reiryoku and 5 to maintain per Round, which may be spent immediately after receiving a fight-ending wound; typically Fatal or Severe.
  • Novice: With a fight-ending wound, the Quincy may continue fighting until Reiryoku is exhausted or until an additional Moderate Wound is received.
  • Adept: A Major Wound must be received to stop Ransōtengai early.
  • Master: Ransōtengai costs 3 Reiryoku per Round to maintain.

☆ 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 +1 Reiatsu Class.
  • Novice: First Release’s Release Bonus is now +2 Reiatsu Class.
  • Journeyman: First Release’s Release Bonus is now +3 Reiatsu Class.
  • Expert: First Release’s Release Bonus is now +4 Reiatsu Class.
  • Master: Second Release’s Release Bonus is now +5 Reiatsu Class.
  • Grandmaster: Second Release’s Release Bonus is now +6 Reiatsu Class.



Neutral Skills
☆ Indomitable Will
You can keep fighting despite grievous injury.

Allows you to fight until you take a Fatal Wound instead of merely Severe.
  • Novice: Each Round of combat fought with a Severe wound costs 2 Reiryoku.
  • Adept: May continue fighting with a Severe wound for no Reiryoku cost.
  • Master: Four Major Wounds (or two Severe Wounds) are required to raise overall wound level to Fatal, instead of three Major Wounds.

☆ Shunkō
The combination of spiritual energy and physical strength, often in the form of an elemental effect that wraps around the user's body. However, this type of technique may take other forms and have other origins than the usual.

Combat Proficiency or Spirit Arts may be used outside of their ideal ranges without a combat check penalty, at the cost of 4 Reiryoku per Round.
  • Novice: For an additional 3 Reiryoku, may enter a personalized Shunkō form and apply a +3 bonus to the combat check.
  • Adept: Reiryoku cost per Round is reduced to 2.
  • Master: Reiryoku cost per Round is reduced to 0.

☆ Critical Strike
A burst of power, an ambush, striking a weak point, damaging a vital area; no matter the cause or technique, you can do more damage than normal.

At the cost of 7 Reiryoku: If a Wound is applied during this Round of combat, apply an additional Wound.
  • Novice: The additional Wound is one rank lower.
  • Adept: This skill now costs 5 Reiryoku.
  • Master: The additional Wound is now of the same rank as the triggering Wound.

☆ Flow State
Greater focus, power flowing freely, or potential unleashed: This skill represents your ability to heighten your offensive and defensive combat ability, more consistently performing at your highest level.

At the cost of 6 Reiryoku per Round, roll the combat check with advantage. If deactivated there is a 2-Round Cooldown before reactivation, and Cooldown begins the first Round the skill is not active.
  • Novice: +1 CC bonus while this skill is active.
  • Adept: +2 CC bonus while this skill is active. 1-Round Cooldown after deactivation.
  • Master: +3 CC bonus while this skill is active. Now costs 4 Reiryoku per Round.

☆ Predictive Perception
Whether it’s simply innate talent for superspeed movement, limited precognition, shadow vision, or even extreme intuition, you can anticipate your opponent well enough to aid in evading their blows, maneuvering about the battlefield, or escaping combat entirely.

At the cost of 5 Reiryoku: roll Hohō checks to change range with advantage.
  • Novice: Evasion’s check is rolled with advantage.
  • Adept: Roll Hohō checks to escape combat with advantage.
  • Master: This skill now costs 3 Reiryoku.

☆ Jack of All Trades
A result of broad education, countless centuries of life, or other reasons, this character is widely experienced and capable. This makes them invaluable assistance in almost any situation, able to offer their help and improve outcomes.

Roll any checks involving shared Personal Skills with another target with advantage.
  • Novice: Valid checks have an additional +1 modifier.
  • Adept: Valid checks have an additional +2 modifier.
  • Master: This can apply to any Personal Skills regardless of what the user possesses.

☆ Teleportation
You possess some ability—inborn, a spell, or perhaps a unique application of a Release—to move instantaneously from Point A to Point B.

Instantly change Range without a Check at the cost of 6 Reiryoku.
  • Novice: This Skill has a 2-Round Cooldown. It may be used to travel within the user’s current dimension.
  • Adept: This Skill costs 5 Reiryoku. For double the usual Reiryoku cost, it may be used to instantly escape combat. Three guests may accompany the user during teleportation.
  • Master: This skill now allows travel between the dimensions for the user and up to six guests. This Skill now has a 1-Round Cooldown and its standard cost is 4 Reiryoku.

☆ 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 5 Reiryoku per Round to maintain.
  • Novice: Skill is disabled for three Rounds.
  • Adept: Pick an additional race.
  • Master: This skill now works against all Racial and Neutral Minors.

☆ Release Sealing
You are able to interfere with the supernatural processes behind Releases and seal them away, albeit at great strain.

Costs 3 Reiryoku per Round to seal an unused Release. Costs 6 Reiryoku to seal an active Release, per Round. Releases, while sealed in this manner, do not cost the user Reiryoku to maintain.
  • Novice: Can be used on First Release.
  • Adept: Can be used on Second Release. If the user is five Reiatsu Classes higher than the target, or more, 10 Reiryoku can be used to indefinitely seal a Release.
  • Master: Can be used on Third Release. All recurring Reiryoku costs drop by 1 point.

☆ Healing Negation
You are able to negate healing skills or Powers.

Upon activation, the next Wound inflicted beginning in the next Round (not the Round of activation) cannot be healed until a timer fully elapses.
  • Novice: Wounds cannot be healed for one Round.
  • Adept: Wounds cannot be healed for two Rounds.
  • Master: Wounds cannot be healed for four Rounds.

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

Copies a Power from another PC at the cost of the maximum possible per-Round Reiryoku cost of the release. 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 regardless of available Reiryoku.
  • Adept: The copied Power costs 1 less Reiryoku to maintain per Round.
  • Master: A second Power may be copied simultaneously and for no extra cost, from the same or a different target. Alternatively, the single copied Power costs 1 less Reiryoku to maintain per Round.

☆ Idiot Savant
Whatever the flaw, reason, or source, your character struggles to execute but may yet possess incredible underlying skill or knowledge.

This skill can only decrease in rank or be removed with the approval of the Storyteller. This skill can freely be taken into the Specialization ranks. This does not count against the limit of Neutral/Racial skills. Each rank taken in this skill grants additional GP equal to the standard GP cost of that skill rank, up to half of your current maximum GP, instead of costing it.

This a Major Skill.
  • Novice: All checks involving Personal Skills suffer a -2 penalty. Select a single Personal Skill to be exempt from these effects.
  • Proficient: All checks involving the Universal Skills suffer a -2 penalty, except the combat check itself.
  • Adept: The penalty rises to -3.
  • Expert: The penalty rises to -4. Combat checks are now affected.
  • Master: All checks involving any or no Skills now suffer the -4 penalty.
  • Grandmaster: All checks are rolled with disadvantage.

☆ Child of Destiny
Fate has plans for you.

Whenever you take damage from a lost round of combat, you may roll a d10.
  • Novice: If 1-4, the Wound taken is increased by one Rank. If 5-9, it is unmodified. If 10, the Wound is ignored completely regardless of severity.
  • Adept: Once per thread you may increase your roll value by one.
  • Master: You may roll with advantage.

☆ Saigo
An ultimate technique that consumes one's life, a heightened state of being that burns lifeforce as its fuel, or simply self-destructing to take out all those around you.

Upon activation, raises Reiatsu Class for that Round alone. Increases Reiatsu Class by 1 per 2 Reiryoku remaining at the time of activation. Reiatsu Class increases a further +5 if the user isn't already wounded.
  • Novice: The user dies upon the conclusion of the Round.
  • Adept: Can target any number of enemies in combat at once.
  • Master: Overall wound status is Fatal + Severe after use, creating the exceptionally thin possibility that the user may survive.

☆ “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, 0 Reiryoku cost release that bestows a Release Bonus of +4 to Reiatsu Class. Using this release carries a penalty: the character's Reiatsu Class will drop by 10 to a minimum of Reiatsu Class 1.
  • Novice: Once used, you may never remove this Skill.
  • Adept: Reiatsu Class will only drop by 5. However, 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.
 
Last edited: