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Rules and Ability List for The Living World

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Nimbus

SirNimbus
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Ranking systems for humans do not exist.

When it comes to spiritually aware humans, the abilities they possess and how they came upon them are far and varied. To reflect that, characters based in the living world are the most customizable power wise and you can either follow the templates given here, modify abilities from other realms, or create completely new abilities of your own design. It goes without saying though that whichever the case may be, mod approval of how you customize your character is a must.

In general here is the paths you can take.


Fullbringers
Humans who can manipulate the souls of objects. They all possess a parent that was attacked by a hollow some point in their life before their birth after which the hollow's power is passed to them due to the lingering reiatsu in the parent. While a bit more rare, it's also possible for a parent to pass on a shinigami's power to their child if the parent was either attacked directly by a shinigami for whatever reason or if the parent was inadvertently injured in a battle between a shinigami and a hollow. Depending on either situation, the fullbringer will feel more akin to a hollow or a shinigami.

A fullbringer can manipulate the souls of objects in various different ways depending on how much they understand the soul of that object. One can possibly make water support their feet so they can walk on it, increase the elasticity of the ground so they could jump higher, or any other number of things. If they understand the soul of an object extremely well, they can even change the form of that object.

*Note: Fullbring is a relatively new addition to the manga so currently I'm just running with what seems to make sense and what also seems rather feasible such as with the shinigami thing. If anything comes up super contradictory I'll either make adjustments or we'll just have to do things our own special way.


Major Abilities
Object Modification: This is usually the object the fullbringer is most attuned with and which soul the fullbringer understands the most. The fullbringer can change this object into a tool for battle or use it as a medium from which they channel out their powers.

Cost: 500
Effect: Allows the fullbringer to use their special abilities. Comes with an ability of your own design of equal cost.

Other Abilities
These are yours to create
Note: When modifying abilities to use with your fullbringer, remember description wise what your fullbringer is doing most of the time is manipulating the souls of the object surrounding him/her in order to enhance his/her fighting potential. For some abilities using his/her own reiatsu to boost his/her body to perform better in battle is also an option.


Spiritually Aware Humans
Not much to be said here, a human that was able to tap into their innate spiritual power passed unto them by their parents or that which was gained by constant exposure to beings of spiritual power. Depending on the circumstances their powers can be either shinigami, hollow, or completely unique in nature. Those who methodically gain their powers and are able to teach and pass down their skills to others may form their own clans of spiritually aware humans with similar abilities.

Abilities
Yours to create or modify and for a mod to approve.


Quincy
A clan of humans that are able to absorb and then manipulate the spirit particles around them to form bows and arrows or to power spells.


Quincy Combat Techniques


Multi-arrow shot: Instead of firing succeeding arrows, multiple arrows are shot at the same time. Counterattacks must be equal in number, and simultaneous. Dodging is allowed. Every arrow shot must have the same speed and strength. Therefore each arrow must use at least 1 speed, and 1 strength. Damage is equal to the cumulative speed + strength of all arrow fired + the number of arrows. The technique may be boosted, in which case the boost applies to the final total rather than each individual arrow. The technique requires a focused attack, and the Quincy therefore may not defend on the same turn. They may only dodge. Cost to obtain (not to use): 1,000

Ransōtengai: A rare Quincy ability that allows the user to control their body parts using strings of Reiryoku. It allows the Quincy to continue fighting through crippling injury or paralysis. A quincy that has activated this ability is able to ignore the effects of any paralysis inducing manoeuvre. Note, however, that they are still subject to binding spells and techniques that actively immobilise a target rather than simply paralyse them. Cost: 500 (costs 500 per turn to maintain).

Sankt Zwinger: The most powerful defensive technique availably to the Quincy. By generating a number of roman numeral-inscribed constructs from the fingers of an outstretched hand, several towering columns of Reishi, shaped like the Quincy Cross, erupt upwards in a circular formation around the practitioner. Anyone who steps foot within the confines of this area will be immediately rent asunder where they stand by the "light of God". Cost: 2000. Will either defend against damage triple to cost for ranged attacks, or will inflict damage equal to triple cost on an opponent who attempts a melee attack. The technique is extremely short lived, and will last only for the Quincy’s following turn. May be boosted. Speed: Instant.



Silver Tube and Seel Schneider Techniques


Haizen: This technique creates a transparent, rectangular beam of energy from four silver tubes which slices through the opponent. It is activated by the command "Feel the wrath of battle and accept this sacred chalice - Sacred Bite!" Cost: 500. Does damage equal to double cost. Speed: 350.

Gritz: A Quincy binding technique. This ability uses silver tubes to form a pentagonal Quincy cross which envelops its target and binds them in place. Cost: 500. Does not damage, but opponent will be unable to dodge, attack or counter in their next turn. They may defend as normal. May be countered with strength equal to cost. Speed: 450

Volcore: This technique uses a silver tube to create a large blast. It can be used in a pinch to create a short ranged explosion that, though not very effective, is extremely fast and can disorientate an opponent. "Tilt the goblet to the west - Emerald Grail!" Cost: 500 Can only be used as part of a counter attack. Reduces both the speed and strength requirement to counterattack by equivalent of cost. May not be boosted.

Sprenger: This technique uses five Seele Schneiders to create a pentagon-shaped seal, which when activated causes a massive explosion within its borders. The Seele Schneiders function as accumulators, gathering the necessary amount of spirit particles to create the explosion. The liquid inside the gintō acts as the trigger. The preparations for the technique combined with the charging time for the Seele Schneiders make its use in battle impractical unless the user has a partner that can stall to buy time. Cost: 2,000. Requires 1 turn set up. (activates during 2nd turn) Does triple damage. Speed: 600.



Forms

Vollständig: An extremely advanced form of Letzt Stil that makes its predecessor redundant. Spiritron Absorption rate is vastly increased, increasing the effect, damage and speed of all Quincy combat techniques by 2.5 and all normal attacks by 2. In addition, the Quincy’s speed, strength and defence are all increased by 100% while the technique is active. Recharge is also doubled. Costs: 3500sp. Requires 1000sp each turn to maintain. A Quincy must have 8000sp in order to purchase this ability.



Skill levels

As with Shinigami and Hollows, the skills levels have the following costs. The prices listed are cumulative, so for example if you are already on level 2 for an ability, you only need to spend a further 250 to reach level 3, rather than a full 500.


Levels
Level 1: 100
Level 2: 250
Level 3: 500
Level 4: 1000
Level 5: 2000

The amount of Lvl 5 abilities you can have are as follows:
1 at 8000
2 at 10000
3 at 15000
4 at 20000



Blut Vene: The defensive version of Blut. It may not be used on the same turn as Blut Arterie. Allows defence boosting with reiatsu to be:

Lvl 1 - 20% more efficient.
Lvl 2 - 40% more efficient.
Lvl 3 - 60% more efficient.
Lvl 4 - 80% more efficient.
Lvl 5 - 125% more efficient.



Blut Arterie: The offensive version of Blut. It may not be used on the same turn as Blut Vene. Allows strength boosting with reiatsu to be:

Lvl 1 - 20% more efficient.
Lvl 2 - 40% more efficient.
Lvl 3 - 60% more efficient.
Lvl 4 - 80% more efficient.
Lvl 5 - 125% more efficient.



Hirenkyaku: The high speed movement technique used by Quincy. Allows speed boosting with reiatsu to be.

Lvl 1 - 20% more efficient.
Lvl 2 - 40% more efficient.
Lvl 3 - 60% more efficient.
Lvl 4 - 80% more efficient.
Lvl 5 - 125% more efficient.



Quincy Tool User: Represents the Quincy’s ability with the various Quincy tools.

Lvl 1 - Allows the character to use all techniques listed as Silver Tube and Seel Schneider Techniques
Lvl 2 - 20% strength boost to Silver Tube and Seel Schneider Techniques
Lvl 3 - 30% strength boost. 75% increase in speed boosting.
Lvl 4 - 40% strength boost. 75% increase in speed boosting.
Lvl 5 - 60% strength boost. 100% increase in speed boosting.


*Note: You may modify any ability from the other realms for similar use with your living world character. When it comes to level abilities however, you may not have two abilities that are similar to one another in effect. For example, I don't want to see people running around with a variation of Zanpakuto Affinity and then try to get a variation of Evolución as well. You get one or the other and that's it. Furthermore, if the ability you are modifying required mod approval in the other realm, you're going to have to receive mod approval for the ability you're creating. Matter of fact you should check with a mod for anything it is you're concocting here anyway.


Bounts
Bounts are a race in the Bleach universe that survive by consuming the souls of dead humans.

Forms
Doll - Instead of the ‘forms’ that define the H-type and S-type humans, Bounts fight with a doll.

At Bount can create a doll for itself at the cost of 1000 soul points. Any soul points that are gained after creating one’s doll can be either distributed amongst the Bount’s attributes, or those of their doll. It will always cost 1000 reiatsu to summon the doll, regardless of how much stronger it has gotten.
Ex:
Bount
Soul Points: 6000
Health: 4000
Reiatsu: 4000
Strength: 900
Defence: 700
Speed: 900
Recharge: 1500

Doll
Health: 2000
Reiatsu: 2000
Strength: 250
Defence: 500
Speed: 500
Recharge: 750

Each Bount can only possess one doll.

In the Bounts Arc in the actual anime, Yoshi possessed a doll that had two different components, while she appeared to have two, it was just that her doll took a different shape when it attacked from when it defended and the two forms could not exist at the same time.

When sealed a doll takes the form of a benign object, such as a watch, or a hairclip. In this form the doll is completely inanimate, unable to communicate or fight. When their doll is sealed, a Bount is just like a regular human, although with heightened senses and faster reflexes. This also means that other beings cannot sense their true nature from their reiatsu.

A doll can come in a variety of shapes and sizes, with a small range of abilities; however these must all be determined at the doll’s creation and as the Bount advances these abilities simply become stronger. The abilities of the doll can only come from one area, for example – a doll could manipulate water, or turn into a kind of giant weapon, but not both.

When one obtains their doll for the first time, it comes with up to three abilities under the cost of 100. Effects and cost of abilities that are obtained after this point are open for approval.

Final Form - Hybrid
When the Bount and the doll have a total of 10,000 soul points between them, they are able to unite into one body. This combines their abilities. (Specifics later)

In the anime this was achievable by Yoshino because she was the only Bount who could reproduce however in this RP it will be available to all Bounts.

Extra Rules
Player created Bounts will not have the knowledge of the rituals required to open a gateway to other dimensions. This knowledge will be restricted to admin-created Bounts, to prevent characters from randomly jumping between worlds and wreaking havoc with the RP.

Player-created Bounts cannot consume the souls of living humans in public threads. User-created back story threads are a whole other kettle of fish, however remember if a Bounts consumes living souls they age radically.
 
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