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 Skill System

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PostSubject: Skill System   Skill System I_icon_minitimeFri 04 Dec 2009, 2:46 am

Welcome to the Technique Training forum

If you are not a captain or an elite, you must have 350 posts then train for 1.5k words for bankai.


Kido
Custom Ginto Techniques
Cero
Bankai
and others stated
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Now I shall start by saying that everyone will be training for bankai with no exceptions. However, if you wish to come up with a personal technique of your own, place it in your character profile and ask for permission. Something like shunko and all that and this is for shinigami only. For personalized ceros, same thing and you must train for it.

And character development for last..we shall start with shinigami:

Captain Commander
Shikai Mastery
Bankai Mastery
Kido Mastery
Shunpo Mastery

Captains
Shikai Mastery
Bankai Expert
Kido Master/Expert [Doesn't apply to 11th Division]
Shunpo Mastery/Expert

Captain (Kido Corps)
Shikai Wielder
Bankai Novice
Kido Master
Shunpo Expert

Vice Captains
Shikai Wielder
Kido Expert-Praticioners. [Does not apply to 11th Division]
Shunpo user


These are the levels the holder of these ranks start off with above.

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Now here are the levels for each category

Shikai: Novice, Wielder, Expert, Mastery
Novice is the beginning level, like how Ichigo first used zangetsu.You get to have one technique in shikai. Expert would obviously mean knowing your zanpaktou more and make it stronger.You get to have an additional technique or can upgrade your first technique..mastery is self explainatory and you can either upgrade your technique or gain two additional techniques (if you haven't upgraded your first tech at all) or one additional tech (if you have only upgraded your tech once).

Bankai: Novice, Wielder, Expert, Mastery
The same for shikai, except if you aren't a captain, you will start off at novice and can only hold bankai for seven turns. Wielder will be nine, Expert will be 12, mastery is for as long as you want. keep in mind that once your bankai times out, you're exhausted and won't be able to use it again in battle, so don't abuse it. You can have a new technique each time you make your bankai stronger.

Kido: Praticioner, user, expert, master
Praticioner is like how Renji uses his kido spells. Usually only able to use up to the 30's, able to use three kidos before a four turn cool down. User would be up to the 50's, able to use four kido before a five turn cool down. 70's would be at expert, able to use five kido before a four turn cool down. Master would be up to 99, able to use kidos 80-99 three times before a ten post cool down with a two post cool down between each usage.Kido 1-40+can be used at least 10 times before a four post cool down. 50-70+ can be used 7 times before a six post cool down.80-99 can be used four times before a 7 post cool down. this excludes those in the kido corps as the cool downs are reduced by two for each and this only applies if you're at mastery level. At Master, you may create your own personalized technique within a shinigami's limits in regards to kido *Shunko for example, but you may not make shunko*


Shunpo:User, Expert, Master
User is when you first learn how to use the technique, using three of it consequtively, or three times in a different rate will get you a five turn cool down. Expert, you can cover longer distances and use them more. Using these six-seven times consequtively will get you a seven turn cool down. Using odd numbered uses of the technique will have a two post cool down interval if it's at or surpasses three. If it's even, three post cool down surpassing two. So for example, you use a shunpo three times or five times, then you get a two post cool down. If you used it two, 4, etc times, you will get a three post cool down.All unseated members, and those below third seat will begin below user. For training User=200 words. Expert=500 words. Master=800 words. At master, you may create your own shunpo, at least 3.

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Shikai:If you're an unseated/third seat shinigami for example then you may train to attain each level. If you're at novice, train 300 words to be a wielder. Five hundred to be an expert, and 700 tp be a Master. You have to complete a thread of at least 2-3 pages before training again. It has to be fighting/sparring, or any type of RP. You start off at novice when under-ranked.

Benefit:Increases strength and decreases strain. When reaching Mastery, may able to go up against bankai Novices and the equilvalent.

Bankai: To train for bankai, captains may start right away(new ones that enter once the Gotei 13 are filled and a vacant spot is open afterwards). Vice captains may start at 100 posts and will start at novice. Others will start at least at three hundred posts. Now that you have bankai, you must train for a level of control/ For wielder, it's 400 words. For Expert, it's nine hundred words. To be a master, it's 1k. You have to complete a thread of at least 2-3 pages before training again. It has to be fighting/sparring, or any type of RP.

Benefit: You will be able to use bankai more effectively as it increases the number of turns you can use bankai and decreases cool down of techniques by one (decreasing cool downs does not apply to captains since they start off with bankai, unless they decide to train for bankai in a flash back). With each level gained, stress when using bankai is reduced.

Kido:To train to User, do three hundred words. To be an expert, do seven hundred words. To be a master, do nine hundred and nintey nine words focusing on strictly kido. You have to complete a thread of at least 2-3 pages before training again. It has to be fighting/sparring, or any type of RP.

Final note: do not God Mod during training or you will have to start over. More will be added to other races.


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Vizards

with Shikai and bankai, it's the same thing, however here are the categories for the legendary vizards. However, because of the inner hollow, the levels of their zanpaktou will stay as it is unlike shinigami. This means each LV will start off at these levels and can't level up. Normal vizards can train their zanpaktou up to wielder levels and may proceed to increase their hollow powers.

Vizard Leader
Shikai Mastery
Bankai Expert
Hollow Power Mastery

Legendary Vizard
Shikai Mastery
Bankai Wielder
Hollow Power Expert/wielder

Vizard
Shikai Novice
Hollow Pawn

Hollow Power:Pawn= can only use strength and speed boost, along with your special ability(or abilities) ONCE. Wielder=Gains a bigger boost and can use the ability three times. Expert= gains an even bigger boost and can use the ability seven times and gains cero. Mastery=may use a stronger cero and your special ability without limit.Your power increase is also at bankai level, and has a different design on your mask at Mastery. Also, in Mastery, you may combine Hadou spells (up to 60) with your kido with your cero. If you're at mastery in terms of kido, then you can combine it with any hado spell that's a beam/blast type.

If you're a pawn, train 400 words to be a wielder for better control. For expert=600 words =Master=2k words. For mastery, your inner hollow takes over in a different, yet stronger form. You have to beat it in order to attain mastery. This can occur in battle, but if you die, don't expect to become Jesus and make a return to the world around you. If you lose the battle with your inner hollow...a special event happens. You have to complete a thread of at least 2-3 pages before training again. It has to be fighting/sparring, or any type of RP. This can be viewed as an alternative to your inner hollow trying to take over.

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Arrancar

The Espada's resureccion are bankai equilvalent to the Gotei 13's Bankai's. The espada are ranked by strength via through numbers.1=the strongest of course in all attributes. Cero is the only espada to have the strongest release state. The Espada's resureccion may not become stronger than it already is because of the ranking system.

1st Espada
Cero Master
Sturdy Hierro
Stronger Resureccion
Sonido Master

2nd-3rd Espada
Cero Master/Expert
Sturdy Hierro
Stronger Resurrecion
Sonido Expert

4th Espada
Cero Expert
Sturdy Hierro
Stronger Resurrecion
Sonido Expert

5th Espada
Cero Expert
Sturdy Hierro
Strong Resurreccion
Sonido User

6th Espada
Cero Expert
Sturdy Hierro
Strong Resurreccion
Sonido User

7th Espada
Cero User
Fair Hierro
Fair Resurreccion
Sonido User

8th Espada
Cero User
Weak Hierro
Fair Resurreccion
Sonido User

9th Espada
Cero User
Weak Hierro
Sonido User
Weak Resureccion

10th/0 Espada
Pre-Release:
Cero User
Weak Hierro
Sonido User
Strongest Resureccion
Post Release:
Cero Master
Strongest Hierro
Sonido Master (Varies on your transformation)
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Cero:User, Expert, Master
User is the usual cero. Arrancar unaffiliated with the Espada and their group will have weaker ceros that are less potent than a Gillian's. These are the normal ceros that all arrancar will use and will be of that normal red color,including bala.They will have a one turn cool down. Expert are the exceptionally stronger ceros, enabling them to fire two or three ceros before a cool down of two posts. Master will be ceros of great might that are of captain level. When you reach this level, your cero will be the same color of your reiatsu. You can fire five ceros before a cool down of three posts. All of the Espada will begin at their current levels, fraccion will start below in every category.User=200 Expert=500 words. Master=800 words. NOTE: When at master rank, you may create your own Cero, at least three. Add it to your Resurreccion thread. At Mastery, Cero can be shot at almost any form as pleased.You have to complete a thread of at least 2-3 pages before training again. It has to be fighting/sparring, or any type of RP.

Hierro:Weak, Fair, Sturdy. (Strongest Hierro is for Espada 10/0 only!!!!)
Weak hierro is the type of hierro that Shikai wielders and above can slice through. When released, Bankai wielders and above can slice through it (this goes for when any arrancar releases. When they release, then only bankai could slice through it). Fair Hierro is when only above bankai wielders can slice through it unless they add an excessive amount of hierro (or using hollow masks and or kido) to slice through it to cause damage. Sturdy Hierro can only be cut by Bankai mastery status from someone of said level. Someone of Bankai Expert level can cut through it when pouring alot of reiatsu out,especially when the arrancar is released. Anyone below cannot. Strongest Hierro can be matched with Bankai Mastery, no exceptions. You cannot upgrade your hierro when you're at a set rank.

Sonido:User, Expert, Master
User is when you first learn how to use the technique, using three of it consequtively will get you a five turn cool down. Expert, you can cover longer distances and use them more. Using these six-seven times consequtively will get you a seven turn cool down. Using odd numbered uses of the technique will have a two post cool down interval if it's at or surpasses three. If it's even, three post cool down surpassing two. So for example, you use a shunpo three times or five times, then you get a two post cool down. If you used it two, 4, etc times, you will get a three post cool down.All arrancar may use sonido of course. For training=Expert=500 words. Master=800 words.You have to complete a thread of at least 2-3 pages before training again. It has to be fighting/sparring, or any type of RP.

Resureccion:Weak, Fair, Stronger, Strongest
Note: All Espada releases are bankai level and as Weak and fair will match up with wielder. Stronger will match with Expert, and Strongest will match with Mastery. This is when it comes to other people's bankai's.
For other arrancar:Weak is when your resureccion is equal on a seated shinigami's shikai at wielder level. Fair is when your res surpasses a seated shinigami's shikai, matching a vice captain's shikai expert status. Stronger is matching a shikai's mastery level. All fraccion and normal arrancar/numeros start at weak. Fair=200 words, Stronger=500 words. At weak, you may have only one technique. At Fair, you may have an ultimate ability and three techniques. Stronger is when you can have two ultimate abilities and four techniques. Strongest will have two ultimate abilities and five techniques.

Note to ALL (Excluding the Espada's Hierro and Resurreccion and Vizard Bankai and Shikai levels.): And also,according to your rank, put your levels as you saw above when reading this (Ex. Captain Commander: Shikai Mastery, Bankai Master, Kido Mastery, Shunpo Mastery) in your signature. You must complete at least three threads with two-three FULL PAGES in each thread along with the 100 post requirement before moving on. Place the links to each thread in your signature and pm an admin before training.

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Bount
Special Note: Bounts themselves clearly don't have as many powers as the other races. So I will be listing different types of "Scenario Bounts" if they were to absorb/consume a soul of another race.

Bount Leader
Strongest Doll
Strongest Doll Control

Legendary Bounts
Stronger/Strong Doll
Strong Doll Control

Normal Bount
Average Doll
Fair Doll Control

Doll:Average, Strong, Stronger, Strongest. Average Doll Strength simply means that it's a doll that could cause some mediocre damage. Strong Dolls mean that could dish up some good damage comparable to a vice captain. Stronger Dolls could match up with a shikai mastery leveled person, to bankai wielder. Strongest could match up with a Bankai Expert to Master. To go to Strong doll, must train for 400 words. For Stronger doll, must train for 600 words. For Strongest Doll, train up to 1.2k. These are stats that each type of bount will start off with.You have to complete a thread of at least 2-3 pages before training again. It has to be fighting/sparring, or any type of RP. Stronger and Strongest bounts have a strong chance against the espada and other captain level people. To get through hierro, more reiatsu must be pumped out.

Doll Control: Fair, Strong, Strongest.
Fair doll control would mean that you are the master and the doll is the slave. Your doll will obey you, but the minute it or you are hit quite a few times, or severely damaged, then the doll will turn tail and attack you without hesitation. And during that time would leave you wide open for an attack that could end both of your lives. Strong control Is the same as fair, but you have a better connection with your Doll and you and it can take some heavy damage before it returns to its Medium form to rest, unable to do battle. Strongest control would mean you and the doll would have a relationship beyond master and slave..a friend almost as one would say at times. No matter how much damage you take, your doll will fight by your side until the very end. When you reach this level, Doll Fusion is possible
To go to Strong, train for 500 words. For Strongest, train for 1.2k words.You have to complete a thread of at least 2-3 pages before training again. It has to be fighting/sparring, or any type of RP.
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Scenario Bounts
These are the type of Bounts that have consumed the souls of others and acquired an ability of a member of that specific race, excluding other Bounts. Now here's the deal for each Race and what powers you can acquire:

Shinigami: If you manage to kill a shinigami, you may devour them. If you eat at least five shinigami RP'ers, then you will Acquire shinigami powers. As a "shikai" your doll will gain an alternate form that's no more powerful than its normal form, just having a different ability that's similiar to ONE of the shinigami that you ate. If you were to eat a captain after this, or at three captains without eating the lower shinigami, or four vice captains that has bankai, your doll will go through an evolution, attaining a "bankai" form of your doll. To do this with NCP's, PM either myself, or the Haitian for details.

Quincy: Eating Four Quincy will allow you to acquire a bow and arrow. However, the bow and arrow carry the same trait as bitto, absorbing souls and reiatsu from the target it hits. The person, not the weapon. Eating Stronger Quincy (three) would allow the bount to make spirit threads akin to the wild heavenly puppet suit to attach to victims and absorb their soul or power.

Arrancar: Eating four normal arrancar would allow the use of Cero. Eating Eight arrancar, or two-three Espada after eating the four normal arrancars afterwards will make the Bount and his/her doll more hollow like, allowing the use of sonido. If doll fusion is performed during this time, then power out put would increase dramatically as an Espada's resureccion would. The Doll would resemble the hollow in which the Bount last devoured. (Ex. A bount devours grimmjow as a last requirement for hollow powers. The doll would look more like a panther.)

Vizard: Eating about four vizard, and three elite vizard, or eight vizards would result in the same thing as the arrancar, except that the doll would gain different forms like they would with absorbing shinigami, but less potent as the shinigami's zanpaktou are stronger than the last generation, or vizards. When Doll fusion occurs, the Bount will gain a hollow mask that resembles the face of their doll and will be able to do cero. They will still keep a weapon form of Dolls by calling out their name.

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Quincy

Quincy Leader
Bow/Sanrei Glove Mastery
Ginto Mastery
Seele Schneider Mastery
Hirenkyaku Mastery

Legendary Quincy
Bow Expert
Sanrei Glove Holder
Ginto Expert
Seele Schneider Expert
Hirenkyaku Expert

Quincy
Bow User
Ginto Practitioner
Seele Schneider User
Hirenkyaku user

Bow:User, Expert, Master. User is where they would have a unique form of bow, but ordinary arrows that would take at least two arrows to slay a normal hollow. This type of user won't be able to touch a shinigami elite or other powerful entities, even vice captains. Expert are for those on a vice captain to average captain level up to shikai mastery. Master would have them stay on the same level, except their bows are faster and stronger. This is mostly because the quincy of this level are wearing the sanrei glove the entire time. To get to Expert, it would be 500 words. Master would be seven hundred words.

Ginto:Practitioner, Expert, Mastery. Ginto are akin to kido. Practicioner's may only be able to use Heizen. Experts can use up to Heizen and Gritz. Master(y) can use all of the Ginto Spells. The Ginto spell rule is the same as Kido *Go to the first post of this thread where all the shinigami material are, and look for kido.* To train to Expert, train for 600 words. Mastery=900.

Seele Schneider:User, Expert, Mastery. Users can only use these as arrows effeciently and can carry only three. Experts can use these as swords, but not as well or strong as a vice captains shikai at Mastery level. Master(y) can use these arrows as swords and arrows effeciently. To use Sprenger, you must have a mastery of Ginto and Seele Schneider. Use a method similiar to Uryuu Ishida. Expert will be 500 words to train for. Master will be up to 950 words to train for.

Hirenyaku: User, Expert, Master. User is when you first learn how to use the technique, using three of it consequtively will get you a five turn cool down. Expert, you can cover longer distances and use them more. Using these six-seven times consequtively will get you a seven turn cool down. Using odd numbered uses of the technique will have a two post cool down interval if it's at or surpasses three. If it's even, three post cool down surpassing two. So for example, you use a shunpo three times or five times, then you get a two post cool down. If you used it two, 4, etc times, you will get a three post cool down.All unseated members, and those below third seat will begin below user. For training User=200 words. Expert=500 words. Master=800 words.

Sanrei Glove:Holder, Mastery. Being a holder itself is a tough task, which is why regular quincy aren't a holder of this glove. This indeed masks the Legendary Quincy's arrows stronger and slightly faster than average. This also allows use of final form, which would last for seven turns before reverting to normal. You won't lose your powers, but you will be exhausted. Mastery would take advantage of the glove, increasing the power and speed of each bow. For a normal Quincy to become a Holder of the glove, they must train 600 words after getting two hundred posts. To become a master, do 1.2k.

You have to complete a thread of at least 2-3 pages before training again. It has to be fighting/sparring, or any type of RP.
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For flash steps, the rules apply for each race. This statement is incase I've made a mistake somewhere.
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PostSubject: Re: Skill System   Skill System I_icon_minitimeTue 08 Dec 2009, 2:51 am

UPDATE:
Techniques
You may now train for techniques.
400 for shikai. 800 for bankai.
600 for resurreccion, 1.1k for second release.
500 for quincy tech
500 for superhumans
500 for bounts
If you're training for a tech available for shikai and bankai, it'll be 1k words. Have fun.
------
You are limited to making three techniques per week. That is all for techniques.

Second release for arrancar
When transformed, depending on your rank, you will be bumped up by a certain amount of levels. So if you're the sixth espada with a second release, you'd be as strong as the third espada. You also get a bump up in all of your skills, decreasing cool downs for sonido and reducing charges for ceros by two. If you're at the top three Espada, you'd be up there with the Cero Espada. Only reason why Cero is still stronger is because of the amount of techniques he has that's on par with the second release. Then again, it depends on who you are..
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PostSubject: Re: Skill System   Skill System I_icon_minitimeWed 09 Dec 2009, 1:27 am

Inner Hollow
These are the same as vaizard. While they lose some of the default powers of the vizard, they gain new ones. Their inability to do kido is compensated by other hollow abilities and their advanced use of their zanpaktou, utilizing them in ways their former master could never do. These special beings could go head on with other captain level beings, even if not knowing bankai. Here are the things Inner Hollow get that they didn't get when they were vizard:

Rapid Regeneration: heals after a post from an attack
Beserker: Increases onces strength and defense dramatically, ignoring injuries.
Cero: A stronger cero, one that competes with an Espada's.


Inner Hollow (Possessed)
Shikai Expert
Bankai wielder (If you have it)
Foolish Beserker
Shunpo Expert

Inner Hollow (Hollow Form)
Shikai Master
Bankai Expert (If you have it)
Great Beserker
Shunpo Expert
Cero


Inner Hollow (Evolved)
Shikai Master
Bankai Master
Ultimate Beserker
Sonido Mastery
Extreme Cero

Beserker:Foolish, Great, Ultimate.
Foolish beserker gives the user great power and defense, but allows almost all logic to be thrown out the window after the third post of the battle. When you first enter battle, you have four turns before you enter this state. It lets you ignore attacks and some status ailments, but you will still suffer damage, regardless. (Can't ignore paralysis, even for above levels). Illusions and what not will not work on Inner hollow. Great Beserker is the same as foolish, except that you will now fight by instict instead of an all out assault without a set state of mind. You get a greater boost in defense and attack. Ultimate Beserker is excluding all the cons of being a beserker, able to fight smart. Beserkers could break through bakudo spells 70+, except in the mid ninties for Ultimate Beserker.

Cero, Extreme Cero: A cero, as explained, could compete with an Espada's normal cero. Extreme Cero could compete with an Espada's released cero, but could still be possibly overwhelmed by a gran rey cero or their custom cero.

HOW TO EVOLVE
To evolve from the "Possessed" state to your "First Form", do a self RP of further hollowfication of eight-hundred words. Evolved Hollow Forms is pending at the moment.
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