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!
This is the staple technique which all Bount develop eventually with age, though of course it takes practice to master. This technique allows Bount to sink into the shadows, and melt into the darkness. As long as there is a shadow that the Bount stands over or in contact with, they can melt their entire body into it. In this way, they can reside within the shadow and watch situations unfold, with only glowing red eyes showing from inside of the shadow. Or, instead, they can disappear completely into the shadow and use it to transport themselves. Bount can travel anywhere within shadows as long as these shadows are connected. So if two shadows are disjointed, Bount cannot travel in between them. This makes this technique most effective at night, especially during a new moon. The class 5 version is the most commonly used, and allows the Bount to sink at half their speed. Class 4 allows full speed sinking. Class 3 allows double speed sinking.
How to use technique:
It takes a simple reiatsu cost each time.
Drawback:
This technique costs reiatsu, but has another drawback. It makes Bount skin extremely sensitive to heat and to light. Therefore, hot things seem hotter, and bright things seem brighter. And, the sun has a harmful effect when this is used. For 24 hours after use of this technique, Bount must avoid sunlight, or their skin will begin to blister and burn. The higher class of technique they used within the last 24 hours, the more they will burn. If the class 3 version was used, the burning may even kill them if they stay in sunlight long enough.
This is a main feeding technique of the Bount, and is the first that they learn. When they begin to feel the hunger and the thirst, this technique must be used. They can also feed with Immortality Drink, and heal as well. However, Futter is the technique which allows them to feed off of the living for greater power. First of all, the reason that Bount feed in the first place is to survive and maintain their dolls. Bount, if they sink their fangs into the neck of a victim, can use Futter to suck out ALL of the victim's reiatsu. For the duration of the thread, this reiatsu becomes usable by the Bount or by their doll. It is considered "storage reiatsu." Likewise, Bount can use this technique to drain victims of their blood. If a victim is drained of their blood after use of this technique, of course they will die. But the Bount, for every victim they feed upon in a thread, will gain a 20% increase to physical stats. And their doll will gain a 20% increase in reiatsu strength. This is for duration of the thread only.
How to use technique:
Stated above.
Drawback:
This technique costs reiatsu, but also causes deterioration. Basically, it makes the victim even more susceptible to sunlight. If the Bount is bathed in sunlight within 24 hours of use of this technique, the Bount will suffer a heavy burning. Coupled with the burning from the last technique, this can turn a victim to ash. Also, this can be used ONLY on the living. The Immortality Drink must be used on souls. If Futter is used on a dead victim, the Bount will age 40 years physically. And if physically a human would die at the age the Bount reaches, the Bount will die.
The Bount can shapeshift into a small animal like a rodent of some kind for 5 posts. This is limited to small creatures. The most usual is bats and rats, but it can also extend to mice, rabbits, or similar. However, the transformation will always have glowing red eyes.
This is a Bount technique which allows the Bount to dissipate into mist. This can be done only upon being struck by a physical attack. One must be impacted by an attack for this to work. Reiatsu based attacks do nothing to stimulate this technique. However, the mist can flow out to become a large mist that covers the area and makes impermeable fog. "So thick you can't cut it with a knife." The Bount can reform at any time. Maximum limit to how long said Bount can be mist is 6 posts. The Bount's body can "partially form" within the mist. While the technique is class 5, the reiatsu cost to form the body inside the mist is class 4 cost. (Dissipating and reforming are both separate class 5 costs.)
How to use technique: [How do you use this technique? List below.]
Stated above.
Drawback:
Costs are increased, as listed above. Bount who use this technique will suffer burning and pain in sunlight for 24 hours after its use.
This technique is one of the Bount staples. It is also one of the first learned. It can be used to dominate the mind of a victim or enemy. This is the use of the technique. There are four levels to the technique. They all have different effects.
Class 4 - The Bount can use this to seduce. Any victim inferior by at least two classes is susceptible to this version of the technique. They will feel a compelling attraction and naivety in the face of the Bount, who will therefore be able to order them around, or brainwash them into doing as the Bount desires. They can even be lulled into so full a sense of security or ecstasy that they do not even understand the world around them, and are unaware that the Bount is feeding upon them.
Class 3 - This is an intimidation portion. This version allows the Bount to intimidate anyone who is at least one class under them. Anyone outclassed by the Bount will feel their heart pounding and their adrenaline running. They will feel afraid, and are definitely prone to make mistakes from shaking, shivering, and obviously a lack of oxygen due to the constantly pumping heart. It becomes much harder to breathe, and all will feel nervous because of this technique.
Class 2 - This is an expansion upon seduction. As long as the victim is one class lower than the Bount or more, this can be used. They will without question become the Bount's slave and obey every single order. The way to break this is for them to be snapped out of it by a third party.
Class 1 - This is an expansion upon intimidation. Anyone that this is used on will feel intimidation. If it is equal class, they will feel class 3 effects. If the victim is inferior class, then fear will grip them so much that they will be unable to tap into their own powers with ease, and costs for all techniques and releases will double.
How to use technique:
Make eye contact.
Drawback:
This technique is quite straining on a Bount as well. It costs a great amount of reiatsu, and prolonged or continued use will cause severe fatigue, or major headaches and agony inside of the body.
This is the most lethal Bount technique to be used in close quarters combat. It cannot be used on other Bount. One touch to a victim of inferior reiatsu strength. One touch of the palm. If done for a mere instant, the victim's stamina is drained by an amount equivalent to 75% of their total stamina. If for two seconds, all stamina is instantly drained. If for four, all reiatsu is depleted. If for eight seconds, all bodily fluids are depleted to nourish the Bount. The victim is left with a dried husk body that can no longer move, and is dying quickly. They are left in dryness and misery as the Bount's stats double for the next 10 posts.
How to use technique: [How do you use this technique? List below.]
Stated above.
Drawback:
Besides a reiatsu drain, this horrifying technique makes it so that Bount cannot exist in sunlight without burning up for the next 48 hours.
Willpower is a technique that is available to most who dwell within the human world, and has a variety of effects that make it a versatile and useful technique. This technique is one that manifests the willpower of the physical body. It essentially causes spirit and physical body to "become one" and merge their powers. There are two uses of it. The first is a non battle use, and is the main use. The main use is simply to know the technique, which slows the aging process of the body and allows the possessor to live easily as long as a Shinigami or Arrancar. This is a will-based technique, however, and thus, if will vanishes, so does its power to stop the aging, which quickly catches up. Mod Souls and Bounts have a minor version of this part at all times, which allows them to age slowly at all times; humans and Quincy learn this version at Class 1.
Willpower has three stages that are associated with it, as listed below:
[Stage One: Cog]: By giving up 100 Reiatsu, the user pumps an explosive amount of intimidating power out. Anyone of inferior class will immediately be intimidated. This does not mean they won't fight. Those who are weak enough in comparison will feel a huge, exaggerated surge of power that will probably make them surrender. This can also be used on Hollows to actually scare them away instead of having to kill them. This does NOT work on animals! It only works on "intelligent beings." This means unless it has a similar to human intelligence, this wont' work on an animal.
[Stage Two: Pulley]: This causes physical output to increase based on draining spiritual energy. It costs 400 reiatsu. When activated, it increases physical stats by 50%. However, it causes the skin to begin to blister from pumped out Reiatsu. Essentially, skin begins to burn. It's a quick burn. Within 5 posts, burning will start to become quite serious. On top of that, statistic gain is lost by the post, starting after the second post of this being active. After that time, 10% of the gain is lost every post. It can only be restored by sacrificing 150 Reiatsu per 10%.
[Stage Three: Gate]: This has no initial cost. Reiatsu strength and Spiritual pressure (but NOT Reiatsu amount) both double. From there, reiatsu output goes up, meaning that costs are also doubled for everything. On top of that, 100 reiatsu is lost per post until this is deactivated.
Drawback: See each individual stage. Atop that, when Willpower is learned, it comes with all three stages, but costs double the TTP to learn. Humans, Mod Souls, Quincy, and Bounts only.
This allows them to strengthen their Willpower and rejuvenate their bodies by feeding on the souls of others. This is a technique that all Bount eventually learn to use. Bounts are humans that were plunged into a spirit form. Essentially, they were half killed. Bount are like half human half spirit creatures. Thus, they are not immortals, despite having the power of spirits. As a result, Bount developed a power to sustain immortality for themselves. This allows them to either feed on dead souls to sustain their immortality, or feed on living souls to sustain it for a longer time. This technique also allows Bount to take in spirit particles to heal their injuries. This technique counts as Class 3 for learning purposes, though its various uses vary in Class.
How to use technique:
It is necessary to bite the victim to suck in their soul. If the spirit particle effect is used, simply release Reiatsu and have it suck in spirit particles. The Class of this technique depends on the extent of the usage. Sucking in a dead soul is Class 3. Sucking in a living soul is Class 2. Sucking in weak dead souls (as the majority of Bounts do) is class 6. Weak souls can be a child's soul or a young girl's soul. Healing injuries is where the other classes are used. Healing slashes and whatnot, or injuries less severe than that, is class 4. Healing stabs and impaling is class 3. Healing severed body parts and whatnot is class 2. Regenerating organs (though this does not include the heart or brain, as they cannot be regenerated) is Class 1.
This is a movement technique. It's to keep up with things like Shunpo or Sonido. While all races using this have their own variant of a step technique already, this one is pretty much an in-general type of move. It attunes the physical body to the reiatsu in the air, rather than spiritual to spiritual. It is now physical to spiritual. This allows the user to step at 3x speed for the cost of only 25 Reiatsu. This technique does not take up a technique slot.
How to use technique: Focus the body’s energy and release during a step. This technique can be broken off in the middle of its use. Unlike other step techniques, this one can be repeated while in the middle of the previous one, allowing someone to change their movement course in mid movement.
Schiene allows the user to move from one place to another by gathering Reiatsu particles under their feet and connecting it to Reiatsu at a location that the user wishes to go to. The user then rides the invisible path of Reiatsu connected between the two, until they reach their destination. Initially, this technique can only be used to travel in straight lines, allowing the user to move at 6x Speed from the first point to the next. At mastery, this straight-line movement increases to 7x Speed. However, at mastery, another trick becomes available; at this point, a Bount can create curved rails rather than straight lines. While they cannot move at sharp ninety-degree turns, they can gradually curve up to a maximum of that full ninety degrees when traveling from one point to the next. Because curved paths require a little more focus to maneuver along, speed is reduced to 5x along these curved paths in exchange for versatility of greater movement range. A straight-line rail costs 50 Reiatsu per use, while a curved rail costs 100 Reiatsu to use.
Finally, this technique is modified further by the True Bount technique Vok Sheit, which gives the user a greater mastery of the manipulation of spiritual particles. This technique, if active while Schiene is being used, increases the movement speed of Schiene by 2x for each different method of movement (8x for non-mastered straight-line, 9x for mastered straight-line, and 7x for curved). Additionally, this technique does not take up a technique slot.
How to use technique:
The user must first create a platform of Reiatsu under their feet and then think of where they want to go, which is where the platform of Reiatsu will connect to. From there, they ride the platform of Reiatsu to its new location.
Drawback:
The drawback to this technique is that the user must stick to the path of reiatsu that they created. They cannot deter from it at all, and at lower levels this leaves them open and their attacks able to be easily tracked since they move in a straight line. As they grow more proficient with this technique, they are harder to track.
Technique Type (Kido, Hollow/Arrancar Technique, Human World Dweller Technique, Other): [Bount Technique]
Usable By (Technique is available to which races?): [Bount]
Technique Element: [Smoke]
Technique Description and Effects (Explain appearance, powers, and effect): [Insert Below]
After reading through old archives on the Ancient Bount in the Bount Citadel, Jin developed this technique once used by them. This is a general step technique for all Bount to use. Use of this step makes Bount seem more like the vampires of lore. By releasing reiatsu across the body and the feet in preparation for a step, the Bount is able to disappear at 10x their normal speed. The reiatsu gathered around the body before the step will be released as a burst of gray smoke, which conceals the user as they step away at 10x their normal speed. As the Bount moves, the smoke will move with them and further conceal the user while still lagging behind them. This essentially makes it appear as if the user has burst into smoke and disappeared when in actuality they are simply moving too fast to be seen while using the smoke to obscure their movement. Upon reappearing where they intended to move, the user will appear before the smoke catches up to them as if teleported there, meaning that opponents are unable to discern the user’s intended destination by following the smoke. This technique costs 50 reiatsu to use.
How to use technique (How is it activated?): [Insert Below]
Gather reiatsu for a step and release the reiatsu, at the same time causing the reiatsu gathered around the body to form into smoke that conceals their presence.
Technique Drawbacks (Limitations, repercussions for use, etc) (Insert Below)
None other than reiatsu cost.
Made By: Jin Yamada
Reserved? (Yes/No) (Can others use your technique, or just your character?): [No]
-240 TTP for mastery of Step Waltz: Refractory Remains
Technique Description and Effects: This technique is a modifier for a normal race's step technique. Using this technique in combination with a normal step technique modifies that step's nature. Namely, this is a modification for short-range stepsm the user condensing their step and altering it's direction within the set distance. This modification shifts the step into an outward spiral, and during it's execution, it does not look like a step at all, but rather as if the user has simply split into four whilst performing an evasive slide. At Learned, all four afterimages must be within 1 meter of one another as they translate to the end position, the step itself can only travel 2 meters from the user's start position. At Proficient, the afterimages can be within 5 meters of one another, and can mover out of formation, but still must travel within 5 meters of one another throughout the transition, and the user can travel a total of 10 meters with the step. At mastered, the afterimages can move within 10 meters of one another during the transition and the user can move up to 20 meters away.
This modifier reduces the speed of the step to 5x the user's speed for the actual travel time (This is because the user is rapidly moving between the four positions during the motion) but in acuality, they are moving at 15x normal speed. When executed, it simply seems as if the user splits into four and then maneuvers to a new position at high speed, serving as either a confusing escape, or a seemingly unavoidable attack as this increases the area of a fast step-based attack.
Technique Drawbacks: This technique, although incredibly fast, is very predictable unless mastered as the afterimages MUST converge on the end-point, thus seasoned combatants will be able to easily discern where the user will wind up. Additionally, while this can be applied to any step technique (That is not a teleport or ulcera-like), it doubles the reiatsu cost of the technique, and adds another 100 reiatsu on top of that (A standard shunpo will cost 200 instead of 50). No other steps(This includes ANY other high speed techniques, as such any technique that is a variation or in the same category (Hoho, for example) also counts) may be used in the same post as Step Waltz: Refractory Remains because of the stress, doing so will immediately cause the muscles to shred, reducing the speed and strength of the user by 75% (100 becomes 25) for 5 posts and causing severe stamina drain.
Additionally, any attack that hits all four afterimages at once will be able to still damage the user, making this technique dangerous even when mastered as it is not as reliably safe against opponents with massive AOE attacks that can catch the user at 5x speed. If the attack is faster than 5x the user's speed, they need only hit three of the afterimages. If the attack is faster than 10x the user's speed, they need only hit two of the afterimages. If the attack is faster than 15x the user's speed, they only need to hit one of the afterimages.
If a step moves slower than 5x normally, it cannot be paired with Refractory Remains.
This technique may not be utilized by anyone without a combined Strength/Speed of 1000 (At least 600 of which being speed), lest the physical strain be too much for their body to handle even using this technique once per thread. Those above this thread can use this technique twice per thread at learned, four times per thread at proficient, and six times per thread at mastered.