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!
Technique Description and Effects: This ability is not a stand alone technique. This ability takes any other ability and changes it. At class three, this ability takes any technique and turns it into one of two dragons. The first dragon option is the serpentine dragon of the East. The Asian dragon, extremely prominent in mythology and even certain parts of history. This dragon is twenty feet long, and comes with or without wings. The next dragon is the feared dragon of the West, most known for terrorizing the masses, and being slain by the knight. This dragon is twenty feet tall, and has one head.
Each dragon is comprised of whatever technique was used in conjunction with. The dragons are able to think and act independently, slaying anything in their path save for their master. The dragons will follow simple orders that their masters give out, but they will do said orders in their own manner. Each dragon is able to breath flames, carrying the same effects and combat stat as the ability that the dragon is formed from. If the dragon is slain, by any attack equal to or over 3/4 the rs of the original technique, will explode equal to its rs into the sky destroying everything above it in a violent pillar of reiatsu. The dragon's strength is 800, with 600 being the speed for the Western dragon, with the opposite being true for the Eastern dragon.
At proficient, the caster can create two Eastern dragons, each twenty five feet long, or a Western dragon standing thirty feet tall with two heads.
At mastered, the caster is able to create three Eastern dragons, each thirty feet long, or a Western dragon standing forty feet tall with three heads.
Each dragon is the same class as the ability used to make it, and are subject to regular clash rulings.
How to use technique: You pay 500 reiatsu on your non-release technique, and the ability takes form. The ability, if used that post, lasts a little longer than it should, right before the beast forms. The dragon lasts 5 posts longer than the technique used to make it would normally last.
Technique Description and Effects: The penultimate technique available to those born of the Living World. While there exists other techniques that allow a Living World dweller to combat even the strongest of the spiritual worlds fighters, this technique sets them above the rest. Those that are capable of performing this ability have their names forever remembered in the unspoken history as the greatest of the Living World. In order to even begin learning this technique the user must have mastered the Energy Generate technique, the Willpower technique, the Output technique, and finally the Martial Discipline: Ken. This technique uses all four of these abilities in conjunction and performs an impossible feat; to expand a barrier that contains one innate domain. Their inner world.
By performing a unique hand sign that acts as the “conduit” for the technique to activate, the user encloses their opponent in an instantaneously-formed barrier. This barrier, much like the mechanics of a few Martial Disciplines, has an interior durability that equals the combined might of the casters Strength, Reiatsu Strength, and Spiritual Pressure. It cannot be bolstered through Stat Boosting abilities. If the opponent is able to locate the boundary of the barrier, they can attempt to escape by shattering it, but escaping from an expanded domain from inside the barrier proves incredibly difficult for a number of reasons. The first is the distortion of space. The inside of the barrier does not match its actual proportions, meaning it can seemingly be a mile in radius while the actual barrier's boundaries are only a few meters away from the center of the domain. This makes locating the boundary difficult, but someone with at least 250 ES can detect it. Because the interior of the barrier is so powerful, the trade-off is that breaching the barrier from the outside is much easier. The exterior of the barrier, still in the outside world, only has an OS equal to the caster's highest Spiritual Stat. It also does not Class Clash like the inside does. If one has a superior offensive stat, they are able to breach the exterior and enter the barrier or even create an exit for their ally. If somebody really and truly wanted to get inside the domain they could, but they would also be trapped.
What makes Domain Expansion so incredibly dangerous and powerful is that the interior subjects the captured opponents to a sure-hit effect. Each Domain Expansion is unique between users because it utilizes the caster's Release in some way. A release is an expression of the soul, so a technique that manifests one's inner world would naturally coincide with such power. The barrier created is imbued with the caster's Release ability. An effect related to the caster's Release will target and hit the enemies caught within. Once trapped inside, the victims are subjected to an ability with a guaranteed hit. Domain Expansion will last for 5 posts but can be boosted to 7 if the user possesses a Rank of 3 or higher in Strength of Will.
There is another level to this technique - the Class 0 version. At Class 0, the technique no longer requires the creation of the barrier to perform its sure-hit effect, though one can still be created. The ability to realize one’s innate domain without using a barrier is akin to an artist painting a masterpiece not on a canvas, but on air. It is truly a divine technique. Using the Class 0 version of the technique removes the need to use the barrier to entrap an opponent. This gives them the opportunity to escape, but doing so creates the condition that, while they can escape, this expands the technique's sure-hit effect to a range of 200 meters in every direction. This effect allows a user of a Class 0 Domain Expansion to fight against other versions of the technique. Should they get trapped in another person's Domain Expansion, the Class 0 user can use their own version of the technique and attack the other user's barrier from outside. The Class 0 version always over-powers the Class 1 version, alongside simply destroying the barrier and then assaulting the opponent with the innate technique.
At Learned the caster is not able to fully manifest the barrier to create the domain. This requires the caster to already be inside some kind of barrier, a separate space, or inside of a closed building. Anybody caught within the space will be subjected to the sure-hit effect indiscriminately.
At Proficient the caster is able to manifest their barrier and even exclude people from getting caught in it. In order to capture someone in the barrier they must be within fifteen meters of the caster when the technique is activated.
At Mastered the range at which the barrier can be expanded increases to thirty meters. At this level, any number of people within the Domain can be chosen to not be subjected to its effects. This keeps allies or friends safe while only attacking the desired opponent.
Because of the unique and individualistic nature of Domain Expansion, the Player must submit their own version of the technique for Staff review following the guidelines provided in this technique. This is the only way they can learn it. Descriptions should be concise and simple, always relating back to the character's Release.
Shizuka Sanamizu's Domain Expansion: Across the entire domain, reaching up to 200 meters when the Class 0 version of this technique is activated, the ground becomes a massive splash pad with hundreds of geysers shooting 375 feet up into the air at a speed of 1200. These geysers have vents that are all three feet wide, and each geyser is only a foot away from another, so they are all extremely close. Shizuka is able to control when any of these erupt an unlimited amount of times, but each individual geyser can only erupt once per post. She does not need to only choose one at a time and can erupt as many as she wishes simultaneously. The bucket that appears when Shizuka activates her Fullbring becomes colossal in size. It has a 100-meter diameter and floats at 400 feet above the ground of her domain. This bucket fills entirely and dumps once per post at the beginning of each one, causing a massive tsunami to spread over the entire 200 meters of the boundary. At its deepest after each dump, the domain has five feet of fluid that dissipates over the course of the post until it is completely gone by the end of it. Even with the dissipation, the bucket will still dump again at the beginning of the next post. The fluid within this domain does not affect Shizuka and instead flows around her, avoiding her body completely. She can also choose what the fluid is at will but must use that same fluid for an entire post before swapping to something different.
Domain Name: Summer's Last Memory
How to use technique: Combine the use of the listed prerequisite techniques and focus them through the hand sign created.
Drawback: There are drawbacks and counters to this ability. The first drawback is the cost. Domain Expansion costs a hefty 1,500 Reiatsu. It’s also incredibly exhausting. Though the stamina drain will not hit until after the technique ends, it will reduce the caster's stamina by 75%. This ability is meant to be a finisher and end fights. Another drawback is that this technique disables the Release of the caster after it ends for 10 posts and other non-Release techniques receive a 50% increase in their costs. Utilizing the technique also causes immense strain on the user's body the longer the domain remains active. Open wounds will bleed heavier. Previous injuries will hurt more and more. An injured and exhausted fighter might only be able to maintain the domain for two posts before it collapses. What’s more, reishi cannot be brought into the barrier. This locks Quincy out from recovering their reiatsu while they are inside a Domain, whether it’s theirs or not. Strengthening techniques like Martial Discipline: Chakra cannot be applied to the barrier.
There are ways to counter the domain even inside of it. The sure-hit effect of the Domain is subjected to clashing with the opponents trapped inside of it. The defense of the barrier itself and the imbued effect receive the combined total of the three stats listed above, but they are still subject to clashing with defenses and other abilities the opponent possesses. For example, the Domain would clash with Hierro, Blut, or other defensive techniques. Secondly, an opponent can engage in either a clash of Domains by using their own Domain Expansion OR, if they are a race that does not possess access to this technique, then they can use a Level 2 or greater release, like Bankai, to clash with the Domain. Expanding one's own Domain Expansion or an ascended level of Release will cancel out the sure-hit effect of the Domain's barrier, causing the two to clash for a post until the stronger of the two wins out. The Release must be activated at a Class equal to or greater than the Domain Expansions. The best strategy to defeat a Domain Expansion is to target the caster rather than trying to escape.
Domain Expansion is considered a Reserved Technique for each user and thus counts against their total number of Reserved Techniques.