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Dan the Dante
Crew

Familiar Guildsman

7,125 Points
  • Perfect Attendance 400
  • Signature Look 250
  • Guildmember 100
PostPosted: Wed May 05, 2010 6:03 am


Quote:
Introduction
This is Bleach 12’s Stat Point System. This is a system designed to estimate your RPC’s combat capabilities, by tabulating them in the form of solid figures, or numbers. The reason for this is to avoid RPC’s who are not only a jacks-of-all trades, but masters-of-all-trades by having their strengths and weakness laid out in a simple statistical form.

Overview
There are six Stat Areas, for both Shinigami and Arrancar. The areas chosen to be included were based from the manga/anime and the personal choices of the crew members involved. Below is the list of the Stat Areas for both Shinigami and Arrancars, along with a description of each.


Shinigami
  • Zanjutsu
    Dictates the Shinigami’s proficiency, but not the speed or power, in wielding their Zanpakutō's sealed and unsealed form. And by extension, is also a measure of the Shinigami’s mastery of Shikai and Bankai.
  • Kidō
    Simply put, is the Shinigami’s level of mastery when it comes to casting Kidō spells. Its level is proportional to the strength of the spells, and the spells that can be used.
  • Agility
    This refers to speed and reflexes, as well as the knowledge to perform Shunpo, Senka, Utsusemi and the like. Additionally, it directly affects the speed of Zanjutsu and Hakuda.
  • Hakuda
    The skill by which bare-handed punches, kicks, grapples, parries, blocks and the like are performed. This does not encompass the speed or power put into them, but only rather skill.
  • Physical Strength
    This is a measure of both strength and endurance of the Shinigami’s physical body. It also determines the force put behind each and every physical attack, be it zanjutsu or hakuda.
  • ReiatsuThis is the intensity of both the debilitating Reiatsu let off by Shinigami’s, and the Reiatsu that is condensed on top of the skin which acts as armor. Note that low levels of this does not equate to low spiritual energy, but rather indicates control of Reiatsu leakage.


Stat Points Area Allocation
Obviously as points are added, the rank of the area goes up. And as the rank goes up, the RPC gains the specific benefits for each rank and area.

  • Zanjutsu
    • 0/10
      The Shinigami cannot create a sealed manifestation of his Zanpakutō.
    • 1-3/10
      The Shinigami has formed his or her own uniquely shaped sealed Zanpakutō. The Shinigami can only perform simple attacks with both the sealed and unsealed form and has only attained Shikai.
    • 4-5/10
      The Shinigami can now materialize his or her Zanpakutō's spirit into the real world. He or she has also mastered wielding it's sealed form, and is nearing mastery of Shikai.
    • 6-8/10
      The Shinigami has mastered wielding Shikai and is now beginning to understand how to wield Bankai.
    • 9-10/10
      The Shinigami has mastered Bankai and subsequently all aspects of the Zanpakutō.

  • Kidō
    • 0/10
      The user's knowledge of Kidō is zero and they are unable to perform any sort of Kidō.
    • 1/10
      The user's knowledge of Kidō is very basic and they are only able to use Hadō and Bakudō up to #10.
    • 2/10
      The user's knowledge of Kidō is very basic and they are only able to use Hadō and Bakudō up to #20.
    • 3/10
      Chiyudō can now be learned, but only mastered if the user is a member of the 4th Division and they are of the proper rank. The user has basic knowledge about Kidō and is able to use low-level Kidō spells. The user can use any Hadō and Bakudō up to #30 unless rank dictates otherwise.
    • 4/10
      The user has basic knowledge about Kidō and is able to use any Hadō and Bakudō up to #40 unless rank dictates otherwise.
    • 5/10
      The user has basic knowledge about Kidō and is able to use any Hadō and Bakudō up to #50 unless rank dictates otherwise.
    • 6/10
      The user has above average knowledge of Kidō and they can spam #1-10, string together #1-30, and perform #1-30 Kidō without incantation. The user is able to perform any Hadō and Bakudō up to #60 unless rank dictates otherwise.
    • 7/10
      The user has above average knowledge of Kidō and they can spam #1-20, string together #1-40, and perform #1-40 Kidō without incantation. The user is able to perform any Hadō and Bakudō up to #70 unless rank dictates otherwise.
    • 8/10
      The user has above average knowledge of Kidō and they can spam #1-30, string together #1-50, and perform #1-50 Kidō without incantation. The user is able to perform any Hadō and Bakudō up to #80 unless rank dictates otherwise.
    • 9/10
      The user is highly-skilled in Kidō. The user can spam #1-50, string together #1-70 and can perform #1-70 without incantation. The user can use any Hadō and Bakudō up to #90 unless rank dictates otherwise.
    • 10/10
      The user is incredibly skilled in the ways of Kidō. They are known for stringing together any number of Hadō and Bakudō to create complex, high-powered attacks or bindings, or combine two or more to create something brand new altogether. It is well within their power to spam #1-80 and perform any Kidō without their respective incantation. The user can use all Hadō and Bakudō.

  • Agility
    • 0/10
      The Shinigami is limited only to walking and running.
    • 1-3/10
      Basic Air Walk and Dashing can be performed. Dashes can reach speeds of up to 25mph, 5mph faster than most Olympic sprinters.
    • 4-5/10
      Air walking can now be done diagonally, with respect to the ground. Dashes now reach speeds of up to 40mph, 5mph faster that the speed of an ostrich. Basic shunpo can now be performed, the time of which between disappearance and reappearance is 1 second, but can only be done so over short distances, approximately 30ft.
    • 6-8/10
      Air walking can now be done vertically, with respect to the ground. Dashes now reach speeds of up to 60mph, almost on par with the speeds of an average car. Shunpo is increased from a distance of up to 100ft, in 400 milliseconds, as fast as the blink of an eye.
    • 9-10/10
      Air Walking can now be done upside-down, with respect to the ground. Dashes now reach speeds of up to 75mph, as fast as a cheetah. Shunpo is further increased from a distance 400ft, in 100 milliseconds, the reaction time of a human. Additionally, Senka and Utsusemi can now be performed; however both require Agility to be maxed out, and Captainship. Senka also requires at least 8/10 in Zanjutsu, or in its Kendo sub-area.

  • Hakuda
    • 0/10
      The Shinigami has no proficiency for CQC, and they can barely throw a punch or a kick.
    • 1-3/10
      The Shinigami is capable of performing basic street fighting such as punches and kicks, but there is no visible fighting style present.
    • 4-5/10
      The Shinigami has a mastery of basic move sets, but a visible fighting is still not present.
    • 6-8/10
      The Shinigami is beginning to learn general martial arts, which leads to the development to a personalized style of fighting.
    • 9-10/10
      The Shinigami is a master of martial arts and their style of fighting is both obvious and prominent.

  • Physical Strength
    • 0/10
      The Shinigami possesses below human level strength and endurance and as such are very vulnerable to the weakest of attacks that wouldn't even be fatal to a Shinigami.
    • 1-3/10
      The Shinigami possesses human level strength and endurance.
    • 4-5/10
      The Shinigami possesses above human level strength and endurance. They can bypass 1-3/10 Hierro without the aid of the Zanpakutō and bypass 4-5/10 with the aid of the Zanpakutō.
    • 6-8/10
      The Shinigami has high strength and endurance. They can bypass 4-5/10 Hierro without the aid of the Zanpakutō and bypass 4-6-8/10 with the aid of the Zanpakutō.
    • 9-10/10
      The Shinigami has immense strength and endurance. They can bypass 6-8/10 Hierro without the aid of the Zanpakutō and bypass 9-10/10 with the aid of the Zanpakutō.

  • Reiatsu
    • 0/10
      The Shinigami's Reiatsu is non-existent.
    • 1-3/10
      The Shinigami's Reiatsu is faint and hard to pinpoint and they have no Reiryoku armor.
    • 4-5/10
      The Shinigami's Reiatsu affects Gillian and Adjuchas, and their hardened Reiryoku reduces damage dealt by them.
    • 6-8/10
      The Shinigami's Reiatsu affects Arrancarized Adjuchas and their hardened Reiryoku reduces damage dealt by them.
    • 9-10/10
      The Shinigami's Reiatsu affects Arrancarized-Vasto Lordes, and their hardened Reiryoku reduces damage dealt by them.




Stat Points Total
The number of points you may allocate to your RPC depends on your rank.


Captain-Commander: 56
Captain: 48
Lieutenant Commander: 46
Lieutenant: 44
Seated officers: 38
Unseated officers: 20


Quote:

Specialization - This is optional. This is for those who would like to further edit the abilities of their RPC because this is a tad bit complicated, you are free to PM me and ask questions about this.

A glimpse
Zanjutsu - 5/10 - 9/1
Kidō - 5/10 - 9/1/
Agility - 5/10 - 9/1
Hakuda - 5/10 - 9/1
Reiatsu - 5/10 - 9/1
Physical Strength - 9/1

This is the Specialized Point System of a Zaraki Squad member with mad Hado skills-- note that I used Zaraki instead of 11th 'cause that would just be stereotyping. You'll notice that the Kidō Area has 2 Specializations, the aspects, if you haven't guessed it by now are Hadō and Bakudō-- in order of course.

Right and Left
Generally the Left is raw power while the Right is focused energy.

Zanjutsu
- The left specialization is given the title "Kendō". This emphasizes on the Shinigami's slashes and thrusts, it need not be barbaric hacking like Kenpachi, but it can also be similar to the lethal dance of Byakuya-- without Senbonzakura of course.
- The right specialization will be called "Zanpakutō". Simply put these are persons like Momo Hinamori, Toshiro Hitsugaya and Mayuri Kurotsuchi-- let's face it they're not that tough once you take away their Zanpakutō and replaced them with wooden sticks, and that's the main difference between the Right and Left Aspect. They rely on the power of their Zanpakutō and are complete masters of it.

Kidō
- Hadō and Bakudō.
- Simply put, Hadō specialists are virtual Dragonball characters, charging up Raikōhō like Goku charges up a Kamehameha. Bakudō specialists are adept at utterly disabling their opponents.

Agility
- The Left Aspect will be called "Speed". Basically Speed specialists will be similar to a Bankai'd Hollow Ichigo without the Zangetsu and Cero.
- The Right Aspect is "Direction". Specialists will be able to know The Art of Shunpo and will learn all the steps and maneuvers needed to perform such abilities-- but of course they need a bit of Speed as well and vice versa.

Hakuda
- "Fighter" basically specialists will be the clones of Bruce Lee and Jackie Chan.
- "Grappler", specialists of this field are masters of counter-attacks, parries and holds.

Reiatsu
- "Pressure". Basically you can strangle opponents with your Reiatsu, but will have nothing to back you up once they start attacking you.
- "Iron"... yes I'm aware Hierro means "Iron skin" or something like that. Anyway, this'll basically focus and condense your reiatsu to coat your entire body, sacrificing crippling power for raw defense.

Physical Strength
- "Strength" the force behind physical attacks, such as slashing, punches and the like. Specialists of this field will have barbaric strength but little endurance.
- "Endurance" the vitality of the Shinigami. This determines the amount of physical damage the Shinigami can withstand.

Point Equivalents
Basically it's the same as the Standard Point System, but with some changes.

Zanjutsu
Kendō
- 1-2 - Combat is similar to "stick-wagging", human-level attack.
- 3-5 - Knowledgeable of basic slashes and thrusts, attack is above human.
- 6-8 - Can string together attacks to perform combos, can bypass Gillian level Hierro.
- 9-10 - Combat is likened to a dance, strikes can inflict great damage to a Vasto Lorde.

Zanpakutō
- 1-2 - Is barely aware of one's Zanpakutō Spirit, cannot perform Shikai.
- 3-5 - Has established common ground with one's Zanpakutō Spirit, Shikai.
- 6-8 - A bond is formed between with one's Zanpakutō Spirit, Shikai and Bankai.
- 9-10 - Mutual trust is formed, Shikai and Bankai.

Kidō
  • 0/10 - No Kidō
  • 1/10 - Hadō and Bakudō #1-10
  • 2/10 - Hadō and Bakudō #1-20
  • 3/10 - Hadō and Bakudō #1-30
  • 4/10 - Hadō and Bakudō #1-40
  • 5/10 - Hadō and Bakudō #1-50
  • 6/10 - Hadō and Bakudō #1-60
  • 7/10 - Hadō and Bakudō #1-70
  • 8/10 - Hadō and Bakudō #1-80
  • 9/10 - Hadō and Bakudō #1-90
  • 10/10 - Hadō and Bakudō #1-100


Agility
Speed
- 1-2 - Normal human speed; Air Walking can be performed.
- 3-5 - Can run as fast as a hummingbird; Dashing can be performed.
- 6-8 - Speed is heightened to the point where one carries a gust of wind along with him/her.
- 9-10 - When dashing one's features are blurred so much that only a silhouette appears, can literally run circles around an opponent.

Direction
- 1-2 - Air Walking.
- 3-5 - Dashing and improved Air Walking, can do this diagonally. Shunpo can be performed.
- 6-8 - Shunpo is improved as well as Air Walking.
- 9-10 - Utsusemi can now performed if the user is a Captain. Air Walking can now be done upside-down. Senka can be performed if the user is a Captain and has a 7 in the Zanjutsu "Kendō" area.

Hakuda
Fighter
- 1-2 - Basic punches and kicks, human strength
- 3-5 - Wilder and more powerful swings
- 6-8 - Can perform combos, attacks can debilitate an enemy greatly
- 9-10 - Combos become faster and more powerful, attacks are fatal to Gillian.

Grappler
- 1-2 - Basic grabs and throws, human strength.
- 3-5 - Can perform holds and strangles.
- 6-8 - Can perform parries.
- 9-10 - Can perform counter-attacks.

Reiatsu
Pressure
- 1-2 - Reiatsu is virtually non-existent.
- 3-5 - Reiatsu starts to possess a unique signature.
- 6-8 - Starts affecting the opponent, similar to slowing them down by covering them in a heavy substance.
- 9-10 - Can become fatal to lesser powered individuals and can 'cause significant weakening to the opponent.

Iron
- 1-2 - Reiatsu is virtually non-existent.
- 3-5 - Reiatsu starts to possess a unique signature.
- 6-8 - Starts weakening incoming attacks, can withstand a Gillian cero.
- 9-10 - Improves defensive capabilities, can withstand an Adjuchas cero.

Physical Strength
Strength
- 1-2 - Human level strength.
- 3-5 - Above human level strength, debilitate a hollow by punching them.
- 6-8 - Attacks are fatal to Gillians.
- 9-10 - Debilitates Adjuchas and Vasto Lordes, less to the latter.

Endurance
- 1-2 - Human level endurance.
- 3-5 - Can sustain non-fatal injuries, slashes and slight burns etc.
- 6-8 - Can sustain near-fatal injuries, massive limb damage etc.
- 9-10 - Can temporarily sustain fatal injuries, organ damage, limb removal... except decapitation.

Conclusion
As stated this is optional. And since the explanations are far from perfect, feel free to PM me any questions and or suggestions.


Quote:

Standard Point System

[b][u]Standard Point System[/u][/b]
[b]Zanjutsu[/b] - /10
[b]Kidō[/b] - /10
[b]Agility[/b] - /10
[b]Hakuda[/b] - /10
[b]Reiatsu[/b] - /10
[b]Physical Strength[/b] - /10


Specialized Point System

[b][u]Specialized Point System[/u][/b]
[b]Zanjutsu[/b] /10 - [Kendō Points]/[Zanpakuto Points]
[b]Kidō[/b] /10 - [Hado Points]/[Bakudo Points]
[b]Agility[/b] /10 - [Speed Points]/[Direction Points]
[b]Hakuda[/b] /10 - [Fighter Points]/[Grappler Points]
[b]Reiatsu[/b] /10 - [Pressure Points]/[Iron Points]
[b]Physical Strength[/b] /10 - [Strength Points]/[Endurance Points]



*Note: The Arrancar Point System is underway!

Made by Dante_Shadowolf, for any and all questions and/or violent reaction please PM him.
PostPosted: Tue May 11, 2010 9:09 am


User ImageNe, ne Dante. DANTE! scream

I have a question. If say, Character A has an Agility of 4, then does that mean that's the highest he can go ever, or can that number change mid-battle by use of something like a special move... perhaps Shukuchi? Like if the use of such a move temporarily put them at a 6, for example.

Because I have something like that for Sesshu. Though it is a final technique and it lasts for a post... -rubs chin-

II Palmtop Tiger II
Vice Captain

Supreme Demigod


Dan the Dante
Crew

Familiar Guildsman

7,125 Points
  • Perfect Attendance 400
  • Signature Look 250
  • Guildmember 100
PostPosted: Tue May 11, 2010 2:31 pm


Yes they can go over it during battle with the aid of an ability or item-- like a drug of some sort. But if one of your abilities allows you to enhance your RPC's physical abilities, then you'll have to be specific as to how much it'll increase.
PostPosted: Sun May 16, 2010 8:38 pm


Dante_Shadowolf

Arrancar
  • Armas
    Dictates the skill, but not the power or speed, of the Arrancar when wielding both the sealed and unsealed form of their resurrecion. Note that it only pertains to the weapon itself, not the form the Arrancar changes into after resurrecion, as all Arrancars are masters of their own previous forms.
  • Hueco
    Simply put, it is the mastery and strength of hollow attacks, Cero, Bala, and the like. At higher levels, it also allows an Arrancar to manifest a small part of their resureccion’s power, even when sealed.
  • Agilidad
    Refers to both the speed and reflexes. Sonido is unlocked by high levels of speed, while Gemelos Sonido requires high levels of both. This directly affects the speed of all physical attacks.
  • Mano
    The skill by which an Arrancar executes punches, kicks, grapples, parries, etc. This only encompasses the skill by which they are executed, not their speed or power.
  • Fuerza
    This is a measure of both the physical strength and endurance of an Arrancar. High levels of this does not equate to regeneration, as that is usually a Menos Grande-exclusive ability, which is lost when becoming an Arrancar. It also determines the force put behind every physical attack.
  • Hierro
    This is the strength and intensity of the reiatsu armor above the surface of the skin, and the reiatsu that is leaked off within an area which has varying effects depending on the level difference of the combatants. Note that though some possess low reiatsu, this equates to reaitsu control and is not indicative of a low spiritual energy.


Stat Points
Each area can be allocated a total of 10 points. This raises the areas rank from 1 to 10, 10 being the highest. At least 1 point must be added to each and every area, with the exception of Kidō which may be left as 0. Any Shinigami can max out a certain area, but it is generally not advisable to do so if you are lacking in points. Take note that the points can be added on to, or subtracted during a battle if the situation calls for it. An example would be if the RPC ingests a speed boosting drug, then the RPC will temporarily gain additional points for the duration of the drug, etc.

  • Armas
    • 0/10
      The Arrancar cannot wield his Zanpakutō.
    • 1-3/10
      The Arrancar can only perform basic attacks.
    • 4-5/10
      The Arrancar can string together basic attacks to perform combos.
    • 6-8/10
      The Arrancar can now perform advanced attacks.
    • 9-10/10
      The Arrancar can string together combos to make even more complicated combos.

  • Hueco
    • 0/10
      The Arrancar can only use Garganta.
    • 1-3/10
      Cero is now available, its power is lethal to humans.
    • 4-5/10
      Cero is now lethal to unseated officers. Pesquisa is now available.
    • 6-8/10
      Cero is now virtually lethal to 3rd seat and below. Bala is now available, and possesses half of the Cero’s power, at twice the speed.
    • 9-10/10
      Cero is now critical to Lieutenants. Gran Rey Cero can now be performed, which is near double the power of a Cero, lethal to Lieutenants. In resurrecion, Cero Oscuras can also be performed, which has a power that is near thrice that of a normal Cero. Additionally, basic Resurrección abilities can now be imbued upon the Zanpakutō, even when in sealed state.

  • Agilidad
    • 0/10
      The Arrancar can only run and walk.
    • 1-3/10
      The Arrancar is capable of Air Walking, which can be done diagonally, with respect to the ground. Dashing can now be performed, which can be peak at speeds of 30mph.
    • 4-5/10
      Air Walking can now be done vertically, with respect to the ground. Dashing can now be performed at speeds of 45mph.
    • 6-8/10
      Air Walking can now be done upside-down, with respect to the ground. Dashing can now be performed at speeds of 65mph. Sonido is now available, and can be used to span 100ft in 300 milliseconds.
    • 9-10/10
      Dashing can now be performed at speeds of 80mph. Sonido can now span a distance of 400ft in 100 milliseconds. Gemelos Sonido can now be performed, as long as agilidad is maxed out, and is limited to five clones.

  • Mano
    • 0/10
      The Arrancar is barely able to execute proper hand-to-hand attacks.
    • 1-3/10
      The Arrancar's fighting style is primal and relies on instinct.
    • 4-5/10
      While the Arrancar's fighting style is still primal in nature, but implements grapples, parries, and blocks.
    • 6-8/10
      The Arrancar's fighting style is becoming more refined.
    • 9-10/10
      The Arrancar can now balance style with ferocity during combat.

  • Fuerza
    • 0/10
      The Arrancar possesses below human strength and endurance.
    • 1-3/10
      The Arrancar possess above human level strength and endurance. They can withstand non-fatal injuries and continue the assault.
    • 4-5/10
      The Arrancar has an increase in strength and endurance. They can kill unseated officers with their bare hands and can sustain limb removal. They can bypass 1-3/10 Hierro/hardened Reiryoku without the aid of the Zanpakutō and bypass 4-5/10 with the aid of the Zanpakutō.
    • 6-8/10
      The Arrancar can push 3rd seats and below to the brink of death and can endure any damage except to the heart and brain. They can bypass 4-5/10 Hierro/hardened Reiryoku without the aid of the Zanpakutō and bypass 4-6-8/10 with the aid of the Zanpakutō.
    • 9-10/10
      The Arrancar can land critical hits on Captains and they can endure any damage except to the brain. They can bypass 6-8/10 Hierro/hardened Reiryoku without the aid of the Zanpakutō and bypass 9-10/10 with the aid of the Zanpakutō.

  • Hierro
    • 0/10
      The Arrancar does not possess any Reiatsu or Hierro.
    • 1-3/10
      The Arrancar's Hierro can withstand damage dealt by those with a 0-3/10 in Strength/Fuerza and their Reiatsu is readily detectable, but not debilitating.
    • 4-5/10
      The Arrancar's Hierro can withstand damage dealt by those with a 4-5/10 in Strength/Fuerza and their Reiatsu is hindering to those with a 1-3/10 in Reiatsu.
    • 6-8/10
      The Arrancar's Hierro can withstand damage dealt by those with a 6-8/10 in Strength/Fuerza and their Reiatsu is hindering to those with a 4-5/10 in Reiatsu.
    • 9-10/10
      The Arrancar's Hierro can withstand damage dealt by those with a 9-10/10 in Strength/Fuerza and their Reiatsu is hindering to those with a 6-8/10 in Reiatsu.


Stat Points Total
The number of points you may allocate to your RPC depends on your rank.


Keter (Will): 54
Malchut: 53
Keter (Delight): 53
Keter (Faith): 52
Gevurah: 51
Chochma: 50
Yesod: 50
Binah: 49
Chesed: 49
Tiferet: 49
Netzach: 49
Hod: 49
Path: 44


[b][u]Standard Point System[/u][/b]
[b]Mano[/b] - /10
[b]Hueco[/b] - /10
[b]Fuerza[/b] - /10
[b]Armas[/b] - /10
[b]Hierro[/b] - /10
[b]Agilidad[/b] - /10



Dan the Dante
Crew

Familiar Guildsman

7,125 Points
  • Perfect Attendance 400
  • Signature Look 250
  • Guildmember 100

II Palmtop Tiger II
Vice Captain

Supreme Demigod

PostPosted: Tue Jun 08, 2010 1:57 pm


Dante_Shadowolf


Kidō Point System

1-2/10 - Knowledge about Kidō is close to zero. Only able to use basic level Kidō, Bakudō and Hadō spells numbers 1-20.

Kidō
Hadō/Bakudō/Bōgyōdō/Chiyudō
- 1-2 - Hadō/Bakudō/Bōgyōdō/Chiyudō #'s 1-39


I smell contradiction. >_>

Also, Shunko has nothing to do with the Agility field. Take that s**t out and every mention of Bogyodo. =_=

Nevermind, I fixed the Shunko, Utsusemi, and Senka stuff. Read the thing and look at the notes in red I left you. mad
PostPosted: Tue Jun 08, 2010 9:37 pm


True, but it is a Special Ops technique, and since only agile Shinigami make their way into the Special Ops, I thought I might add it as a prerequisite.

I'll erase the Bogyodo parts once I've come with a way to 'juggle' the three Kido aspects for the Stat System.

Thank you for fixing my mistakes then, I 'replied' by the way.

Dan the Dante
Crew

Familiar Guildsman

7,125 Points
  • Perfect Attendance 400
  • Signature Look 250
  • Guildmember 100

II Palmtop Tiger II
Vice Captain

Supreme Demigod

PostPosted: Wed Jun 09, 2010 11:21 am


User ImageIs it true that if someone has a 4 in Kido, they can balance 7 for Hado/Bakudo and 1 for Chiyudo? Then a 7 in Hado/Bakudo means Hado and Bakudo up to # 89. So theoretically... one can have a 6 in Kido and 10 for Hado/Bakudo and 2 for Chiyudo? Does that not practically render having a 10 in Kido useless? Especially since Chiyudo don't matter because members not in 4th can never learn above #30.

Look at Lee. The dude has a 10 in Kido so that's;


  • 10 in Hakuda Bakuda = up to #100 in both.
  • 10 in Chiyudo = up to #100 in Chiyudo.


Only problem is, he can't ever go above #30 Chiyudo, so that's... -counts-... either 8 or 9 points that are completely wasted because of the limits of his Division.

That said, lets avoid doing anything that would make it more confusing and go with the simplest solution; I suggest removing Chiyudo from the equation and balancing the Hado against the Bakudo.


I.e. a 4 in kido could balance out to

  • 7 in Hado = #70 Hado.
  • 1 in Bakudo = #10 Bakudo


I also suggest changing the scale so that every single point equals 10 Kido.

1 = 1-10
2 = 11-20
3 = 21-30
4 = 31-40
5 = 41-50
6 = 51-60
7 = 61-70
8 = 71-80
9 = 81-90
10 = 91-100

As for Chiyudo, well no one but 4th Divisioners will specialize in them anyway.
PostPosted: Thu Jun 10, 2010 1:11 am


So your going to remove Chiyudo from the general Kido list? Question, will 4th Squad members still be able to use it? And follow up question, will 4th Squad members be the only ones able to use it?

I have no problems with the new Kido scale, seems more practical.

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PostPosted: Thu Jun 10, 2010 7:03 am


User ImageNo, just from your Specialization.

Yes and they'll be the only ones to specialize in it, but it will be more like a spoken specialization than anything. So in other words, rather than see it on a profile, everyone will just look at Elisia or Yuki and be like "oh, they're the best Chiyudō users in the Gotei" no questions asked, whereas anyone else will be looked at as a user of Chiyudō, provided they do actually use them).

No, but they'll be to Chiyudō like 5th Divisioners are to all Kidō; masters of it, within reason of rank of course.

Oh and it's mentionable to say that unlike the 5th Division Captain who would lose the right to use the Forbidden Kidō should he switch Divisions, Chiyudō stay with any 4th Division member. My rule for the 5th was to prevent more than one person being able to use them since they're, you know, all forbidden-y and s**t.
PostPosted: Thu Jun 10, 2010 10:26 am


Alright, I changed the Kido Settings to match a 1 for 10 scale.

I have another concern. Do you agree that the Captain Commander should be able to be maxed out in all areas except one, but still be quite high in that area? I mean, the Captain Commander should be the best there is, and close to, if not completely perfect on the Scale. That's how Yamamoto was, he fell only 40 points from the 600 point scale used in the SOULs Data Book. His lowest was physical strength, but we all know that's just a damn lie after watching him blow Wonderweiss up with a punch.

My suggestion is that either Captain points be raised and then the Captain Commander's be raised in a direct proportion or the gap between the Captain Commander and regular Captains should increase by 2-4 points.

For example;


Hei
Zanjutsu 10/10
Kidō 1/10
Agility 10/10
Hakuda 7/10
Reiatsu 10/10
Physical Strength 10/10
Total - 48

Should Hei become Captain Commander, theoretically of course, I'd do this to his stats.


Hei
Zanjutsu 10/10
Kidō 4/10
Agility 10/10
Hakuda 10/10
Reiatsu 10/10
Physical Strength 10/10
Total - 54

Notice how he'd still be lacking in Kido, and not just by a little bit, but by a lot...

Even if I tried to even things out...

Hei
Zanjutsu 9/10
Kidō 9/10
Agility 9/10
Hakuda 9/10
Reiatsu 9/10
Physical Strength 9/10
Total - 54

The gap would be odd, I think, and he still wouldn't master anything.

It's just like I said... All points should be raised, or the gap should be expanded in an positive fashion.

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PostPosted: Thu Jun 10, 2010 5:36 pm


Hmm... I do somewhat agree that the Captain Commander Stat's should be considerably high since he is the strongest of all the Shinigami.

*thinks*

Perhaps 56 Stat Points for the Captain-Commander then?
PostPosted: Thu Jun 10, 2010 5:44 pm


Does that mean the scales of the Arrancar will change? Assa matter of fact, you two get on YIM. I got a stat and small levelig system I made for ninjutsu, which is silly considering the hundreds of them that there are. I think it'd be perfect for Bleach though.

Su Jiu Er


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PostPosted: Thu Jun 10, 2010 5:53 pm


In terms of Agilidad, yes. Since Sonido will be available to everyone.
PostPosted: Sun Sep 12, 2010 11:48 am


Given the fact that the 1st Division is supposed to be the elite, and how Yuki has 56 over the standard captain 48, I propose that any Lieutenant I may gain eventually will have 46 points over the standard 44. There's a reason we are the Elite, after all. It makes little sense for my Lieutenant to be on the same level as the rest of them if he or she is supposed to command them.

Yes, I know Chojiro got wtfpwned by Ichigo, but that's Ichigo.


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