Specialisation System
Introduction The Specialisation System or simply Skill System is an important factor of Bleach Story. It determines how advanced your character is in specific aspects.
Levels There are five levels of skill in Bleach Story, the system uses this to determine how profficient you are in this category: • Novice: • Adept: • Expert: • Master: • Grandmaster:
General Categories • Ingenuity: • Weapon Skill (Omit for Shinigami): • Hand-to-Hand (Omit for Shinigami): • ??? • ???
Tiers/Skill Points Tier 5 • Tier 4 • Tier 3 • Tier 2 • Tier 1 •
Race-Specific
Shinigami Categories: • Hōhō • Hakuda • Kidō • Zanjutsu
- Information:
Hōhō: Hōhō is what make the Shinigami so fast when they begin to Shunpo or Flash Step. The higher this is for your Shinigami character, the faster they'll overall be in this state. So for example, an expert Hōhō user would most likely out-run an adept or novice Hōhō user should they begin to speed things up in their fight. Along with that, the expert user could also have more room to dodge, avoid and attack more rapidly then the lower user. Thus, with this knowledge in mind, choose carefully where you want to place your characters speed.
- Novice Level: This is quite possibly the lowest one can go in Flash Step. At this level of control over your Hōhō, it's going to be dull at it's peak. Most Shinigami at this level of skill will be able to utilize Shunpo for short distances and at extremely limited intermissions. Your overall Hōhō ability and agility are essentially the weakest out there.
- Adept Level: Upon reaching this plateau in your Hoho skill, you'll be able to function as a suitable candidate for most special ops missions in many types of organizations and be a valuable resource on the field. You are essentially in the middle range of a Shinigami's Shunpo. This makes you out to be at a very acceptable level in your speed; being able to perform repeated steps or a single massive step for long distance travel with varying ease; albeit in short burst. However, there is still much room to grow ahead of you if you want to get better and it's highly recommended you hone your skills to become better.
- Expert Level: Obtaining this skill in your Hōhō essentially means that your Flash Step is unmatched by all but Masters and Specialised users of this incredible trait. Your reaction time is superb, your speed is immense and you are nearing the levels of a Super-Shinigami; so to speak, in terms of your momentum. You can catch a bullet before the opponent has time to breath, release your attacks with the utmost speed and dominate the field with your presence. Albeit there is still more to learn at this rank, but you are almost to complete control of this.
- Master Level: Attaining this skill over Hōhō, you will be considered to be one of the best Shunpo users out there. Your speed is unequaled but those who stand equal to you or those of Grandmaster level of Hōhō. Your speed while Flash Step is activated is nearly as fast as it can possibly be. Rapidly covering large distances with little effort, unleashing complex techniques in swift flashes of power and executing every little move you make with your movement is as simple as breathing. Your perception, your reflection; everything is superb. Henceforth, it is at this mastery which will allow you to even create your own Shunpo-Based techniques. Making you an accomplished user of this art.
- Grand Master Level: This is the highest level of Shunpo one can possess. You are essentially the top of the food chain when it comes to your movements. Only those of Grand Master rank stand equal to you in terms of Flash Step only. This results to them being specialised users of this art and making them, for all intents and purposes, the professionals. They can move at such insane speeds, that if they so will it, it's even possible for them to perform movements similar to teleporation nearly. As these beings are able to silence their sound and make steps which can cover short distances in the blink of an eye. Appearing and disappearing as if they were nothing more than a breeze in the wind. Their techniques of Shunpo will also be precise, detailed and fully customizable.
Kidō: Kidō should be fairly easy to understand. With Kidō, the higher your characters skill level is in this area, the more impressive, powerful and amounts of Kidō your character learns increases. For example, once you get into the advanced stage it will be easier to create your own varying forms of Kidō, overpower other weaker Kidō spells and things of this nature. Therefore, choose this skill carefully as well. Zanjutsu: Zanjutsu is simply the fighting style for the Zanpakutō a Shinigami wields. The higher you are in this field, the more skilled you are with your Zanpakutō usually. If you need an example of this, refer to Kenpachi Zaraki when he used his Zanjutsu skills to utterly crash Nnorita in combat for an extreme display of Zanjutsu. To a lesser extent, you can also see Zanjutsu used when Hiyori started using her Zanjutsu skills against the Menos Horde that appeared during the battle with Aizen.
- Novice Level: You know how to pick up a sword...awesome. Starting off at this level means you are immensely inexperienced in the art of the blade and can often be overwhelmed by peers of your tier group. Your stance is typically immensely unrefined, perhaps you lack potent striking power or maybe you have no idea what a sword is to begin with. In any case, you'll generally have little to no real skills in this area and in most cases many Shinigami may be able to overwhelm you in sword-based combat. Some serious training is highly recommended at this level to become better.
- Adept Level: This is more or less the average level of a typical Shinigami in the Gotei 13. Most generally have some sort steady or stable stance for a solid foundation. Not only that, but your attacks are growing in speed, strength and striking power. They'll generally have enough force behind them to easily slay many run of the mill hollow's or targets in their path with relative ease. Most Shinigami even able to hold their ground without losing their footing if you they're under attack. Keep practicing and it will increase further.
- Expert Level: Now well-versed in the art of Zanjutsu, one will be considered an expert of sorts. Your reflexes are well established, your striking power is immense, speed incredibly and strikes incredibly refined. A Shinigami may even make complicated patterns which may confuse those who do not have such skill. It is at this point where specialized techniques are made, abilities are infused into the blade and they reach a whole another level of Zanjutsu skill. A single cut from an advanced is even capable of cutting through most Expert and lower Hierro; for instance.
- Master Level: These are where the true stars of Zanjutsu use begin to shine. For when a Shinigami reaches this level of mastery over the sway of the sword, their skills become truly frightening. They are unmatched in their swordsmanship; only being outshined by the Grand Masters themselves with their prowess. A single blow is able to flatten a mountain slide with precision, power and speed. That is, provided they taken the precautions to endure their body for that kind of force being released from them. They'll even be able to make marks in defensive measures on par with their sword; such as immensely powerful barriers, Master-Level Hierro and so forth. Not even spiritual based attacks are safe from you; as some swordsman of the Zanjutsu Arts can even cut through various Kidō spells with ease depending on the Shinigami whom fired it. At this point, they'll even have a plethora of techniques to use at their leisure.
- Grand Master Level: These are among the ranks of Legendary swordsmen. They are often referred to as some of the greatest sword-based users of their race nearly. You have become entirely in-sync with your weapon; resulting in a variety of effects taking place because of this fact. One of the first is that your Zanpakutō in general will have some sort of enhancement to it that will allow them to bond with your spiritual energy; generating it's own reserves and mimicking your abilities if you should so give it the command. Such as melting through a weak cero attack with a single release of your sword without any need for a summoning technique if you were a fire based user. Additionally, Grandmasters will even be able to flatten entire small cities potentially with a strong enough striking blow; while on average, they choose to be more precise and direct this damage with the utmost of accuracy and direction. Most forms of defense, armor and so forth are even capable of being slain by their sword in most circumstances depending on the abilities, strength and skill of the defense user in question.
Hakuda: In short, Hakuda is the fighting style of Shinigami. The higher your skill level is in this area, the more lethal you are with your hands. An intense example of what Hakuda can do is when Yamamoto created a powerful two-fisted punch that was used against Wonderweiss. That attack could in fact with one blow totally destroy an opponent.
- Novice Level: You'll be lucky to win a fist fight by those of your tier level in this skill over Hakuda. While you may be able to deliver a few mean punches here and there, you are essentially very ill-equipped to do battle with unarmed combat. Which means they are unable to learn customized techniques until they hone their skill over this more.
- Adept Level: Upon reaching the level of adept in Hakuda, you'll be considered to be on par with most Gotei 13 officials. Translating into the fact you are more than able to hold your own if it should come to blows in a hand-to-hand based fight. A single punch should be able to even produce an impact force capable of blowing through most brick walls even. You'll be able to perform swift movements with your attacks, genereate personalized techniques and become quite the formidable foe. Albeit, the customization which you receive is somewhat inferior compared to those of higher levels.
- Expert Level: This is where the skill-level of a Hakuda user begins to become quite the dangerous and lethal thing. For it is at this level they are able to punch straight through equal-tiered Hierro or Defenses and become more precise, more direct and increasingly fast with their punches. Their techniques will become more refined and they'll reach a level where only Masters and Grand Masters can top them in the art of Hand-To-Hand combat in a fist fight. Making them quite the accomplished Hakuda Users.
- Master Level: When reaching the Master Level of Hakuda, you can be considered a professional in this area. Your Hand-to-Hand techniques are something to be greatly feared at this point. Through your precise control and raw power, you are able to destroy and blow through most types of defenses or bodies that come your way without much thought at times. A single blow from your fist is capable of producing massive craters that can easily flatten a small city very quickly. At this strength, you are a damned berserker. Not only that, but the potency of your technique, your speed and impact of your punches become that much higher than before. Here is where you can begin to break through master level defenses such as Hierro even. Making Masters of Hakuda truly monsters and often seen in Squad 11 and Squad 2 within the Gotei 13.
- Grand Master Level: These are considered to be the absolute legends of Hakuda and Hand-To-Hand combat out there by many Shinigami. Ungodly strength, devastating speed, accuracy; these people tend to have it all. Even if one were nothing more than an unrefined beast, they'd still be quite the savage to deal with; as every strike from them can change the landscape as we see it. They'll be able to tear through spiritual based attacks with their bare hands, rip through most types of supernatural defenses and even be able to flatten entire armies with a single release of their swing. Though, if they do not take the proper caution needed to wield this strength, they'll only end up injuring themselves in the process. Such as if a brute tried to constantly use this raw might, but ended up only in breaking their muscle or bones in the process. Therefore, this type of skill needs to have some sort of caution applied to it, or all Grand Masters WILL suffer repercussions for abusing this sort of ability.
Vizard Categories: • Hollow Control • Hollow Augmentation *Vizards will also have the shinigami skills on top of this.
- Information:
Hollow Control: Hollow Control refers to how much control your Vizard has over their inner hollow. If it is on the lower spectrum of it, it may be somewhat difficult for your Vizard to use their higher powers. However, if you reach somewhere in the Master area, it may even be possible to befriend your inner Hollow and learn more hollow powers.
Hollow Augmentation: As most people know, Vizards gain an additional source of power upon the day they become one with their inner hollow. Thus, with their Shinigami and Hollow powers working together in one body the accumulation of both powers greatly augments their powers beyond what a Shinigami and/or Hollow alone would be capable of. Therefore, the higher your skill level is in this area, the more hollow powers you will learn, the overall strength of your Vizard will increase and in some extreme cases you may learn moves Arrancar know at Grand Master level of Hollow Augmentation.
Arrancar Categories: • Sonído • Hierro • Regeneration (Can be given up for free tier boost) • Reiatsu - Cero, Bala etc.
- Information:
Sonído: As most know by now, Sonído is the Arrancar's answer to the Shinigami's Flash Step or Shunpo. The higher you are in this skill level, the more fast your Arrancar Character will be when performing this technique. Therefore, if you were fighting an Adept Hōhō user or Adept Sonído User, it will be very likely for you to gain the upper-hand by being able to dodge, out-run them and generally be one-step ahead of them at times. Thus, pick this level wisely.
Hierro: Hierro is the hardened skin of an Arrancar that is a result of their compressed spiritual power being converted into a defensive state. Therefore, the higher an Arrancar's Hierro skill is, the more their body will be able to reduce the amount of damage it takes. For example, it is possible for an expert Hierro user to possibly walk through an adept's cero shot at them with only minor scratches or burns.
High-Speed Regeneration: This is the ability that allows a Hollow to heal most injuries very quickly, with the exception of the destruction of the head or vital organs. With that said, the higher your level is with regeneration, the more quickly and efficiently your arrancar will heal. Eventually, if you reach a high enough level, you will discover new ways to enhance this such as regeneration limbs, some fatal blows and things of this nature. It can be noted however that Ulquiorra Cifer has stated that Arrancar can give up this trait for more power upon evolving from Hollow to Arrancar, this is present on Bleach Story in the form of trading this for a free tier boost.
Reiatsu: Cero's are highly explosive energy-based attacks that can be shot off from almost any part of an Arrancar's body. This is something the Arrancar are known and feared for as some cero's have been displayed to wipe entire villages or town's clean off the map. To a lesser extent, however, Bala's to be weaker, but faster versions of the cero because they took too much time to generate and were must quicker. Therefore, the higher you are in this field, the more powerful, precise and quicker your cero's or bala's become. Along with that, those with higher skills in Cero can charge their blasts faster and begin to learn varying custom Cero's. (I.E. learning how to make an ice based cero or fire based cero; one of the most common variants.)
Quincy Categories: • Shinpo • Blut • Spellcraft • Reishi Manipulation
- Information:
Blut: This is a natural technique that most Quincy know how to perform. What it serves to do is allocate different streams of internal reishi towards dramatically bolstering their offensive OR defensive capabilities. Granted, the drawback to this is that those with little control over them will only be able to activate one at a time. Additionally, it can cause strain on the user over time regardless of how powerful they become. It just becomes lessened as they have a greater mastery over it. Though, before we get into that, it is necessary to know the different types of Blut available: Blut Arterie: This is the offensive version of Blut. In this form, the user is allowed a great sense of superhuman power. Anything that is used for assaulting purposes against opponents will be greatly bolstered depending on the level of mastery that the Quincy has over their blut. This can be allied to transformations, special attacks, racial skills and things of this nature. Granted, it will take it's toll after awhile like anything else. Blut Vene: This is referred to as the defensive form of Blut. This allows them to heighten their defenses to absurd levels more often than not. It is often utilized in order to better bare the brunt of released states in general and is often key to helping a Quincy achieve superhuman durability. Thus, when it is activated, most Quincy will often have some form of faint pattern tracing their veins or marking their skin. It can be anything from symbols, reddened skin or whatever else have you. Additionally, Blut Vene is also capable of being used as healing a factor in stronger and more controlled Blut Users. These feats can range from stopping severe lost lost, closing blood wounds and potentially even reconnecting limbs and organs. Granted, altogether, this ability takes a considerable toll on the user and should be used carefully.
- Novice Level: The beginner level of Blut is one that is rather fickle and flimsy. The reason for this is because they often have poor control over this skill and it falls apart rather easily. Thus, for starters, whether it is used offensively or defensively, most beginner Blut's have a time limit of three post before they fall apart and have a four post cool down period before it can be used again. Additionally, the offensive version of Blut is capable of increasing all of their offensive capabilities by two times in any form, while the defensive is also able to increase their durability by two times.
- Adept Level: Most Quincy should strive to achieve an adept level of control over their Blut. The reason for this is because it becomes more tolerable to manage once they have this mastery of command over it. Their offensive prowess will often improve by a four times multiple and their body will be better able to endure the strain it is placed under. While, defensively, they'll be able to recover from minor cuts, wounds and other low-level injuries. This is also negating to mention the fact that their defense will see a four times multiple increase as well when they activate that form of their blut. It is also worth noting that this level of blut has a five post usage before a four post cooldown comes into play.
- Expert Level: Once a Quincy is able to reach the Advanced level of blut, they'll often to see very major gains in their capacities. When it comes to their offensive strength, most will note that their augmentation boost will be able to be increased upwards of six times. Along with that, they'll be able to recover from greater wounds while the defensive portion of their blut is active. For instance, they could cease damage to their internal organs, slowly repair broken bones over a post or two and reach limbs to their body. Additionally, they'll be able to see a six times increase in their defensive capabilities as well and this turns them into tanks when they do. These modes can also last for six post with a three post cooldown.
- Master Level: At this point, The Quincy becomes an absolute force to be trifled with. The reason for this is because their augmentation boost each will reach a level of eight times multiples regardless of what form they are in. This applies to both their offensive and defensive capacities. Additionally, when it comes to their defense, they'll often also be capable of heightened feats of regeneration. For instance, they'll often be able to gradually come back over a period of two or three post if they were shot in the chest and had a hole left in their abdomen. They'll also be able to keep this form up for roughly eight post with a three post cool down.
- Grand Master: Finally, the epitome of their blut is reached with the command that their Grand Master form possesses. They'll often see offensive and defensive enhancements ranging between nine and ten times multiples when these modes are active. Additionally, they'll be able to maintain them for ten post with three post cooldown in between. And, on top of that, their regenerative qualities in defensive Blut will see great improvements. For instance, they'll be able to otherwise endure shots to the heart if they have enough time and energy to restore them (roughly a post or two). Although, shots to the brain are still lethal depending on the Quincy in question.
Hollow Categories: • Acid Touch • Garganta • Cero • High-Speed Regeneration
- Information:
Acid Skill: Many Hollow's have been known to display abilities that seem to cause acid-like damage to opponents. For example, When a Hollow grabs a Human with their hands, the spot where the person was grabbed is shown to get burned as if acid were poured onto it. Through evolution this Acidic Touch has been advanced to the point where it effects all beings and gets stronger with each level. More advanced Acid Users will even be able to create varying effects for their acid such as with Custom Cero's.
Garganta: Garganta is how Hollows and Arrancar move to and from Hueco Mundo. Though as one gains higher skill in this ability, it has been advanced to where it can even be used for speed-like purposes. For example, some advanced Hollow are now able to use this trait to form Garganta's for combat uses such as trapping attack's in them, unleashing hidden attacks or modifying the path that leads to Hueco Mundo to different realms. Therefore, as you increase your Garganta skill, these skills will come to your Hollow. Along with that, for each higher skill level, you will eventually be able to summon them much more quickly to use them for combat or defense.
Cero: Cero's are highly explosive energy-based attacks that can be shot off from almost any part of an Arrancar or Hollow's body. This is something the Arrancar and Hollow are known and feared for as some cero's have been displayed to wipe entire villages or town's clean off the map. Therefore, the higher you are in this field, the more powerful, precise and quicker your cero's become. Along with that, those with higher skills in Cero can charge their blasts faster and begin to learn varying custom Cero's. (I.E. learning how to make an ice based cero or fire based cero; one of the most common variants.)
Regeneration: This is the ability that allows a Hollow to heal most injuries very quickly, with the exception of the destruction of the head or vital organs. With that said, the higher your level is with regeneration, the more quickly and efficiently your hollow will heal. Eventually, if you reach a high enough level, you will discover new ways to enhance this such as regeneration limbs, some fatal blows and things of this nature.
Fullbringer Categories: • Bringer Light • Soul Manipulation • ???? • ????
Darkbringer Categories: • Bringer Light • Soul Manipulation • Hollow Enhancements • ????
Human Categories: • ???? • ???? • ???? • ????
Modified Soul Categories: • ???? • ???? • ???? • ????
Bount Categories: • Hypnosis • Doll Control • Enhanced Healing • ????
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