Stat Powers

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Stat Powers

Post by Shiro-Sama on Thu Apr 17, 2008 9:47 am

This is a rough draft.

Zanjutsu - Way of the Blade

Level One - The Shinigami has begun to learn the arts of swordsmanship. He is no swordsman yet, and has no skill. However, he is able to wield the blade without cutting himself, and is able to fight, albeit mediocre attacks. No powers are unlocked at this level, as they have just begun to learn.

Level Two - The user is beginning to grasp the idea of swordsmanship. He is now considered a swordsman. Though quite new, and lacking any form of combat, he is able to recognize attacks and patterns, and able to fight with less opens. User is able to see what Style the enemy is using.

Level Three - Now the swordsman is able to take the first step of swordsmanship, and utilize new skills. At this level, the user is able to choose Sword Styles and add it to his memory, taking in the form and using it's advantages. Grants one Style.

Spoiler:
Combat Styles. There are many ways of fighting an enemy, using different forms and ways of striking and blocking. This patterns and ways of attacks are categorized, receiving many names and often being different, if only a small way. However, these ways of combat are altered to be recognized as Five distinct ways of combat. Combat Styles are obtained at Three Different Levels of Zanjutsu, Lv.3, 6, and 9. This means a user may learn any 3 of the 5 styles at max level. Master swordsmans learn not only to utilize a style correctly, but to combine the arts into a deadly show of bladesmanship. To begin using a style takes no effort. To change styles, however, in the middle of combat will make you unable to attack that round.

Battojutsu - Art of Draw
Battojutsu is a form of combat which involves the drawing of the sword. By keeping the blade sheathed, the user is able to gain strength during attack upon the draw. This allows the user to surprise an enemy with a quick attack. However, it requires a great amount of timing and speed to use this accurately, and thus, is difficult to perform. The fact that the sword must be sheathed also is a disadvantage, as it leaves the user open. However, by sacrificing this, the user is able to perform devastating attacks that are difficult to defend against.
Requires Shunpo to Utilize.

Kinkouken - Balanced Sword
Kinkouken is a style of combat that focuses on the readying of the blade, similar to the Draw. However, rather then tensing one's self for an attack, the user focuses on the freedom of movement. Swordsman who utilize this style are well known for their slicing attacks, focusing neither on speed nor power, but rather, the ability to flow around an enemy's defense or attack. This style is favored by those using two Blades. It has it's weaknesses, however, as this style also opens the user for an attack, as it focuses more on dodging, making defensive skills weakened, though some can find a way around it.
No Requirements.

Mamori No Heijin - The Guardian Blade
Mamori No Heijin is a form of swordplay generally used by Body Guards or Defenders. This is a style that focuses on protection of one's self or others, focusing on defense. Less flashy then most styles, it is the most solid, the strikes shorter and openings much lesser. It holds power and is able to fend off even gruesome blows, and countering them with equal force. It is less useful when fighting against faster enemies, for it limits movements, and is unable to catch fleeing enemies after they attack. Still, it is useful when cornered or in closed spaces.
No Requirements

Burrika-Dangeki - Flicker Strike
Burrika-Dangeki is a style that focuses on the lightning quick attacks that a blade can utilize. It is well renown for it's quick and dangerous attacks. While most blades meet head on, practices of Flicker Strike focus directly upon the utilization of speed, moving around an enemy and generally behind to not meet an enemy's defenses, but rather, avoid them entirely. This form of combat, however, while useful, is also dangerous. If the user is caught, and movement eliminated, it spells doom for the user. It also lacks any real power, as it was developed to tire and weaken an enemy over time, and has less precise cuts. It also requires a good deal of foot work, and while straining, can be deadly.
Requires Lv.3 Agility to use.

Omoibakushin - Heavy Rush
Omoibakushin is an art of swordsmanship that few are able to utilize well. Practices of Omoi focus on pure strength, the power in which the cut lands. While most think that striking hard is the best way to handle a sword, Omoi take it to a whole new level, taking in precision attacking with power. This allows Omoi-users to quickly overwhelm an enemy. While they lack in speed and generally work with heavier swords, they are able to cripple an enemy if an attack lands, making it possible the most dangerous of all of the arts.
Requires Lv.2 Hakuda to Use.

Level Four - At this level, the sword truly becomes deadly. The user is now able to fight against other bladesman with skill, cutting down those with open defenses and easily able to deflect the blows of novice swordsman. At this level, the user gains the power of Reiatsu Strike.

Spoiler:
Reiatsu Strike - A power that allows a Shinigami to clear his mind and manipulate Reiatsu in his body, channeling spiritual energy around the sword. This allows the user's attacks to be more powerful, and cut through normal defenses through ease. As a side effect, however, it will place strain on the user if used multiple times. Costs 5 Reiatsu per attack.

Level Five - The user's skill with the blade has increased even more so, making his attacks quicker and his parries faster. He is able to quickly overwhelm lesser swords, and has begun to become one with the sword. No Powers are unlocked at this level.


Last edited by Shiro on Fri Apr 18, 2008 8:26 am; edited 1 time in total
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Re: Stat Powers

Post by Shiro-Sama on Fri Apr 18, 2008 8:26 am

Level Six - The swordsman begins to expand his arsenal of techniques, will become brutal, allowing them to easily cut realizing that a warrior must be able to bend and change to face new threats. He has learned to alter his attacks into a new form. Grants a Second Style.

Level Seven - The User has surpassed a level that few swordsman obtain, becoming an expert in combat. He is able to see through an enemy's attacks and counter them with ease, as well as strike with his own. Unlocks Swordsman Spirit.

Spoiler:
Swordsman Spirit - A power used bywarriors, it is noted to be used only by those whose Resolve is great. It allows a Swordsman to enter a trance-like state in which wound and pain is ignored. During this state, Reiatsu will flow off their body, and their attacks will become brutal, cutting through a body with no resistance. This state will cause great harm to the user, however, and will only last for Three Rounds. Costs 40 Reiatsu to activate.

Level Eight - The user's blade has become famous, all recognizing him as a true swordsman, who even experienced will be in awe at your blade skills. You will be able to fight hard and for long periods of time without breaking a sweat. No Powers unlocked.

Level Nine - You are a true prodigy with the blade, with other Shinigami failing to compete with your skills. You have be noted as a master adapter, learning arts that few could have the potential to learn. Granted a Third and Final Style.

Level Ten - You are given the title of Master of the Blade, your sword skills becoming Legendary. You are noted for your powers of the mind as well as body, capable of utilizing multiple techniques at once, feinting like the wind, and attacks like Lightning. You are now able to switch Sword Styles at will, no longer requiring a turn to change. You are also able to use Swordsman Spirit for an extended period of time, to a max of 5 rounds.
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Re: Stat Powers

Post by Shiro-Sama on Fri Apr 18, 2008 10:48 am

Hohou - Art of Movement

Level One - The user's reflexes have begun to develop, along with his footwork. He is able to move at higher speeds then normal, making it easier for him to get around the battlefield. No Powers are unlocked at this Level.

Level Two - The user's foot skills have further improved, allowing him to literately dance around an enemy, albeit clumsily. Dodges are easier to perform, but so are mistakes. At this level, the Shinigami begins to learn movement techniques. Short Range Shunpo is unlocked.

Spoiler:
Shunpo - Flash Step (Short Range)
Shunpo is a famous movement technique utilized by the Shinigami, signified by a swishing sound and flickering body. Shunpo skill varies from Shinigami to Shinigami, both in distance, speed, and amount able to be performed. Shinigamis make general use of this technique whether dodging attacks, or simply moving long distances. Short Range only allows the user to move up to 10 Yards distance. Costs 10 Reiatsu per use.

Level Three - At this level the user further develops their speed, allowing them to move at quicker rates and deliver more accurate blows. The user also further improves his stamina, allowing him to use Shunpo easier. Allows the user to use Multiple Shunpos in one turn without tiring.

Level Four - The user's reflexes increases from what it once was, dodging with more ease and striking with even more ferocity. The user's skill with flash step also increases. Allows Mid-Range Shunpo.

Spoiler:
Shunpo - Flash Step (Mid Range)
A more powerful version of the original Shunpo. Easier to use before, and more effective, it allows the user to exceed his past abilities, replacing the former Shunpo. This technique is used frequently when dodging attacks, though it still remains tiresome if used constantly. The distance has now increased to 25 Yards. Remains 10 Reiatsu per use.

Level Five - The user's running speed doubles in growth, allowing them to move at fast speeds even without Shunpo. The user's accuracy and ability to observe other fast reaction increases as well. Unlocks Senka.

Spoiler:
Senka - Flash Blossom
Senka is a flash step combined with a spin to quickly move behind the enemy, followed by a strike aimed to destroy the Saketsu chain and the Hakusui soul sleep with a combination of two quick thrusts, though it is not always precise. This deadly technique is used by those favoring to defeat their enemies quickly. If the enemy's Speed Stat is not within 2 ranks of the User's, it is impossible to dodge. Costs 25 Reiatsu to use.
Requires Lv.2 Zanjutsu.


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Re: Stat Powers

Post by Shiro-Sama on Sat Apr 19, 2008 6:29 am

Level Six - The user's ability to channel Reiatsu into their feet has been perfected, allowing them to use even advance forms of Shunpo. The user's footwork skill makes them a dangerous enemy. Unlocks Long-Range Shunpo.

Spoiler:
Shunpo - Flash Step (Long Range)
This allows the user to use the fastest form of Shunpo, moving at accelerated rates at will. As with before, utilizing Shunpo at the max multiple times will tire the user out, but allow them to move around an enemy in an instant, making it that much more deadly. At this level, Shunpo's range has been doubled, for a total of 50 Yards, making it the longest ranged Shunpo. Still Costs 10 Reiatsu per use.

Level Seven - At this level, the user begins developing new techniques and uses of speed. Their unique movements startle an enemy, and your acrobatic skills amaze the enemy. Unlocks No New Powers.

Level Eight - User's speed increasing to a point where few can follow, capable of running like a bullet and reflexes like the wind. Few can follow your movements, let alone react to them. You are a master of Agility in the aspects of combat. Unlocks Utsusemi.

Spoiler:
Utsusemi - Cicada (Molting)
Utsusemi is a technique which allows a person to move out of harms way by creating another image of themselves. This illusion will last for a short time, which after being hit, will disappear. In reality, the user created the Illusion in the same instant in which they used shunpo, allowing them to attack an enemy off guard. This is one of the deadliest Shunpo attacks, exceeding Senka in difficulty. Costs 30 Reiatsu

Level Nine - The user is capable of performing moves in a flash, utilizing Shunpo and other techniques without pause and simultaneously strike as well. You are what every Speed Demon aspires to be, for your moves are all but unseen except by the most vigilant eyes. No Powers Unlocked.

Level Ten - You have become a Legend in the arts of movement, surpassing all in your speed and agility. Reflexes occur naturally, and few can hit you. Because of your legendary skills, you are granted the title of "God of Flash." Shunpos, Utsusemis, and Senkas cost 5 Reiatsu less to utilize.


Last edited by Shiro-Sama on Tue Nov 18, 2008 10:54 am; edited 2 times in total
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Re: Stat Powers

Post by Shiro-Sama on Sun Apr 27, 2008 2:31 am

Hakuda - White Strike

Level One - The user begins to learn the Art of Hakuda, the Martial Style of Soul Reapers. They are able to proficiently use basic unarmed strikes, which may give them an edge. No Powers granted at this Level.

Level Two - The user learns more intricate forms of Hakuda, and is able to efficiently channel their Reiatsu into their blows, increasing their deadliness. Unlocks Seirei-Kobushi.

Spoiler:
Seirei-Kobushi - Spirit Fist
Spirit Fist is a unique form of attacking developed for the Martial Arts style Hakuda. It utilizes the Reiatsu within ones body to empowered thier attacks, focusing the Spiritual Energy onto their body to increase the speed and power of their blows. Requires Lv.1 Kido. Costs 5 Reiatsu Per turn to utilize.

Level Three - The user has hardened his body through training and efforts, making him better able to resist pain and block blows. His blows have also become stronger because of this. Unlocks no New Powers.

Level Four - The user's body has become even stronger, able to take harsh punishment. The user's resolve has hardened as well, making them even deadlier in combat, and giving them an edge. Unlocks Reikou.

Spoiler:
Reikou - Soul Armor
Reikou is an ability that is used by individuals who have trained their body well enough to withstand a more hardened form of Reiatsu. By generating Spiritual Energy through their body, the user will expel it through the skin, forming a layer of Reiatsu over the entire body. This will lessen damage done to the body, even allow the user to grip Swords. Requires Lv.2 Kido. Costs 10 Reiatsu Per Turn to utilize.

Level Five - The user is able to now blend his attacks with other attributes, combining ones abilities to perform powerful new attacks. The user is a novice to this art, but nevertheless has become a powerful new force. Unlocks Shunko.

Spoiler:
Shunko - Flash Cry
Flash Cry is a technique utilized by individuals who are able to combine the arts of Hakuda and Kido into one form. Users generating this will be surrounded by powerful Reiatsu, which explodes from the user's body. While in this form, the Reiatsu will push the user forward, increasing his speed and the blows done by the attack. However, Shunko is difficult to control, and because of this, should not be used lightly. A side effect of the rushing Reiatsu is that it will shred the back of the user's clothing, the sheer power blowing it off. Requires Lv.3 Kido. Costs 20 Reiatsu to Activate, and 15 Per turn.
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Re: Stat Powers

Post by Shiro-Sama on Fri May 02, 2008 9:02 am

Level Six - The user's attacks become more simulataneous, as fist and foot strikes blend into a blur of blows. More powerful are there attacks, as they are able to easily defend against mere blade strikes. Unlocks No Powers.

Level Seven - The fighter's deadliness furthers even more so as there skills have become so that they are believed ready to learn how to strike an enemy in a single blow, as they are now trained in being able to locate and strike the weaknesses of an enemy. Unlocks Kinsho-Jitsu.

Spoiler:
Kinsho-jitsu - Forbidden Strike
Forbidden Strike is a unique form of combat in which the user concentrates Reaitsus into their body and is used to strike at an enemys body. Unlike the simple art of the Spirit Fist, Kinshi-Jitsu focuses Reiatsu into one single blow onto the weaker parts of the enemy's body, attacking the Vital points, whether a soft spot on the arm or leg, or the back of the neck. A successful strike by one of these attacks will at the very least weaken an enemy sufficiently, with the pain of the attack likely causing them to fall unconsious. Multiple hits will generally ensure it. Often combined with other techniques. Costs 20 Reiatsu per Attempt.

Level Eight - The user's body is now able to withstand Spiritual Pressure with much more ease, giving them the power of a more improved form of the Shunko technique. While still drawing on constant Reiatsu to utilize efficiently, the fighter's is now able to utilize Shunko in new ways. Unlocks Akumashunko. Reikou's cost is now decreased to 5 Reiatsu per turn.

Spoiler:
Akumashunko - Demon Flash Cry
This is a more powerful version of Shunko, which replaces the original Shunko. The Reiatsu surrounding the user now will become more solid, flowing through the user's body, causing it to glow, and giving them more power then before. Like the original Shunko, this will empower the user, making their blows even stronger then before. Unlike the original Shunko, it will also increase their speed as well, giving further momentum to their blows. The cost has slightly increased, but the power has been altered to a level in which you will not care. Costs 25 Reiatus to activate and 20 Each Round after activation.

Level Nine - The user's skill in combing Reiatsu and the arts of Hakuda blend further, revealing new skills. The user's hand-to-hand combat skills have also become great, allowing them to even destroy energy attacks with their blows. Few can match their skills. Unlocks Hakuko.

Spoiler:
Hakuko - White Sin
Hakuko is a unique energy blast technique that furthers the teachings of the original Spirit Fist as well as the deadliness of the Kinsho-jitsu. Unlike either, however, Hakuko is a ranged attack, giving the user even more advantages over the enemy. This blast of energy radiates a powerful combination of a Kido-like Hadou and the disciplined strikes of Hakuda, creating a powerful wave of energy that can be released at will. During Shunko, the power of this technique becomes a deadly force that can ravage the earth and stone, shattering all in it's way. Requires Lv.5 Kido. Costs 25 Reiatsu per shot.

Level Ten - The user has been given the title of Grandmaster, his skills in the White Strike surpassing that of all less then him. His blows are crucial, and his body is noted for the hardness and power in holds. Few blows can put you down, and your attacks are noted to be Brutal. As a reward for your training, Akumashunko's activation cost is decreased by 5, as well as the price each turn. Hakuko's cost is also decreased by 5.


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Re: Stat Powers

Post by Shiro-Sama on Sat May 03, 2008 7:32 am

Kido - Way of the demon

Level One - The Shinigami has just begun to learn the Arts of Kido, becoming barely proficient in the arts of Kido. His spells are effective against mortals, but ineffective against other Spirits. Unlocks Kido Spells numbered 1 to 20.

Level Two - The user is now able to use more effective Kido. While his spells are still only adequate, but is able to make up for it by utilizing new spells to attack an opponent. Unlocks Kido Spells Numbered 21 to 40.

Level Three - As knowledge increases, so does power in the case of Kido. After training, the user has become proficient enough to use Kido without Incantations, though the spells are weakened. Unlocks Incantation-less Casting.

Spoiler:
Incantation-less Casting
This is the power to utilize Kido Spells by losing the Incantation and skipping right to naming the spell itself, and releasing it upon an enemy. This skill is quite useful for enemies who take advantage of the normal time it takes to recite an incantation, and also gives the enemy less time to react, However, this also comes at a price, for Spells used without Incantation will generally have at least half as much Power then usual. Spells that are used without an Incantation are also more tiring then normal casting. Despite this, it can be useful. Requires no Additional Reiatsu to cast an Incantation-less Spell, only the normal cost of the spell.

Level Four - The user's skill in Kido increases further, giving them even more spell selection to choose from. And while their spell power is still average level, they are able to use it effectively. Unlocks Kido Spells Numbered 41 to 60.

Level Five - Spell Power increases to a further level, as the Shinigami's Kido packs a punch. Their deadliness increases, giving them further control over Kido, and casting slightly faster. Unlocks no New Powers.
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Re: Stat Powers

Post by Shiro-Sama on Sat May 03, 2008 7:43 am

Level Six - Even stronger Spells can now be used by the Shinigami. Spells become even easier to manipulate, for experience in the craft makes the user more adaptive in situations, making them user Kido even while under fire. Unlocks Kido Spells Numbered 61-80.

Level Seven - Powerful new ways are developed, as Shinigamis are able to combine spells to use more powerful attacks. This unique way of combat allows swift strikes and unexpected forms of attack. Unlocks Combination Casting.

Spoiler:
Combination Casting
Combination Casting is a new unique spell combo that only Veterans are able to use. While is effective to be able to utilize a Kido Spells one after another, it generally takes time, making them less effective. Combination casting allows a user to cast to simultaneous through careful manipulation of Reiatsu and by alternating between the Two Spell's incantations. This allows two Kido Spells to be used at once. There are some limitations, however. Combos cannot be used in combination with Incantation-less Casting, meaning it will require the two incantations. The user also casts 20% (1/5) more total Reiatsu then usual for the two spell, rounded down to the nearest 5. This makes combos a risk. However, as it allows the user to perform two spells in one turn, twice the normal speed, it is useful.


Level Eight - The user's skill with Kido has become something to be noted. The power of his spells cannot be dismissed in combat, for the enemy is to busy countering his spells to think. The Final list of spells have become known, making them capable with nearly every spell. Unlocks Kido Spells Numbered 81 to 100, the last spells.

Level Nine - The user's incantations increase in speed, their words rushed, making it difficult to even follow what they say, and even Incantation-less Spells are dangerous for the enemy. Some would even go far enough to call you a Kido Master, for your expert skills in Hadou, Bakudo, and Chido.

Level Ten - You have reached the pinnacle of Spell power, a Kido Expert in the aspects of your craft. Your skills have become to a point where you are able to Master one of the three arts of Kido. If you become a Hadou Master, your Destructive Arts will surge, making even a low level spell devastating. Bakudo Masters will be able to increase the effectiveness and Duration of their binds, with one trap after another capturing them. Finally, Chido Masters will be able to heal and restore nearly any wound, as well as infect the enemy's body with various disabilities. As an additional effect, all spells in the chosen Art will have their costs reduced by 5 Reiatsu, to a minimum of 5.
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Re: Stat Powers

Post by Shiro-Sama on Fri Jul 25, 2008 10:34 am

Marksmanship - The Perfect Shot

Level One - The Quincy is able to aim his bow with an actual chance to hit something. They learn the basics and the advantages of firing fast vs firing well, as many arrows generally waste more then a single one. Unlocks no Powers.

Level Two - The Quincy's skill with the bow is decent, capable of making typically fair shot that almost always goes the right way. They are now trained in the ability to be able shoot well while in difficult situations, such as while moving, through small spaces, and in close range. Unlocks Curve Shot.

Spoiler:
Curve Shot
The Ability to fire an arrow straight is necessary. Infact, for the Quincy, it is demanded. Any who are unable to fire straight are an embarrassment. However, the Quincy are also trained in the ability to fire unusually effective shots. A curve shot is a special technique in which the Quincy fires an arrow away from a target, appearing as if the shot was fired wrong or an unlucky attack. However, by utilizing Reiatsu, they are able to change the direction of the arrow midflight, curving it in an arc direction back towards the enemy. The arrow can be shot in any direction(around, below, above, etc...) and be redirected anyway back to an enemy, from striking directly blow, to going past a target and turning around. This makes every arrow a Quincy fires a threat. Requires Lv.1 Particle Manipulation. Costs 5 Reiatsu per redirect with an arrow.

Level Three - The arrows shot at this level are fine tuned for every shot. If an arrow misses, it will be not the Archer at fault. Bulls Eyes are a common thing, with archers having sharp eyes and capable of hitting many a target. The archers are now able to not only fire many arrows, but make many hits as well. Unlocks Rapid Barrage. Unlocks a -1 when creating Normal Arrows.(To a minimum of 1.)

Spoiler:
Rapid Barrage
The ability to hit a target is fundamental to the Quincy. As thus, The Quincy are dilligently trained in their aim. However, time comes when a single arrow cannot hit a target, or is inefficiently to get the job done. Rapid Barrage allows an archer to fire multiple arrows at once, shooting a barrage for the enemy to face. This technique is useful against multiple opponents or a particular agile enemy, making them feel the heat as they see many, many shots. The disadvantage of this technique is that it can be some ineffective as well for more precise shots, making the archer sacrifice quality for quantity. This shot allows an Archer to fire up to 3x the normal fire rate of their bow, but at a lessened chance for each arrow to hit. Requires Lv.1 Reflex. Cost is same for bow. (Thus, if an Arrow costs 2 SE per arrow, then firing 5 arrows would cost 10 SE.)

Level Four - The Archer is now noted for their Keen Eyes and quick firing skill, able to hit a moving target with ease and look good doing it. They are considered an Adept within their archery, having been able to accomplish many a wonder with the old bow and arrow. Unlocks Quick Release.

Spoiler:
Quick Release
The secret behind the flight of every arrow is the pull. No shot would be made without strength, the pulling back of the subtle yet needed sring within every bow. The Quincy use this string like a conductor, with their arrows the beautiful music that is made. Skilled Quincy are able to pull their power even further. By drawing Reiatsu into the muscles and altering the string, they are able to create a stronger shot. By drawing more power into the pull, it causes the arrow that is released to be fired at a higher intensity, making the arrow both greatly more difficult to dodge, as well as more destructive. However, to do this, the user must take sometime to charge the said energy to make the shot. This makes the user of this technique open for a short time, revealing a weakness. However, the Arrow itself makes up for it, carving through defenses. Requires Lv.2 Particle Manipulation and Lv.1 Item Proficiency. Costs 10 SE to make stronger shot.

Level Five - The Quincy is an acknowledged marksman, one that would be at the head of every fray, firing from a distance or shooting point-blank. They are noted for their experience, and their name is well recieved within families. Unlocks No Powers.


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Re: Stat Powers

Post by Shiro-Sama on Tue Jul 29, 2008 9:19 am

Level Six - The quincy is an expert at the shot, capable of firing from reflex alone. Their skills makes them one of the most dangerous on the battlefield, with every arrow, from small to large, being feared by the enemy. Unlocks Blast Arrow, Unlocks a -2 when creating normal arrows. (To a minimum of 1. Replaces -1.)

Spoiler:
Blast Arrow
Quincys prefer the subtle kill over the loud roaring cries of a Shinigami. To them, its demeaning to even have to get close to an enemy to kill them, or use anything other then normal spiritual energy. However, some Quincys have enough intelligence to swallow their pride and master a new technique. That is, the Blast Arrow. By generating a large amount of Spiritual Pressure at once, and concentrating it to a single point, they are able to make a "Blast Arrow". It is named such because, as soon as it makes contact, it releases the contained spiritual energy, exploding on contact. Because the energy is condensed, the blast arrow will look the same size as normal arrows, making only those especially sensitive to spiritual energy able to notice the difference. Requires Lv.3 Particle Manipulation. Costs 15 SE per Arrow Generated, in addition to the normal arrow's cost. (Example, Bow costs 5 Energy per arrow made, a blast arrow would be 20. (15+5=20)

Level Seven - The Quincy is simply amazing. The eyes of the Quincy are inescapable, with their amazing accuracy capable of hitting a target from almost any seen able distance. Unlocks No Powers.

Level Eight - The Quincy is crafty, capable of firing deadly waves of arrows and strike an enemy from unexpected ways and attacks. One arrow, and all may hold a secret, for the arsenal or a Quincy is large, even with just arrows. Unlocks Crippling Aim.

Spoiler:
Crippling Aim
Quincys are able to target every part of the body, as they are trained in knowing what areas of the body are more painful and lethal then others. Due to this, the Quincy have developed a special way of dealing with targets, utilizing alterations upon their arrows. By generating an unusual energy within an arrow, they are able to cause the enemy to be paralyzed upon hit. This is done by forcing Reiatsu into an enemy's body and causing it to stun the nerves. However, it only neutralizes the nearby nervous system. Thus, getting shot in the arm will only disable the arm. Each stun lasts for 5 rounds upon hit. However, if too much of the body is hit at once, it can cause the entire system to collapse, sending an enemy unconsious. Requires Lv.4 particle manipulation. Costs 10 SE+Arrow cost per upgraded arrow. (Example, Arrow cost 5+10=15.)

Level Nine - The Marksman is a master in many forms of ranged combat, and is one of the most experienced on the field. Few can match his flexibility in the shot, and almost every arrow is guaranteed to hit. Unlocks a -3 when creating normal arrows. (To a minimum of 1. Replaces -2)

Level Ten - They are a legendary Archer who is said to never miss once an enemy is in his sights. Their arrows are unbreakable, their sight inescapable. Even in point blank, they are deadly, and with subtle fingers, can release hundreds of arrows within a second. Unlocks Bullseye.

Spoiler:
Overwhelming Pride

Perfection is the dream that ever Quincy. They are work to become the grandest archer. To do so, they will work to death to uphold their Quincy Pride. Overwhelming Pride allows a Quincy to generate intense amounts of Spiritual Energy into one arrow, similar to the blast arrow. Unlike Blast arrow, its effects are quite clear, as the user generates an aura of energy around them, and the arrow is clearly much larger then a normal one. Once released, the arrow will not miss, serving as a homing power. However, what makes it unique is the fact that the arrows energy will release in a large explosion. However, it will only explode once it has hit the homed target, meaning obstacles, such as walls, trees, and even other people, won't stop the arrow from going upon it's target. Because of this, it makes it extremely dangerous, with only head on force an option. Costs 30 SE+Cost of Arrow. (Example, Arrow costs 10, 10+30=40 SE.)


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Re: Stat Powers

Post by Shiro-Sama on Wed Jul 30, 2008 5:28 am

Reflexes - Can you keep up?

Level One - The Quincy has just begun his training, and is quick to exhaust his energy when running. They know little of enhanced movements, and only quality noted is their fast reflexes. Unlocks No Powers

Level Two - The Quincy has begun to become an athletic fighter, diving and rolling to dodge enemy attacks at a blink of an eye, and knowing when to put the pace at full speed. Still new to combat, they are easily hit by a skilled aim. Unlocks No Powers.

Level Three - The Archer has now learned how to utilize Spiritual particles to enhance his movement, making him able to traverse the battlefield at quicker speeds, and more easily dodge enemy strikes. Unlocks Hirenkyaku.

Spoiler:
Hirenkyaku - God Step
Hirenkyaku is a technique similar to the Shinigami's Shunpo, in it uses Spiritual energy to increase the speed of a Quincy. However, it functions differently then flash step. Instead of merely making each step enhanced as Shunpo does, Hirenkyaku creates spiritual particles beneath the feet and rides them, similar to gliding. In a way, Quincy can move across the battlefield without moving their feet. Hirenkyaku is initially believed faster then Shunpo, however, the difference is determined by the Shinigami/quincy's agility. Hirenyaku's Range is 20 Yards. This technique costs 10 SE per usage.

Level Four - The Quincy is faster then ever, moving like the wind, with an occasional stumble. They are able to easily move away from sluggish attacks and are able to predict feints. Still, energy is always an issue, for no one can move forever. Unlocks Grellder.

Spoiler:
Grellder - Piercing Step
Similar to the Shinigami Shunpo-based strike known as "Senka", Grellder uses a combination of a Seele Schneider and Hirenkyaku to perform a fast moving strike. Unlike Senka, however, which is utilized to disable an enemy, Piercing Step is used as a fatal attack. The user will draw a Soul Cutterand then point the blade at the enemy. Following this, they will perform a Hirenkyaku to and glide towards the enemy at top speed, stabbing forth th blade when within range, and piercing the enemy's heart. Due to the suddeness of the attack, it is very difficult to block. The speed of the attack is determined by the level of Hirenkyaku. Requires a Seele Schneider to perform. Costs 20 SE to utilize.

Level Five - The Quincy is daring and acrobatic, flipping, diving, and sprinting away attacks and navigating through a battlefield with ease. They are able to position themselves in every inch. Unlocks No Powers.


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Re: Stat Powers

Post by Shiro-Sama on Fri Aug 01, 2008 11:57 am

Level Six - What an average human would call impossible is done with ease by these fighters, performing maneuvers and stunts that would likely cripple a normal human. They move instantly, reacting to every action. Unlocks Kayai Hirenkyaku.

Spoiler:
Kayai Hirenkyaku - Swift God Step
An upgrade to the original Hirenkyaku, this version allows quicker movement and an increased range. The technique is at it's core, the same, but far more effective against enemies. Kayai Hirenkyaku's range is 40 Yards. The Cost remains 10 SE per use.

Level Seven - The Quincy's agility is surprising, outracing lesser fighters in a blin- No, wait, half a blink of an eye. Their feet are a blur, turning and shifting rapidly. Their ability to leap has them constantly bounding off the ground and walls, making their opponent wonder in agony where they are. Unlocks No Powers.

Level Eight - The Quincy moves so fast, it seems like he disappears. His movement is at the point where you'll be constantly be wondering if you missed him. They are able to run for what seems like forever. Throughout battle, you'll can't help but wonder, do they ever stop? Unlocks Schwanken.

Spoiler:
Schwanken - Vibrate
Schwanken utilizes a power similar to the Flash art of Utsusemi. However, this Quincy technique utilizes speed in a different way. By drawing spiritual energy around the user's entire body, they will cause each individual particle to vibrate. This effect causes the user's entire body to disappear, become to the eye nothing for then air. This technique, however, has several drawbacks. The vibration requires every spiritual particle to constantly be working. If just one particle fails, which can occur from direct contact, then the entire veil will fall away. There is also the fact that the technique does not hide the user's Reiatsu, making those who are particulary sensetive spiritual energy able to detect the enemy and, for some, find the enemy, if not see them. Requires Lv.4 Particle Manipulation. Costs 15 SE per turn to utilize.

Level Nine - There they are...No, they're gone. Quincys at this level are like a flash. No, they're faster, able to move at a blink of the eye. Every position is possible for this prideful beast, which has few enemies that can match it's mind breaking speed, let alone surpass.

Spoiler:
Fusenmei Hirenkyaku - Blurring God Step
The final reward to the art of Hirenkyaku, this form is able to be utilized only by the most agile and controlled Quincys. Also known as "Blurring", this technique is unique in the fact that it is able to show the user moving at accelerated speed, yet, unable to follow them. Because of this illusionary dizzying effect, it becomes a nightmare for opponents to keep an eye on the enemy. Fusenmei Hirekyaku's range is 60 Yards. The cost, once again, remains 10 SE per use.

Level Ten - You're so fast, your enemies can't even wonder how fast. Pure mobility and reflex. One instant, your shooting an arrow in point-blank. The next, sniping from a block away. The Quincy is a true demon in the eyes of foes, for only the greatest can begin to compare to this Quincy's Agility. Cost of Hirenkyakus, Grellder, and Schwanken are decreased by 5.


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Re: Stat Powers

Post by Shiro-Sama on Thu Aug 21, 2008 8:23 am

Item Proficiency - Cutting an enemy down

Level One - The Quincy learns the basics of using energy to function most of the Quincy's assortment of gadgets and gizmos. They also learn some fundamental sword skills, training similar to fencing. Unlocks the First Seele Schneider.

Level Two - The Quincy is furthered trained in their own style of close range combat, focusing more upon finesse then pure strength. As they have grown in power, they are capable of now wielding two items. Unlocks the Second Seele Schneider and Seele Cut.

Spoiler:
Seele Cut
The Seele Schneider is a powerful weapon, known for it's vibrating blade and ease at which it cuts. However, a Quincy, once experienced with it, can use it to a further deadliness, by cutting away an enemy's Reiatsu. Upon each strike, the Quincy may increase the flow at which the blade vibrates, loosening the energy from an opponent and absorbing them into the blade. This makes every impact upon an opponent both cut through flesh and drain spiritual energy. Requires a Seele to use. Costs 1 Spiritual Energy per turn to activate, and steals 3 Spiritual energy per cut. This energy is stored within the sword, and can't be used except for Seele Arrow.)

Level Three - The Quincy are known for their intellect and ability to use strategy in battle. But less known is their ability to create, for genius can be applied in many ways, including creation. The Quincy Unlocks their first Custom Tool.

Level Four - The Quincy learns the dangers of more powerful artifacts, as they often utilize a large amount of energy, or can inflict harm upon the user. They train to use their powers even in danger, making them all the more deadly. Unlocks the Third Seele Schneider and Seele Arrow.

Spoiler:
Seele Arrow
The Quincy is now able to utilize energy drawn from an opponent using the Seele Schneiders, firing them as an arrow. When energy is stolen from an opponent, that said energy can then be stored within the blade. That energy can be released, with the more stolen, the more power, increasing the power of the blade. When fired, the Reiatsu will increase the speed of the arrow, making it very dangerous and very fast. Because of it's cutting quality and the force in which it is fired, it can break through most defenses without slowing. The max amount that can be stored within a Seele and fired is 15 Spiritual Energy. Requires a Seele with at least 15 SE to fire. Seeles that are fired at an opponent are deactivated for the rest of the battle.

Level Five - Four is a symbolic number, and in this case, Four blades can be quite dangerous. They are capable of slicing through enemies with ease, releasing a constant rain of strikes upon an enemy. For while Bow and Arrows are only used, their arrows can be vicious indeed. Unlocks the Fourth Seele Schneider.
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Re: Stat Powers

Post by Shiro-Sama on Fri Aug 22, 2008 9:07 am

Level Six - The Quincy are introduced to an even more vast selection of devices and tools for both combat, and other types of usage. They also begin to learn the more advance forms of crafting with Reiatsu, allowing them to further understand the power of a Quincy Item. Unlocks their Second Custom Tool.

Level Seven - The Quincy learns the final secrets of their Reiatsu blades, their blades on par with Zanjutsu. Quincys, of course, user their make-shift swords in a far more destructive wave, for intelligence is needed as much as power. Unlocks the Fifth and Final Seele Schneider, and Sprenger.

Spoiler:
Sprenger - Explosion
Sprenger is an extremely advance form of Reiatsu control, similar to Ginko but at a more destructive level then the average spell. Sprenger requires the usage of Five Seele Schneiders, as well as a single Ginko tube. The user will create a ring around an opponent, placing one Seele in each corner, forming a Pentagon. Once an opponent is within it, or the field is set around an opponent, the user will proceed to utilize a small amount of Reiatsu within a Ginto and pour it upon the handle of one of the swords. Upon impact of the liquid energy, the blade will surge, and begin to connect to each other blade. The pentagon will flare with Reiatsu, and at this point, all within are trapped. The energy shall spread to the middle, and then, release a powerful explosion of Reiatsu within the confines of the Pentagon, annihilating all that is within. This is extremely difficult to use, as the set of the blades must be done quickly, as well as caution not the activate it while within it's reach. The Pentagon may be of theoretically any size, however, the larger the blast radius, the less powerful the said boom is. Requires 5 Seele Schneiders(The Seeles may be deactivated when using), 1 Ginto, and 40 SE.

Level Eight - More and more mysteries are unlocked, as Quincys learn the necessities of creation. What metals and shapes are best, which crosses are best suited to which types of bows, why kinds of Spiritual Particles should Seeles use. These, and much more, are now learned. The Max energy for Seele Arrow is now 30 SE.

Level Nine - The Quincy now can not only unlock the powers of various Quincy Creations, but can now make them as well. All items are generated by mixing real items and enhancing them. For lost or broken tools can be repaired, or recreated. An expert maker in making. Unlocks the Third Custom Tool.

Level Ten - The Quincy is a Master Craftsman, with limitless control over items at his disposal. Few can match up to both his proficiency and clear talent. The mysteries over various gear and equipment all null and void to this jack-of-all-trades. Sword, Bow modifier, Shield? All capable by this Quincy. Unlocks a -10 SE cost on Sprenger, Seele Cut steals 5 SE per hit, and the Max energy for Seele Arrow is now 45 SE.
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Re: Stat Powers

Post by Shiro-Sama on Sun Oct 19, 2008 4:16 pm

Particle Manipulation - All the Ammunition you'll ever need

Level One - You begin to learn the subtle powers that Quincys hold, for all their attacks carry a common element. The usage of spiritual particles within the air, better known as Particle Manipulation. Through understanding principle and how to harness this energy, a powerful Quincy is made. Unlocks Reisensa.

Spoiler:
Reisensa - Spirit Sensor
While most beings are capable of sensing Reiatsu, each has varying degrees. Hollows have a primitive, almost scent-like form. Shinigami carry a refined, but questionable ability. Humans especially have lesser forms. The Quincy, however, through their understanding of particles, are particularly noted for their ability to sense Spiritual Pressure. By creating a powerful burst of Reiatsu, a Quincy is able to use this signal to serve much as sonar would, pinpointing higher concentrations of such energy, up to a 100 Yards range. This does not effect those who are purposely hiding their Reiatsu. The cost per use is 5 SE per Spirit Signal.


Level Two - The Quincy learns the fine arts of Particle manipulation, finding that they are able to use them in more subtle forms them simply generating weapons. The Quincy is given his first Gintos, and learns the basic arts of Gin-Mahou, the unique Quincy form of spells that supplements their bows. Unlocks Third Degree Ginto Spells.

Level Three - The Quincy is now capable of drawing in Spiritual Particles with more ease, creating arrows for his bow and using other items with more ease. Their awareness of their surroundings increases more so, and their ability to distinguish them is heightened.

Level Four - The Quincy can more easily manipulate particles, transferring them within the confines of the Silver Tubes with more ease and conserving more energy. This allows them to perform even deadlier attacks. Unlocks Second Degree Ginto Spells

Level Five - Their ability to see and detect Reiatsu, both in free form and within bodies, increases greatly, allowing them to triple their normal range of sensory, as well as making them able to react quicker the sudden attacks. Unlocks Shireisensu

Spoiler:
Shireisensu - True Spirit Sensor
A perfected form of tracking and observing Spiritual Energy, this allows the Quincy user to see past even normal Quincy's ranges, breaking their distance limit and increasing it 300 Yards away. This allows the Quincy to be even harder to sneak upon, as well as more easy for them to track down enemies. The Cost Per use remains 5 SE per use, and as before, and is now limited to only those using special techniques to hide their Reiatsu.


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Re: Stat Powers

Post by Shiro-Sama on Thu Oct 30, 2008 7:01 am

Level Six - All Quincys draw upon energy to fight. They use the atmosphere of a world to assist in combat. They are now more easily able to draw and amplify their Techniques, having more energy to work with and being more proficient with it. Unlocks Dämpfen.

Spoiler:
Dämpfen - Drain
Reiatsu is an important thing. All species have it, in varying degrees. Through rest, this energy will restore itself over time, even when greatly depleted. Quincies, however, are special in their usage. Every time they fire an arrow, they take on not only their only Reiatsu, by refine from particles of within the surrounding air. Through mastery of such energies, a Quincy can even draw them within his own body. By focusing upon drawing such energies, a Quincy may restore 10 Reiatsu on the next turn instead of the usual 5. This may only function if the user does not do anything but concentrate on drawing energy. Requires no Reiatsu to use. (For obvious reasons.)

Level Seven - They are now able to fine tune Spiritual particles to a higher degree, allowing them to precisely manipulate and amplify them for various uses, not the least of which is their Ginto Magic. Unlocks First Degree Ginto Spells.

Level Eight - They are now given information on advance techniques, giving them insight and knowledge of powers that baffle opponents with ease. Now, a Quincy can even use Particles to manipulate his own body. Unlocks Ranso-Tengai

Spoiler:
Ranso Tengai - Heavenly Wild Puppet Suit
Ranso Tengai is one the most advance Quincy Techniques, a rarity in the very knowledge of the power, as few are able to user it, and are lucky to witness it. User the spiritual particles within one's body and the atmosphere, they bind the user's muscles and limbs with wire-like tendons, forcing the body to move. This power allows a Quincy to fight even within death, forcing even a failing body to fight. Weakness, crushed bones, paralyzed limbs. These means nothing to the Quincy. Originally developed for Masters with failing bodies, these enforces the body to act at it's fullest, not only allowing them to fight, but increasing their normal reflexes to the maximum. Costs 10 Reiatsu per turn to use.

Level Nine - The Quincy is one with Reiatsu, able to take in large quantities and release them in powerful bursts. Few can match their effortless flinging of power, as they constantly gain power to unleash upon an enemy. "Running out of Ammo" is a concept that, amongst the Quincy, is an impossibility. There is only victory or death. Unlocks Mehr Dämpfen

Spoiler:
Mehr Dämpfen - Greater Drain
As before, the Quincy is able to restore a greater amount of Reiatsu the following turn by focusing upon taking in spiritual particles. This time, however, the amount half increased by 50%, allowing them to take in 15 Reiatsu per turn, and can even move while doing so, though he may not attack. Once again, this requires No Reiatsu to utilzie.

Level Ten - The Quincy has truly become one with Spiritual Pressure, able to bend it and project it to his very whim, every command a possibility. They have broken through control thought improbably by other races, and have shown that no Quincy is to be underestimated. Ginto Spells and Ranso Tengai cost 5 less to manipulate, and True Spirit Sensor is now considered constantly active for no Reiatsu to use.


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Re: Stat Powers

Post by Shiro-Sama on Sat Nov 15, 2008 5:09 pm

Ferocity - Wraith of a Beast

Level One - Hollows are dangerous creatures, capable of devouring an opponent without mercy. This Hollow has animal-instincts, allowing it to strike down it's prey in mere seconds.

Level Two - The Hollow mind sharpens as it's body becomes stronger, more suited to the hunt and devious in Nature. It is able to fight down enemies with its body alone with ease. Unlocks Sangre Lujuria.

Spoiler:
Sangre Lujuria - Blood Lust
Hollows, even those who have gained intelligent, are fight loving creatures. They were born to kill. By allowing their mind to be swallowed, Hollows are able to enter Sangre Lujuria, a Mode in which they are able to ignore their wounds and rage at an opponent with increased power and speed, making them difficult to fight. This state can quickly overwhelm an opponent. Caution, however, is throwned to the wind, making it dangerous to use. Max of Four Turns in usage. Activation Cost is 15 Reiatsu.

Level Three - The Hollow's physique is unnatural, already surpassing other races and able to brush them aside and step on them like ants. Their strength allows them to cripple humans and even Shinigami. Unlocks No New Powers.

Level Four - The Hollow is able to analyze an opponent's strength, using Gorilla tactics combined with crushing strikes to defeat an opponent. By combining intelligence with merciless fury, leaves a dangerous being. Unlocks a one turn max increase on Sangre Lujaria and Impacto.

Spoiler:
Impacto - Impact
By focusing the Reiatsu within their body that normally is used to harden the skin, a Hollow may then focused this energy from the said limb, transferring it into a more destructive form within. Therefore, if used upon a palm, upon contact, the Hollow will be able to release the said energy, causing a powerful Reiatsu explosion upon impact. This blow can take an enemy down in one fell swoop. This attack may be used with any part of the body, however, has to be charged for a short time before performing the attack. Requires Lv.2 Armor and Lv.1 Energy Control. Uses 15 Reiatsu per Impacto.

Level Five - Fell spirits of lost purpose, Hollows at this point are capable of taking even solid metal and bending it as they wish, making items of lesser durability shatter by merely tightening their grasp, their power continuing to grow. Unlocks No New Powers.


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Re: Stat Powers

Post by Shiro-Sama on Mon Nov 17, 2008 3:59 am

Level Six The Hollow is able to control it's strength with more ease, allowing them to deceive an opponent by hiding their true power. When revealed, the sheer fearsomeness of it can often send fear throughout an opponent. Unlocks a one turn max increase on Sangre Lujaria.

Level Seven By using their rage to empower themselves, Hollows are able to become even more destructive, using more precise methods of attack to both defend and strike an opponent down. Unlocks Ablandir.

Spoiler:
Ablandir - Wave
A power that allows a Hollow to release a sudden shockwave, focusing their Reiatsu from their body and surrounding with it, before unleashing it in a furious maelstrom of force. This will cause everything near the user to shatter, destroying earth, stone, and metal in an instant. This attack will fling an enemy away with ease, pummeling them, as well as deflect lesser projectiles, flinging them in a new direction. This requires Lv.4 Energy Control to use. Costs 20 Reiatsu per use.

Level Eight The Hollow combines his demolition arms with more fluid motion, giving him a new finesse that rivals even the delicate sword play of Shinigami. With such control, they care able to dispatch enemy while even looking good. Unlocks a one turn max increase on Sangre Lujaria. The user may now perform impacto without charging.

Level Nine With an unnatural force that very few can match, the Hollow can break bones with a mere finger, representing the annihilating force that Hollows have been so known, yet with the slightest effort. None can imagine such a being. Unlocks No New Powers.

Level Ten They have reached the pinnacle of power, the very total of strength, with even the slightest footstep being watched. Their inner fury is considered a sign of the apocalypse, causing such beings of unmeasurable force to echo their every motion. Death lies for those who are hit by this being. Unlocks Horadar and one turn max increase on Sangre Lujaria. Sangre Lujaria, Impacto, and Ablandir have their Reiatsu Costs lowered by 5.

Spoiler:
Horadar - Pierce
A unique combination of precision and unmatchable blows, Horadar is a technique that can break through nearly any wall, shield, or body with a mere strike. A final move that comes so swiftly and causing death at such a rate that the usage of such a blow is considered an instant kill. By using a focused mind and combining the Hollows deadly strength, they will sharpen their armored hand, causing it to be slick and metallic, allowing for an optimal hit. Combining these elements will allow a Hollow to break through density with ease, cutting even molecules as it goes forth, breaking into a body. The very force of the blow will then echo through a body, ringing like a bell. If that does not disable an enemy, the sudden pain and knowledge of a limb within your body often will. Requires Lv.5 Armor and Lv.3 Agility. Costs 25 Reiatsu per use.


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Re: Stat Powers

Post by Shiro-Sama on Tue Nov 18, 2008 2:19 am

Agility - Speed Demons

Level One - Hollows are quick and responsive, making them much like animals in their ability to move suddenly and without warning. Their unpredicability serves them much as their reflexes due, making them hard to track. Unlocks Cazador.

Spoiler:
Cazador - Hunter
Hollows have a lesser capability to sense Reiatsu from afar. Hollows, however, do have other capabilities, which have allowed them to adapt to facing prey. Hollows can see and smell Reiatsu trails, allowing them to distinguish an individuals movement and effectively follow it, allowing them to easily hunt their prey. Requires no Reiatsu to activate, and is considered effectively working constantly. Requires Lv.1 Energy Control.

Level Two - The Hollow has a further animal-like speed, capable of lightning fast responses that one would expect from a Cobra. Playing around an opponent, they will snap at you without warning. Unlocks No New Powers.

Level Three - Cleverness is attributed now to the Hollow, it's quick mind allowing it to predict attacks and evade them, giving back counterattacks as it waits for the moment in which their opponent's guard breaks! Unlocks Abalanzar.

Spoiler:
Abalanzar - Swooping Pounce
Skillful and cunning predators, Hollows had not the refinery of other races, but make up for it with their ruthlessness. Hollows can fling themselves forward at an astounding rate, shooting forth like an aerodynamic missile even in the air. By generating their Reiatsu upon their feet or hands, this allows them to propel themselves forward upon a target, allowing them both mobility and the opportunity to ram an opponent. Requires 10 Reiatsu per usage.

Level Four - The Hollow becomes flexible and smooth, it's movements becoming more difficult to follow. Regardless of size, hitting it is a task, as they enjoy the struggling of an opponent as they wait for the kill. Unlocks No New Powers.

Level Five - The Hollow's movement becomes furious, with no natural animals in the world capable of moving close to it's speed. They are able to run down even Spiritual opponents in mere seconds, running them down. Unlocks No New Powers.


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Re: Stat Powers

Post by Shiro-Sama on Tue Nov 18, 2008 2:23 am

Level Six - The Hollow reaches a new level of speed, allowing them to break the sound barrier as they now are capable of moving instantaneously, allowing them to match even a Shinigami's prowess in fast movement within battle.

Spoiler:
Sonido - Sound
Sonido is a technique that was developed by the Arrancar, but is capable of use by any Hollow through a disciplined mind and the ability to move at such a rate that defies normal sight. Sonido works much as Shunpo does, propelling the user forward in any direction, even while already in motion. Sonido differs specifically in the sound in makes, a sudden static burst, rather then the notable swishing of Shunpo. Sonido has a range of 60 Yards in which it may be used. And like Shunpo, also costs 15 Reiatsu per use

Level Seven - Furthering their bodies, Hollows are able to move with far more grace, something lesser hollows cannot even understand. They flow rather then dodge, slide, and not run. Because of such evasion, hitting them becauses a harder task then ever before.

Level Eight - Hollows become even faster at this stage, retaining the graceful yes predator-like stalking-quality, which, when striking, rushing forth in sudden unpredictable bursts that can easily make opponent lose them self in matching their speed, which, of course, the Hollow takes advantage of.

Level Nine - The Hollow is now able to utilize a cunning new tactic to defeat it's enemies, striking them from all sides, and appearing as if you were fighting an army, rather then a sole warrior. Unlocks Sonido-Eco.

Spoiler:
Sonido-Eco - Sound Echo
Sonido-Eco is the evolution of Sonido, similar to the art of molting, Utsusemi, yet surpassing it. While Utsusemi allows a user to create an after image in order to lower the guard of an opponent, Sonido-Eco allows the user to be fast enough to generate Five individual after-images at once. They are even further adept at decieving an opponent due to their ability to speed, which gives this technique it's name "Sound-Echo". Because the opponent must face three illusions at once, it is dangerous for those who are to slow to match the opponent in speed, let alone counter. This technique costs 40 Reiatsu to generate Five illusions.

Level Ten - Hollows who reach such a way of movement that baffles all save those who can match them are known as Gemelos Sonído, Twin Sounds, due to the fact that when they move, an enemy hears only the first sound. They are dead by the time the second is heard. Unlocks a minus 5 Reiatsu cost upon Abalanzar Sonido, and Sonido Eco. Cazador now allows the user, once the trail is found, to immediately locate the location of the target, no longer requiring to follow the trail.

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Re: Stat Powers

Post by Shiro-Sama on Fri Nov 21, 2008 7:35 am

Level One - The Hollow has the ability to see spiritual particles in battle, giving it a higher sense of vision then a normal soul. The Hollow's body becomes more attuned to the particles as well, invigorated whenever a large concentration is present. Unlocks No New Powers.

Level Two - They have now become more adept and at ease with using their spiritual powers, making them more dangerous to hunt because of this. They are highly sensitive to bursts of Reiatsu, much as animals can tell the approaching of a storm. Unlocks No New Powers.

Level Three - The Hollow has reached a level when it's chaotic inner energies may now be harnessed in order to attack, taking in deadly force into a single shot, Hollows may now use their signature Reiatsu-based blast. Unlocks Cero.

Spoiler:
Cero - Zero
Cero is a unique attack that is known to only be used by those of significant Hollow Power, and regardless of the level, is considered a potent attack. An attack thats sole purpose is destruction, Cero uses simple force to impact an opponent, eliminating them within it's deadly form. Cero is unique in several aspects, such as it's appearance. The standard Cero is Red, however, many notable examples have shown higher level Hollows using different colored blasts. Cero's power also is based on the user's overall power. The stronger the Hollow, the stronger the Cero. The attack is also unique in how it is launched, as it has been fired from palm, mouth, tongue, and similar places. Costs 20 Reiatsu to use.

Level Four - The Hollows sensitivity to energy has increased, giving it further insight into Reiatsu-based abilities and it's own powers. The Hollow is able to detect different forms of Reiatsu and identify them through memory and feeling. Unlocks No New Powers.

Level Five - The Hollow becomes more efficient at utilizing it's own Reiatsu, forming new ways of projecting Spiritual energy. This allows the Hollow to be more adaptive to different situations, and able to wield their powers with ease. Unlocks Bala.

Spoiler:
Bala - Bullet
Bala is actually a variation of the Cero Blast technique. Bala is like Cero, but smaller and more compacted. By focusing the energy to be more condensed, the user is able to focus the blast to strike quicker. It is less powerful then Cero, but is twenty times faster then the average Cero. Because of this, many Hollows use Bala rather then Cero to strike more agile opponents, as Bala can be fired both quicker and rapidly, giving an opponent a far more difficult time when dodging. Requires Lv.2 Dexterity. Costs 15 Reiatsu per Blast.


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Re: Stat Powers

Post by Shiro-Sama on Fri Nov 21, 2008 7:35 am

Level Six - The Hollow becomes a more adept Marksman with energy blasts, his accuracy increasing dramatically as even nimble targets are shot down by his ability to anticipate and judge an enemy movements. Unlocks No New Powers.

Level Seven - Power becomes so easy to muster, that the Hollow does so without thinking, an instinctive form of control that allows the Hollow to be able to release Ceros without warning, a sign of their power. Unlocks No New Powers.

Level Eight - Hollows have become well trained in the defense of energy attacks, both from other races and their own kind. Their bodies have so well adapted to this that they are now capable of even reflecting energy attacks. Unlocks Cero Doble.

Spoiler:
Cero Doble - Cero Double
This obscure technique is a power that could only be thought out by the Hollow race, using their unique abilities of energy consumption. This technique is used against an opponents energy attack, whether it be Cero or otherwise. Before the enemy's attack impacts the opponent, the Hollow will open their mouth, and begin to suck in the energy, devouring it into their bodies. Then, they will release the said energy back their opponents, converting it into a powerful Cero blast composed of the opponent's own Reiatsu, a devious and sometimes lethal attack. This technique may only be used to counter an opponents attack. This technique requires Lv.4 Armor to use. Costs the cost of the opponent's energy attack+20 to use.

Level Nine - The Hollow has perfected their powers so that even a minor Cero technique can be a powerful blast capable of taking down an enemy. The secret of their power is simple- Taking energy and storing it within their body, slowly allowing it to grow in force, until it is released in single deadly attack. Unlocks No New Powers.

Level Ten - The Hollow has become so powerful that they are not strong enough, but rather, too strong not to, use the ultimate form of attack, learning a secret power that uses the most deadly of Reiatsu within a Hollow to exterminate any target in their way. Unlocks a minus 5 Reiatsu cost on Cero, Bala, and Cero Doble. Unlocks Grand Rey Cero.

Spoiler:
Gran Rey Cero - Grand King Zero
This technique can only be used by those Hollows who gain the ability to use it, for any Hollow to weak to do so will be destroyed by their own attack. Grand Rey Cero is an attack that is the highest level Cero, it's destructive power and size making every opponent, regardless of level, power, or speed, tremble in awe. Grand Rey has a unique detail that sets it apart from average Cero's - Rather then the usual crimson red, Grand Rey has a dark blue-like color. It is also huge in size, with a range unmatched by any other. It is also unique in the fact that the user draws blood to project the attack, possibly symbolizing the sacrifice the Hollow must make to use it. Because of the difficulty in controlling it, the Hollow must be fierce to fight against it's vicious torrent of destruction, else be captured in it as well. Requires Lv.5 Ferocity. Costs 30 Reiatsu to use.


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Re: Stat Powers

Post by Shiro-Sama on Sat Nov 22, 2008 7:36 am

Level One - Hollows are noted to have an unusually thick bodies, giving them a resistance against many lesser attacks. Some Hollows can even condense their bodies further, giving them an armor-like quality that can shield them from attacks. Unlocks Piedra.

Spoiler:
Piedra - Stone Skin
Piedra is an ability that focuses a Hollow's natural armor, increasing it's efficiency so that they can become immune to lesser attacks. An ability that has become increasingly common amongst Hollows, Piedra allows the Hollow to be shielded from lesser ranked Kido Spells(1-25), basic weapons, and other weaker attacks. This power is draining, however, especially for lesser Hollows. Costs 10 Reiatsu per turn to use.

Level Two - The Hollow's body becomes more stable, resisting assault and taking more strain. Because of this, facing a Hollow without enough force to crack their unusual bodies is a task that will often end in death. Unlocks No New Powers.

Level Three - Hollows are capable of learning special techniques similar to their ability to form armors. By projecting this energy in a defensive way, Hollows are able to work together for efficiently, baffling their opponent's with their abilities. Unlocks Negaccion.

Spoiler:
Negaccion - Negation
Negaccion is a special ability typically used by Menos-Level Hollows to shield an ally, generating a protective field around them which will block most attacks, making them immune to assault. This technique is advance, and has several drawbacks. First and foremost, a Hollow may not project a Negaccion upon themselves. Furthermore, a Hollow may not move or make any attacks while using or within a Negaccion field, though the field may be moved, thus moving any inside. Negaccion will last until the Hollow releases the field or is forced to by an opponents attack. Negaccion requires Lv.2 Energy Control. Costs 15 Energy to project and 5 Energy to mantain.

Level Four - Bodies of Hollows become even tougher at this level, and begin to take a metal-like quality, allowing them to resist and take further damage from an opponent. Though they be creatures of flesh and blood, they are difficult to slay. Unlocks No New Powers.

Level Five - The Hollow have attained a new level of Reiatsu reinforcement, making them far more difficult to kill and a pain in the Person who's face resembles their Anal Zone to defeat. With this new layer of shield-like skin, the Hollow will be immune further. Unlocks Hierro.

Spoiler:
Hierro - Iron Skin
Hierro is the next stage of Piedra, a form that has further resistance to an enemies attacks without wasting further energy. Hierro is a level that is noted especially amongst higher level Hollows, and is found difficult to break even with strong attacks. Hierro gives the Hollow Immunity to even strengthened blows and average Kido Spells (26-50), making them extremely difficult to fight. Replacing Piedra. As with Piedra, it costs 10 Reiatsu per turn to use.


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Re: Stat Powers

Post by Shiro-Sama on Sat Nov 22, 2008 7:37 am

Level Six - The Hollow's body has become more then simply tough, as the need for substanance diminishes. Water, food, these things become trivial to the Hollow, as they become more and more to one might call Immortal. Unlocks No New Powers.

Level Seven - The Hollow is now able to bend their defensive barriers for more devious uses, being now able to create even stronger Negaccions. The Hollow learns a power that has the ability to trap even strong foes in it's midst. Unlocks Caja Negaccion.

Spoiler:
Caja Negaccion - Negation Box
A power was originally developed to punish lesser Hollows, Caja Negaccion is essentially the same as a normal kind, except designed to imprison rather then protect an opponent. Caja carries much the same requirements. The imprisoned may not move or attack any outside, but also, may not be attacked themselves. The user of Caja, unlike a normal Negaccion, may move and not focus upon the field. However, this will allow the imprisoned enemy to escape far easier. Requires Lv.4 Energy Control. Costs 20 Reiatsu to activate and 5 to maintain.

Level Eight - The Hollow excels as shielding himself to a further degree. With large reserves of Reiatsu, and easier control, the Hollow is able to fight even for long durations with his improved armor, giving him a certain edge over his opponents. Unlocks No New Powers.

Level Nine - The Hollow has obtained a new a form of armor, a final advancement in his defensive capabilities which allows him to defend himself from even Captain-level attacks, showing him to be a powerful combatant that underestimated is not only foolish, but stupid. Unlocks Acero.

Spoiler:
Acero - Steel Skin
Acero is considered the highest possible durability level within Hollows and many other races. Acero is much like Hierro in the fact that it strengthens the skin by empower it with an extra layer of Reiatsu. Acero differentiates in the fact that it uses even more energy to give the body a masterly crafted armor that few things can penetrate. This will make the user immune even to powerful blows, Higher Kido (51-75), and anything less then a finishing blow. Because of the amount of energy being used, however, it puts a far greater strain upon the body then Hierro does, requiring more energy. Unlike Hierro, Acero does not replace any techniques, but is considered a separate power then Hierro. Costs 15 Reiatsu per turn to use.

Level Ten - The Hollow has reached the pinnacle of life, almost god-like in his ability to resist death. Few can even scratch his body, making those around him wonder if he ever was mortal. His body is literately a fortress, making none save the most elite capable of defeating this monster of a being. Unlocks a Minus 5 Reiatsu cost for Hierro, Acero, Negaccion, and Caja Negaccion.

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