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II Palmtop Tiger II Vice Captain
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Posted: Mon Oct 11, 2010 9:12 am
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. 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.
Sub-Categories At a glancing blow, you might be asking yourself a few questions. No, you are not expected to choose one sub-category for each area, nor are you supposed to distribute 65 points (if Captain Commander) amongst 12 sub-categories. Okay, so you do have to, but not in the way you're thinking.
First, you start by distributing your RPC's points between each stat area like so; Quote: Point System Zanjutsu 10/10 Kidō 4/10 Agility 10/10 Hakuda 10/10 Reiatsu 10/10 Physical Strength 10/10 Total Points ~54 And from there, you pick which type of each Stat Area you wish your RPC to specialize in. To do this, you take the base number that you gave to that Stat Area, multiply it by two, then distribute that amount amongst the two sub-categories of that Stat Area. Take the above example for example, if your RPC is great at Hadō, but not at Bakudō, you would fix it like so; Quote: Kidō 4/10
Hadō - 7/10 The user has above average knowledge of Hadō 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 up to #70 unless rank dictates otherwise. Bakudō - 1/10 The user's knowledge of Bakudō is very basic and they are only able to use Bakudō up to #10. Fairly simple. Afterward, you take the description given in the respective thread post and copy it into the area that says [replace with description]. This is to prevent constantly having to refer to the Stat System threads. A completed Stat System (at Captain Commander rank with Exceed System in use) would look something like this; Quote: Point System Zanjutsu 14/10
Zanpakutō - 14/10 The Shinigami's skill with his or her Zanpakutō is unparalleled and they are touted as the masters of the art all throughout the Seireitei. Swordsmanship - 14/10 The Shinigami's prowess with a blade is unparalleled and they are considered a master of the art. They have a distinct style of fighting and are capable of executing high-speed attacks with a blade and can level entire mountains with a simple flick of their wrist when coupled with a 13/10 in Strength
Kidō 5/10
Hadō - 10/10 The user is incredibly skilled in the ways of Hadō. They are known for stringing together any number of Hadō to create complex, high-powered attacks, or combine two or more to create something brand new altogether. It is well within their power to spam #1-80 and perform any Hadō without their respective incantation. The user can use all Hadō. Bakudō - 0/10 The user's knowledge of Bakudō is zero and they are unable to perform any sort of Bakudō.
Agility 15/10
Speed - 15/10 The Shinigami's reaction speed is unparalleled and they are known across the Seireitei as having the quickest reactions. Hohō - 15/10 The Shinigami possesses unparalleled Hohō, allowing them to move faster than even the most seasoned captains can react. The user possesses a Shunpo so quick that they appear to have a form of teleportation as they appear and disappear solidly instead of shimmering like is customary with Shunpo.
Hakuda 11/10
Offense - 12/10 The Shinigami's aptitude for offensive Hakuda is unparalleled and they are known across the Seireitei as masters of the art. They move like liquid and are proficient with dealing damage by executing multiple and alternating strikes in rapid succession without any visible effort. Defense - 10/10 The Shinigami has mastered defensive Hakuda and can fight toe-to-toe with sword users by using bare-handed blade interception techniques without getting their hands cut open.
Reiatsu 8/10
Pressure - 15/10 The Shinigami's Pressure is absolutely monstrous and the Shinigami has an incredibly imposing presence. When completely unleashed, it can interfere with energy-based attacks and more often than not, it will cancel them out entirely. The Shinigami's Reiatsu is far too great to be contained on it's own and must be sealed by a special device. The Shinigami's Pressure hinders those with with a 14/10 in Pressure and debilitates those with 13/10. Armor - 1/10 The Shinigami's Rieryoku defense is below average. The Shinigami's Armor is capable of reducing damage from those with 0/10 in Strength.
Physical Strength 12/10
Strength - 15/10 The Shinigami's strength is unparalleled and they are touted as the physically strongest Shinigami throughout the Seireitei. The Shinigami can bypass 13/10 in Armor/Hierro without the aid of a weapon, harm those with 14/10 with a weapon, and break out of Bakudō up to #90. Endurance - 9/10 The Shinigami's endurance is quite large, allowing them to survive fatal injuries like impalement and loss of limb.
Total Points ~ 65
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Posted: Mon Oct 11, 2010 9:14 am
Exceeding the 10/10 MarkWhile 10/10 is considered to be the cut off point for many things, it is possible to surpass this limit with Division Specialties.Exceeding Your LimitsIt is possible to exceed whatever limit is placed on your RPC by his or her Division through the use of various things, be they Shikai or Bankai techniques, body modifications, character techniques, or drugs. When making use of these types of things for your RPC, it is important that you list their stat enhancements in your profile. Simply saying your Bankai increases your speed is not good enough, you need to include an actual number increase that is reasonable. You shouldn't say that your Lieutenant RPCs Bankai gives him a 15/10 in Speed, unless he or she is in the 2nd Division. Special TechniquesEveryone is entitled to making their own fancy technique that they claim is capable of cutting through steel. Well, as of now, that's no longer useful and things that techniques can affect need to be represented by a point value. For example, Yuki's Amejuugan are capable of punching through 10/10 Armor and Hierro, or 12/10 when used in conjunction with her Kaze Shintō. If a technique your RPC uses does something like this, it needs to be stated, which will prevent confusion when dealing with such things.Point DistributionThe number of points you may allocate to your RPC depends on your rank.
Captain-Commander: 65 Captain: 54 Lieutenant Commander: 52 Lieutenant: 47 Seated officers: 38 Unseated officers: 25
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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: Mon Oct 11, 2010 9:17 am
Zanjutsu
This section is used to describe the Shinigami’s proficiency, but not the speed or power, in wielding their Zanpakutō's sealed and unsealed form as well as the measure of the Shinigami’s mastery of Shikai and Bankai. Zanpakutō The Zanpakutō category of the Zanjutsu stat area gives insight into exactly how proficient the user is in all things regarding the abilities of their Zanpakutō. As the scale increases, so does Shikai and Bankai mastery, as well as duration of each form.
0/10 The Shinigami cannot create a sealed manifestation of his Zanpakutō and wields an Asauchi (浅打ち, shallow hit). 1-3/10 The Shinigami has formed his or her own uniquely shaped sealed Zanpakutō and has only obtained Shikai. 4-5/10 The Shinigami can now materialize his or her Zanpakutō's spirit into the real world 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. 11-13/10 The Shinigami is able to maintain Bankai for long periods of time as opposed to others and Shikai can be maintained indefinitely. 14-15/10 The Shinigami's skill with his or her Zanpakutō is unparalleled and they are touted as the masters of the art all throughout the Seireitei. Swordsmanship The Swordsmanship category of the Zanjutsu stat area explains how proficient a Shinigami is with a blade.
0/10 The Shinigami has no aptitude for any type of swordsmanship. 1-3/10 The Shinigami's Swordsmanship is nothing more than charging and swinging madly with not degree of control present. 4-5/10 The Shinigami's Swordsmanship is starting to become more refined. They can perform thrusts and parries, but not in rapid succession of one another. 6-8/10 The Shinigami's Swordsmanship is more fluid than before, and they are able to string together combos to land hits more effectively. 9-10/10 The Shinigami's Swordsmanship can be likened to a dance and they are now capable of blocking and attacking relatively quickly and it is increasingly harder to break their form. 11-13/10 The Shinigami's Swordsmanship is fluid and refined. 14-15/10 The Shinigami's prowess with a blade is unparalleled and they are considered a master of the art. They have a distinct style of fighting and are capable of executing high-speed attacks with a blade.
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Posted: Mon Oct 11, 2010 9:19 am
KidōThis section describes 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. Kidō System While Kidō, at first, does not appear to have a specialization, it does. You may balance Hadō against Bakudō as the two specialization areas. The descriptions given apply to both Hadō and Bakudō, at least until the specialization is altered so that your RPC has more proficiency in one over the other. For example;
Kidō 7/10
Hadō - 8/10: The user has above average knowledge of Hadō and they can spam #1-30, string together #1-50, and perform #1-50 Hadō without incantation. The user is able to perform any Hadō up to #80 unless rank dictates otherwise. Bakudō - 6/10: The user has above average knowledge of Bakudō and they can spam #1-10, string together #1-30, and perform #1-30 Bakudō without incantation. The user is able to perform any Bakudō up to #60 unless rank dictates otherwise.
Chiyudō does not apply to the specialization as any 4th Division member is capable of using any Chiyudō once they hit the 3/10 Kidō level and are of the approporiate rank to learn the Chiyudō.
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 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. 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. 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. 11-13/10 The user's Kidō skills are unparalleled, and they are capable of spamming any level of Kidō and stringing any number of them together. 14-15/10 The Shinigami is now considered to be a Kidō Grand Master as shown by their ability to alter any sort of Kidō and use them in unorthodox methods. For example; condensing a Kurohitsugi to the size of an actual coffin, stabilizing a Hyapporankan to be used as a weapon, or creating two instances of a Danku by breaking the original in half.
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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: Mon Oct 11, 2010 9:20 am
AgilityThis section refers to speed and reflexes as well as the knowledge to perform Shunpo, Senka, and Utsusemi. Additionally, it directly affects the speed of Swordsmanship and Hakuda. Agility System Speed Speed describes how quickly the Shinigami can physically react and how quickly they can run or execute a Dash.
0/10 The Shinigami is limited to running and walking (3 mph.) 1-3/10 The Shinigami's dashes can reach speeds of up to 24 mph, which is comparable to the best Olympic Sprinters. The speed at which Hakuda and Swordsmanship are performed is relatively sluggish. 4-5/10 Air walking can now be done vertically in respect to the ground. Dashes now reach speeds of up to 43 mph, 8 mph faster than the speed of an ostrich. 6-8/10 Air Walking can now be done upside-down, with respect to the ground. Dashes now reach speeds of up to 60mph, almost on par with the speeds of an average car. Hakuda and Swordsmanship speeds are now relatively high at this point. 9-10/10 The user's movement allows for them to quickly execute high-speed attacks with both Hakuda and Swordsmanship. Dashes now reach speeds of up to 75mph, as fast as a cheetah. 11-13/10 Dashes reach speeds of 82 mph, allowing the user to run circles around the opponent. 14-15/10 Dashes reach speeds of up to 102 mph. The Shinigami's reaction speed is unparalleled and they are known across the Seireitei as having the quickest reactions. HohōHohō details how proficient the Shinigami is with Shunpo and whether they can use it or not.
0/10 The Shinigami is limited to running and walking. 1-3/10 The Shinigami has no proficiency for Shunpo. 4-5/10 The Shinigami can now perform basic Shunpo. 6-8/10 Shunpo speed is increased. 9-10/10 Shunpo speed is further increased. 11-12/10 The Shinigami is capable of maintaining high-speed movements for extended periods of time while only using the least amount of steps to achieve those movements. Utsusemi may be performed with a 12/10. 13/10 The Shinigami can appear to be in many different places at once without the use of Utsusemi, but the images are not able to bleed like Utsusemi clones are. 14-15/10 The Shinigami possesses unparalleled Hohō, allowing them to move faster than even the most seasoned captains can react. This list is used to roughly map out higher speeds of techniques on the Hohō scale. Keep in mind that these are meant to be guidelines for lightning-based moves, lasers, bullet-themed Zanpakutō and the like, not levels to be aimed for for when designating speedy Zanpakutō techniques. In general, anything past 15/10 shouldn't even be used if it's not lightning, a bullet, a laser or something similar. Anything other than the three aforementioned things need to be cleared up.
16/10 - Speed of Sound (768 mph or 343.2 m/s) 17/10 - Speed of a bullet (2004.29 mph or 896 m/s) 18/10 - N/A 19/10 - Speed of Lightning (140,000 mph or 220,000 km/h) 20/10 - Speed of Light (670,616,629.38 mph or 299,792,458 m/s)
Senjū Kōten Taihō, lasers.
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Posted: Mon Oct 11, 2010 9:21 am
Hakuda
This section dictates skill with both offensive and defensive Hakuda. This does not encompass the speed or power put into them, but rather only skill. Offense Offense is just as it sounds, it is a measure of the Shinigami's offensive Hakuda skills.
0/10 The Shinigami has no proficiency for offensive Hakuda. 1-3/10 The Shinigami's offensive Hakuda is closest to schoolyard fighting. The Shinigami prominently uses poorly aimed punches and kicks. 4-5/10 The Shinigami has a mastery of basic offensive Hakuda, but a visible style is not present. They are now able to perform more complicated offensive techniques such as the spear hand or the Haymaker. 6-8/10 The Shinigami's offensive Hakuda is beginning to develop into a visible style of fighting. 9-10/10 The Shinigami is a master of offensive Hakuda and their style is both obvious and prominent. 11-15/10 The Shinigami's aptitude for offensive Hakuda is unparalleled and they are known across the Seireitei as masters of the art. They move like liquid and are proficient with dealing damage by executing multiple and alternating strikes in rapid succession without any visible effort. DefenseDefense is just as it sounds, it is a measure of the Shinigami's defensive Hakuda skills.
0/10 The Shinigami has no proficiency for defensive Hakuda. 1-3/10 The Shinigami's defensive Hakuda is closest to schoolyard fighting. The Shinigami only applies dodging to his or her defenses. 4-5/10 The Shinigami has a mastery of basic defensive Hakuda, but a visible style is not present. They are now able to perform a variety of defensive moves such as open-palmed blocks and parrying other blows with their forearms or calves. 6-8/10 The Shinigami's defensive Hakuda is beginning to develop into a visible style of fighting. Alongside blocking and parrying, they are able to move around an opponent's strike and then use their weight against them and throw them. 9-10/10 The Shinigami has mastered defensive Hakuda and can fight toe-to-toe with sword users by using bare-handed blade interception techniques without getting their hands cut open. 11-15/10 The Shinigami's defensive Hakuda is unparalleled and they are known across the Seireitei as masters of the art. They can easily brush other CQC attacks to the side instead of meeting them head on, and go in for an attack almost instantly after.
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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: Mon Oct 11, 2010 9:23 am
Physical Strength
This section measures both the strength and endurance of the Shinigami’s physical body. It also determines the force put behind each and every physical attack, be it Swordsmanship or Hakuda. Strength: Strength describes just how physically strong a Shinigami is by giving an example of what Armor/Hierro he can bypass with or without a weapon.
0/10 The Shinigami has below average strength. 1/10 The Shinigami has below average strength. The Shinigami can harm those with 0/10 in Armor/Hierro with the use of a weapon. 2/10 The Shinigami has below average strength. The Shinigami can bypass 0/10 in Armor/Hierro without the aid of a weapon and harm those with 1/10 with a weapon. 3/10 The Shinigami has average strength. The Shinigami can bypass 1/10 in Armor/Hierro without the aid of a weapon and harm those with 2/10 with a weapon. 4/10 The Shinigami has average strength. The Shinigami can bypass 2/10 in Armor/Hierro without the aid of a weapon and harm those with 3/10 with a weapon. 5/10 The Shinigami has average strength. The Shinigami can bypass 3/10 in Armor/Hierro without the aid of a weapon and harm those with 4/10 with a weapon. 6/10 The Shinigami has above average strength. The Shinigami can bypass 4/10 in Armor/Hierro without the aid of a weapon and harm those with 5/10 with a weapon. 7/10 The Shinigami has above average strength. The Shinigami can bypass 5/10 in Armor/Hierro without the aid of a weapon and harm those with 6/10 with a weapon. 8/10 The Shinigami has above average strength. The Shinigami can bypass 6/10 in Armor/Hierro without the aid of a weapon and harm those with 7/10 with a weapon. 9/10 The Shinigami has exceptional strength. The Shinigami can bypass 7/10 in Armor/Hierro without the aid of a weapon and harm those with 8/10 with a weapon. 10/10 The Shinigami has exceptional strength. The Shinigami can bypass 8/10 in Armor/Hierro without the aid of a weapon and harm those with 9/10 with a weapon. 11/10 The Shinigami has immense strength. The Shinigami can bypass 9/10 in Armor/Hierro without the aid of a weapon and harm those with 10/10 with a weapon. 12/10 The Shinigami has immense strength. The Shinigami can bypass 10/10 in Armor/Hierro without the aid of a weapon and harm those with 11/10 with a weapon. 13/10 The Shinigami has immense strength. The Shinigami can bypass 11/10 in Armor/Hierro without the aid of a weapon and harm those with 12/10 with a weapon. The Shinigami can cut a building in half with the aid of a 10/10 in Swordsmanship. 14/10 The Shinigami's strength is unparalleled and they are touted as the physically strongest Shinigami throughout the Seireitei. The Shinigami can bypass 12/10 in Armor/Hierro without the aid of a weapon and harm those with 13/10 with a weapon. 15/10 The Shinigami's strength is unparalleled and they are touted as the physically strongest Shinigami throughout the Seireitei. The Shinigami can bypass 13/10 in Armor/Hierro without the aid of a weapon, harm those with 14/10 with a weapon, and break out of Bakudō up to #70. EnduranceEndurance describes how much damage the Shinigami is able to take before they either die or are rendered unconcsious.
0/10 The Shinigami has virtually no endurance and can barely handle running a few hundred yards. 1-3/10 The Shinigami's endurance is below average. They can sustain minor cuts and scrapes at the most. 4-6/10 The Shinigami's endurance is average, allowing them to sustain many wounds like large cuts, burns and puncture wounds. 7-8/10 The Shinigami's endurance is above average, allowing them to sustain non-fatal wounds like gashes. 9-10/10 The Shinigami's endurance is quite large, allowing them to survive fatal injuries like impalement and loss of limb. 11-13/10 The Shinigami's endurance is immense, allowing them to survive bifurcation, but only for a short period of time. 14-15/10 The Shinigami's endurance knows little bounds. They are capable of brushing off multiple gashes and even impalement without being visibly hindered by these wounds. The Shinigami is tricky to kill and can survive and sustain many wounds that would kill most people.
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Posted: Mon Oct 11, 2010 9:25 am
Reiatsu This section is used to measure the intensity of both the debilitating Reiatsu let off by Shinigami, and the Reiryoku 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. Pressure Pressure deals with using the Shinigami's Reiatsu to hinder and debilitate an opponent. Hindering the opponent with Reiatsu causes them to not be able to move properly. Debilitation, on the other hand, causes the target to be brought to their knees and physically unable to move until it is let up. Alternatively, the higher levels of Pressure are able to bring about unique effects, such as induced sleep or burns with fire-type Reiatsu.
0/10 The Shinigami has no Reiatsu pressure. 1/10 The Shinigami's Pressure is below average and is faint and hard to pin point. 2/10 The Shinigami's Pressure is below average and is faint and hard to pin point. The Shinigami's Pressure hinders those with with a 0/10 in Pressure. 3/10 The Shinigami's Pressure is slowly becoming apparent. The Shinigami's Pressure hinders those with with a 1/10 in Pressure. 4/10 The Shinigami's Pressure is slowly becoming apparent. The Shinigami's Pressure hinders those with with a 2/10 in Pressure. 5/10 The Shinigami's Pressure is apparent and readily felt. The Shinigami's Pressure hinders those with with a 3/10 in Pressure. 6/10 The Shinigami's Pressure is apparent and readily felt. The Shinigami's Pressure hinders those with with a 4/10 in Pressure and debilitates those with 0/10. 7/10 The Shinigami's Pressure is beginning to develop a unique effect other than fear. The Shinigami's Pressure hinders those with with a 5/10 in Pressure and debilitates those with 1/10. 8/10 The Shinigami's Pressure is beginning to develop a unique effect other than fear. The Shinigami's Pressure hinders those with with a 6/10 in Pressure and debilitates those with 2/10. 9/10 The Shinigami's Pressure makes use of its own unique effect constantly. The Shinigami's Pressure hinders those with with a 7/10 in Pressure and debilitates those with 3/10. 10/10 The Shinigami's Pressure makes use of its own unique effect constantly. The Shinigami's Pressure hinders those with with a 8/10 in Pressure and debilitates those with 4/10. 11/10 The Shinigami's Pressure is so potent that it is often the primary method of hindering the opponent during battle. The Shinigami's Pressure hinders those with with a 9/10 in Pressure and debilitates those with 5/10. 12/10 The Shinigami's Pressure is so potent that it is often the primary method of hindering the opponent during battle. The Shinigami's Pressure hinders those with with a 10/10 in Pressure and debilitates those with 6/10. 13/10 The Shinigami's Pressure is so potent that it is often the primary method of hindering the opponent during battle. The Shinigami's Pressure hinders those with with a 11/10 in Pressure and debilitates those with 7/10. 14/10 The Shinigami's Pressure is absolutely monstrous and the Shinigami has an incredibly imposing presence. The Shinigami's Pressure hinders those with with a 12/10 in Pressure and debilitates those with 8/10. 15/10 The Shinigami's Pressure is absolutely monstrous and the Shinigami has an incredibly imposing presence. The Shinigami's Reiatsu is far too great to be contained on it's own and must be sealed by a special device. The Shinigami's Pressure hinders those with with a 13/10 in Pressure and debilitates those with 9/10. ArmorArmor is the Shinigami's ability to make their skin dense with Reiryoku. With more Reiryoku comes a denser skin and thus more protection. The defense against Hadō applies only the standard version of it, not to the elementally enhanced ones. To guard against those, one must go up a point. This also includes all Cero types as with greater power in Hueco, the Arrancar's Cero increase in power.
0/10 The Shinigami has no Armor. 1/10 The Shinigami's Rieryoku defense is below average. The Shinigami's Armor is capable of reducing damage from those with 0/10 in Strength. 2/10 The Shinigami's Rieryoku defense is below average. The Shinigami's Armor reduces damage of melee attacks from those with 1/10 in Strength. 3/10 The Shinigami's Reiryoku defense is average. The Shinigami's Armor reduces damage of melee attacks from those with 2/10 in Strength. 4/10 The Shinigami's Reiryoku defense is average. The Shinigami's Armor reduces damage of melee attacks from those with 3/10 in Strength. 5/10 The Shinigami's Reiryoku defense is average and can reduce the damage done by Bala and Hadō #10 and below. The Shinigami's Armor reduces damage of melee attacks from those with 4/10 in Strength and eliminates damage from those with a 0/10. 6/10 The Shinigami's Reiryoku defense is average and can reduce the damage done by Hadō #20 and below. The Shinigami's Armor reduces damage of melee attacks from those with 5/10 in Strength and eliminates damage from those with a 1/10. 7/10 The Shinigami's Reiryoku defense is average and can reduce the damage done by Cero and Hadō #30 and below. The Shinigami's Armor reduces damage of melee attacks from those with 6/10 in Strength and eliminates damage from those with a 2/10. 8/10 The Shinigami's Reiryoku defense is average and can reduce the damage done by Hadō #40 and below. The Shinigami's Armor reduces damage of melee attacks from those with 7/10 in Strength and eliminates damage from those with a 3/10. 9/10 The Shinigami's Reiryoku defense is average and can reduce the damage done by Hadō #50 and below. The Shinigami's Armor reduces damage of melee attacks from those with 8/10 in Strength and eliminates damage from those with a 4/10. 10/10 The Shinigami's Reiryoku defense is immense. The Shinigami's Armor reduces damage of melee attacks from those with 9/10 in Strength and eliminates damage from those with a 5/10. 11/10 The Shinigami's Reiryoku defense is equivalent to that of steel and is capable of reducing damage done by Gran Rey Cero and Hadō #60 and below. The Shinigami's Armor reduces damage of melee attacks from those with 10/10 in Strength and eliminates damage from those with a 6/10. 12/10 The Shinigami's Reiryoku defense is equivalent to that of steel. The Shinigami's Armor reduces damage of melee attacks from those with 11/10 in Strength and eliminates damage from those with a 7/10. 13/10 The Shinigami's Reiryoku defense is equivalent to that of steel and can reduce damage done by Hadō #70 and below. The Shinigami's Armor reduces damage of melee attacks from those with 12/10 in Strength and eliminates damage from those with a 8/10. 14/10 The Shinigami has an unparalleled Reiryoku defense. The Shinigami's Armor reduces damage of melee attacks from those with 13/10 in Strength and eliminates damage from those with a 9/10. 15/10 The Shinigami has an unparalleled Reiryoku defense that can reduce damage done by Cero Oscuras and Hadō #80 and below. The Shinigami's Armor reduces damage of melee attacks from those with 14/10 in Strength and eliminates damage from those with a 10/10.
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II Palmtop Tiger II Vice Captain
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