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 Statistics Guide

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Saori Sumeragi

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PostSubject: Statistics Guide   Wed Apr 10, 2013 2:07 pm

Bleach: Faded Spirit
Statistics System & Guide


Statistic Breakdown - What Does It Mean?


Spiritual Energy (Reiryoku): Every spiritual being and every Human has a certain amount of Reiryoku. If this amount is higher than a certain degree, it grants the person superhuman abilities. Those with such an above-average level of Reiryoku are very rare among living Humans. It seems to be that the most basic ability that Humans with a higher level of Reiryoku have is the ability to see ghosts: Pluses, Shinigami and Hollow alike. Shinigami are essentially souls in Soul Society with very high levels of Reiryoku who receive special training to utilize their powers. Hollows and other spirits use their Reiryoku to catch their prey.


  • Average Spiritual Energy (0-20 Points)
    This level of spiritual power corresponds to those possessing an average level of spiritual power. This level of power is common among those of significant spiritual awareness and may even possess powers of their own but the power levels can vary among individuals. This is also a common level of power for a low ranking seated and non seated members of the Gotei 13 or lesser power individuals. This Spiritual Energy has the capability to knock out low leveled Humans. (Average-class)

  • High Spiritual Energy (21-40 Points)
    This level of spiritual power corresponds to those possessing an above average amount of spiritual power, which is finely controlled. This level of spiritual power is common amongst those of an average lieutenant rank and high ranked seated officers. This Spiritual Energy has the capability to slow down those with Average Spiritual Energy. (Lieutenant-class)

  • Great Spiritual Energy (41-60 Points)
    This level of spiritual power corresponds to those possessing a large amount of spiritual power which is finely controlled. This level of spiritual power is common amongst those of an average Captain rank. This Spiritual Energy has the capability to detain those with Average Spiritual Energy and slow down those with High Spiritual Energy. (Captain-class)

  • Immense Spiritual Energy (61-80 Points)
    This level of spiritual power corresponds to those possessing an enormous amount of spiritual power which is finely controlled. This level of spiritual power is reflected in its ability to enhance a user during combat as well as its ability to affect the surrounding environment on a controlled level, allowing the wielder to use it in combat to startling degrees. 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. (Advanced Captain-Class)

  • Vast Spiritual Energy (81-100 Points)
    This level of spiritual power corresponds to those possessing an enormous amount of spiritual energy which is wild and untamed. This level of spiritual power has a possible tendency to leak from a person or when released can affect the surrounding area in a destructive way. Those of this level have no actual masterful control over their massive spiritual power, as it can affect those around them unintentionally. 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. (Uncontrolled Captain-class)


Spiritual Energy - Advanced

An advanced quality which beings with a High Spiritual Energy possess is the capability to sense other spiritual beings without relying on their five basic senses. This is possible because every spiritual being emits a certain amount of his/her own Reiryoku, which can be sensed. This ability requires innate skill, but can be increased upon with training. For example, initially, Ichigo Kurosaki's ability to sense the spiritual energy of others was very poor, but gradually grew much more proficient in the field, even being able to use various high-level techniques to locate or detect particular parties or people - such as his close friends.

Every spiritual being has a unique pattern to his/her emitted Reiryoku. One can recognize the pattern of their friends and acquaintances after some time, being able to sense their presence and their physical and mental state from relatively great distances, though this has only passively been shown by those who possess Immense Spiritual Energy or higher. Sudden changes in the pattern of a Reiryoku can mean that the person in question is in great stress (I.E. Fighting), or has recieved a grave wound.

Different types of spiritual beings have greatly different patterns, the Reiryoku pattern of Hollows for example is easily distinguishable from that of Pluses or a Shinigami. The Visored are a special case, because when their Hollow mask is donned, their pattern of Reiryoku resembles that of a Hollow, rather than that of a Shinigami.


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PostSubject: Re: Statistics Guide   Wed Apr 10, 2013 3:01 pm

Strength (Fuerza): Strength refers to the overall state, property or quality of being strong. This includes but is not limited to; The power to resist attack, or impregnability, the ability to maintain a moral or intellectual position firmly, or the capacity or potential for displaying effective action and a source of power or force. This primarily directly effects the amount of power you can generate throwing a punch or kick, or even swinging your sword.


  • Average Strength (0-20 Points)
    This level of strength is that possessed by lower-level individuals in terms of physical prowess. This level of power is common among those with a significant physical awareness and may even possess inner strength of their own, which can vary among divided individuals. This type of strength is common for a low ranking seated and non seated member of the Gotei 13, or lesser power inidividuals. Those who possess this level of strength can knock out low leveled Humans. (Average-class)

  • High Strength (21-40 Points)
    This level of Strength corresponds to those possessing an above average amount of muscular prowess, which is finely tuned and controlled. This level of strength is common amongst those of an average lieutenant rank and high ranked seated officers. This Strength level has the capability to hinder or cause those of an Average Durability to stumble upon contact. (Lieutenant-class)

  • Great Strength (41-60 Points)
    This level of Strength corresponds to those possessing a large amount of muscular prowess which is controlled on a heightened scale. This level of Strength is common amongst those of an average Captain rank. This Strength level has the capability to knock out those of an Average Durability upon contact, and stumble those of a High Durability upon contact. (Captain-class)

  • Immense Strength (61-80 Points)
    This level of Strength corresponds to those possessing an enormous amount of strength and muscular prowess, as well as keen physical awareness. This level of Strength is reflected in its ability to enhance the combat prowess of its wielder during combat, as well as to affect the surrounding environment on a minor, yet controlled scale. A master of this level uses this strength in combat to startling degrees. Those with this Strength level has the capability to knock out those with a Average Durability and High Durability, and stumble those of a Great Durability upon contact.(Advanced Captain-Class)

  • Vast Strength (81-100 Points)
    This level of Strength corresponds to those possessing a near unmatched amount of physical power and prowess, which is practically wild and untamed in nature. This level of Strength has the tendency to leak from a person and can be mistaken for Spiritual Energy in some cases. Those of this level have masterful control over their muscular patterns but often, as the phrase goes, "Don't know their own strength." Those with this Strength Level can knock out those with Average, High and Great Durability levels - though can only stumble and momentarily slow down those with Immense Durability. (Uncontrolled Captain-class)


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PostSubject: Re: Statistics Guide   Wed Apr 10, 2013 3:26 pm

Durability (Aquante): Durability - or stamina - refers to the physical or moral strength to resist or withstand illness, fatigue or hardship - roughly translating to the capability a person has with endurance and possesses a heightened sense of resilience when it comes to taking damage both physically and mentally or spiritually.


  • Average Stamina (0-20 Points)
    This level of Durability is that possessed by a lower-level individual in terms of physical endurance. This level of endurance is common among those with a significant physical awareness and may surpass those of a Higher class on ocassion, as it can vary among specific individuals. This level of Durability is common for a low ranking seated and non seated member of the Gotei 13, or lesser individuals. Those who possess this level of Durability can withstand blows from average, low-leveled Humans. (Average-class)

  • High Durability (21-40 Points)
    This level of Durability corresponds to those possessing an above average amount of stamina, which is finely tuned and controlled by breathing and heart rate indication. This level of Durability is common amongst those of an average Lieutenant rank and high ranked seated officers. This level of Durability has the capability to withstand blows from a person of Average Strength. (Lieutenant-class)

  • Great Durability (41-60 Points)
    This level of Durability corresponds to those possessing a large amount of physical endurance and is controlled on a heightened scale. This level of Durability is common amongst those of an average Captain rank. This level of Durability can withstand blows from a person of High Strength, while those of Average or below strength will struggle to inflict damage. (Captain-class)

  • Immense Durability (61-80 Points)
    This level of Durability corresponds to those possessing an enormous amount of Durability and physical prowess, and is controlled on a much broader scale compared to those below this level. This level of Durability is reflected in its ability to withstand amazing amounts of damage, though still below that of those with Vast Durability. A master of this level uses this Durability in combat to startling degrees of endurance. Those with this level of Durability can withstand blows of those with a Great Strength level, while those of High Strength and below must struggle to inflict damage. (Advanced Captain-Class)

  • Vast Durability (81-100 Points)
    This level of Durability corresponds to those possessing a near unmatched amount of physical prowess, endurance and quality which is tame and practical in nature. This level of endurance has the tendency to be mistaken as someone with a high strength level, be it that their body is almost as solid as a concrete wall. Those of this level of Durability have masterful control over physical endurance and conditioning, retaining immense amounts of damage while under pressure in combat without breaking a sweat. Those of this level of Durability can withstand blows of any level of Strength below Immense, though those with Immense Strength can momentarily stun or hinder those with this level of endurance. (Uncontrolled Captain-class)



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PostSubject: Re: Statistics Guide   Thu Apr 11, 2013 10:26 am

Speed (Prisa): Speed refers to the overall rate or measure of motion, which includes but is not limited to; Distance travel divided by time of travel, the limit of speed as a quotient as the time of travel becomes vanishingly small - the first derivative of distance with respect to time, the magnitude of a velocity and the swiftness of an action produced by someone with high speeds. In this instance, be it roleplay, speed is a determining factor when it comes to taking, dodging or diverting physical attacks. Just because you are faster does not excuse you from basic laws of physics, and just because you are slower than another does not mean its impossible to hit them. All circumstances are applied when reviewing a topic revolved around this statistic.

THIS STATISTIC DOES NOT INCREASE THE SPEED OR VELOCITY IN WHICH SHUNPO IS CONCERNED. THE REASON FOR THIS:

  • Speed in this term is used for the practical variety of physical means, not including Spiritual Energy. This means that this only affects your physical form and thus does not carry itself onto a technique used to increase speed utilizing Spiritual Energy - such as Shunpo, Sonido, etc.

  • Average Speed (0-20 Points)
    This level of Speed is that possessed by a lower-level individual in terms of physical haste and awareness. This level of endurance is common among those with a significant physical awareness and may surpass those of a Higher class on ocassion, as it can vary among specific individuals. This level of Speed is common for a low ranking seated and non seated member of the Gotei 13, or lesser individuals. Those who possess this level of Speed can move x1 faster than the average Human being. (Average-class)

  • High Speed (21-40 Points)
    This level of Speed corresponds to those possessing an above average amount of haste, which is finely controlled by breathing, heart rate indication and conditioning. This level of Speed is common amongst those of an average Lieutenant rank and High Ranked seated officers. Those who possess this level of Speed x2 faster than those with Average Speed, and 3x faster than an average Human. (Lieutenant-class)

  • Great Speed (41-60 Points)
    This level of Speed corresponds to those possessing a heightened amount of haste which is controlled on a larger scale than that of a normal Human or Spirit. This level of Speed is common amongst those of an average Captain rank. Those who possess this level of Speed move x2 faster than those with High Speed, x3 faster than those with Average Speed, and x4 faster than the average Human. (Captain-class)

  • Immense Speed (61-80 Points)
    This level of Speed corresponds to those possessing an enormous amount of Speed, physical prowess, reflex and awareness. Moving quickly is like second nature to these individuals - and this is controlled on a much broader scale compared to those below this level. This level of Durability is reflected in its ability to move exceedingly quick to areas and great distances without breaking a single sweat. A level below Superhuman standards, a master of this level uses this Speed in combat to startling degrees of blinding fury. Those with this level of Speed move x2 faster than those with Great Speed, 3x faster than those with High Speed, x4 faster than those with Average Speed and 5x faster than the average Human. (Advanced Captain-Class)

  • Vast Speed (81-100 Points)
    This level of Speed corresponds to those who possess a monstrously vast amount of haste and physical awareness and durability when mobility is concerned. Masters of the art of movement and stealth, they can move silently and almost undetected. As far as speed is concerned, Superhuman quality is the most definitive of this trait. Those of this level of Speed have masterful control over their body and retainment of physical reflex and diversion. Those who possess this level of Speed move x2 faster than those with Immense Speed, x3 faster than those with Great Speed, 4x faster than those with High Speed, x5 faster than those with Average Speed and 6x faster than the average Human. (Uncontrolled Captain-class)


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PostSubject: Re: Statistics Guide   Thu Apr 11, 2013 1:12 pm

Spiritual Pressure (Reiatsu): is the physical force/pressure that a person’s Reiryoku creates when released. Most Shinigami and Arrancar, even Quincy and Bounts can manipulate the release of their reiatsu. The difference between spiritual pressure and spiritual energy is simple: Reiryoku is the amount of energy a being has stored within their body or soul, whereas Reiatsu is the pressure that a person’s Reiryoku exerts. The difference is much like energy and power. Power being the amount of energy exerted per unit of time. Reiryoku is potential while Reiatsu is energy in use. In general, those with high levels of Reiryoku will often have the highest levels of Reiatsu also. A skilled warrior can overcome a person possessing greater Spirit Energy by possessing greater Spiritual Pressure. This is done by having greater control over their own spirit energy. For all intensive purposes, this is used to determine how much Reiatsu you have, as well as how much damage your Spiritual techniques do on a basic to advanced level.


  • Average Reiatsu (0-20 Points)
    This form of Reiatsu is actually the most standardized energy which spiritual presences are recognized from - being as though they have no other effect, unique color or feeling. Most basic Hollows and Shinigami have this type of Reiatsu, while every Quincy and Human always have this type. With this level of Reiatsu, the user has a x0 damage bonus to their Spiritual Energy or Spiritual Pressure attacks. (Average-class)

  • High Reiatsu (21-40 Points)
    All Vizard and Arrancar are said to passively have this specific Reiatsu signature, though, for all intensive purposes, this varies between individuals. For Vizard, they share the same 'dual-type' Reiatsu as the Shinigami, while an Arrancar feel more like a Hollow. Vizard, strangely enough, also feel more like Hollows when they release their powers - however, Arrancar seal their Hollow abilities, meaning they have become as close to their original form as possible, explaining the phenomenon and jump to a higher scale of Reiatsu. With this level of Reiatsu, the user has a x1 damage bonus to their Spiritual Energy or Spiritual Pressure attacks. (Lieutenant-class)

  • Great Reiatsu (41-60 Points)
    This level of Reiatsu begins to allow the individual to develop unique aspects to their own special type of Reiatsu including a color unique to their Spiritual Energy or class, as well as its own perpetual feeling when sensed by others. These colors are not abnormal in any way, simply exploiting the shade or color of the individuals Spiritual Energy which can range from cool colors like blue, to hot colors like red or orange. With this level of Reiatsu, the user has a x2 damage bonus to their Spiritual Energy or Spiritual Pressure attacks. (Captain-class)

  • Immense Reiatsu (61-80 Points)
    This level of Reiatsu is boastable toward its wielder because of the sheer Spiritual Energy the individual puts out. Now, not only does the color of the individuals Spiritual Energy change and conform into a shape or designated color, the individual no longer needs to release their Zanpakuto to initiate their Shikai - though they must do so in order to initiate their Bankai if possessed. With this level of Reiatsu, the user has a x3 damage bonus to their Spiritual Energy or Spiritual Pressure attacks. (Advanced Captain-Class)

  • Vast Reiatsu (81-100 Points)
    This level of Reiatsu boasts the individuals specialized Spiritual Energy, capable of exerting it to the point where they can use their Shikai two times before having to release their Zanpakuto to initiate their Bankai. In addition to this, their personal Elemental Type, if possessed, begins to radiate from the body of the individual at hand, regardless of the element. For example, if one should possess Fire as an element, their Spiritual Energy will flicker around their body and take the form of flames; as heat would be felt when nearby - whereas someone with the element of water would have a liquidy or frozen-looking Spiritual Energy which causes temperatures to severely drop in areas around them. With this level of Reiatsu, the user has a x4 damage bonus to their Spiritual Energy or Spiritual Pressure attacks. (Uncontrolled Captain-class)


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PostSubject: Re: Statistics Guide   Thu Apr 11, 2013 1:40 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. (Average-class)

  • 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. (Lieutenant-class)

  • 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. (Uncontrolled Captain-class)


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PostSubject: Re: Statistics Guide   Thu Apr 11, 2013 1:55 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. The only exception being captain Sajin Komamura's bankai, those two share a bond so strong that when one is injured the other reflects that damage but the bankai is healed when the captain is healed.

  • Zanpakuto Apprenticeship (0-35 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.

  • Zanpakuto Expert (36-94 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 (95-100 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, although a normal Zanpakuto wielder would have their blade permanently broken while in Bankai form, if the wielder has his Zanpakuto broken while in Bankai and has this Mastery as a primary skill, they can have it repaired one time and one time only. Once this has been done, they will no longer be able to repair any damage to it, regardless of it being damaged in Shikai or Bankai form.


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PostSubject: Re: Statistics Guide   Thu Apr 11, 2013 2:12 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]



Last edited by Saori Sumeragi on Thu Apr 11, 2013 4:21 pm; edited 1 time in total
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Saori Sumeragi

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PostSubject: Re: Statistics Guide   Thu Apr 11, 2013 2:49 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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