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II Palmtop Tiger II Vice Captain
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Posted: Fri Dec 31, 2010 6:22 pm
Shinigami Stat Point System╯About Me╰Welcome to The Seireitei: Frozen Eclipses RP Ranking Systems. In the posts to follow, you will be reading the series of Ranking systems which governs different areas in abilities for Shinigami. Each ranking system is posted separately for ease of access.•.★ Ranking Systems Index ★.•| Shinigami Ranking System | Points | Shinigami Ability System |
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Posted: Fri Dec 31, 2010 6:23 pm
◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆ Shinigami Ranking System ◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆ Ranking System Layout
This ranking system is here to moderate and control power levels of all Shinigami characters. This ranking system regulates point distrubtion and abilities obtained thereof. Your character grows as your gain more points, and depending on how many points your character possesses, this system will guide you and explain to you what abilities your character can learn/have depending on those points.
The Points
Points are what determine how skilled a Shinigami is in a particular field, and also how many abilities they are able to learn. The basics are that the more points you have the more powerful your character is and the more strength they your character has, such as in kido. Each field has a maximum point count of 100, however it is possible to exceed that amount, depending on your rank.
Shinigami Attributes
Every Shinigami has six main attributes, which are the six fields that each character aims to strengthen over time. Furthermore, each main attribute has two sub-categories that are associated with it. Listed below are these six main attributes, their corresponding sub-categories, and brief description of each. Each one of these following fields has points associated with them, and as more points are placed in a section the character becomes more skilled in that area. Attributes and Sub-categories Agility
Hohō: Refers to the Shinigami's skill with the superhuman speed technique, Shunpo. Speed: Refers to the reflex speed of the Shinigami's body and their overall reaction time. Kidō
Bakudō/Hadō: Refers the level of Kidō the Shinigami is capable of using. Kidō Knowledge: Refers to the overall knowledge and skill the Shinigami has with Kidō. Physical Stamina
Resist Damage: Refers to how well the Shinigami is able to deal with damage and continue to function. Fatigue: Refers to how long the Shinigami is able to last after strenuous activity such as battle or running. Physical Strength
Reiatsu Pressure: Refers to the presence and heaviness of the Shinigamis Reiatsu. Physical Strength: Refers to the raw physical power the Shinigami is capable of. Intelligence
Controlling Reiryoku: Refers to how skilled the Shinigami is at controlling their own Reiryoku for combat. Intelligence: Refers to the level of the Shinigami's capacities for things such as abstract thought, understanding, communication, reasoning, learning, learning from past experiences, planning, and problem solving. Defense
Reiryoku Armor: Refers to the density of the Shinigami's hardened Reiryoku on the surface of their skin. Sword Defense: Refers to the Shinigami's ability to use a sword or other weapon in a defensive manner. Point Levels
The below shows how skilled your character is in each area depending on the points that are in that field.
Note: This information is just for visual purposes only, and does not need to be included in your profile. However, you must take into respect that you cannot Role Play with your character at a level higher than what is described below. Quote: Point Association 0 || The user is not adequate in any way with this attribute. 10-30 || The user is semi proficient in this attribute. 40-60 || The user is proficient in this attribute. 70-80 || The user is highly skilled in this attribute. 90 || The user is extremely skilled in this attribute. 100 || The user has mastered this attribute. 110-130 || The user is unbeaten in this attribute. 140-150 || The user is flawless in this attribute.
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II Palmtop Tiger II Vice Captain
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II Palmtop Tiger II Vice Captain
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Posted: Fri Dec 31, 2010 6:24 pm
Points
Starting and Maximum Points
Each rank starts with a different amount of points to get their character going. They also can only reach a certain amount of points. The following is a list of starting and maximum points for each rank. Starting Points Soldier - 500 Points - 20th/10th Seat Officers - 650 Points - 9th/3rd Seat Vice-Captain - 900 Points Captain - 1100 Points Captain-Commander - 1500 Maximum Points Soldier - 700 Officers - 900 Vice-Captain - 1140 Captain - 1280 Captain-Commander - 1800 Members take these starting points and distribute them among the twelve fields as they see fit. Of course this is just the starting points, members can accumulate more points as they progress in the guild. About Exceeding 100 Points
Captains and their Vice Captains can exceed the maximum point count of 100 in certain fields, with the Captain Commander able to exceed all fields by a certain amount. 1st Division
Captain: Every Area ⇨ 150 points Lieutenant: Sword Defense ⇨ 120 | Hohō ⇨ 120 | Physical Stamina ⇨ 120 2nd Division
Captain: Hohō ⇨ 150 Points | Physical Strength ⇨ 130 points Lieutenant: Hohō ⇨ 130 points | Physical Strength ⇨ 110 Points 3rd Division
Captain: Intelligence ⇨ 140 points | Reiryoku Armor ⇨ 140 Points Lieutenant: Intelligence ⇨ 120 points | Reiryoku Armor ⇨ 120 Points 4th Division
Captain: Controlling Reiryoku ⇨ 150 points | Intelligence ⇨ 130 Lieutenant: Controlling Reiryoku ⇨ 130 points | Intelligence ⇨ 110 5th Division
Captain: Kidō Knowledge ⇨ 150 Points | Bakudō/Hadō ⇨ 130 points Lieutenant: Kidō Knowledge ⇨ 130 Points | Bakudō/Hadō ⇨ 110 points 6th Division
Captain: Reiatsu Pressure ⇨ 150 points | Sword Defense ⇨ 130 points Lieutenant: Reiatsu Pressure ⇨ 130 points | Sword Defense ⇨ 110 points 7th Division
Captain: Fatigue ⇨ 150 points | Physical Strength ⇨ 130 Points Lieutenant: Fatigue ⇨ 130 points | Physical Strength ⇨ 110 Points 8th Division
Captain: Sword Defense ⇨ 150 points | Speed ⇨ 130 points Lieutenant: Sword Defense ⇨ 130 points | Speed ⇨ 110 points 9th Division
Captain: Reiryoku Armor ⇨ 140 points | Resist Damage ⇨ 140 points Lieutenant: Reiryoku Armor ⇨ 120 points | Resist Damage 120 points Reiatsu 10th Division
Captain: Physical Strength ⇨ 140 points | Hohō ⇨ 140 Points Lieutenant: Physical Strength ⇨ 120 points | Hohō ⇨ 120 Points 11th Division
Captain: Reiatsu Pressure ⇨ 140 points | Physical Strength ⇨ 140 Points Lieutenant: Reiatsu Pressure ⇨ 140 points | Physical Strength ⇨ 120 Points 12th Division
Captain: Intelligence ⇨ 150 | Controlling Reiryoku ⇨ 130 Lieutenant: Intelligence ⇨ 130 | Controlling Reiryoku ⇨ 110 13th Division
Captain: Bakudō/Hadō ⇨ 140 Points | Sword Defense ⇨ 140 Points Lieutenant: Bakudō/Hadō ⇨ 120 Points | Sword Defense ⇨ 120 Points  Gaining More Points
Gaining more points is quite simple. If you are a regularly active you gain points from your superior, in other words the Crew member you are currently under, or your captain/leader. He or She will award points for different reasons, each time points are given they are recorded. Crew gain points through the guild captain.
Points Associated With Kido/Agility Abilities
Points in both your "Kido" and "Agility" section effect what Kido spells and what agility techniques you are able to use. The more Kido points you have, the more times you can use them. For your agility section, the points here represent how well you can execute agility abilities and which ones you can associate with your profile.
Filling In Your Ranking Section
Filling in your ranking section is quite simple and easy. Simply find your starting points, depending on what rank you receive, after doing so, delegate the points among the twelve fields. Below is a skeleton for the point layout. As you delegate points to each attribute, simply replace the appropriate "#" with the desired number of points. [size=14][b]Point System[/b][/size]
[size=10][list][*] [u]Agility[/u] [list][*] [b]Hohō - #[/b] [*] [b]Speed - #[/b] [/list] [*] [u]Kidō[/u] [list][*] [b]Bakudō/Hadō - #[/b] [*] [b]Kidō Knowledge - #[/b] [/list] [*] [u]Physical Stamina[/u] [list][*] [b]Resist Damage - #[/b] [*] [b]Fatigue - #[/b] [/list] [*] [u]Physical Strength[/u] [list][*] [b]Reiatsu Pressure - #[/b] [*] [b]Physical Strength - #[/b] [/list] [*] [u]Intelligence[/u] [list][*] [b]Controlling Reiryoku - #[/b] [*] [b]Intelligence - #[/b] [/list] [*] [u]Defense[/u] [list][*] [b]Reiryoku Armor - #[/b] [*] [b]Sword Defense - #[/b] [/list][/list]
[b]Total Points[/b] ~ #[/size]
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Posted: Fri Dec 31, 2010 6:25 pm
Shinigami Ability System
Agility Abilities
Welcome to the Agility part of this system. This system provides you with details regarding shinigami agility techniques, and which ones your character is able to use depending on your rank. Of course, these abilities are optional, it is not required for your character to know them. Please remember, the following is in regards to the "Agility" section in your shinigami stats section. Note that as more agility techniques become available this list shall be updated. Chiku (馳駆, Dashing) This skill allows the user to throw him/herself to a certain direction using a certain angle of which way the the stance is directed and executed. Based on an individual's atributes, dashing can be quite a moderately fast move instead of running. Also depending on the distance, dashing can be quite useful if in closer range to the opponent.
Requires a 10 in Agility - Hohō. Shunpo (瞬歩, Flash Steps) This skill is a movement technique that allows the user to move faster than the eye can follow. The focal point that determines the basis of this technique is speed. As speed is the main point of the technique the method is best characterized by how fast one can get from point A to point B in the least amount of steps. Training and skill are what determines how fast a user of Shunpo can move; those of little skill in the technique or those who haven't used it an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower, which requires the use of more steps to move the same distance and become winded far easier in a shorter amount of time.
Requires a 40 in Agility - Hohō. Kōsoku (高速, High Speed) A higher grade ability that allows for faster movement over Shunpo.
Requires a 80 in Agility - Hohō. Kazemai (風舞, Wind Dance) A speed movement that creates a large gust of wind around the user, allowing them to travel extremely long distances at insanely fast speeds.
Requires a 100 in Agility - Hohō. Senka (閃花, Flash Blossom) This technique is a special Shunpo technique where one moves to their opponents back, directly attacking and sealing one's "Saketsu (鎖結, Chain Binding)" and "Hakusui (鎖結, Soul Sleep)" in one strike. The movement is so fast that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are.
Requires a 100 in Agility - Hohō & a 120 in Defense - Sword Defense & Lieutenant or Captain rank. Tenmetsumi (点滅身, Flickering Body) An incomplete version of Utsusemi, this is a skill that leaves behind an afterimage of the user that instantly begins shimmering out of sight.
Requires a 110 in Agility - Hohō. Utsusemi (空蝉, Cicada) This technique allows for a movement at great speed, leaving an afterimage behind by sacrificing an article of clothing. The afterimage may even appear to bleed.
Requires a 120 in Agility - Hohō & Captain Commander or 2nd Division Captain rank. Bunshin (分身, Clones) Through high-speed movements, the user is able to create up to 15 visibly-solid copies of his or herself. The clones are simply illusions and will dissipate when they come into contact with something. The clones will not disrupt the area around themselves with their movement (won't kick up dust, crush grass, etc.).
Requires a 140 in Agility - Hohō. Shinigami Abilities Nadegiri (撫で斬り, Clean Sweep) This basic technique allows for a precision cut of extreme force and speed, it can casually slice through large, multi-story high opponents protected by steel skin. The opponent can be killed with one swift slash so precise, that they aren't even aware of until after it has taken place.
Requires a 110 in Defense - Sword Defense. Eishōhaki (詠唱破棄, Incantation Abandonment) A skill that releases Kidō without a spirit chant. While it decreases the time needed to release the Kidō, it drastically weakens the spell.
Requires a 80 in Kidō - Kidō Knowledge. Kagirinai Eishōhaki (限りない 詠唱破棄, Unlimited Incantation Abandonment) A skill that releases Kidō without a spirit chant and retains the original power of the Kidō.
Requires a 120 in Kidō - Kidō Knowledge. Kōjutsu Eishō (後述詠唱, Later Mention Incantation) Another method to circumvent the necessity of a Kido's incantation is to use the Kido in question, and then repeat the incantation afterward, effectively strengthening it.
Requires a 140 in b]Kidō - Kidō Knowledge. Oni Henyō (鬼 変容, Demon's Changed Appearance) A skill that allows a user that is very proficient in Kidō to alter the shape and power of Kido, as well as use them in unorthodox methods, such as stabilizing a Hyapporankan to be used as a staff.
Requires a 150 in Kidō - Kidō Knowledge. Shunkō (瞬閧, Flash Cry) An advanced technique that combines hand-to-hand combat and Kidō energy to explosively increase a Shinigami's offensive capabilities. A high-pressured Kidō surges throughout the user's body, enhancing their arms and legs for battle. The Kidō itself can also be controlled and fired at opponents from the body. Shunko adds +20 to Physical Strength - Physical Strength during it's use, which is a total of 3 posts.
Requires a 100 in Kidō - Kidō Knowledge, a 100 in Intelligence - Controlling Reiryoku, and 2nd Division Captain or Captain Commander rank. Hanki (反鬼, Reverse Demon) This technique is an ability used during Shunkō which nullifies an opponent's Kidō by hitting it with a Kidō of perfectly opposite speed and energy. The ability can even neutralize an opponent's movements.
Ikkotsu (一骨, single bone) A powerful punch that has the potential to destroy a large portion of an Arrancar's body, even while they are in their Resurrección form.
Requires a 140 in Physical Strength - Physical Strength. Sōkotsu (双骨, double bone) Stronger than Ikkotsu, it is a powerful two-fisted punch that can potentially completely obliterate an opponent.
Requires a 150 in Physical Strength - Physical Strength. Fear Reiatsu, at its most basic level can instill fear in others when it is very high (in comparison to the one feeling it). Willpower is the simplest way to fight this method.
Requires a 10 in Physical Strength - Reiatsu Pressure & the target's Reiatsu needs to be lower. Stunning High level of spiritual power can cause those of lower power to be stunned by simply being in the presence of a high level spiritual being. It is not uncommon for Humans and souls alike to get the wind knocked out of them by simply being near a spiritual being with a high level of spiritual pressure.
Requires a 30 in Physical Strength - Reiatsu Pressure & the target's Reiatsu needs to be lower. Paralysis When a Spiritual being of high reiatsu chooses to they can paralyze an opponent just by focusing pressure through their stare.
Requires a 80 in Physical Strength - Reiatsu Pressure & the target's Reiatsu Pressure needs to be 30 points lower. Phantom Pain High level of spiritual pressure can make an opponent feel as though they are being attacked though nothing is physically happening to them.
A 110 in Physical Strength - Reiatsu Pressure & the target's Reiatsu needs to be 40 points lower. Sub-Moves
For any RPC, regardless of race, a limit is given to the amount of Arrancar/Shinigami abilities that RPC is capable of using. There is a limit of nine total your RPC may use, and these are put beneath the Arrancar Abilities/Shinigami Techniques section of your profile. Typically, members tend to include that their RPC is capable of using Sonido and the like, but often these slots are used to describe how proficient the RPC is with a certain attribute in a way that is unique to them. To increase the amount of actual techniques the RPC is capable of, members are encouraged to take advantage of sub-moves, which is simply a way of categorizing specific moves in the list above underneath one of your RPC's Arrancar/Shinigami Abilities. For example, Senka Hakase is a proficient user of Hand-to-Hand Combat and has developed two moves for herself. Instead of taking up three slots to say that Senka is a good Hakuda user and can use both those techniques, you would approach it the following way; Quote: Master Hand-to-Hand Combatant Senka is such a powerful user of Hakuda that she can knock an opponent away with her elbow, her knee, and even the back of her hand, and still send them flying over great distances. In her own right, Senka is a very dangerous fighter even without her Zanpakutō, though she prefers to use it over Hakuda any day. While fighting offensively, she has shown tremendous agility and dexterity, able to combine both sword and barehanded skills to simultaneously strike with her sword and kick opponents with great force. Senka's style varies from the broad Chinese Wushu to the specific Japanese Aikido, and she often switches between the two while fighting to give her the edge of being more unpredictable.
Ashikotsu (足骨, leg bone) A variation of Ikkotsu in which a powerful kick is performed instead of a punch. Just like Ikkotsu, it has the potential to destroy a large portion of an Arrancar's body, even while they are in their Resurrección form. Sōashikotsu (双足骨, double leg bone) Just like Sōkotsu, Sōashikotsu is stronger than it's parent technique and is a powerful kick with both feet that can potentially completely obliterate an opponent. While there is a limit of nine (9) total slots that can be filled, there is no limit to sub-moves added to each.
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II Palmtop Tiger II Vice Captain
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