Bleach: Online World is a fun and exciting way to exercise your creativity and escape into a world you help build! It is an expansive roleplay experience depicting the entire Bleach Universe, but this time we control what happens. This is a great place to meet new people, make friends, and come to have fun and relax for a few hours as you lose yourself in the mind of a character that you design!
Here, you decide your own destiny as you forge your way through Soul Society as a Shinigami, or through Hueco Mundo as a Hollow. Travel the world as a human, or corrupt it as a Bount. Hunt your prey and escape your enemies as a Quincy, or put on your mask and roar as a Vizard. Whichever path you choose, your role in this expansive, alternate Bleach universe is up to you! There are no canon characters to deter or impede you, and everyone can help each other build their story! So what are you waiting for? Hop on in, and get started!
Available only to Hollows or Arrancar of at least Gillian status, Cero is the signature technique of higher level Hollow races. This concentrates their reiatsu into a condensed blast of light which fires out, usually from the hands or similar body part, though many can use it from their chests, feet, mouths, or other appendages. Color is usually red, but many Arrancar have learned how to alter the color of their fired Cero. When charging it appears to be an orb, but when fired is a large, very wide beam. It has a distinct high-pitched sound when charging, and a very low growl when fired. Anyone can hear either, and thus discerning a Cero is very easy. In power, weaker Cero explode on contact with targets, but some Cero have enough power to keep going after hitting a target, and simply consume and disintegrate it.
How to use technique:
Aim body part at target and charge the technique, then fire. In speed, takes a few seconds total.
Technique Description and Effects: A Cero unique to Lucian’s personal style, the Cero Flor is one whose name matches its appearance. When the Cero is formed, either via the mouth or the hand, the Cero itself charges, and then a line of fifteen long, narrow Cero form outside of it, like the petals of a flower surrounding it. When this Cero is released, the central-most blast is fired directly forward, while the “petals” arch outwards before eventually closing back in on the target. This gives the attack a wide range of damage, but when it coalesces, assuming that no obstacles or targets are hit on the way, it does an incredible amount of damage equal to 150% of the user’s Reiatsu Strength (i.e. 100 becomes 150). The normal Cero hit alone is equal to the user’s Reiatsu Strength, while the petals each hit at 50% of the user’s Reiatsu Strength (i.e. 100 becomes 50).
How to use technique: Charge Reiatsu either in an outstretched hand or in the mouth, and release.
Technique Drawbacks: This technique has a fair charge-up time on it for both the Cero and the petals to form, giving a few seconds of interruption time. Aside from that, the only other drawback is Reiatsu cost.
An Arrancar-exclusive technique that hardens the user's Reiatsu and releases it like a swift blast of spiritual energy. While the technique is not nearly as powerful as a Cero, its speed is 20 times faster and allows for it to be fired in quick repetition. The orb of reiatsu fired varies in size and strength, some Arrancar creating one the size of a basketball with the rough power of a massive punch, and others creating Bala with enough power to blast holes in adversaries. Some Espada can create Bala as large and powerful as an average Arrancar's Cero.
How to use technique:
The user must first aim and then fire the technique, as is custom of any projectile type.
Hierro is an Arrancar technique in which the user's reiatsu condenses, creating a steel-hard skin strong enough to block a Zanpakuto. This also allows them to fight some of the sword-wielding Shinigami barehanded. This technique guards against reiatsu based and melee techniques. If the user has 150+ reiatsu strength superiority to the enemy, then the user is totally undamaged by all attacks from the enemy. This means an Arrancar is essentially invincible based on Hierro for some time. At 75-149 reiatsu strength advantage, damage is very minor, but present. A large slash could be a tiny cut. At less than 75 advantage, there is resistance to damage from the Hierro. Small resistance.
How to use technique:
Always active. Doesn't use reiatsu to keep active, uses reiatsu strength for strength. Permanently active as soon as it is learned.
Technique Drawbacks
Must deactivate this to use High Speed Regeneration. Reiatsu is lost upon deactivation, reiatsu equivalent to the technique class, which is 3. 400 is lost upon deactivation. 400 is then also lost upon reactivation in the same thread. Final stage release bypasses Hierro automatically by default. (Bankai, Fullbring Stage 2, etc.) Vizard Bankai does NOT bypass Hierro. Vizards, even if they have not yet become full Vizards, must use their mask to bypass Hierro. Those facing Hierro can gradually adjust to it per combat hit against the enemy, though within a certain post limit. Let's say Person A has Hierro, and is fighting Person B. If Person B hits Person A twice with attacks, then after 8 posts of their combat have elapsed, then Person A's Hierro counts at 80% of its strength (100 Reiatsu strength would be 80). After 12 posts of combat, if Person A has been hit at least four total times, then Person B can now treat Hierro as if it is simply 60% strength (100 Reiatsu Strength would be 60). After 16 posts of combat, if at least six hits have been landed, Hierro stops working against Person B.
A technique used by Hollows and Arrancar to move between the human world and Hueco Mundo, though Arrancar under the service of Las Noches have demonstrated the ability to use it to enter Soul Society as well. This opens a black tear in the air which resembles the gaping maw of a shark, and the inside of which is simply a void of shimmering black. Those inside create pathways made from their reishi, on which to walk to the exit. Some, who have mastered the Garganta, are able to create a reishi pathway which moves them rather than them having to walk along it, treating the Garganta like a sort of elevator to where they are going. This is a slow opening technique, and one that cannot be used in battle.
How to use technique:
The tear simply opens upon the user's will. This technique uses no reiatsu, but it cannot be used if the user is down to 0 reiatsu.
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): Arrancar Technique
Usable By : Arrancar
Technique Element: None
Technique Description and Effects: This technique is used in conjunction with another beam or projectile type attack by forming a small tear in the path of the technique, as well as several around the opponent. The Technique is "shattered" separated into ten separate fragments that are launched at the target from various angles. Because of this, he technique is much harder to avoid and can surprise targets The fragments are half as potent as the original technique. Also because of the use of gargantuan, the original technique does not even need to be fired at the opponent.
How to use technique : Create a small Garganta in the path of the technique, as well as ten others around the target.
Technique Drawbacks (Limitations, repercussions for use, etc) Requires knowledge of the enemy's position, additionally the technique costs 100 reiatsu along with multiplying the reiatsu cost of the effected technique by 1.5
Made By:Tsaj Dread
Reserved? (Yes/No) (Can others use your technique, or just your character?): Yes
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects : This technique is based on the ability of various races to create reishi platforms in midair. This Technique is so simple and uncomplicated that even the most simple of brutes and lunatics can perform this ability flawlessly. However as time goes on, this technique however has a very deep history as to how it came to be so widespread, and also a much more progressive means of it's use.
Class 8: The Most simple and fundamental technique. This is simply the formation of platforms under the feet to form an artificial plane off of which to maneuver. This technique uses so little energy that it has almost no cost (25 reiatsu allows 3 steps at learned, 5 steps at profficient, and 7 steps on Mastery at this class). The user can only create horizontal steps exactly the side of the foot, and at this class can only do this thrice per post, either to run along this newmade surface, or to increase or decrease altitude.
Class 7: Advancement. Still ridiculously simple, this level of the technique does take some reiatsu. At 25 Reiatsu cost, the user can create a pair of constantly generating platforms under their feet which lasts the entire post, however at this class the techique is still limited to at least a general downward direction and cannot rise to an angle more than 65 Degrees upward from a flat surface. This changes at class 6, at which point pannels can be created even at a 90 degree angle. Additionally, the panels can be created at any point in the body allowing one to push off with any limb and even slide along one's back, allowing a powerful boost in mobility. Cost increases to 50 per post.
How to use technique: The user focuses their spirit energy, creating platforms and surfaces.
Technique Drawbacks Reiatsu Cost.
Made By: N/A
Reserved? (Yes/No): No
-40 TTP to Proficient Advanced Air Arsenal class 4
Usable By (Technique is available to which races?): Any
Technique Element: None
Technique Description and Effects : An advancement on Advanced Air Platform, this technique is derived from the ability to make platforms as a simple means of locomotion and advanced movement and applied the same concept to create panels of a more....insidious nature. Advancing from the earlier technique, this technique revolves around the use of these panels beyond simple maneuvers as a means of weapons and armor.
Class 5: At this level These platforms can surpass beyond the level of simple movement techniques. At this level, the user can create spiritual panels at any point of their body so long as it stays in contact with their body. These panels have a durability of 200 when it comes to resisting breaking, this increases by 175 per class as one learns higher levels of this technique, up to 900 at class 1. These panels last up to ten seconds, the maximum size of a panel is 3 square feet, making it good for blocking narrow or small-scale projectiles. The reiatsu cost at this level is 75 reiatsu, and increases by 100% per class, up to 375 reiatsu at class 1. The number of panels per post that can be generated is reduced to 1 per post, increasing by one for each class, up to 5 at class 1.
Class 4: This level even more utility. The user can create panels that are 6 square feet in size. However something else is attainable at this level. In addition to being used defensively, these panels however can be grabbed and wielded like any other weapon, requiring that the user be proficient enough to use these blades, and also severely limiting the number of these panels that can be generated in comparison to the defensive panels as offensive panels count as 2.
At Class 3 the user has a bit more control over the shape of these edged panels, allowing them to be shaped into simple weapons as they are generated. Naturally these panels cannot be very ornate or complicated, but can be slightly altered to allow slightly easier handling and the characteristics of the panels are as such:
At Class 3 one is capable of generating finer shapes and sizes of weapon, allowing the user to generate not only simple panels, but exotic weapons as well, the size of these weapons is restricted to being 3 meters in length and the Characteristics of the panels/weapons are as follows:
Class 1: At this level, the user can not only generate and wield these panels and compress them into sharpened weapons, but can also throw them without the panels losing their integrity. These can be fired and retain their structural integrity for 2 posts (including the post they were thrown) before they lose structural integrity and fade away. A panel that is thrown with 2 posts of duration remaining will dissolve after reaching it's target, and a panel with 1 post remaining will dissolve before it reaches the intended target, regardless of distance traveled.
Panel Durability: 900 Defensive Panel Generation Cost: 475 Reiatsu Offensive Panel Generation Cost: 500 Reiatsu Offensive Panel Duration: 8 (Becomes 2 once the panel is thrown) Max Panels: 5
How to use technique: The user focuses their spirit energy, creating platforms and surfaces.
Technique Drawbacks Reiatsu Cost. Cannot be learned by Fighter types. Requires that the user have mastered Advanced Air Platforms, Class 6. Using Panels offensively counts as creating 2 defensive panels. Offensive panel handling scales off the user's Skill with the weapon created. Basic panels follow the Weapon Skill of any bladed single-handed weapon that the user already has, with the exception of those associated with Racially generated weapons (Zanpaku'to, Dolls, ect.) Non-basic Panels follow the Skill profficiency of whatever weapon type is created. Defensive panels can be maintained through simple concentration up to 8 posts, however Offensive panels cannot be maintained for as long (until class 1).
Made By: N/A
Reserved? (Yes/No): No
-40 TTP to Profcient Advanced Air Arsenal: Air Strings class 4
{AAA:AS} Technique Name: Advanced Air Arsenal: Air strings
Class:8-1
Technique Type: Reishi Technique
Usable By: Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect): This technique is much more refined and eloquent than the other methods of Advanced Air Arsenal. This technique, rather than generating large structures, instead focuses on the production of condensed and fortified strings of reishi. Wether it's to help wire a trap, to manipulate a far-off object, or just to tie someone up, these threads are very useful. At class 8, these threads are well...threads. They are considered to have an offensive durability of 25 and anyone with the physical strength to lift themselves off the ground can generally break these strings without any effort. There is nothing particularly special about these strings, other than that the fact that they have such a thin reishi composition and structure that they have literally zero reiatsu signature and can only be sensed physically through sight.
At class 7, these strings gain some utility. The strings can be manipulated by the user and have an offensive durability of 100, increasing by 100 for each class beyond this one (a maximum of 700 durability at class 1).
At class 5, these strings are more than just tools. In addition to being able to be used for a variety of common jobs, these threads actually have the spiritual durability to cut into materials they are braced against. However, due to their thinness, the cutting power of the thread is inferior to it's actual durability, boasting a mere cutting power of 275 at class 5, increasing by 75 per class ( 350 at class 4, 425 at class 3, 500 at class 2, 575 at class 1).
Finally, at class 2, these strings are pretty high-quality. Not only improving in durability and cutting power, but also holding the power to be spiritually conductive, allowing the user to channel other techniques through the strings as though they were an extension of the user's body.
Technique Drawbacks Reiatsu cost. Additionally, these strings can only last up to 5 posts, increasing to 10 posts at proficcient, and 15 posts at mastered.
Made By:Nola Vilde
Reserved? (Yes/No): No
-20 TTP to Proficient Advanced Air Arsenal: Air Veil class 5
{AAA:AV} Technique Name: Advanced Air Arsenal: Air Veil
Class: 5, 3
Technique Type: Reishi Technique
Usable By: Any
Technique Element: None
Technique Description and Effects (Explain appearance, powers, and effect):
This technique continues the lineage of the basic principle of creating usable surfaces by collecting and focusing ambient reishi mixed with one's reiryoku. In this instance, is the use similar to an afterimage. By collecting reishi around the entirety of one's body, the user creates a sort of shell. And by doing so, this shell can be left behind. This shell infused with a mix of the user's reiryoku and ambient reiatsu can be used to take hits and serve as a decoy as it's reiatsu signature will match the user's. However, when injured, the copy is hardly similar to a proper cadaver and generally can be discerned by those with at least 150 senses or ES (increased by 75 per point in stealth, countered by the enemy's anti-stealth). And this is generally if the technique is a dead-fire, it is generally more difficult to discern mid-attack.
For each use of this technique, the user can produce up to three shells (increasing to four at proficient, and five at mastered) which can be used up like ammunition. Because of this, this technique is more unpredictable than usual in that the surge of reiatsu in activating the technique can be used preemptively, and then the technique can come into play later on in the fight. This technique cannot be re-activated until the initial number of shells has been exhausted (including activation at a different class).
At class 3, this technique becomes much more useful! By using much more skill and care in the making of this shell, the user can make it much more believable. At this class, the user can cause the shell to bleed, make very brief noises, and even seem to crumple or collapse realistically as more mass and energy goes into the making of this double. If the user has any skill in Disguise or Crafting then this shell can be even harder to discern, adding additional 75 points to the es/senses requirement as if the user had extra points in stealth (only up to 3 points can be contributed from disguise/crafting).
Technique Drawbacks Standard Reiatsu costs (100 reiatsu at class 5, 400 reiatsu at class 3), additionally this technique requires that some level of Advanced Air Platforms and Advanced Air Arsenal be learned. Additionally, because of the detail and effort put into the shells at class 3, the user has one less shell stored up on use (at mastered a user can have 5 class 5 shells, but only 4 class 3 shells). Additionally, this technique does NOT hide the user, and as such can be predictable without the use of step techniques in conjunction.