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II Palmtop Tiger II Vice Captain
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Posted: Mon Oct 11, 2010 9:46 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 62 points (if Malchut) 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; (example for Hod Sephira) Quote: Point System Armas 10/10 Hueco 10/10 Agilidad 7/10 Mano 10/10 Reiatsu 10/10 Fuerza 10/10 Total Points ~57 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 Sonído, but not at reacting quickly, you would fix it like so; Quote: Agilidad 7/10
Speed - 4/10 Air walking can now be done vertically in respect to the ground. Dashes now reach speeds of up to 40mph, 5mph faster than the speed of an ostrich. Movement - 10/10 Sonído is further increased from a distance 400ft, in 100 milliseconds, the reaction time of a human. 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 Malchut rank with Exceed System in use) would look something like this; Quote: Point System Armas 7/10
Resurrección - 14/10 The Arrancar is now capable of performing the second form of their Resurrección, Segunda Etapa, and their initial release can be maintained indefinitely. Swordsmanship - 0/10 The Arrancar has no aptitude for any type of swordsmanship. Hueco 11/10 The Arrancar's proficiency with hollow techniques is very high. They are able to use Pesquisa quickly to locate others and are known for using Garganta to redirect attacks. Cero Oscuras may be performed.
Agilidad 13/10
Speed - 11/10 Dashes reach the speed of a Sonído in 10/10, allowing the user to run circles around the opponent. Movement - 15/10 The Arrancar possesses unparalleled Movement, allowing them to move faster than even the most seasoned captains can react. The user possesses a Sonído so quick that they appear to have a form of teleportation as they appear and disappear solidly instead of shimmering like is customary with Sonído. Mano 8/10
Offense - 12/10 The Arrancar's aptitude for offensive Mano is unparalleled and they are known across Hueco Mundo 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 - 4/10 The Arrancar has a mastery of basic defensive Mano, 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. Fuerza 13/10
Strength - 15/10 The Arrancar's strength is unparalleled and they are touted as the physically strongest Arrancar throughout Hueco Mundo. The Arrancar 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 - 11/10 The Arrancar's endurance is immense, allowing them to survive bifurcation, but only for a short period of time. Reiatsu 10/10
Pressure - 5/10 The Arrancar's Pressure is apparent and readily felt. The Arrancar's Pressure hinders those with with a 4/10 in Pressure and debilitates those with 3/10. Hierro - 15/10 The Arrancar has an unparalleled Reiryoku defense that can reduce damage done by Cero Oscuras and Hadō #99 and below. The Arrancar's Hierro reduces damage of melee attacks from those with 14/10 in Strength and eliminates damage from those with a 13/10.
Total Points ~ 62
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Posted: Mon Oct 11, 2010 9:48 am
Exceeding the 10/10 Mark While 10/10 is considered to be the cut off point for many things, it is possible to surpass this limit. Because the Sephira have no specialties and are all of different levels of power, any Sephira is capable of reaching any 15/10 limit by point distribution alone.
Exceeding Your Limits It is possible to exceed to exceed the 15/10 limit through the use of various things, be they Resurrección 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 RPCs Resurrección increases your speed is not good enough, you need to include an actual number increase that is reasonable. You shouldn't say that your Resurrección increases your Arrancar's speed to 15/10 when it started out as 6/10.
Special Techniques Everyone 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 Distribution The number of points you may allocate to your RPC depends on your rank.
Keter (Will): 63 Malchut: 62 Keter (Delight): 62 Keter (Faith): 61 Gevurah: 60 Chochma: 59 Yesod: 59 Binah: 58 Chesed: 57 Tiferet: 57 Netzach: 57 Hod: 57 Path: 46
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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 9:50 am
Armas Arms (Weaponry)
Armas is a measure the level of mastery an Arrancar has over his or her Resurrección, and their skill when wielding the sealed weapon form of their Zanpakutō. Resurrección (帰刃 (レスレクシオン), resurekushion; Spanish for "Resurrection", Japanese for "Returning Blade") The Resurrección category of Armas gives insight into exactly how proficient the user is in all things regarding the abilities of their Resurrección. As the scale increases, so does Resurrección, as well as duration.
0/10 The Arrancar's Resurrección is very weak, and the Arrancar does not rely on it at all for combat. 1-4/10 The Arrancar's Resurrección aids very little in terms of combat ability and is only used as a tool of support by the Arrancar. 5-8/10 The Arrancar's Resurrección is moderately powerful and is used as the Arrancar's secondary method of combat. 9-10/10 The Arrancar's Resurrección is quite powerful and is used as the Arrancar's primary method of combat. 11-13/10 The Arrancar's Resurrección can be maintained for extended periods of time and is equivalent to a Captain's Bankai in terms of power. 14/10 The Arrancar is now capable of performing the second form of their Resurrección, Segunda Etapa, and their initial release can be maintained indefinitely. 15/10 The Arrancar's Segunda Etapa is at full power and the Arrancar is touted as a master of their Resurrección in it's entirety.
Swordsmanship The Swordsmanship category of the Armas stat area explains how proficient an Arrancar is with a blade.
0/10 The Arrancar has no aptitude for any type of swordsmanship. 1-3/10 The Arrancar's Swordsmanship is nothing more than charging and swinging madly with not degree of control present. 4-5/10 The Arrancar'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 Arrancar's Swordsmanship is more fluid than before, and they are able to string together combos to land hits more effectively. 9-10/10 The Arrancar'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 Arrancar's Swordsmanship is fluid and refined. 14-15/10 The Arrancar'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.
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Posted: Mon Oct 11, 2010 9:51 am
HuecoHollowHueco is a measure of the mastery and strength of hollow attacks and special techniques. Hollow Techniques-links to bottom of the page- 0/10 The Arrancar has no proficiency for any types of Hollow techniques. 1-2/10 Cero and Garganta may be performed. 3-5/10 Bala and Pesquisa may be performed. 6-8/10 Gonzui and Cero Doble may be performed. 9-10/10 The Arrancar's hollow abilities are now quite powerful, allowing them access to their own special Cero. Gran Rey Cero may be performed. Cero can be charged and released in a second. 11-13/10 The Arrancar's proficiency with hollow techniques is very high. They are able to use Pesquisa quickly to locate others and are known for using Garganta to redirect attacks. Cero Oscuras may be performed. 14-15/10 The Arrancar's proficiency with hollow techniques is unparalleled. They are capable of condensing and expanding Garganta, using their Pesquisa to measure levels of Reiryoku, and forming and releasing Gran Rey Cero in roughly two seconds.
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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 9:52 am
Agilidad Agility
This section refers to speed and reflexes as well as the knowledge to perform Sonído and Gemelos Sonído. Additionally, it directly affects the speed of Swordsmanship and Mano.
Speed Speed describes how quickly the Arrancar can physically react and how quickly they can run or execute a Dash.
0/10 The Arrancar is limited to running and walking. 1-3/10 The Arrancar's dashes can reach speeds of up to 24 mph, which is comparable to the best Olympic Sprinters. The speed at which Mano 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 Mano 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 Arrancar's reaction speed is unparalleled and they are known across Hueco Mundo as having the quickest reactions. MovementMovement details how proficient the Arrancar is with Sonído.
0/10 The Arrancar, for whatever reason, is incapable of performing a Sonído. [Must have a logical reason for this] 1-5/10 The Arrancar can now perform basic Sonído. 6-8/10 Sonído speed is increased. 9-10/10 Sonído speed is further increased. 11-12/10 The Arrancar is capable of maintaining high-speed movements for extended periods of time while only using the least amount of steps to achieve those movements. Gemelos Sonído may be performed with a 12/10. 13/10 The Arrancar can appear to be in many different places at once without the use of Gemelos Sonído, but the images are not able to bleed like Gemelos Sonído clones can. 14-15/10 The Arrancar possesses unparalleled Movement, allowing them to move faster than even the most seasoned captains can react.
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Posted: Mon Oct 11, 2010 9:53 am
Mano Hand (CQC Combat)
Mano is a measure of the skill with both offensive and defensive Hand-to-Hand Comabat. This does not encompass the speed or power put into them, but only rather skill. Offense Offense is just as it sounds, it is a measure of the Arrancar's offensive Mano skills.
0/10 The Arrancar has no proficiency for offensive Mano. 1-3/10 The Arrancar's offensive Mano is closest to schoolyard fighting. The Arrancar prominently uses poorly aimed punches and kicks. 4-5/10 The Arrancar has a mastery of basic offensive Mano, 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 Arrancar's offensive Mano is beginning to develop into a visible style of fighting. 9-10/10 The Arrancar is a master of offensive Mano and their style is both obvious and prominent. 11-15/10 The Arrancar's aptitude for offensive Mano is unparalleled and they are known across Hueco Mundo 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 Arrancar's defensive Mano skills.
0/10 The Arrancar has no proficiency for defensive Mano. 1-3/10 The Arrancar's defensive Mano is closest to schoolyard fighting. The Arrancar only applies dodging to his or her defenses. 4-5/10 The Arrancar has a mastery of basic defensive Mano, 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 Arrancar's defensive Mano 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 Arrancar has mastered defensive Mano 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 Arrancar's defensive Mano is unparalleled and they are known across Hueco Mundo 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 9:54 am
Fuerza Force (Physical Strength)
This section measures both the strength and endurance of the Arrancar’s physical body. It also determines the force put behind each and every physical attack, be it Swordsmanship or Mano. Strength: Strength describes just how physically strong a Arrancar is by giving an example of what Armor/Hierro he can bypass with or without a weapon.
0/10 The Arrancar has below average strength. 1/10 The Arrancar has below average strength. The Arrancar can harm those with 0/10 in Armor/Hierro with the use of a weapon. 2/10 The Arrancar has below average strength. The Arrancar 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 Arrancar has average strength. The Arrancar 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 Arrancar has average strength. The Arrancar 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 Arrancar has average strength. The Arrancar 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 Arrancar has above average strength. The Arrancar 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 Arrancar has above average strength. The Arrancar 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 Arrancar has above average strength. The Arrancar 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 Arrancar has exceptional strength. The Arrancar 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 Arrancar has exceptional strength. The Arrancar 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 Arrancar has immense strength. The Arrancar 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 Arrancar has immense strength. The Arrancar 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 Arrancar has immense strength. The Arrancar can bypass 11/10 in Armor/Hierro without the aid of a weapon and harm those with 12/10 with a weapon. The Arrancar can cut a building in half with the aid of a 10/10 in Swordsmanship. 14/10 The Arrancar's strength is unparalleled and they are touted as the physically strongest Arrancar throughout Hueco Mundo. The Arrancar 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 Arrancar's strength is unparalleled and they are touted as the physically strongest Arrancar throughout Hueco Mundo. The Arrancar can bypass 13/10 in Armor/Hierro without the aid of a weapon and harm those with 14/10 with a weapon, and break out of Bakudō up to #70. EnduranceEndurance describes how much damage the Arrancar is able to take before they either die or are rendered unconcsious.
0/10 The Arrancar has virtually no endurance and can barely handle running a few hundred yards. 1-3/10 The Arrancar's endurance is below average. They can sustain minor cuts and scrapes at the most. 4-6/10 The Arrancar's endurance is average, allowing them to sustain many wounds like large cuts, burns and puncture wounds. 7-8/10 The Arrancar's endurance is above average, allowing them to sustain non-fatal wounds like gashes. 9-10/10 The Arrancar's endurance is quite large, allowing them to survive fatal injuries like impalement and loss of limb. 11-13/10 The Arrancar's endurance is immense, allowing them to survive bifurcation, but only for a short period of time. 14-15/10 The Arrancar's endurance knows little bounds. They are capable of brushing off multiple gashes and even impalement without being visibly hindered by these wounds. The Arrancar is tricky to kill and can survive and sustain many wounds that would kill most people. A 15/10 gives access to High-Speed Regeneration.
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Posted: Mon Oct 11, 2010 9:55 am
Reiatsu
This section is used to measure the intensity of both the debilitating Reiatsu let off by Arrancar, 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 Arrancar'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 Arrancar has no Reiatsu pressure. 1/10 The Arrancar's Pressure is below average and is faint and hard to pin point. 2/10 The Arrancar's Pressure is below average and is faint and hard to pin point. The Arrancar's Pressure hinders those with with a 0/10 in Pressure. 3/10 The Arrancar's Pressure is slowly becoming apparent. The Arrancar's Pressure hinders those with with a 1/10 in Pressure. 4/10 The Arrancar's Pressure is slowly becoming apparent. The Arrancar's Pressure hinders those with with a 2/10 in Pressure. 5/10 The Arrancar's Pressure is apparent and readily felt. The Arrancar's Pressure hinders those with with a 3/10 in Pressure. 6/10 The Arrancar's Pressure is apparent and readily felt. The Arrancar's Pressure hinders those with with a 4/10 in Pressure and debilitates those with 0/10. 7/10 The Arrancar's Pressure is beginning to develop a unique effect other than fear. The Arrancar's Pressure hinders those with with a 5/10 in Pressure and debilitates those with 1/10. 8/10 The Arrancar's Pressure is beginning to develop a unique effect other than fear. The Arrancar's Pressure hinders those with with a 6/10 in Pressure and debilitates those with 2/10. 9/10 The Arrancar's Pressure makes use of its own unique effect constantly. The Arrancar's Pressure hinders those with with a 7/10 in Pressure and debilitates those with 3/10. 10/10 The Arrancar's Pressure makes use of its own unique effect constantly. The Arrancar's Pressure hinders those with with a 8/10 in Pressure and debilitates those with 4/10. 11/10 The Arrancar's Pressure is so potent that it is often the primary method of hindering the opponent during battle. The Arrancar's Pressure hinders those with with a 9/10 in Pressure and debilitates those with 5/10. 12/10 The Arrancar's Pressure is so potent that it is often the primary method of hindering the opponent during battle. The Arrancar's Pressure hinders those with with a 10/10 in Pressure and debilitates those with 6/10. 13/10 The Arrancar's Pressure is so potent that it is often the primary method of hindering the opponent during battle. The Arrancar's Pressure hinders those with with a 11/10 in Pressure and debilitates those with 7/10. 14/10 The Arrancar's Pressure is absolutely monstrous and the Arrancar has an incredibly imposing presence. The Arrancar's Pressure hinders those with with a 12/10 in Pressure and debilitates those with 8/10. 15/10 The Arrancar's Pressure is absolutely monstrous and the Arrancar has an incredibly imposing presence. The Arrancar's Reiatsu is far too great to be contained on it's own and must be sealed by a special device or else it will kill regular hollow when they get too close. The Arrancar's Pressure hinders those with with a 13/10 in Pressure and debilitates those with 9/10. HierroHierro is the Arrancar'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 Arrancar has no Hierro. 1/10 The Arrancar's Rieryoku defense is below average. The Arrancar's Hierro is capable of reducing damage from those with 0/10 in Strength. 2/10 The Arrancar's Rieryoku defense is below average. The Arrancar's Hierro reduces damage of melee attacks from those with 1/10 in Strength. 3/10 The Arrancar's Reiryoku defense is average. The Arrancar's Hierro reduces damage of melee attacks from those with 2/10 in Strength. 4/10 The Arrancar's Reiryoku defense is average. The Arrancar's Hierro reduces damage of melee attacks from those with 3/10 in Strength. 5/10 The Arrancar's Reiryoku defense is average and can reduce the damage done by Bala and Hadō #10 and below. The Arrancar's Hierro reduces damage of melee attacks from those with 4/10 in Strength and eliminates damage from those with a 0/10. 6/10 The Arrancar's Reiryoku defense is average and can reduce the damage done by Hadō #20 and below. The Arrancar's Hierro reduces damage of melee attacks from those with 5/10 in Strength and eliminates damage from those with a 1/10. 7/10 The Arrancar's Reiryoku defense is average and can reduce the damage done by Cero and Hadō #30 and below. The Arrancar's Hierro reduces damage of melee attacks from those with 6/10 in Strength and eliminates damage from those with a 2/10. 8/10 The Arrancar's Reiryoku defense is average and can reduce the damage done by Hadō #40 and below. The Arrancar's Hierro reduces damage of melee attacks from those with 7/10 in Strength and eliminates damage from those with a 3/10. 9/10 The Arrancar's Reiryoku defense is average and can reduce the damage done by Hadō #50 and below. The Arrancar's Reiryoku defense is immense and is capable of reducing damage done by Gran Rey Cero. The Arrancar's Hierro reduces damage of melee attacks from those with 8/10 in Strength and eliminates damage from those with a 4/10. 10/10 The Arrancar's Reiryoku defense is immense. The Arrancar's Hierro reduces damage of melee attacks from those with 9/10 in Strength and eliminates damage from those with a 5/10. 11/10 The Arrancar'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 Arrancar's Hierro reduces damage of melee attacks from those with 10/10 in Strength and eliminates damage from those with a 6/10. 12/10 The Arrancar's Reiryoku defense is equivalent to that of steel. The Arrancar's Hierro reduces damage of melee attacks from those with 11/10 in Strength and eliminates damage from those with a 7/10. 13/10 The Arrancar's Reiryoku defense is equivalent to that of steel and can reduce damage done by Hadō #70 and below. The Arrancar's Hierro reduces damage of melee attacks from those with 12/10 in Strength and eliminates damage from those with a 8/10. 14/10 The Arrancar has an unparalleled Reiryoku defense. The Arrancar's Hierro reduces damage of melee attacks from those with 13/10 in Strength and eliminates damage from those with a 9/10. 15/10 The Arrancar has an unparalleled Reiryoku defense that can reduce damage done by Cero Oscuras and Hadō #80 and below. The Arrancar's Hierro 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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II Palmtop Tiger II Vice Captain
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Posted: Mon Oct 11, 2010 9:56 am
Arrancar Abilities
Below is a list of standard hollow abilities that your RPC may use. Agilidad Sonído (響転 (ソニード), Sonīdo; Spanish for "Sound", Japanese for "Sound Ceremony")
Description A technique used by Arrancar which allows them to move at extreme speeds, making it highly similar to the Hohō that Shinigami use. While somewhat similar to Hohō, Sonído appears to be more instinctual than Hohō, requiring no previous knowledge to perform. It also makes a different sound; rather than the swishing or sometimes silent Shunpo of the Shinigami, Sonído makes a booming or static sound. Requirements
1/10 in Agilidad - Movement.
Gemelos Sonído (双児響転 (ヘメロス・ソニード), Hemerosu Sonīdo; Spanish for "Sound Twins", Japanese for "Twins Sound Ceremony")
Description Allows the user to create clone-like afterimages of his or herself by increasing the speed of their Sonído a little. Up to five clones can be created using this technique. These "speed-clones" generated by this intense Sonído are so realistic that they had even shown the ability to bleed after getting attacked. Requirements
12/10 in Agilidad - Movement. Projectile Bala (虚弾 (バラ), bara; Spanish for "Bullet," Japanese for "Hollow Bullet")
Description Bala is an Arrancar alternative to Cero. The technique hardens the user's Spiritual Pressure and fires it like a bullet. Although it is weaker than a normal Cero, it moves about twenty times faster and can be fired at a much higher rate, but the damage is much the same. Stronger Arrancar can also fire a more powerful Bala, while retaining its twenty-fold speed.
Capable of damaging those with 4/10 in Armor and Hierro normally. Capable of damaging those with 9/10 in Armor and Hierro when the Arrancar has 9/10 in Hueco. 30x use. Requirements
Cero (虚閃 (セロ), sero; Spanish for "Zero," Japanese for "Hollow Flash,")
Description This technique is an energy blast, it consists of firing a blast of concentrated spirit energy at the target. They are typically red in color, but the color may vary between Arrancar
Can damage those with a 6/10 in Armor and Hierro normally. Can damage those with a 10/10 in Armor and Hierro when the Arrancar has a 11/10 in Hueco. 10x use. Requirements
Cero Doble (重奏虚閃 (セロ・ドーブル), sero dōburu; Spanish for "Double Zero", Japanese for "Heavy Performance Hollow Flash")
Description A variation of a Cero achieved by swallowing an opponent's Cero and then returning it to the opponent along with their own Cero.
Can damage those with 8/10 in Armor and Hierro. 6x use (each use counts towards Cero use as well). Requirements
Gran Rey Cero (王虚の閃光 (グラン・レイ・セロ), guran rei sero; Spanish for "Grand King Zero", Japanese for "Royal Hollow Flash")
Description An extremely potent higher-level Cero, allowed to be used only by the Sephira. Gran Rey Cero is performed when an Arrancar draws blood from the Cero firing appendage with their Zanpakutō and mixing their blood with their original Cero. It is also many times more powerful than a normal Cero, capable of disturbing the fabric of space, it also seems to spin like a razor upon release as it compresses and decompresses due to the sheer speed and raw power. Unlike most Ceros that mainly take the shape of a sphere created by user and released in a huge blast wave, the Gran Rey Cero, when fired, keeps its sphere form, even after being fired in a huge blast wave. It is a drastically potent Cero, used only by the Sephira themselves.
Can damage those with a 11/10 in Armor and Hierro normally. Can damage those with a 13/10 in Armor and Hierro when the Arrancar has a 15/10 in Hueco. 6x use. Requirements
Cero Oscuras (黒虚閃 (セロ・オスキュラス), sero osukyurasu; Spanish for "Dark Zero," Japanese for "Black Hollow Flash")
Description When using this technique, the Arrancar concentrates his or her vast spiritual energy with only his or her index finger into an condensed jet-black Cero with great might. The result of being used in their released state is a much greater Cero, exceeding even Gran Rey Cero, the ultimate Cero, and has been referred to as "a Sephira's fully-powered Cero." When fired, it covers any exposed light into absolute pitch darkness. The Cero Oscuras's range is vast, and is mighty enough to completely shatter a Hollow mask, critically injuring a Vizard in the process, and strong enough to destroy half of the dome over Las Noches.
Can damage those with a 15/10 in Armor and Hierro normally. Can damage to those with a 17/10 in Armor and Hierro when the Arrancar has a 15/10 in Hueco. 4x use. Requirements
Miscellaneous Pesquisa (探査回路 (ペスキス), Pesukisa; Spanish for "Inquiry", Japanese for "Probe Circuit")
Description An Arrancar's ability to detect, sense and gauge the amount of Reiatsu in his or her vicinity. It functions similarly to Sonar. Requirements
Garganta (黒腔 (ガルガンタ), garuganta; Spanish for "Throat," Japanese for "Black Cavity")
Description The method for Arrancar and Menos-class Hollows to move to and from Hueco Mundo. It literally tears open the dimensional fabric separating the worlds, revealing a tunnel of whirling, torrential energy that must be focused and solidified to create a discernible pathway. Requirements
Negación (反膜 (ネガシオン), negashion; Spanish for "Negation," Japanese for "Anti-Membrane")
Description Energy fields are used to rescue fellow Hollows. Only the Gillian-class Menos have shown the ability to use it. Negación fields surround a target in a square beam of light that isolates the target from the dimension they are currently in, making it impossible to harm them. The field then pulls the target towards the Menos that created the field.
Caja Negación (反膜の匪 (カハ・ネガシオン), kaha negashion; Spanish for "Negation Box," Japanese for "Anti-Membrane of Negation")
Description A small cube meant to simulate Negación fields, which are used to punish their subordinates if necessary. The cube, when used on a subject, traps them in an alternate dimension from which there is no escape; however, this assumes it is being used as intended. More powerful Arrancar, namely the Sephira themselves, can escape given enough time.
Gonzui (魂吸, lit. "Soul Inhalation")
Description Is a supplementary technique used by Arrancar to devour as many souls as possible within a large radius to significantly restore their spiritual energy, while being content from the devouring of souls. Requirements
High-Speed Regeneration (超速再生, Chōsoku Saisei; lit. "Ultra-Fast Regeneration")
Description A supplementary ability possessed by many Hollows, as well as some Shinigami that have undergone Hollowfication. It allows them to recover from any damage that they sustain by causing them to heal at an increased rate, closing the wounds on their body and causing any limbs that they have lost to grow back. While high-speed regeneration is indeed a powerful ability, it is not without its flaws. Despite the extent to which it can heal the body, internal organs such as the brain cannot be regenerated; if such irreparable damage is sustained, the rest of the body can continue to regenerate, though to no avail. In addition, if the body is damaged before it has the chance to heal, or if enough damage is inflicted on it at once, then it can be destroyed. Requirements
15/10 in Fuerza - Endurance.
Resurrección: Segunda Etapa (刀剣解放第二階層 (レスレクシオン・セグンダ・エターパ), resurekushion segunda etāpa; Spanish for "Resurrection Second Stage", Japanese for "Sword's Release: Second Level")
Description A second form to the Arrancar's Resurrección, granted only to those who have honed their Resurrección's abilities above and beyond mastery. Requirements
A 14/15 in Armas - Resurrección.
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