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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.
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.
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
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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.
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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.