Post by Zeich Yajuu on Jan 3, 2014 23:12:07 GMT -5
Section 2: Race Information, Their Releases, and Each One's Leveling Paths
Now that we've made our way through the basics of character creation and the glossary of terms, we're going to get into the meat of the actual creation process. It's time for you to choose your race! The posts in this section have been broken up to provide a more organized way for you to find the race you want by looking for the world they hail from. On our site, specifically, there are four major worlds. They are the Soul Society, Hueco Mundo, the Human World, and Hell. Each world will have a description written that tells you about what it's like, and those descriptions will be followed by the races that originate within it. "Originate" does not mean "limited to!" You are free to explore any world you want, regardless of race.Race Jump LinksSoul Society Races
Soul Society is the "heaven" of the Bleach Universe. After someone dies, they may be sent to the Soul Society to live as a Plus (a human soul living within either Rukongai or the Seireitei). Rukongai is divided into 320 districts (80 in North Rukongai, 80 in West Rukongai, etc.), with each being numbered in descending order based on how far they are from the center. This results in the higher-numbered (and farther) districts decaying into slums. Thus, while District 1 is peaceful and lawful, much like the antiseptic lifestyle of early-Edo Era Kyoto, District 80 is a hardscrabble, violent, crime-infested area that more depicts Heian Era Kyoto. Seireitei is a circular shiro with four main entrances, ten days walk apart, each guarded by one of the Gatekeepers. This is where you will find your noble families and the Shinigami who protect the balance of worlds. The Academy is located here, as well as any souls who wish to develop themselves as Shinigami.
The two major playable races who populate the Seireitei are the Shinigami and the Beast-Clansmen. Shinigami can follow many different paths depending on their mindset and personal story lines.These paths range from being a normal Shinigami, to becoming or starting off as a Rogue, or even the Vizards who learned to control their inner Hollow. Beast-Clansmen are linked to a horrendous curse that forced them to be anthropomorphic animals, but even they have a couple of paths available to them. You get to decide who you want to be.The Realm's Protectors: Shinigami
This first portion talks about standard Shinigami Release and their leveling path. Shinigami are the protectors of the spiritual world. They are souls that have been elevated through the use of their spiritual powers to become protectors of the realm. As guardians of the balance between the World of the Living and Soul Society, their self-appointed duty is to slay Hollows and protect souls in order to keep the cycle of souls flowing back and forth between the two worlds stable.
A Shinigami's Release is simply referred to as "Zanpakutō," which is the name for both their weapon and the type of Release. When sealed, they take on the form of some sort of sword as a basic weapon. Upon Release, a Shinigami's Zanpakutō takes on the form of something even more powerful. It may not necessarily be a physical, wieldable weapon, but it will always have a physical form. It does not appear as a change to the user, themselves. Bodily changes are not within the realm of Zanpakutō Release forms. It can transform into an elemental or weaponized structure, but that is its extent. Changes to the user's body cannot happen.
Overall, Zanpakutō Release is broken into two stages: Shikai and Bankai. Shikai is gained at Class 4 and is an automatic Release ability unlocked by simply meeting the Class requirement. This is a basic, preliminary power. When it is unlocked, it lasts for ten posts. After these ten posts are finished, you must pay the Reiatsu cost of your Shikai again in order to maintain it. These costs are mentioned in the leveling path information listed below. If this cost is not paid again, the Zanpakutō will revert back to its sealed form.
Bankai is the most powerful Shinigami Release and is obtained no earlier than Class 3. For some, it may not be achieved until later, but Class 3 is its minimum Class requirement. This ability lasts for ten posts and costs Reiatsu to use. This cost, along with its duration, may change along with Class increases. More information about this is explained within the leveling path below. Bankai has several requirements for those who wish to obtain it. Among these are Rank and character developments. With regards to Rank, there are limited slots since only two Third Seats and four Vice Captains may have Bankai at one time. Captains and Vizards, on the other hand, will always have Bankai. If any given slot is currently occupied, you may contest it with its owner. Be warned, though. In battle, they may use Bankai, but you cannot. If you wish to app-into having Bankai (that is, start out with it upon character creation), you must apply for a Captain spot. Any other Rank that may permit use of Bankai requires you to go through the normal Bankai application process.
The Bankai application process requires the individual to first reach a minimum of Class 3. Once that Class has been achieved, they must submit the following:
- Three threads containing significant, in-depth character development that push the character towards obtaining Bankai. There must be generous amounts of evidence that this is a serious goal of theirs in every single thread. These threads will also be used during the promotion process if the character is not yet of proper Rank/Position to obtain Bankai.
- IF THE POSITION IS NOT OCCUPIED - A solo thread is required that contains significant, in-depth character development between the individual character and their Zanpakuto spirit. The expectation is that they train with each other to properly develop Bankai. This thread must be a minimum of one page long with each post on the page containing no less than four paragraphs.
- IF THE POSITION IS OCCUPIED - As stated, a qualifying PvP must occur in order to obtain Bankai. In this PvP, the opponent may use Bankai while the challenger may not. The challenger is required to win. This PvP must also contain significant, in-depth character development between the individual character and their Zanpakuto spirit. The expectation is that they fight together against a common 'enemy' in order to properly develop Bankai.
It is ultimately up to the mod grading the application to decide whether or not your character earns Bankai, but the specifics regarding which types of threads are needed can also be found in the "Upgrade your Character Template" under the Bankai application form or as part of the same form in the "Shinigami Template and Explanation" thread. When applying for Bankai, fill out that form and post it in the "Upgrade your Character" thread. If you're interested in looking for currently available Bankai slots, please refer to "The Soul Society Rankings."
When bringing techniques into play, all Shinigami start with Shunpo at the Proficient stage. You must still train for Mastery, but Shinigami are given access to this technique from creation.{Shinigami Leveling Path (Click for Info)}
- Class 8 (0 CTP, 280 SP) - This is where you start off. At this level, Shinigami can only learn Kidō up to Class 7. Generally, this Class would be an Academy Student who has yet to develop a Zanpakutō.
- Class 7 (300 CTP, no new SP gained) - The Shinigami has now developed a Zanpakutō. They have probably gotten to their third year at the Academy or perhaps graduated as an Unseated Officer if he or she is skilled. Kidō up to Class 6 can be learned.
- Class 6 (500 CTP, 20 SP gained = 300 total SP without training) - Shinigami will likely have become an Unseated Officer in a Squad at this Class. They can learn Kidō up to Class 5.
- Class 5 (900 CTP, 50 SP gained = 350 total SP without training) - By now, a Shinigami is expected to be a low-end Seated Officer. Kidō up to Class 4 can be learned.
- Class 4 (1500 CTP, 50 SP gained = 400 total SP without training) - This Shinigami would be a high-end Seated Officer. Shikai has officially been unlocked at this Class. Shikai is considered to be a Class 4 technique and costs 200 Reiatsu to use. They are now also able to learn Kidō up to Class 3.
- Class 3 (4000 CTP, 100 SP gained = 500 total SP without training) - Shinigami may be either a very strong Seated Officers or a Vice Captain. Bankai can be unlocked through an application process starting at this Class. Only Vizards and those Ranked at Third Seat or above can use Bankai. There is also a limited number of spots available to people who can use Bankai, so without being in one of these spots, your character cannot use it. Bankai at Class 3 costs 800 Reiatsu to activate. They are also able to learn Kidō up to Class 2.
- Class 2 (8000 CTP, 200 SP gained = 700 total SP without training) - At Class 2, Shinigami are now able to become Captains since this is a minimum Class requirement for such. Bankai at Class 2 costs 400 Reiatsu to activate. Kidō up to Class 1 can be learned.
- Class 1 (14,000 CTP, 200 SP gained = 900 total SP without training) - The strongest of Captains will be at this Class. These are the Captains who can claim to be in the Gotei's finest. Bankai at this level costs 300 Reiatsu to activate, and Shikai costs 150.
- Class 0 (45,000 CTP, no new SP gained) - This is the ultimate Class. For those that reach it, Shikai costs 100 Reiatsu to use and Bankai costs 200. The duration for Shikai goes up to fifteen posts while Bankai goes up to twelve as opposed to ten for both. The positions of Captain Commander, King of Las Noches, and Zero Division require the characters to be Class 0.
Final SP Caps: 900 (Without Training) / 1600 (With Training) / 1800 (With Training and Training Tier)
Click Here for Shinigami TemplateThe Realm's Traitors: Rogues
Bakkōtō, used by Rogue Shinigami, are illegal weapons created and manufactured by the Kasumi'Oji family. These weapons are very different from the standard Shinigami's Zanpakutō and have no weapon type restrictions, meaning it can be anything. While the latter is an extension of one's own spiritual powers that must be trained for, Bakkōtō are ready to use as soon as the character reaches Class 7. At this point, they possess enough spiritual sturdiness to wield one. These weapons also only have a singular ability with no techniques. This ability, however, grows and evolves along with the user and eventually establishes several different levels at Class 1. Each level is still part of the same overall ability, but it grows stronger and more potent with every Class increase. Bakkōtō abilities, regardless of which level is activated, cost 200 Reiatsu to use. Levels 7, 6, and 5 last for seven posts before needing to be refreshed. Levels 4 and 3 last for five posts before needing to be refreshed. Levels 2 and 1 last for three posts before needing to be refreshed. The Rogue must balance duration for power and can always choose to Release at a lower level if they desire.
In addition to the usual Reiatsu costs, Bakkōtō drains away the user's Life Force, leaving behind an empty shell devoid of any existence. Rogues, unlike other races, have an additional Stat that is referred to as "Life Force" (LF) for this reason. Similar to Reiatsu, Life Force is determined by Spiritual Pressure (SpPr). For every one point in SpPr, the Rogue gains ten points of LF. This Stat can be spent to strengthen the Rogue's Bakkōtō by converting it into Reiatsu Strength (RS) on a 1:1 ratio. This conversion is permanent for the duration of the Bakkōtō's Release even if you switch between power levels.
It is also possible to sacrifice Reiatsu Strength and Spiritual Pressure in order to strengthen a single attack. As an example, say your character has 100 RS to start. You can sacrifice 50 of that RS and use it to power up the attack so that the RS of said attack is now 150 instead of 100. Once finished, the new RS Stat will be 50 for the remainder of the thread. This only works for a single attack at a time. Keep in mind that Bakkōtō are restricted by the three-times Stat cap in the same way other Stats are. This rule states that no Stat may be pushed to more than three-times its original value. If you have 100 Strength, you cannot boost it beyond 300 unless a technique is involved. For more information on this cap, visit "Section 3: Stats and Skills."
Life Force does not deplete due to solely powering up the Bakkōtō. In fact, for every hit a Rogue takes in battle, their Life Force is reduced by 100 points. If these points ever reach 0, the Rogue dies. In order to restore Life Points, the character must rest. This is the same rule that applies to restoring Reiatsu.
Bakkōtō also have one final stage beyond Class 1, but Rogues are able to use this power once they reach Class 1. It is called "Zero Stage" and it is a final attack that uses all of the Bakkōtō's power. By combining the user's Reiatsu Strength, Spiritual Pressure, Life Force, and Reiatsu, an enormous attack that can bypass the three-times limit may be unleashed. With such strength comes a major catch, though. Once this attack has been used, all of their Life Force goes to 0 and the Rogue is doomed to die shortly after annihilating their foe. This sacrifice is a difficult decision to make and should never be taken lightly.
If you choose to switch over from a normal Shinigami to a Rogue, your Stat Points (SP) will remain the same due to your leveling path. You will also have access to all Bakkōtō abilities up to your Class once the switch is complete.{Rogue Leveling Path (Click for Info)}
- Class 8 (0 CTP, 280 SP) - Currently, a Rogue has only recently been separated from the Gotei. Their Zanpakutō has just been split from them, meaning all of their powers have been temporarily lost.
- Class 7 (300 CTP, no new SP gained) - The Rogue would be just starting out. They can already use their Bakkōtō's powers up to its Class 7 and Class 6 forms. Kidō up to Class 6 can be learned.
- Class 6 (500 CTP, 20 SP gained = 300 total SP without training) - The Rogue is now able to use their Bakkōtō up to its Class 5 form. Kidō up to Class 5 can be learned.
- Class 5 (900 CTP, 50 SP gained = 350 total SP without training) - Rogue Shinigami are able to use their Bakkōtō abilities up to Class 4. Kidō up to Class 4 can be learned.
- Class 4 (1500 CTP, 50 SP gained = 400 total SP without training) - Since this would be the Class of a Seated Officer for a normal Shinigami, a Rogue is considered very strong at this point. Their Bakkōtō reaches up to Class 3 abilities, and Kidō up to Class 3 can be learned.
- Class 3 (3000 CTP, 100 SP gained = 500 total SP without training) - This is the level of a Vice Captain. Bakkōtō powers up to Class 2 can now be used and it is becoming very powerful. Kidō up to Class 2 can be learned.
- Class 2 (7000 CTP, 200 SP gained = 700 total SP without training) - This would be the power equivalent of a Low-Tier Captain. Bakkōtō powers up to Class 1 can be used. Kidō up to Class 1 can be learned.
- Class 1 (14,000 CTP, 200 SP gained = 900 total SP without training) - At last, a Rogue reaches the power equivalent of a full-fledged Captain. Rogues can finally use "Zero Stage" since their Bakkōtō powers have reached a maximum.
- Class 0 (45,000 CTP, no new SP gained) - Rogues now have greater control of their lifespans. Not only do they gain the same Class 0 bonuses as all other Soul Reapers (aside from potential for the Zero Division), but they only lose 50 points from Life Force instead of the original 100.
Final SP Caps: 900 (Without Training) / 1600 (With Training) / 1800 (With Training and Training Tier)
Click Here for Rogue TemplateHidden Behind Masks: Vizard
A Vizard's Release is also referred to as a Zanpakutō since they maintain their Shinigami powers despite the Inner Hollow that has grown within them. This Inner Hollow must be forcibly controlled and contained. Vizards are also able to use both Shikai and Bankai, but these are locked at ten posts of duration for each. Bankai is required before anyone can become a Vizard, so this race will always have Bankai. In addition to these two forms of Release, Vizards can also use an ability called "Hollowfication."
The main form of Vizard Hollowfication is the Vizard Mask. This masks represents their Inner Hollow in some way and normally relates to how the Vizard would look if fully Hollowfied. When this mask is worn, all of the user's Stats are doubled. The duration initially lasts for only three posts with a significantly long resting period of twenty-four hours between each use. Through time and effort, the duration will grow to last a full eight posts. The Stat Boost from their mask does not stack along with any other Stat boosts unless they come with a specific Type. The Vizard Mask does, however, give the user temporary infinite Reiatsu. Costs must still be recorded. If the mask is removed or broken, the Vizard immediately subtracts the Reiatsu they've spent throughout the use of their mask all at once.{Vizard Leveling Path (Click for Info)}
*Note: Vizard leveling is identical to the Shinigami leveling path because Vizards cannot immediately become to they are. They must begin as Shinigami and remain as such until signs of Hollowfication start to show up. Until the final possession at around Class 2 or Class 1, they must stay a normal Shinigami. They Class up like Shinigami and obtain their powers in the same ways, but they have additional requirements as they grow. To learn more about what it takes to become a Vizard, please read Path to Hollowfication: Guide to Becoming a Vizard.*
- Class 8 (0 CTP, 280 SP) - This is where you start off. Generally, this Class would be an Academy Student who has yet to develop a Zanpakutō. Kidō up to Class 7 can be learned.
- Class 7 (300 CTP, no new SP gained) - The Shinigami has now developed a Zanpakutō. They have probably gotten to their third year at the Academy or perhaps graduated as an Unseated Officer if he or she is skilled. Kidō up to Class 6 can be learned.
- Class 6 (500 CTP, 20 SP gained = 300 total SP without training) - Shinigami will likely have become an Unseated Officer in a Squad at this Class. They can learn Kidō up to Class 5.
- Class 5 (900 CTP, 50 SP gained = 350 total SP without training) - By now, a Shinigami is expected to be a low-end Seated Officer. Kidō up to Class 4 can be learned.
- Class 4 (1500 CTP, 50 SP gained = 400 total SP without training) - This Shinigami would be a high-end Seated Officer. Shikai has officially been unlocked at this Class. Shikai is considered to be a Class 4 technique and costs 200 Reiatsu to use. Class 4 is where a Shinigami will first meet their Inner Hollow. They are now also able to learn Kidō up to Class 3.
- Class 3 (4000 CTP, 100 SP gained = 500 total SP without training) - Shinigami may be either a very strong Seated Officers or a Vice Captain. Bankai can be unlocked through an application process starting at this Class. Only Vizards and those Ranked at Third Seat or above can use Bankai. There is also a limited number of spots available to people who can use Bankai, so without being in one of these spots, your character cannot use it. Bankai at Class 3 costs 800 Reiatsu to activate. At this point, Vizard begin to diverge and start showing their first Hollow takeovers as their Inner Hollow makes itself known through whispers and words. This initial takeover will happen once at Class 3. They are also able to learn Kidō up to Class 2.
- Class 2 (8000 CTP, 200 SP gained = 700 total SP without training) - At Class 2, Shinigami are now able to become Captains since this is a minimum Class requirement for such. Bankai at Class 2 costs 400 Reiatsu to activate. Vizard hopefuls can now be taken over by their Inner Hollow an additional time at Class 2. Kidō up to Class 1 can be learned.
- Class 1 (14,000 CTP, 200 SP gained = 900 total SP without training) - At Class 1, Inner Hollow takeovers occur frequently, generally from the slightest push. This is also the stage where an individual will have their Inner Hollow fight. Vizard have either lost to the Hollow within or conquered it, determining whether they die in failure or live and possess even greater power. This power includes the possession of their Vizard Mask. Bankai at this level costs 300 Reiatsu to activate, and Shikai costs 150.
- Class 0 (45,000 CTP, no new SP gained) - This is the ultimate Class. For those that reach it, Shikai costs 100 Reiatsu to use and Bankai costs 200. The duration for Shikai goes up to fifteen posts while Bankai goes up to twelve as opposed to ten for both. The positions of Captain Commander, King of Las Noches, and Zero Division require the characters to be Class 0.
Final SP Caps: 900 (Without Training) / 1600 (With Training) / 1800 (With Training and Training Tier)
Click Here for Vizard TemplateFeral and Untamed: The Beast-Clansmen
Beast-Clansmen are descendants of a feudal clan from the World of the Living. An unknown time ago, a group of humans banded into a small tribe based on a totemic spirit in a similar way to the Western Native Americans. This was the first "Beast Clan." In time, others began to form. Some remained wanderers, and others moved on to become more noble and aristocratic. Their "sin" and how all of these tribes and clans share it is unknown. Whether it was distancing themselves from their humanity or something far darker, the act that has damned the Beast-Clansmen is lost to history. Their punishment was that they and all of their descendants would, from the day of their birth, be damned to the Beast Realm. This feral realm of strife and struggle would swallow them until they emerged as something far different than the beings they had once been.
These Beast-Clansmen emerge as anthropomorphic animals. This form was taken directly from their totemic spirit in the World of the Living. These beings often have sharper senses, heightened instincts, and increased physical prowess at the cost of mental aptitude. They start as little more than feral brutes at the bottom of their leveling path, but grow in intellect and humanity as they become stronger and more socialized. As they progress, they can become more human and feel the way humans do as opposed to relying solely on animal instincts. The limitations on their thought processes will lift a bit, but they will soon discover that their instincts and powers eventually become weaker than those who stayed feral. On the other hand, those who choose to remain close to their feral side will still be held back with limitations to their abilities to think complexities. Despite this, their animal-like powers and abilities will grow stronger.
Beast-Clansmen use a single type of Release called Yaseishin (lit. Wild Heart). The limitations include no intricate uses of spiritual energy or high-focus abilities. Instead, Yaseishin capitalizes on the user's feral instincts and their basic, animalistic advantages. Raw energy and physical enhancements are the first choice for those of the Beast-Clan race. When it is unlocked, Yaseishin starts off with a short duration of three posts with three Class 6 techniques. With each Class gained, it grows and obtains additional advancements. As the user Classes up, they may choose one of the following advancements to their Yaseishin:
- Class Up – All Yaseishin techniques that the user currently possesses have their Class increased by one, up to a maximum of Class 1.
- Technique Up – The user gains an additional Yaseishin technique whose Class is equal to the current Class of the user’s other Yaseishin techniques.
- Duration Up – The Beast-Clansman’s Yaseishin duration is increased by three posts.
Beginning with Class 5, Yaseishin gains one of these advancements per every additional Class-up, which means Beast-Clansmen who choose to take on Shinigami abilities earn six total advancements, and the ones who choose to remain feral earn seven total advancements. At Class 0, Beast-Clansmen who wish to remain feral are able to gain two advancements as opposed to the usual one choice that was offered before. While only one can be chosen at a time, it is possible to stack them on top of each other through repeated additions. For example, someone could choose six "Duration Ups" as opposed to a variety. At its base level, Yaseishin costs 200 Reiatsu to use. For each Class the user gains, its cost increases by 50 Reiatsu for a maximum of 500 Reiatsu at Class 0.
The requirement for Yaseishin is that it must be a body-based Release, which means it is based on the user's body and natural abilities. Most commonly, Yaseishin relates to the user's totem spirit animal or the animal they resemble. This is not required, but it may make the process easier. This Release is different from others in that it is a bodily manifestation, closer to an Arrancar's Release rather than a Shinigami's. Not only that, but it has no sealed form. This means that the Beast-Clansmen can use Yaseishin at any time without the need for a sealed item form. It can be released upon desire. At Class 2, on the other hand, some Beast-Clansmen choose to forego their Yaseishin on their own. Instead, they may sacrifice this ability completely, look deep into their soul, and pull forth a Zanpakutō. This is usually impossible without the guidance of the Gotei Thirteen, meaning those who do this have left their clans to join the Gotei Ranks.
Beast-Clansmen with a Zanpakutō are limited to a melee-based attack set that can only have a total of three Release techniques. Its Shikai lasts for eight posts and Bankai lasts for six. Shikai is automatically unlocked upon switching to Zanpakutō, but Bankai must be unlocked at that class through meeting the normal requirements. Shikai costs 400 Reiatsu to activate, as well, and Bankai costs 800 Reiatsu. Those who maintain Yaseishin beyond Class 2 become even more ferocious and feral. While they become much more intelligent in regards to combat as predators, they sacrifice more human-like thought and potential for higher-level for critical thinking. On the other hand, those who choose to take the Zanpakutō achieve more of a philosophical mind and become very much like a human.
Beast-Clansmen cannot learn Kidō, but they are allowed to learn Hakuda and Hohō with some practice as they grow stronger. Before Class 4, they may be taught Hakuda and Hohō techniques up to the "Learned" status by an NPC trainer, but it must be done in a training thread. They cannot go beyond "Learned." Once they reach Class 4, Beast-Clansmen are able to pick up the very basics on their own and can learn Hakuda and Hohō by spending Technique Training Points (TTP) up to the "Learned" status. If they wish to improve their status to "Proficient" at Class 4, they must train with an NPC in a training thread. They cannot go beyond "Proficient." At Class 3, Beast-Clansmen can learn these techniques up to the "Proficient" status on their own by spending the necessary TTP, and can "Master" them through training with an NPC. Finally, at Class 2, they are no longer restricted from learning Hakuda and Hohō. Exceptions include the techniques that require specific Ranks. Beast-Clansmen cannot start with Shinigami techniques by default. To read more about techniques, please visit the "Technique Table of Contents."
If your character is naturally anthropomorphic, it does not mean it is automatically considered part of the Beast-Clan. If a character is anthropomorphic due to being an animal in the World of the Living, they may continue on their own path as normal. Beast-Clansmen are unable to take the path to Hollowfication, and cannot be Kenpachi Type, Technique Masters, Fighter v2, Weapons Masters, Soul Specialists, or Spiritual Geniuses. They are also incompatible with Hollow-infusing techniques, such as the H-Pill and Bakudō #1 since they will be killed immediately. Unlike most races who can only have a maximum of 400 SP placed in any individual Stat, Beast-Clansmen can place up to 500 SP in Physical and Sensory Stats. They can only place up to 300 SP in any Spiritual Stats and 250 in Energy Sensory (ES) and Healing Expertise.{Beast-Clan Leveling Path (Click Here for Info)}
- Class 8 (0 CTP, 480 SP) – This is where Beast-Clansmen would start. They are barely more than animals as most of them alternate between bipedal and quadrupedal stances. They are unintelligent, primal, and seem very inhuman. They have only begun to awaken to the potential that their animal form provides them, and thus are not very powerful.
- Class 7 (300 CTP, 120 SP gained = 600 total SP without training) – As they slowly become acclimated to their animal forms, Beast-Clansmen remain weak early on and tend to group together with others.
- Class 6 (500 CTP, no new SP gained) – Now is when Beast-Clansmen unlock their Yaseishin. Initially, they are only allowed to use a small, weak ability. Yaseishin costs 200 Reiatsu to activate.
- Class 5 (1000 CTP, 100 SP gained = 700 total SP without training) – Beast-Clansmen are starting to get the hang of their growing abilities and are starting to become significantly more human. They become more social and are able to separate from a pack. Yaseishin now costs 250 Reiatsu to use, but you are able to choose an advancement to add to the Release.
- Class 4 (1800 CTP, 100 new SP = 800 total SP without training) – Beast-Clansmen are reaching the beginnings of humanity, but still have a child-like intellect with curiosity to match. Physically, however, they are much stronger and much more attuned to their surroundings thanks to their enhanced senses. Yaseishin's cost increases to 300 Reiatsu, but an additional advancement can be used.
- Class 3 (3000 CTP, 100 new SP = 900 total SP without training) – Now that Beast-Clansmen are integrated into society and becoming more intelligent, they make up for the learning curve by being very physically strong. Their senses are extraordinary, as well, since their animal bodies are developing far faster than their human minds. Yaseishin costs 350 Reiatsu to use, and another advancement is made available.
- Class 2 (9000 CTP, 200 new SP = 1100 total SP without training) – At this point, Beast-Clansmen could be mistaken for a normal human in their early twenties if it weren't for their form. They have begun to develop bonds, human humor, and merge with the culture they live around. Physically, they are beginning to reach their peak, and their senses outstrip that of their feral counterparts in the World of the Living. Yaseishin's cost increases to 400 Reiatsu, and another advancement may be chosen.
- Class 1 (14,000 CTP, 400 new SP = 1500 total SP without training) – Those that are able to reach Class 1 begin to display intelligence that puts them only slightly below human levels. At this point, only their form distinguishes them from humans socially and mentally, though they often maintain some quirks from their feral origins. Yaseishin's cost increases to 450 Reiatsu, and an additional advancement is made available.
- Class 0 (45,000 CTP, 300 new SP = 1800 total SP without training) – This class is a level of power and humanity that is almost never seen. Beast-Clan members are given two options. They can either take on a more human role, allowing their feral instincts to fade slightly and their humanity to take control once more, or choose to remain feral forever. The ability to use the Human Metamorphosis Ritual (see Final Releases at the bottom of this thread for more information) becomes available. For those Beast-Clansmen who choose to embrace their feral instincts rather than continue on the path to humanity, there are different benefits. First, as the Beast-Clansmen become closer to their feral side, their ability to use their Yaseishin improves significantly. Regardless of which path is chosen, Yaseishin costs 500 Reiatsu to use. Beast-Clansmen who choose the more human route can still choose one advancement to add, while the ones who remain feral are allowed to choose two advancements.
Final SP Caps: 1800 (Without Training) / 2500 (With Training) / 2700 (With Training and Training Tier)
Click Here for Beast-Clan Template