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Captains
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Espada
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1:Mortus Osseus Draconius
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Who should have Code for the Code Geass Forum?
Khai
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PostSubject: Stat Rules   Stat Rules EmptyWed Jun 12, 2013 1:54 pm

There wil be no stat training here.

Statistic Breakdown - What Does It Mean?

Spiritual Energy (Reiatsu):

Average Spiritual Energy (0-100 Points) This Spiritual Energy has the capability to knock out low leveled Humans. With this level of Reiatsu, the user has a x0 damage bonus to their Spiritual Energy or Spiritual Pressure attacks.

High Spiritual Energy (101-200 Points) This level of spiritual power corresponds to those possessing an above average amount of spiritual power, which is finely controlled. This Spiritual Energy has the capability to slow down those with Average Spiritual Energy. With this level of Reiatsu, the user has a x1 damage bonus to their Spiritual Energy or Spiritual Pressure attacks.

Great Spiritual Energy (201-300 Points) This level of spiritual power corresponds to those possessing a large amount of spiritual power which is finely controlled. This Spiritual Energy has the capability to detain those with Average Spiritual Energy and slow down those with High Spiritual Energy. With this level of Reiatsu, the user has a x2 damage bonus to their Spiritual Energy or Spiritual Pressure attacks.

Immense Spiritual Energy (301-400 Points) This level of spiritual power corresponds to those possessing an enormous amount of spiritual power which is finely controlled. This Spiritual Energy has the capability to knock out those with Average Spiritual Energy, detain those with High Spiritual Energy, and slow down those with Great Spiritual Energy. With this level of Reiatsu, the user has a x3 damage bonus to their Spiritual Energy or Spiritual Pressure attacks.

Vast Spiritual Energy (401 onwards) This level of spiritual power corresponds toan enormous amount of spiritual energy which is wild and untamed. This Spiritual Energy has the capability to knock out those with Average, High and Great Spiritual Energy - though can only slow down or hinder those with Immense Spiritual Energy. With this level of Reiatsu, the user has a x4 damage bonus to their Spiritual Energy or Spiritual Pressure attacks.

Strength and speed are measured on the same scale. Strength, like speed, is determined by how much you have over your opponent. If you have 50 strength and our opponent has 25 and you are in a gridlock, you are more likely to surpass them in the gridlock as you are twice as strong as the opponent. Similarly, if you both punched each other's knuckles with intent to kill, your punch (if over twice as strong) may end up breaking the opponent's bones!

Stamina
Stamina is one of the basic stats, "Stamina" works around how long the body can do actions without getting tired.
The more stamina you have, the longer you can last, simple as that.
Below is a chart to provide a visual guide to how long you can last, at each marker.

0-100: 5 posts
101-200: 9 posts
200-300: 11 posts
300-400: 13 posts
400-499: 15 posts
500 onwards: 17 posts
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PostSubject: Re: Stat Rules   Stat Rules EmptyWed Jun 12, 2013 2:03 pm

Art of the Sword (Zanjutsu): Zanjutsu is the fighting style for the Zanpakuto (i.e. sword fighting) and is one of the fourt basic fighting styles of the Shinigami. It is considered shameful for a Shinigami to not master at least this technique, though many possess this skill as a specialization during combat. Primarily focused on the arts of Kendo, this is basically a more indepth version of the modern Japanese martial art of sword-fighting based on traditional samurai swordsmanship utilizing a Zanpakuto.



  • Average Swordsmanship (0-34 Points)
    Swordsmen are those who specialize in the use of Zanpakutō during combat. Someone of this level has to have basic skills in swordsmanship as well. All seated officers of the Gotei 13 have to possess, at the very least, this level of skill. 

  • Expert Swordsmanship (35-69 Points)
    An expert swordsman is highly skilled in using their Zanpakutō while sealed or in its Shikai. Most lieutenants are experts, since they must know Shikai and have mastered it to a degree, in order to be promoted. This applies to some higher seated officers as well and, in some cases, to captains who, though possibly having attained their Bankai, do not commonly engage in swordsmanship as their desired form of combat. 

  • Master Swordsmanship (70-100 Points)
    Master swordsmen vary greatly by power and technique. The criteria for a master is simple; one must have masterful skill in swordsmanship above all else. The attainment of this level of skill is a testament to the wielder's power and determination. Most Shinigami captains are masters, since, as the heads of their divisions, they are the true military power of Soul Society. As use of the Zanpakutō is the Shinigami's primary form of combat, it is preferable to have mastered the skill in order to achieve the rank of captain, though mastery is not excluded to them or even to Shinigami. 
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PostSubject: Re: Stat Rules   Stat Rules EmptyWed Jun 12, 2013 2:07 pm

Soul-Cutting Sword Mastery (Zanpakuto Mastery): Depending upon the Shinigami's ability to communicate with and control their Zanpakutō's spirit, a Zanpakutō can manifest itself in two additional forms and revert to a sealed state. These two forms, known as Shikai and Bankai, are akin to "upgrades" for the Zanpakutō, giving it abilities far beyond that of its simple use as a sword. Shinigami usually carry their Zanpakutō in the sealed state and activate the released forms as necessary. A Zanpakutō can change size and shape depending on the spiritual strength of the owner.

All Zanpakutō have two levels of release. The first one is Shikai (initial release) and the second one is Bankai (final release). One must be able to do both of them to become a captain. The power and forms of Shikai and Bankai are dependent on the Zanpakutō. They also vary according to the wielder's strength and training. Regardless of this - there comes the weaknesses and drawbacks of having these skills as a prominent combat factor. 

A high enough level of spiritual energy can be used to disrupt the rhythm of a Bankai. The biggest flaw of Bankai lies in the overwhelming power it releases. Its power and form are often far beyond that of a normal weapon. This is the reason that in order for one to become capable of using it completely and effectively, one needs to train at least 10 years with Bankai. Any Bankai before that period of time has been reached should not be used in battle. A broken bankai can never be returned to its former state.


  • Zanpakuto Apprenticeship (0-30 Points)
    At this level of Zanpakuto Mastery, the user is now capable of utilizing and possibly mastering their Shikai. The Shikai (始解, Initial Release) is the second form (or first "upgraded" form) available to a Zanpakutō. To activate it, the Shinigami needs to learn the name of their Zanpakutō. This is not as easy as simply picking a name, as the living spirit of the Zanpakutō already has its own name. Therefore, the Shinigami must be able to communicate and harmonize with their Zanpakutō effectively, which requires being able to speak to the spirit within its world.

    The blade changes shape and gains special abilities by chanting a Kaigo, release incantation. Using the special phrase (incantation) followed by the name of the Zanpakutō actives shikai. It is crucial to memorize each phrase, as every Zanpakutō has a different incantation.

    The commands vary between users and range from a simple imperative verb to a short poem. They often relate to the Zanpakutō's signature ability, or hint at the nature of its spirit. This step may be bypassed by expert Shinigami who have learned how to use their Bankai. Sometimes the Shinigami who didn't learn Bankai can release their Zanpakutō only by saying its name.

    Achievement of the Shikai is a mark of control of a Zanpakutō, and it appears to be a requirement for advancement within the Shinigami ranks, as presumably most seated officers are capable of Shikai. It is also required in order to achieve the rank of lieutenant; as it is a requirement most captains look for. For an arrancar,  to use your Resurreccion, you must have at least 25 points.

  • Zanpakuto Expert (31-60 Points)
    At this level of mastery, the user can now unleash and possibly master their Bankai. The Bankai (卍解, Final Release) is the second and final upgraded form of a 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 and forms of Shikai and Bankai are dependent on the Zanpakutō. They also vary according to the wielder's strength and training. But in general, one's power can grow 5 to 10 times greater. Only the strongest Shinigami can use it. It is also the ultimate technique of a Zanpakutō. Even the Four noble families, whose members are always exceptionally talented, have a member capable of Bankai only every few generations. Those who achieve Bankai always have remarkable roles in the history of Soul Society.

    Ichigo Kurosaki and Kisuke Urahara are the only known individuals that have mastered Bankai through a far shorter, yet much more dangerous method. Using a special device created by Urahara, which forcibly materializes a Zanpakutō spirit (thus bypassing a large portion of the training), they were able to attain their Bankai within three days instead of the normal hundreds of years. After successfully testing the device and achieving Bankai, Urahara stated that training by using this method for more than three consecutive days could prove to be fatal, which is why Ichigo was also forced to achieve his own Bankai within three days.

  • Zanpakuto Master (61-100 Points)
    The user is now a masterful practitioner of the Zanpakuto arts and is basically tied in with the Spiritual Energy which resonates from their weapon or designated object. They can perform Shikai and Bankai with ease, generating multitudes of the releases without breaking a sweat. At this point, bankai are now immune to kido. At 100, arrancar may use Segunda Etapa.
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PostSubject: Re: Stat Rules   Stat Rules EmptyWed Jun 12, 2013 2:08 pm

Demon & Spirit Way Intelligence (Kido Mastery): A Kido is a form of Shinigami combat based on advanced spells. These spells are produced with strong Reiryoku and fall into two categories: Hadō for direct attacks, and Bakudō for battle support. It is one of the techniques in the Zankensoki, the group of Shinigami primary combat skills. Kidō spells are triggered by an incantation. Experienced users can trigger them without an incantation, though the effectiveness of the spell will be diminished.

Each spell is graded on a scale from 1 to 99, the latter being the most powerful and the most difficult to perform. The scale is a measure of difficulty. To use Kidō, a Shinigami must recite the specific incantation for the spell, which is often long and requires a few seconds to speak.
The power of a spell relies on the power of the user, as even a low-level spell can be utterly devastating when utilized by a high-class Shinigami.

Kidō can be used for practical purposes as well. Renji Abarai has demonstrated a kidō spell can be used to light a dark hallway if the spell is tweaked in the right way, albeit with less power. Kidō is commonly used in instances of surprise attacks, rather than all-out assaults, being most effective when one's opponent does not see it coming. Kidō is usable with just the spell name and no incantation or spell number.



  • Bakudō (縛道, lit. "Way of Binding"): Supplementary spells which can immobilize an enemy or have an effect besides a direct strike. They may seem subtle, but these spells can give their users a tactical advantage when used properly. These are a broad category of defensive spells which block/repel attacks or freezes enemies in place. This class of spells include Kidō Barriers & Seals.


    • Barriers: Focused spiritual energy formed into a solid form of energy. This energy can take on many shapes or colors as determined by the user. Barriers are protective in nature, and can be as simple as a barrier only protecting one direction or encompassing all sides of an area. Barriers can be used for containment, and some barriers can be used offensively. Barriers can mask spiritual pressure and can make one spiritually and physically invisible. The strength of a barrier is dependent upon the power of the user. Weak barriers are easily breakable, while strong ones can last for centuries. Barriers created by noble blood are said to be unbreakable by those of lesser status. Certain barriers can be placed beforehand and activated later, while others require certain artifacts and time to activate.

    • Seals: Somewhat similar to barriers, but far more powerful and require far more preparation to create. Seals can only be used by those of sufficient spiritual power being who are meant to hold the most powerful and/or dangerous artifacts or beings. Seals are usually hard to break.




  • Hadō (破道, lit. "Way of Destruction"): Offensive spells which inflict direct damage to the enemy. Their effectiveness differs depending on the user. It is said the effectiveness of the higher-ranked spells are beyond imagination.

  • Kaidō (回道, lit. "Turn Way"): Also known as healing Kidō (治療用鬼道, chiryōyō kidō).[6] These spells do not have known names, numbers, or incantations to cast, and simply heal the target. As the user holds his/her hands above the patient's wounds, his/her palms glow with green spiritual energy to facilitate healing. When one heals with regular healing kidō, they perform Reiatsu restoration first. By doing so, one can attempt to recover the physical body using the patient's restored reiatsu and the healer's external reiatsu. Therefore, restoring the reiatsu when the physical body is in a fully healed state is no trouble at all.



The chart for which Kido is capable of being used at what time is listed below.



  • Kido Mastery (1-100 Points)


    • 1-10 Points [Can now use Kido's #1-10]
    • 11-20 Points [Can now use Kido's #1-20]
    • 21-30 Points [Can now use Kido's #1-30]
    • 31-40 Points [Can now use Kido's #1-40]
    • 41-50 Points [Can now use Kido's #1-50]
    • 51-60 Points [Can now use Kido's #1-60]
    • 61-70 Points [Can now use Kido's #1-70]
    • 71-80 Points [Can now use Kido's #1-80]
    • 81-90 Points [Can now use Kido's #1-90]
    • 91-100 Points [Can now use Kido's #1-99, as well as Forbidden Kido]


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PostSubject: Re: Stat Rules   Stat Rules EmptyWed Jun 12, 2013 2:08 pm

Agility - Flash Stepping Mastery (Hoho/Shunpo): is the name given to one of the four combat skills of the Shinigami and relates to footwork. Hohō is an important skill for most Shinigami, and is one of their four basic fighting styles. The agility and speed of Hohō can be enhanced and improved through concentration, training, and mastery of it. The foremost practitioners of this technique are those assigned to the Onmitsukidō. On the other hand, Shunpo is the greatest expression of the Hoho technique - whereas it is a movement technique which allows the user to move faster than the eye can follow. 

The focal point which 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 have not used it for 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 in a shorter amount of time.



  • Average Shunpo (0-20 Points)
    Those in this category, possessing almost no skill for Hohō, instead rely on walking to get where they need to be, or have trained extensively to enhance their natural speed to a level allowing them move considerably fast, though decidedly under that of Shunpo. These users can reach a destination x1 faster than the average Human. (Average-class)

  • High Shunpo (21-40 Points)
    Practitioners of the technique can maintain fast movements for a short period of time, by seemingly taking only a few steps to bridge what would normally be a large distances. Those who are practitioners commonly use their knowledge of Hohō while engaging in combat to close the space between combatants. Practitioners who maintain these high speeds for too long tend to become winded. These users can reach a destination x1 faster than an Average Shunpo user, and x2 faster than the average Human. (Lieutenant-class)

  • Immense Shunpo (41-60 Points)
    Experts of the technique are considerably fast, and can maintain high speed movements for extended periods of time. While not as fast as a master, they can keep up quite effectively. Some holding the title are faster than others, but, nonetheless, their application of the technique is highly advanced. These users can reach a destination x1 faster than a High Shunpo user, x2 faster than an Average Shunpo user, and x3 faster than the average Human. (Captain-class)

  • Vast Shunpo (61-99 Points)
    Shunpo masters are capable of maintaining high speed movements for extended periods of time while using the least amount of steps to achieve those movements. Masters are capable of using advanced steps, which are considerably harder to initiate. A master can possibly create new techniques but it is most likely a rare occurrence. These users can reach a destination x1 faster than an Immense Shunpo user, x2 faster than a High Shunpo user, x3 faster than an Average Shunpo user, and x4 faster than the average Human. (Advanced Captain-Class)

  • Ultima Shunpo (100 Points)
    Ultimate Shunpo users are capable of reaching unparelleled high speed movements for extended periods of time while using a minimum of 5 steps to achieve these movements across long periods of distance. These masters are capable of using the most advanced of steps, which are practically impossible to initiate, and can possible create new techniques which reach near unattainable prowess, though this is an extremely rare occurrence. These users can reach a destination x2 faster than an Immense Shunpo user, x4 faster than a High Shunpo user, x6 faster than an Average Shunpo user, and x8 faster than the average Human. (Uncontrolled Captain-class)
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