Blood Type

*"Scream!*
Benihime!"

--Urahaha Kisuke, Former 12th Division Captain

Blood-type zanpakutou drain and make use of the
wielder and/or the target’s vitality to unleash devastating attacks.

Wounding:

Your zanpakutou gains the properties of a wounding

weapon. Deals 1 point of stacking bleed damage per hit.

Greater Wounding:

This requires the Wounding ability to take. Your
Zanpakutou gains the properties of a Greater Wounding weapon. Deals 2 points of
stacking bleed damage.

Bleeding Strike:

This allows you to make a standard attack action and attempt
to open a gaping wound that continues to deal damage after it's been made. If
successful, the attack deals 1d6 points of bleeding damage on the next round.
This ability can be taken multiple times, each time adds 1d6 points of bleeding
damage, to a maximum of 3d6. Any form of magical healing stops the bleeding
entirely, as does any kind of Fast Healing special quality.

Tenacious Wound:

This requires Bleeding Strike to take. It makes the
bleeding wounds you inflict particularly difficult to stop. In order to halt
the bleeding, it instead requires Reiatsu Healing or a healing type Zanpakutou
to heal. In addition, this stops Fast Healing from closing the wounds, although
it does not prevent Fast Healing from taking effect and healing some of the
damage. The bleeding damage takes effect before Fast Healing.

Improved Bleeding Strike:

This requires Bleeding Strike to take. It allows you
to make a bleeding strike on a full- round attack action, with each hit opening
its own wound. Each attack does 1d6 less damage than a normal bleeding strike,
to a minimum of 0.

Blood Kido

You may sacrifice your own vitality to cast kido
without spending the Reiatsu. This can be done on a 1d6 points of damage per
Grade basis.

Blade of Blood:

Increase your zanpakutou damage by 2d6 points of
untyped damage, by dealing 1d6 points of damage to yourself. No amount of
damage reduction can reduce the damage dealt to self.

Improved Blade of Blood:

This requires Blade of Blood to take. You may deal an
extra 3d6 points of damage, instead of 2d6, but this deals 2d6 points of damage
to yourself.

Vampiric Strike:

Requires As a standard action, you may make a single
attack that allows you to regain hit points equal to the amount of base damage
you deal. You do not regain hit points from extra damage from sources such as
sneak attack, elemental abilities, or the Blade of Blood ability.

Greater Vampiric Strike:

This requires Vampiric Strike to take. You may use
Vampiric Strike as a full-round attack action, but you only regain hit points
equal to half the total base damage you deal from each attack, rounded down.

Superior Vampiric Strike:

This requires Vampiric Strike and Greater Vampiric
Strike to take. You may regain as many hit points as you deal in base damage
when using Greater Vampiric Strike.

Vital Defense:

As an immediate action, you may expend your lifeforce
to protect yourself from harm. You may either increase your AC or one of your
saving throws by +1 for every 3 hit points you spend in this manner. This can
only be used in reaction to an incoming attack. All effects last for the duration
of the turn in which they are activated. This ability is activated as an
immediate action. This may be taken

multiple times.

Drain Reiatsu:

You may make a single ranged touch attack with a range
of 25 ft.+5 for every 2 levels you possess. If you hit, drain 50 Reiatsu from
the target. This ability may be taken multiple times, each time you drain 50
additional Reiatsu.

Pain Release:

This requires the Vampiric Strike ability to take. It
allows you to store up damage healed through using the Vampiric Strike ability
and release it in one attack. You can store up to 25 points of damage in your
zanpakutou, as a standard action you may make a single touch attack that does
just the stored damage upon hitting. If you fail to hit, the attack is not
wasted. You do not have to release all of the damage at once, you may release
as much as you desire when using the attack. You may take this ability multiple
times, each time increases the limit by 25. Damage is stored for one day per
time this ability is taken. This ability does not heal you as per vampiric
strike.

Drain Vitality:

You may make a single attack which is a full round
action that if hits requires a fort save( DC 15 + current level + number of
blood abilities) that allows you to deal 1d4 points of constitution damage to
your target and restore your health by 1d6 points per point of constitution
damage dealt. For every additional 5 points the DC was failed by you drain another
1 more point of constitution damage. This is constitution damage not
constitution drain.

Blood Enhancement:

This allows you to use your blood-based abilities in conjunction
with other zanpakutou type abilities, such as projectile or summon.