Post by System on Jan 14, 2018 23:07:21 GMT -5
Skill Repository
Universal Skills
Weapon Proficiency
Weapon Proficiency is the skill that governs the user's martial prowess with the weapon they choose to wield. For Shinigami and Arrancar this governs their prowess in wielding both their sealed Zanpakutō and its released state, while for Quincy it governs the spirit weapons they construct from Reishi and their Seele Schneider.
At Master rank, the user has deepened their connection to their weapon that it has become an extension of their being. A master's use of their weapon is not a conscious application, but an unconscious one. This allows them to strike with their weapon as a matter of instinct, allowing them to simply act without having to think of where and how they want to strike.
Hakuda
Hakuda is the skill that govern's the user's martial prowess with their physical body. Characters on Bleach Gotei are capable of possessing a wide array of physical appendages beyond the conventional two arms and two legs that most humanoids possess, but as long as it is a part of the user's own body that is being utilized, it falls under Hakuda.
At Master rank, the user has mastered their techniques to such an extent that they have become instinctual. They no longer have to think or concentrate on the specific mechanics of combat and are instead able to strike and block on instinct alone, allowing them to simply act without having to think of where and how they want to strike.
Hohō
Hohō is a phylum of techniques centered around the art of spiritually-assisted movement, and it is used by almost every spiritually-aware being. Every race has their own variations—Quincy ride on waves of Reishi beneath their feet while both Shinigami and Hollow-Breeds kick off with bursts of Reiryoku to propel themselves forward—but the core principle remains constant: Using spiritual energy to assist movement.
This skill also governs navigation of the battlefield at large, whether speed-enhancing abilities are used or not. Movement that does not change the nature of the fight itself, such as general footwork, would fall under the combat skill in question, such as Weapon Proficiency.
How often someone can use this skill, how much speed they gain, and how well they can control their deceleration in order to maximize agility are all aspects improved through growth of this skill. This process continues until an entirely new ability is unlocked at Master, which allows the user to leave behind afterimage illusions when they move. These are sometimes effective enough to even react to the hit the user would have taken, including spraying blood or doubling over. The attacker might even feel resistance to their blow, as if they struck something solid.
This ability is called Utsusemi by the Shinigami, Gemelos Sonído by the Arrancar, and das Nachbild by the Quincy.
Reiatsu Perception
Reiatsu Perception is an ever-present sort of sixth sense that spiritual beings gain that allows them to detect, and to a degree analyze the spiritual pressure and energy emitted by people, places, and things. This allows the user to detect the general power, location, and even the race of those around them.
While the other Universal Skills are active, Reiatsu Perception is a largely passive sense that you do not have to exert yourself to use. However, like any skill, experienced and skilled users are able to focus in on what they are seeing and feeling, and dissect the mood and emotions of those around them, as well as exert tighter control over their own energy.
Resonance
This skill governs Checks involving First and Second Release. It also represents how long you can use your Release without exhausting yourself, as even the first two Releases can be taxing to maintain.
For Shinigami, this skill represents the maturity of their relationship with their Zanpakutō Spirit. Whether positive or negative, its development and their own practice with their Releases allows this skill to improve. For Arrancar, it instead represents their relationship with their Aspect of Death and how much balance exists between the two. Quincy and Fullbringers have a much wider breadth of options for the Resonance skill, revolving around how their powers manifest and why.
All Releases, even those without an explicit "activation," require one action to begin using.
Universal Skills
Weapon Proficiency
Weapon Proficiency is the skill that governs the user's martial prowess with the weapon they choose to wield. For Shinigami and Arrancar this governs their prowess in wielding both their sealed Zanpakutō and its released state, while for Quincy it governs the spirit weapons they construct from Reishi and their Seele Schneider.
At Master rank, the user has deepened their connection to their weapon that it has become an extension of their being. A master's use of their weapon is not a conscious application, but an unconscious one. This allows them to strike with their weapon as a matter of instinct, allowing them to simply act without having to think of where and how they want to strike.
Hakuda
Hakuda is the skill that govern's the user's martial prowess with their physical body. Characters on Bleach Gotei are capable of possessing a wide array of physical appendages beyond the conventional two arms and two legs that most humanoids possess, but as long as it is a part of the user's own body that is being utilized, it falls under Hakuda.
At Master rank, the user has mastered their techniques to such an extent that they have become instinctual. They no longer have to think or concentrate on the specific mechanics of combat and are instead able to strike and block on instinct alone, allowing them to simply act without having to think of where and how they want to strike.
Hohō
Hohō is a phylum of techniques centered around the art of spiritually-assisted movement, and it is used by almost every spiritually-aware being. Every race has their own variations—Quincy ride on waves of Reishi beneath their feet while both Shinigami and Hollow-Breeds kick off with bursts of Reiryoku to propel themselves forward—but the core principle remains constant: Using spiritual energy to assist movement.
This skill also governs navigation of the battlefield at large, whether speed-enhancing abilities are used or not. Movement that does not change the nature of the fight itself, such as general footwork, would fall under the combat skill in question, such as Weapon Proficiency.
How often someone can use this skill, how much speed they gain, and how well they can control their deceleration in order to maximize agility are all aspects improved through growth of this skill. This process continues until an entirely new ability is unlocked at Master, which allows the user to leave behind afterimage illusions when they move. These are sometimes effective enough to even react to the hit the user would have taken, including spraying blood or doubling over. The attacker might even feel resistance to their blow, as if they struck something solid.
This ability is called Utsusemi by the Shinigami, Gemelos Sonído by the Arrancar, and das Nachbild by the Quincy.
Reiatsu Perception
Reiatsu Perception is an ever-present sort of sixth sense that spiritual beings gain that allows them to detect, and to a degree analyze the spiritual pressure and energy emitted by people, places, and things. This allows the user to detect the general power, location, and even the race of those around them.
While the other Universal Skills are active, Reiatsu Perception is a largely passive sense that you do not have to exert yourself to use. However, like any skill, experienced and skilled users are able to focus in on what they are seeing and feeling, and dissect the mood and emotions of those around them, as well as exert tighter control over their own energy.
Resonance
This skill governs Checks involving First and Second Release. It also represents how long you can use your Release without exhausting yourself, as even the first two Releases can be taxing to maintain.
For Shinigami, this skill represents the maturity of their relationship with their Zanpakutō Spirit. Whether positive or negative, its development and their own practice with their Releases allows this skill to improve. For Arrancar, it instead represents their relationship with their Aspect of Death and how much balance exists between the two. Quincy and Fullbringers have a much wider breadth of options for the Resonance skill, revolving around how their powers manifest and why.
All Releases, even those without an explicit "activation," require one action to begin using.
- 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 and for no action. Second Release may be maintained for four Rounds.
- Master: Second Release may be maintained for six Rounds.
- Grandmaster: Second Release may be used indefinitely and for no action.