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II Palmtop Tiger II Vice Captain
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Posted: Thu Dec 23, 2010 6:36 pm
Several things have been revised. The Points now work on a 10 point system, meaning that the point placed there can only be a multiple of 10. I tried to cut down on things that needed to be read. Kido is now weighed against Kido knowledge to cut down on the fact that Chiyudo is not mentioned in it. Added three new Agility techniques. Added two Hakuda techniques. Other things too. [WORK IN PROGRESS] ❖ Introduction ❖
Welcome to Bleach 12’s Shinigami/Vizard 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 weaknesses laid out in a simple statistical form. The stat system is not to be completed until your profile has been approved and you have been given a division and rank,
❖ The Points ❖
The stat system is based on a ten (10) point scale, and as such, only multiples of ten are applied to any of the sub-categories. Each sub-category has a maximum of 100 points where the Shinigami is considered a master of the skill, however this maximum may be exceeded by Captains and Lieutenants. Each Captain and Lieutenant only has two areas it excels in, save for the 1st Division. Each of the twelve (12) sub-categories stands by itself, and their levels are not dependant on each other outside of the inevitable running out of points to distribute. Not only this, but certain amounts of points also allow the RPC in question to use special techniques such as Utsusemi or Senka. Members are given a maximum number of points to distribute amongst each of the 12 sub-categories, which is dependent on their rank. Numbers are listed below. Soldier - 700 Officer - 900 Lieutenant - 1180 Lieutenant Commander - 1200 Captain - 1260 Captain Commander - 1650
[*Officer - 3rd Seat-10th; Soldier - 11th Seat and below]❖ Exceeding ❖
Captains and Lieutenants may exceed 100 points in only two stat areas, with the exception of the 1st Division. The category either can exceed in applies to both subcategories within, and the exceed limit is the max for both of them. There is no sacrificing one side for the other. Note that in the case of the 11th Division, the Captain and Lieutenant can choose either Hakuda or Zanjutsu to exceed in; it's either one or the other, not both, and not a mix-and-match free-for-all. Also, while some divisions are different than others. While it is typical for a Captain to go up to 150 in one area and 130 in another (130 and 110 for Lieutenant), sometimes a Captain will go up to 140 for both (120 and 120 for Lieutenant). This is to cut down on Captains with the same combination and level of power of abilities, but rest assured the exceeding balances out; all captains, excluding the 1st, can only put forth 280 points when exceeding, and all Lieutenants, excluding the 1st, can only put forth 240 points. 1st Division
Captain: All Areas ⇨ 150 points Lieutenant: All Areas ⇨ 130 points 2nd Division
Captain: Agility ⇨ 150 points | Hakuda ⇨ 130 points Lieutenant: Agility ⇨ 130 points | Hakuda ⇨ 110 points 3rd Division
Captain: Hakuda ⇨ 150 points | Physical Strength ⇨ 130 points Lieutenant: Hakuda ⇨ 130 points | Physical Strength ⇨ 110 points 4th Division
Captain: Kidō ⇨ 150 points | Reiryoku ⇨ 130 points Lieutenant: Kidō ⇨ 130 points | Reiryoku ⇨ 110 points 5th Division
Captain: Kidō ⇨ 150 points | Zanjutsu ⇨ 130 points Lieutenant: Kidō ⇨ 130 points | Zanjutsu ⇨ 110 points 6th Division
Captain: Zanjutsu ⇨ 150 points | Agility ⇨ 130 points Lieutenant: Zanjutsu ⇨ 130 points | Agility ⇨ 110 points 7th Division
Captain: Physical Strength ⇨ 140 points | Reiryoku ⇨ 140 points Lieutenant: Physical Strength ⇨ 120 points | Reiryoku ⇨ 120 points 8th Division
Captain: Hakuda ⇨ 140 points | Agility ⇨ 140 points Lieutenant: Hakuda ⇨ 120 points | Agility ⇨ 120 points 9th Division
Captain: Hakuda ⇨ 140 points | Zanjutsu ⇨ 140 points Lieutenant: Hakuda ⇨ 120 points | Zankutsu ⇨ 120 points 10th Division
Captain: Agility ⇨ 140 points | Reiryoku ⇨ 140 points Lieutenant: Agility ⇨ 120 points | Reiryoku ⇨ 120 points 11th Division
Captain: Physical Strength ⇨ 150 points | Hakuda or Zanjutsu ⇨ 130 points Lieutenant: Physical Strength ⇨ 130 points | Hakuda or Zanjutsu ⇨ 110 points 12th Division
Captain: Reiryoku ⇨ 150 points | Physical Strength ⇨ 130 points Lieutenant: Reiryoku ⇨ 130 points | Physical Strength ⇨ 110 points 13th Division
Captain: Reiryoku ⇨ 140 points | Kidō ⇨ 140 points Lieutenant: Reiryoku ⇨ 120 points | Kidō ⇨ 120 points
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Posted: Thu Dec 23, 2010 6:36 pm
Zanjutsu
Zanjutsu (斬術, Swordsmanship, refers to the Shinigami's mastery over the abilities of their Zanpakutō as well as the level of skill they have in using the naked blade as a weapon. Zanpakutō The Zanjutsu - Zanpakutō sub-category describes the power of the user's Shikai and Bankai as well as the mastery of each form.
0 The RPC cannot create a sealed manifestation of his Zanpakutō and only wields an Asauchi (浅打ち, shallow hit). 10-30 A uniquely-shaped Zanpakutō has been materialized, and the RPC has scratched the surface of their Shikai. 40-60 The RPC has mastered Shikai. 70-90 The RPC has obtained Bankai, but has scratched the surface of it. 100 The RPC has mastered Bankai and can utilize minor Zanpakutō abilities while it is sealed. 110-130 The RPC's Shikai has risen in terms of raw power and can normally trump other Shikai as well as Resurrección 140-150 The RPC's Shikai is equivalent to Bankai and Segunda Etapa and can be maintained indefinitely.
Swordsmanship This sub-category describes the RPC's proficiency with a naked blade as a weapon.
0 The RPC has no proficiency with this skill. 10-30 The RPC's skill is below average with this skill. 40-60 The RPC is average with this skill. 70-90 The RPC is extremely proficient with this skill. 100 The RPC has mastered this skill. 110-130 The RPC has ascended mastery of this skill. 140-150 The RPC is unmatched in this skill. Zanjutsu Techniques Shikai (始解, Initial Release)
Requirements
A 10 in Zanjutsu - Zanpakutō. Bankai (卍解, Final Release) This skill is the third form (or second released form) of the RPC's Zanpakutō. To achieve Bankai, one must be able to materialize and subjugate their Zanpakutō spirit. Materialization means the opposite of getting dragged into the Zanpakutō's inner world. Instead the wielder needs to summon the Zanpakutō's spirit into the physical world. It usually takes 10 years or more to achieve, plus the experience needed to master it. The power of the Bankai varies according to the weilder, but it is typically 5-10 times greater than the Shikai that came before it.
Requirements
A 70 in Zanjutsu - Zanpakutō. 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.
Requirements
A 80 in Zanjutsu - Swordsmanship. 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.
Requirements
Captain Commander, 6th Division Captain, or 11th Division Captain (w/ Zanjutsu) A 100 in Agility - Hohō. A 120 in Zanjutsu - Swordsmanship.
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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: Thu Dec 23, 2010 6:37 pm
KidōKidō (鬼道, demon way) is the technique that Shinigami use to focus their Spiritual Energy into a wide variety of magic spells that can serve many purposes, such as healing, defense, or combat. Kidō System
Knowledge This sub-category is used to detail what level of Kidō the user is able to perform.
0 The RPC is unable to perform any sort of Kidō. 10 The RPC is able to use Kidō up to #10 unless rank dictates otherwise. 20 The RPC is able to use Kidō up to #20 unless rank dictates otherwise. 30 The RPC is able to use Kidō up to #30 unless rank dictates otherwise. 40 The RPC is able to use Kidō up to #40 unless rank dictates otherwise. 50 The RPC is able to use Kidō up to #50 unless rank dictates otherwise. 60 The RPC is able to use Kidō up to #60 unless rank dictates otherwise. 70 The RPC is able to use Kidō up to #70 unless rank dictates otherwise. 80 The RPC is able to use Kidō up to #80 unless rank dictates otherwise. 90 The RPC is able to use Kidō up to #90 unless rank dictates otherwise. 100 The RPC is able to use Kidō up to #100 unless rank dictates otherwise. 110-140 The RPC is capable of using Advanced Kidō. 150 The RPC is capable of using Forbidden Kidō.
Skill This sub-category is used to describe the RPC's proficiency for Kidō.
0 The RPC has no proficiency with this skill. 10-30 The RPC's skill is below average with this skill. 40-60 The RPC is average with this skill. 70-90 The RPC is extremely proficient with this skill. 100 The RPC has mastered this skill. 110-130 The RPC has ascended mastery of this skill. 140-150 The RPC is unmatched in this skill. Kidō Skills 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.
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.
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.
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 +2 to Physical Strength - Strength during it's use, which is a total of 3 posts.
Requirements
Captaincy 100 in Kidō - Skill 120 in Hakuda - Offense
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.
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Posted: Thu Dec 23, 2010 6:39 pm
Speed This sub-category is used to gauge the speed of the RPC's reflexes and how fast they can react to oncoming danger
0 The RPC has no proficiency with this skill. 10-30 The RPC's skill is below average with this skill. 40-60 The RPC is average with this skill. 70-90 The RPC is extremely proficient with this skill. 100 The RPC has mastered this skill. 110-130 The RPC has ascended mastery of this skill. 140-150 The RPC is unmatched in this skill.
Hohō This sub-category is used to describe the level of an RPC's dashing speed as well as their proficiency with Shunpo.
0 The RPC has no proficiency with this skill. 10-30 The RPC's skill is below average with this skill. 40-60 The RPC is average with this skill. 70-90 The RPC is extremely proficient with this skill. 100 The RPC has mastered this skill. 110-130 The RPC has ascended mastery of this skill. 140-150 The RPC is unmatched in this skill. Agility Skills 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.
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.
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.
Requirements
Captain Commander, 6th Division Captain, or 11th Division Captain (w/ Zanjutsu) A 100 in Agility - Hohō. A 120 in Zanjutsu - Swordsmanship. 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.
Requirements
Captain Commander or 2nd Division Captain A 110 in Agility - Hohō. 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.).
Requirements
Captain Commander or 2nd Division Captain A 130 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.
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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: Thu Dec 23, 2010 6:40 pm
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 The RPC has no proficiency with this skill. 10-30 The RPC's skill is below average with this skill. 40-60 The RPC is average with this skill. 70-90 The RPC is extremely proficient with this skill. 100 The RPC has mastered this skill. 110-130 The RPC has ascended mastery of this skill. 140-150 The RPC is unmatched in this skill.
Defense Defense is just as it sounds, it is a measure of the Shinigami's defensive Hakuda skills.
0 The RPC has no proficiency with this skill. 10-30 The RPC's skill is below average with this skill. 40-60 The RPC is average with this skill. 70-90 The RPC is extremely proficient with this skill. 100 The RPC has mastered this skill. 110-130 The RPC has ascended mastery of this skill. 140-150 The RPC is unmatched in this skill. Quote: 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.
Requirements
Captain-Commander or 11th Division Captain (w/ Hakuda) 140 in Physical Strength - Strength. 120 in Hakuda - Offense. Sōkotsu (双骨, double bone) Stronger than Ikkotsu, it is a powerful two-fisted punch that can potentially completely obliterate an opponent.
Requirements
Captain-Commander or 11th Division Captain (w/ Hakuda) 150 in Physical Strength - Strength. 130 in Hakuda - Offense. 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.
Requirements
Captain-Commander 140 in Physical Strength - Strength. 140 in Hakuda - Offense. 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.
Requirements
Captain-Commander 150 in Physical Strength - Strength. 150 in Hakuda - Offense.
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Posted: Thu Dec 23, 2010 6:41 pm
Physical Strength
This section measures both the strength and endurance of the RPC’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 RPC is.
0 The RPC has no proficiency with this skill. 10-30 The RPC's skill is below average with this skill. 40-60 The RPC is average with this skill. 70-90 The RPC is extremely proficient with this skill. 100 The RPC has mastered this skill. 110-130 The RPC has ascended mastery of this skill. Bakudō up to #70 can be broken free of through pure physical strength. 140-150 The RPC is unmatched in this skill. Bakudō up to #80 can be broken free of through pure physical strength.
Endurance Endurance describes how much damage the RPC can take and how long the RPC can last in a fight.
0 The RPC has no proficiency with this skill. 10-30 The RPC's skill is below average with this skill. 40-60 The RPC is average with this skill. 70-90 The RPC is extremely proficient with this skill. 100 The RPC has mastered this skill. 110-130 The RPC has ascended mastery of this skill. 140-150 The RPC is unmatched in this skill. Strength Techniques 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.
Requirements
Captain-Commander or 11th Division Captain (w/ Hakuda) 140 in Physical Strength - Strength. 120 in Hakuda - Offense. Sōkotsu (双骨, double bone) Stronger than Ikkotsu, it is a powerful two-fisted punch that can potentially completely obliterate an opponent.
Requirements
Captain-Commander or 11th Division Captain (w/ Hakuda) 150 in Physical Strength - Strength. 130 in Hakuda - Offense. 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.
Requirements
Captain-Commander 140 in Physical Strength - Strength. 140 in Hakuda - Offense. 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.
Requirements
Captain-Commander 150 in Physical Strength - Strength. 150 in Hakuda - Offense.
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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: Thu Dec 23, 2010 6:44 pm
Reiryoku This section is used to measure the intensity of both the debilitating Reiatsu let off by the RPC, and the Reiryoku that is condensed on top of the skin which acts as armor. Reiatsu Reiatsu (霊圧, Spiritual Pressure) is the physical force/pressure that a person’s Reiryoku creates when released. It is always hindering to those with lower levels of Reiatsu.
0 The RPC has no proficiency with this skill. 10-30 The RPC's skill is below average with this skill. 40-60 The RPC is average with this skill. 70-90 The RPC is extremely proficient with this skill. 100 The RPC has mastered this skill. 110-130 The RPC has ascended mastery of this skill. 140-150 The RPC is unmatched in this skill.
Hierro Hierro (鋼皮 (イエロ), iero; Spanish for "Iron", Japanese for "Steel Skin") is a technique in which the user's Reiryoku condenses, creating a steel-hard skin strong enough to block a Zanpakutō. This also allows them to fight some of the sword-wielding RPCs barehanded.
0 The RPC has no proficiency with this skill. 10-30 The RPC's skill is below average with this skill. Hierro is capable of blocking up to #30 Hadō, as well as Bala. 40-60 The RPC is average with this skill. Hierro is capable of blocking sealed Zanpakutō, up to #40 Hadō, and Cero. 70-90 The RPC is extremely proficient with this skill. Hierro is capable of blocking up to #50 Hadō, and Cero Doble. 100 The RPC has mastered this skill. Hierro is capable of blocking released Zanpakutō, up to #70 Hadō, and Gran Rey Cero. 110-130 The RPC has ascended mastery of this skill. Hierro is capable of blocking up to #80 Hadō. 140-150 The RPC is unmatched in this skill. Hierro is capable of blocking Bankai-Zanpakutō and resisting Cero Oscuras. Quote: 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.
Requirements
A 10 in Reiryoku - Reiatsu. 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.
Requirements
A 30 in Reiryoku - Reiatsu. 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.
Requirements
A 80 in Reiryoku - Reiatsu. The target's Reiatsu 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.
Requirements
A 110 in Reiryoku - Reiatsu. The target's Reiatsu needs to be 40 points lower.
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Posted: Fri Dec 24, 2010 12:29 pm
Point Layout Shinigami Point System Zanjutsu
Zanpakutō - # [replace with description] Swordsmanship - # [replace with description]
Kidō
Skill - # [replace with description] Knowledge - # [replace with description]
Agility
Speed - # [replace with description] Hohō - # [replace with description]
Hakuda
Offense - # [replace with description] Defense - # [replace with description] Physical Strength
Strength - # [replace with description] Endurance - # [replace with description]
Reiryoku
Reiatsu - # [replace with description] Hierro -# [replace with description]
Total Points ~ #[size=14][b]Shinigami Point System[/b][/size]
[size=10][list][*] [u]Zanjutsu[/u] [list][*] [b]Zanpakutō - #[/b] [replace with description] [*] [b]Swordsmanship - #[/b] [replace with description] [/list] [*] [u]Kidō[/u] [list][*] [b]Skill - #[/b] [replace with description] [*] [b]Knowledge - #[/b] [replace with description] [/list] [*] [u]Agility[/u] [list][*] [b]Speed - #[/b] [replace with description] [*] [b]Hohō - #[/b] [replace with description] [/list] [*] [u]Hakuda[/u] [list][*] [b]Offense - #[/b] [replace with description] [*] [b]Defense - #[/b] [replace with description][/list] [*] [u]Physical Strength[/u] [list][*] [b]Strength - #[/b] [replace with description] [*] [b]Endurance - #[/b] [replace with description] [/list] [*] [u]Reiryoku[/u] [list][*] [b]Reiatsu - #[/b] [replace with description] [*] [b]Hierro -#[/b] [replace with description] [/list][/list]
[b]Total Points[/b] ~ #[/size]
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II Palmtop Tiger II Vice Captain
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