Below are a number of definitions to clarify the Rank Systems, followed by the Rank Systems for each race.
Specialties
The four specialties, along with rank, determine the general abilities of a character. All specialties start at Non-Specialist to begin with. If another Specialist Point is put into a specialty, a character becomes a Specialist in that specialty. If a character puts a second point in that specialty, they become a Master in that specialty. A third point will level that specialty to its max, Grand Master. At this point, a character can put no more points into that specialty. None of the below specialties determines the amount of spiritual power a person has. A person's individual spiritual power is determined by their rank, not their chosen specialties.
Hand Combat - Hand Combat is the ability to fight with one's bare hands. This specialty controls one's basic physical strength and reflexes, as well as their physical durability and endurance in the area of hand-to-hand combat. It also controls one's skill in this area. One can upgrade their strength (see weapon strength), or create special hand to hand techniques (special kick, special punch ect.) using Hand Points, with a power scale that depends on their specialties. A character gains one Hand Point at each rank for every Specialist Point they have in Hand Combat. Thus, a Hand Combat Master gets two Hand Points per Rank, while a Specialist would only gain one per Rank. Non-Specialists always get zero points per Rank up.
Weapon Combat - Weapon Combat is the ability to fight with weapons. This specialty controls physical dexterity and reflexes, as well as their physical durability and endurance in the area of weapon combat. It also controls one's skill in the area of armed combat. One can upgrade the strength of their weapon (see weapon strength), or create special weapon techniques (special cut, special block, ect.) using Weapon Points, with a power scale that depends on their specialties. A character gains one Weapon Point at each rank for every Specialist Point they have in Weapon Combat. Thus, a Weapon Combat Master gets two Weapon Points per Rank, while a Specialist would only gain one per Rank. Non-Specialists always get zero points per Rank up.
Speed - Speed is the ability to move and react at high speeds. This specialty controls one's basic physical speed and general reflexes. As well as determining these, a character starts off with one High Speed Motion (Shunpo, Sonido, etc.) at each rank and gains an additional one for every Specialist Point they have in Speed. Thus, a Speed Master gets three High Speed Motions per Rank, while a Specialist would only gain two per Rank.
Spirit - Spirit is the ability to exercise fine control over one's spiritual energy. This specialty controls one's ability to use spells and similar powers, as well as one's ability to manipulate spiritual energy. As well as determining these abilities, a character gains one Spirit Point at each rank for every Specialist Point they have in Spirit. Thus, a Spirit Master gets two Spirit Points per Rank, while a Specialist would only gain one per Rank. Non-Specialists always get zero points per Rank up.
NOTE: Points are spent where it makes the most sense, even if it is outside the original scope of the system. For example, if a shinigami has a kido-based Zanpakuto, they will need to use Spirit Points to upgrade its power level, not Weapon Points.
Point Types
Specialist Points – Specialist points are used to raise your specialist level by one level in one of the four specialties (Hand Combat, Weapon Combat, Speed, and Spirit). You start as a Non-Specialist in each of these areas when you make your character. Raising a specialty one level makes you a Specialist, raising it another level makes you a Master and finally, levelling it once more makes you a Grand Master. This is the highest level you can reach. The differences between the levels are as follows:
[/b] – Gains no Weapon Point, Hand Point, Spirit Point per Rank. Generally they have the lowest level of ability in this area. Specialist – Gains one Weapon Point, Hand Point or Spirit Point per Rank. Generally they have an average level of ability in this area. Master – Gains two Weapon Points, Hand Points or Spirit Points per Rank. Generally they have a very high level of ability in this area. Grand Master – Gains three Weapon Points, Hand Points or Spirit Points per Rank. Generally they have the absolute highest level of ability in this area. [/ul] What Points have in common - One Point (Item, Spirit, Hand and Combat Points.) is equal to level one on the power scale. Thus, if one wants to gain an ability with a level of Feeble, they need only spend one point. Alternately, if one wants to gain an ability with a level of Average, they must spend three Points on it, first to gain it as feeble, then two to raise it to Average. In order to upgrade an ability, one must spend enough points to raise it to the next level of power. For example, if one has an ability that is Average (Level II) and they wish to raise it to Strong (Level III), they must spend three (3) points in order to raise it to the next level. Both spells and abilities may be upgraded, or new ones can be purchased entirely.
[/b] Costs 1 Point to Obtain Average [18-33] - Costs 2 Points to Obtain Strong [34-50] - Costs 3 Points to Obtain Powerful [51-66] - Costs 4 Points to Obtain Extreme [67-83] - Costs 5 Points to Obtain Insane [84-100] - Costs 6 Points to Obtain Cataclysmic [101+] - Costs 10 Points to Obtain [/ul] Hand Points - Hand Points can be spent to improve your weapon and strength, or to create special/signature attacks. Though Hand Combat specs can free-form their martial art attacks, special/ signature techniques can be bought and upgraded which are much stronger than normal to show that training has been done to increase their power.
Weapon Points - Weapon Points can be spent to improve the strength of your weapon, or to create special/signature attacks for your weapon. Though Weapon Combat specs can free-form their weapon tactics, special/signature techs can be bought and upgraded which are much stronger than normal to show that training has been done to increase their power.
Spirit Points - Spirit Points are spent to purchase and upgrade spells according to your race or the strength of your weapon. Quincy will spend it for Ginto spells, Shinigami into Kido or zanpakuto that are kido types, etc.
Item Points - Item Points are exclusive to Quincy and are spent on purchasing and upgrading special items only. Item points are not obtained normally, so a Quincy must convert other points into item points first at a 2:1 ratio. So for example, I could convert two spirit points, or even one spirit point and one fist point into an item point.
Weapon Strength - No matter what type of weapon you use, whether it’s a Fullbring or your bare fists, its power level needs to be defined, in order for everyone to understand what it is capable of. The power level of each weapon (Shikai, Quincy weapon forms, even an advent or hollow's swords or fists) is always equal to the highest level ability you have. A Shinigami with a shikai ability at powerful level at max will mean that their Zanpakuto is powerful level too, or a Advent with an average level ability at max will mean that their Fullbring is at average level on the power scale.
Shinigami are a special case, as they need to release shikai to power up against other races. Therefore the unreleased form of their sword will trail two power levels below their highest level ability. So if a shikai was at strong level, the unreleased zanpakuto will be at feeble level.
Unique Weapons Each race has unique abilities that are the focus for their powers. Shinigami and Hollows use Zanpaktou, Neo Quincies use Reibuki, and Advents use Fullbring. Each time these powers gain a level, every four ranks, a character's abilities can be upgraded and expanded. Each race gains their unique weapon upgrades evenly, every 4 ranks., as shown in the rank sheet.
Questing – Once per week, you may undertake a quest, though no more than one at a time. The purpose of questing is to gain an improvement to something you already have. In doing so you will participate in a thread with a staff GM assisting you. Your quest may be specifically about what you wish to improve, or it could be completely different, mostly depending on the GM. The difficulty of the quest will be directly in proportion to the level of power you are trying to obtain or the extent of the upgrade you desire. The thread will generally be longer than normal threads. (For example, to go on an Insane level quest, you had better be both an excellent rper and be decently levelled to expect not to die, much less finish the quest.)
You can quest for practically anything you want, as long as it is an improvement to something you already have. Some examples include, but are not limited to; a power level boost to an existing spell, power, or item, an upgrade to an existing weapon form, such as a new shikai or fullbring ability, or even obtaining the ability to double-cast kido chantless. You can even take an existing spell and expand its scope rather than power, making it bigger, more effective, or causing it to last longer.
There are a few limitations to this, of course. First of all, questing threads DO NOT earn you any xp. You can quest once per week per character, and you can only seek one improvement on each quest. You must abide by the rules set by your GM, and work with them through any issues. You can request a certain GM but there are no guarantees. Requests for quests are handled on a case-by-case basis, by looking at what you are questing for and how difficult it should be to obtain. Post your request in the questing board, and please follow the template. A staff member will reply as your GM, giving you a rough idea of how difficult the quest would be, and then you will continue from there.
Difficulty Examples: Feeble Quests should be easy, for anyone, and involve NPCs ranked 0-3 Insane levels quests will probably involve captain or Espada level NPCs
General Abilities
Reiatsu Control – Reiatsu control is the twofold ability to sense and conceal reiatsu. By expanding their senses and opening their own reiatsu to be sensitive to other powers, allowing them to detect the presence of other spiritual beings. By compressing their own reiatsu and preventing it from leaking out from themselves, they can hide themselves from other beings. Reiatsu Control allows one to freely detect the active use of reiatsu around them up to a distance of five meters per level of Reiatsu Control. It also allows them to detect the passive signature of a being's reiatsu up to a distance of five meters per level of Reiatsu Control with minor concentration. Reiatsu Control also allows one to conceal their passive energies from anyone of their level of Reiatsu Control and below. Any active use of reiatsu cancels out the concealing effects immediately. Each race gains new levels of Reiatsu control at slightly different times, to reflect some uniqueness in the races. This is shown in the rank sheet.
Air Walking – Air Walking is the ability to condense reiatsu beneath one's feet or other parts of their body, in order to create a solid surface in mid-air to stand or walk on. It requires only minimal effort to do, though it does require the slightest bit of conscious concentration, meaning that someone who is knocked unconscious will fall out of the sky if they had been previously supported by Air Walking. Every race gains this power at rank 5, as shown in the rank sheet.
Power Level Definitions
Feeble, 1-17 – Abilities in this range have a low level of power. They are capable of dealing a low amount of damage. They are generally incapable of dealing more than light-moderate damage and they are laughably easy to block. Anyone can learn these techniques due to their simplistic nature.
Average, 18-34 – Abilities and Kidô in this range have a low level of power. They are capable of dealing a low amount of damage. They are generally incapable of dealing more than moderate damage at best are are relatively easy to block. Anyone can learn these techniques due to their simplistic nature.
Strong, 35-51 – Abilities and Kidô in this range have an average level of power. They are capable of dealing a moderate amount of damage. They are capable of dealing a concerning amount of damage if used properly, but they only take average ability to block. Since these abilities take a small amount of experience and training to pull off, techniques of this level can only be created at rank 4.
Powerful, 52-68 – Abilities and Kidô in this range have an average-high level of power. They are capable of dealing a moderate-high amount of damage. They are capable of dealing a concerning amount of damage and are generally fairly hard to block. Since these abilities take a moderate amount of experience and training to pull off, techniques of this level can only be created at rank 8.
Extreme, 69-85 – Abilities and Kidô in this range have a high level of power. They are capable of dealing a high amount of damage. They are capable of dealing a concerning amount of damage and can be lethal if used properly and are difficult to block. Due to the high amounts of power and ability needed to control them, techniques can only be created at this level at rank 12.
Insane, 86-100 – Abilities and Kidô in this range have an a godlike level of power. They are capable of dealing a psychotic amount of damage. They are capable of dealing devastating and lethal damage easily and are thought to be impossible to block. Incredible amounts of training and skill is needed to pull off such attacks and so, techniques of this level cannot be created until rank 16.
Cataclysmic, 101+ – Abilities such as Bankai or Shunko fall into this range and have an immeasurable level of power. They are capable of defeating foes through a single clean hit and have the ability to shape the scenery around them and leave permanent scars on the land. This level is unlocked at rank 20 for all races and takes 10 points to obtain.
What happens when you reach rank 20?
Once anyone reaches rank 20 they can still gain ranks but they will only gain points that goes with their specialist every 2 ranks.
Example: Ryu who is Master at Weapon, Speed and Kido gained rank 21 but he doesn't gain any points at all.
Ken who has the same masteries gains rank 22 and he will gain 3 Weapon points, 3 Shunpo and 3 Kido points.
Shinigami are spiritual beings, identical in appearance to humans, who are tasked with the duty of purifying souls and sending them on to the Dead World. The Shunpo is the Shinigami's high speed motion, which works by channeling reiatsu to the legs and accelerating to high speed momentarily. The unique weapon of the Shinigami is the Zanpaktou, a sealed sword that contains part of their spirit, which can be unleashed to access great power. Shinigami can also use Kido, demonic spells that create a variety of effects.
Rank System
Rank 0 – +2 Specialist Point, Sealed Zanpaktou Rank 1 – Reiatsu Control (I) Rank 2 – Nothing. Rank 3 – Nothing. Rank 4 – Shikai (I) Rank 5 – +1 Specialist Point, Air Walking, Reiatsu Control (II) Rank 6 – Nothing. Rank 7 – Nothing. Rank 8 – Shikai (II), Reiatsu Control (III) Rank 9 – Nothing. Rank 10 – +1 Specialist Point, Able to receive Grand Master Rank 11 – Reiatsu Control (IV) Rank 12 – Shikai (III) Rank 13 – Nothing. Rank 14 – Reiatsu Control (V) Rank 15 – +1 Specialist Point Rank 16 – Bankai (I) Rank 17 – Reiatsu Control (VI) Rank 18 – Nothing. Rank 19 – Nothing. Rank 20 – +1 Specialist Point, Bankai (II), Reiatsu Control (VII)
Shinigami Specialties[/size]
Hakuda (Hand Combat) Non-Specialist: Not used to fighting Hand to Hand, has the disadvantage against Specialists, Masters, and Grand Masters. Starts with 0 Hand Points, gets +0 Hand Point per Rank.
Specialist: Used to fighting Hand to Hand, has the advantage vs Non-Specialists and a disadvantage vs Masters and Grand Masters. Starts with 1 Hand Points, gets +1 Hand Points per Rank.
Master: Very used to fighting Hand to Hand, has the advantage vs Non-Specialists and Specialists and a disadvantage vs Grand Masters. Starts with 2 Hand Points, gets +2 Hand Points per Rank.
Grand Master: Unparalleled at Hand to Hand, has the advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10. Gains +3 Hand Points per Rank.
Zanjutsu (Weapon Combat) Non-Specialist: Not used to fighting with their Zanpakutou, has the disadvantage against Specialists, Masters, and Grand Masters. Starts with 0 Weapon Points, gets +0 Weapon Point per Rank.
Specialist: Used to fighting with their Zanpakutou, has the advantage against Non-Specialists and the disadvantage vs Masters and Grand Masters. Starts with 1 Weapon Point, gets +1 Weapon Point per Rank.
Master: Very used to fighting with their Zanpakutou, has the advantage vs Non-Specialists and Specialists and a disadvantage vs Grand Masters. Starts with 2 Weapon Points, gets +2 Weapon Point per Rank.
Grand Master: Unparalleled with their Zanpakutou, has the advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10. Gains +3 Weapon Points per Rank.
Hohō (Speed) Non-Specialist: Starts with 0 Shunpo, gets +1 Shunpo for every Rank the user obtains. Slowest form of Shinigami, they are usually larger/bulkier or ones who have completely focused on something else. Has a speed disadvantage against Specialist, and a large speed disadvantage against Masters and Grand Masters.
Specialist: Starts with 2 Shunpo, gets +2 Shunpo for every Rank the user obtains. The most common form of Shinigami. Has a speed advantage against Non-Specialist, but a speed disadvantage against Masters and Grand Masters.
Master: Starts with 3 Shunpo, gets +3 Shunpo for every Rank the user obtains. Extremely fast and has precise control over their movements, has a huge speed advantage against Non-Specialists, Specialists and a speed disadvantage against Grand Masters.
Grand Master: Gains +4 Shunpo per Rank. Unparalleled in the art of speed, has a huge advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10.
Kidō (Spirit) Non-Specialist: Starts with 0 Spirit Points, gets +0 Spirit Point per Rank. Kido in the first 17 Numbers cost 1 point (Category 1), Kido between 18 and 33 cost 2 points (Category 2), Kido between 34 and 50 cost 3 points (Category 3), Kido between 51 and 66 cost 4 points (Category 4), Kido between 67 and 83 cost 5 points (Category 5) and Kido between 84 and 100 cost 6 points (Category 6). Must have at least 5 spells in a previous Category in order to learn spells of the next Category. Cannot use Chantless or Double-Chanted Kido spells.
Specialist: Starts with 1 Spirit Points, gets +1 Spirit Points per Rank. Kido in the first 17 Numbers cost 1 point (Category 1), Kido between 18 and 33 cost 1 point (Category 2), Kido between 34 and 50 cost 2 points (Category 3), Kido between 51 and 66 cost 3 points (Category 4), Kido between 67 and 83 cost 4 points (Category 5) and Kido between 84 and 100 cost 5 points (Category 6). Must learn at least 5 spells in a previous Category in order to learn spells of the next Category. In order to perform a Chantless Kido, the user must spend an additional point in a spell, which is cast at 1/2 power. The user may spend an additional point in the spell in order to perform it at close to regular power while remaining Chantless. (Example: I want to learn Hado no Yon: Byakurai, so I spend one point. I put an additional point in the spell, allowing it to be performed Chantless, although at 1/2 power. I then place an additional point in the spell, allowing for me to cast it at 90% power while still remaining chantless. In the end, I have spent 3 Power Points on this ability.) Unable to use Double-Chanting.
Master: Starts with 2 Spirit Points, gets +2 Spirit Points per Rank. Kido in the first 17 Numbers cost 1 point (Category 1), Kido between 18 and 33 cost 1 point (Category 2), Kido between 34 and 50 cost 1 point (Category 3), Kido between 51 and 66 cost 2 points (Category 4), Kido between 67 and 83 cost 3 points (Category 5) and Kido between 84 and 100 cost 4 points (Category 6). Must learn at least 5 spells in a previous Category in order to learn spells of the next Category. In order to perform a Chantless Kido, the user must spend an additional point in the spell. (Example: I wanted to learn Hado no Yon: Byakurai. I put a point into it. I then desire to use it Chantless, so I put an additional power point into the spell. It may now be used Chantless and at 90% power.) In order to Double-Chant a Kido spell, the user must be capable of casting both Kido Chantless; however, it is impossible to use "Double Chant" without chanting the incantation. When two abilities are Double-Chanted, the power of both abilities becomes significantly greater. The power of spells that are Double-Chanted are increased by 50%.
Grand Master: Gains +3 Spirit Points per Rank. Kido in the first 17 Numbers cost 1 point (Category 1), Kido between 18 and 33 cost 1 point (Category 2), Kido between 34 and 50 cost 1 point (Category 3), Kido between 51 and 66 cost 1 point (Category 4), Kido between 67 and 83 cost 2 points (Category 5) and Kido between 84 and 100 cost 3 points (Category 6). Must learn at least 4 spells in a previous Category in order to learn spells of the next Category. In order to perform a Chantless Kido, the user must spend an additional point in the spell. (Example: I wanted to learn Hado no Yon: Byakurai. I put a point into it. I then desire to use it Chantless, so I put an additional power point into the spell. It may now be used Chantless and at 90% power.) In order to Double-Chant a Kido spell, the user must be capable of casting both Kido Chantless; however, it is impossible to use "Double Chant" without chanting the incantation. When two abilities are Double-Chanted, the power of both abilities becomes significantly greater. The power of spells that are Double-Chanted are increased by 75%.
Special Note regarding Zanjutsu: Zanjutsu Mastery is only counted if you're actually using your Zanpakutou as a weapon. If your Zanpakutou is released and is a Kido-based Zanpaktou, then your Zanjutsu skills are not counted in the fighting, and rather your Kido skills will be.
Special Notes regarding Hakuda and Zanjutsu: A master at Hakuda would still have an advantage against an opponent who was only a specialist with their Zanjutsu, and vice versa. Of course, this still needs to be RP'd our realistically, as someone with a weapon is generally going to find an advantage against someone who doesn't. It just means that your Hakuda user is going to generally be more skilled at using their body to catch un-damaging parts of the weapon to block, like using their hand to swat away the blunt side of a blade, or catching a sword in between their hands, etc.
Shunpo Shunpo is a high speed motion unique to Shinigami, achieved by focusing their energy through their body and using it to rapidly increase their speed and reflexes, allowing to move with such speed that they seem to appear and disappear. It is characterized by a distinctive whooshing sound.
Hollows are spiritual beings, monstrous in appearance, who filled with an unsatisfiable hunger that drives them to consume the souls of the living and the dead. The Sonido is the Hollows' high speed motion, which works by tearing space around them in order to move at high speeds momentarily. The unique weapon of the Hollows is their uncontrolled bodily power, and later, the Zanpaktou, a sealed sword that contains part of their body that can be unleashed to access great power. Hollows can also use Powers, dark abilities that create a variety of effects.
Rank System
Arrancar Path Rank 0 – +2 Specialist Point, Gillian Form, Unlock Hollow Trait* Rank 1 – Nothing. Rank 2 – Reiatsu Control (I) Rank 3 – Nothing. Rank 4 – Adjuchas Form, Reiatsu Control (II) Rank 5 – +1 Specialist Point, Air Walking Rank 6 – Nothing. Rank 7 – Reiatsu Control (III) Rank 8 – Arrancar Form, Sealed Zanpaktou Rank 9 – Nothing. Rank 10 – +1 Specialist Point, Reiatsu Control (IV), Able to receive Grand Master Rank 11 – Nothing. Rank 12 – Resurreción (I) Rank 13 – Reiatsu Control (V) Rank 14 – Nothing. Rank 15 – +1 Specialist Point Rank 16 – Resurreción (II), Reiatsu Control (VI) Rank 17 – Nothing. Rank 18 – Nothing. Rank 19 – Reiatsu Control (VII) Rank 20 – +1 Specialist Point, Resurreción Ultima (I)
*Hollow Trait: Upon creation each hollow is allowed to start with a free unique trait which acts as a passive ability affecting their unique body structure, common examples being: acidic blood, hardened skin or even the ability to give off dangerous fumes. This trait starts off at feeble level but can be upgraded using power points much like any other skill. It is lost upon becoming an Arrancar where in it becomes dormant, however returns when in Resurreción form.
Hollow Specialties
Obrero (Hand Combat) Non-Specialist: Not used to fighting Hand to Hand, has the disadvantage against Specialists, Masters, and Grand Masters. Starts with 0 Hand Points, gets +0 Hand Point per Rank.
Specialist: Used to fighting Hand to Hand, has the advantage vs Non-Specialists and a disadvantage vs Masters and Grand Masters. Starts with 1 Hand Points, gets +1 Hand Point per Rank.
Master: Very used to fighting with Hand to Hand, has the advantage vs Non-Specialists and Specialists. Has disadvantage against Grand Masters. Starts with 2 Hand Points, gets +2 Hand Point per Rank.
Grand Master: Unparalleled at Hand to Hand, has advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10. Gains +3 Hand Points per Rank.
Corte (Weapon Combat) Non-Specialist: Not used to fighting with their Resgarvida, has the disadvantage against Specialists, Masters, and Grand Masters. Starts with 0 Weapon Points, gets +0 Weapon Point per Rank.
Specialist: Used to fighting with their Resgarvida, has the advantage against Non-Specialists and the disadvantage vs Masters and Grand Masters. Starts with 1 Weapon Points, gets +1 Weapon Point per Rank.
Master: Very used to fighting with their Resgarvida, has the advantage vs Non-Specialists and Specialists. Has disadvantage against Grand Masters. Starts with 2 Weapon Points, gets +2 Weapon Point per Rank.
Grand Master: Unparalleled with their Resgarvida, has advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10. Gains +3 Weapon Points per Rank.
Velocidad (Speed) Non-Specialist: Starts with 0 Sonído, gets +1 Sonído for every Rank the user obtains. Slowest form of Hollow, they are usually larger/bulkier or ones who have completely focused on something else. Has a speed disadvantage against Specialist, and large speed disadvantage against Masters and Grand Masters.
Specialist: Starts with 2 Sonído, gets +2 Sonído for every Rank the user obtains. Most common form of Hollow. Has a speed advantage against Non-Specialist, but speed disadvantage against Masters and Grand Masters.
Master: Starts with 3 Sonído, gets +3 Sonído for every Rank the user obtains. Extremely fast and has precise control over their movements, has a huge speed advantage against Non-Specialists and a speed advantage against Specialists. Has a speed disadvantage against Grand Masters.
Grand Master: Gains +4 Sonido per Rank. Extremely fast and has precise control over their movements, has a advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10.
Ánimo (Spirit) Non-Specialist: Unskilled in the use of Cero and other specialized Hollow abilities, has the disadvantage against Specialists, Masters, and Grand Masters. Starts with 0 Spirit Points, gets +0 Spirit Point per Rank.
Specialist: Skilled in the use of Cero and other specialized Hollow abilities, has the advantage against Non-Specialists and the disadvantage vs Masters and Grand Masters. Starts with 1 Spirit Points, gets +1 Spirit Point per Rank.
Master: Highly skilled in the use of Cero and other specialized Hollow abilities, has the advantage vs Non-Specialists and Specialists. Has a disadvantage against Grand Masters. Starts with 2 Spirit Points, gets +2 Spirit Point per Rank.
Grand Master: Unparalleled skill in the use of Cero and other specialized Hollow abilities, has an advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10. Gains +3 Spirit Points per Rank.
Sonido Sonido is a high speed motion unique to Hollows, achieved by focusing their energy through around their body and slightly distorting time-space, allowing to move with such speed that they seem to appear and disappear. It is characterized by a distinctive static crackle.
Neo Quincies are living human beings, who are trained to be able to gather and control spiritual particles in order to fight. The Hirenkyaku is the Neo Quincies' high speed motion, which works by channeling reiatsu underneath the feet and accelerating to high speed momentarily. The unique weapon of the Neo Quincy is the Reibuki, a spiritual weapon formed by condensing spiritual particles into solid weapons. Neo Quincies' can also use Ginto, silver-based spells that create a wide variety of effects. Quincy can also use special items that assist them in various ways.
Rank System
Rank 0 – +2 Specialist Point, Reibuki (I), Reiatsu Control (I) Rank 1 – Nothing. Rank 2 – Nothing Rank 3 – Reiatsu Control (II) Rank 4 – Reibuki (II) Rank 5 – +1 Specialist Point, Air Walking Rank 6 – Reiatsu Control (III) Rank 7 – Nothing. Rank 8 – Reibuki (III) Rank 9 – Reiatsu Control (IV) Rank 10 – +1 Specialist Point, Able to receive Grand Master Rank 11 – Nothing. Rank 12 – Reibuki (IV), Reiatsu Control (V) Rank 13 – Nothing. Rank 14 – Nothing. Rank 15 – +1 Specialist Point, Reiatsu Control (VI) Rank 16 – Reibuki (V) Rank 17 – Nothing. Rank 18 – Reiatsu Control (VII) Rank 19 – Nothing. Rank 20 – +1 Specialist Point, Reibuki (VI)
Neo-Quincy Specialties[/size]
Karado (Hand Combat): Non-Specialist: Not used to fighting Hand to Hand, has the disadvantage against Specialists, Masters, and Grand Masters. Starts with 0 Hand Points, gets +0 Hand Point per Rank.
Specialist: Used to fighting Hand to Hand, has the advantage vs Non-Specialists and a disadvantage vs Masters and Grand Masters. Starts with 1 Hand Points, gets +1 Hand Points per Rank.
Master: Very used to fighting Hand to Hand, has the advantage vs Non-Specialists and Specialists and a disadvantage vs Grand Masters. Starts with 2 Hand Points, gets +2 Hand Points per Rank.
Grand Master: Unparalleled at Hand to Hand, has advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10. Gains +3 Hand Points per Rank.
Bukido (Weapon Combat): Non-Specialist: Not used to fighting with their weapons, has the disadvantage against Specialists, Masters, and Grand Masters. Starts with 0 Weapon Points, gets +0 Weapon Point per Rank.
Specialist: Used to fighting with their weapons, has the advantage against Non-Specialists and the disadvantage vs Masters and Grand Masters. Starts with 1 Weapon Point, gets +1 Weapon Point per Rank.
Master: Very used to fighting with their weapons, has the advantage vs Non-Specialists and Specialists and a disadvantage vs Grand Masters. Starts with 2 Weapon Points, gets +2 Weapon Point per Rank.
Grand Master: Unparalleled with their weapons, has the advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10. Gains +3 Weapon Points per Rank.
Sumido (Speed): Non-Specialist: Starts with 0 Hirenkyakus, gets +1 Hirenkyakus for every Rank the user obtains. Slowest form of Quincy, they are usually larger/bulkier or ones who have completely focused on something else. Has a speed disadvantage against Specialist, and a large speed disadvantage against Masters and Grand Masters.
Specialist: Starts with 2 Hirenkyakus, gets +2 Hirenkyakus for every Rank the user obtains. The most common form of Quincy. Has a speed advantage against Non-Specialist, but a speed disadvantage against Masters and Grand Masters.
Master: Starts with 3 Hirenkyakus, gets +3 Hirenkyakus for every Rank the user obtains. Extremely fast and has precise control over their movements, has a huge speed advantage against Non-Specialists, Specialists and a speed disadvantage against Grand Masters.
Grand Master: Gains +3 Hirenkyakus per Rank. Unparalleled in the art of speed, has a huge advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10.
Mahodo (Spirit): Non-Specialist: Unskilled in the use of Quincy Powers and reiatsu, has the disadvantage against Specialists, Masters, and Grand Masters. Starts with 0 Spirit Points, gets +0 Spirit Point per Rank.
Specialist: Skilled in the use of Quincy Powers and reiatsu, has the advantage against Non-Specialists and the disadvantage vs Masters and Grand Masters. Starts with 1 Spirit Points, gets +1 Spirit Point per Rank.
Master: Highly skilled in the use of Quincy Powers and reiatsu, has the advantage vs Non-Specialists and Specialists. Has a disadvantage against Grand Masters. Starts with 2 Spirit Points, gets +2 Spirit Point per Rank.
Grand Master: Unparalleled skill in the use of Quincy Powers and reiatsu, has an advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10. Gains +3 Spirit Points per Rank.
Quincy Items: Every Quincy has the ability to gain special items that work outside their limited Reibuki forms and powers. There are no points built in for purchasing items, so Quincy must convert other points they have (any 2 points for 1 item point) in order to get item points to purchase and upgrade items. There are no limits on how many items a Quincy may obtain, or when they should get them. However only one item can be used at a time, and each item can only be used once per thread. Unlike other abilities, Quincy items only cost 1 point to raise to the next tier of power. For example, while a regular ability would cost 3 points to raise from Average (II) to Strong (III), a Quincy item would only cost 1 Item point.
Special Definitions:
Reiiro - "Spirit Forge" - A specialized type of technique that allows the Quincy to gather and condense spirit particles for use in attacks. This is the most basic skill that all Quincy have, which allows them to use all the other skills in the Quincy arsenal.
Reibuki - "Spirit Weapon" - The ability to condense spirit particles into a specific type of weapon, as is ruled by the choice that you make with your character's creation as a part of your Reiiro. More manipulations allow for more types of a singular type of weapon to be created. For an example, if you chose swords, you could create a short sword, a long sword, a katana, a two-handed sword, etc.
Neo Quincy Power - "Powers" - These abilities are specialized abilities that your Quincy is capable of performing. As Quincy are not normal humans, and they have excellent control over their Reiatsu and surrounding spirit particles, they are capable of performing extraordinary feats. There's almost no limit to the Neo Quincy's capabilities, aside from the fact that they should remain Non-Elemental and primarily focused upon being used in conjunction with your Reibuki.
Gintō - "Silver Tubes" - A specialized Quincy Weapon, which is a small metal canister of about one liquid ounce in size. The canister is full of heavily condensed reiatsu, which takes upon the form of a liquid while within the canisters. These weapons are used to perform Gintō spells, in which the user may utilize either their own personal reiatsu or the reiatsu stored within the Gintō to perform the spell. These spells are similar to the Shinigami's Kidō, requiring both reiatsu and an incantation in order to be properly performed. They are, however, limited to non-elemental attacks.
Hirenkyaku Hirenkyaku is a high speed motion unique to Neo Quincy, achieved by focusing their energy through their legs and using it to rapidly increase their speed and reflexes, allowing to move with such speed that they seem to appear and disappear. It is characterized by a distinctive sliding sound.
Quincy items These are unique user-created items that can be at any power level. Similarly to a spell, Quincy must spend points to purchase and upgrade items according to the level of the item. (If you wanted an average power item, you would need to spend 3 points to get it.) Item points are not built into the rank up sheet, so Quincy must use the universal power points to get items, or they can convert other types of skill points (2:1) into item points. These items are upgraded normally, by buying each new power level. Quincy may purchase items (with item points) at any time, however such interactions must be acknowledged by staff.
As an alternative to choosing so many abilities based off their weapons, Quincy are able to create unique items with special qualities. These items are purchased with points just as if it were a weapon ability and can be upgraded in the same fashion. These items do not have to be related to the user's Reiiro, but can be based in anything. Each item will be custom made by the user as they desire, or you can choose from items that have been made before. These type of items tend to be very strong, and so they have very specific limits built in. The items are permanent and do not use up. However, because they are permanent they have a once-per-thread use limit. Additionally, only once item can be in use at a time. You can carry multiple copies of the same item if you want, but the above limits still apply.
Advents are living human beings, who have been touched by spiritual beings and gained some of their powers. The Blitz is the Advents' high speed motion, which works by channeling reiatsu throughout the body and accelerating to high speed momentarily. The unique weapon of the Advent is the Fullbring, spiritual energies that are focused into objects or body parts. Advents' can also use Fullbring Powers, spiritual abilities related to their Fullbring Powers that can create a wide variety of effects.
Rank System
Rank 0 – +2 Specialist Point, Awaken Fullbring (I) Rank 1 – Nothing. Rank 2 – Reiatsu Control (I) Rank 3 – Nothing. Rank 4 – Fullbring (II) Rank 5 – +1 Specialist Point, Reiatsu Control (II), Air Walking Rank 6 – Nothing. Rank 7 – Nothing. Rank 8 – Fullbring (III), Reiatsu Control (III) Rank 9 – Nothing. Rank 10 – +1 Specialist Point, Focus Upgrade. Able to receive Grand Master Rank 11 – Reiatsu Control (IV) Rank 12 – Fullbring (IV) Rank 13 – Nothing. Rank 14 – Reiatsu Control (V) Rank 15 – +1 Specialist Point Rank 16 – Fullbring (V) Rank 17 – Reiatsu Control (VI) Rank 18 – Nothing. Rank 19 – Nothing. Rank 20 – +1 Specialist Point, Fullbring (VI), Reiatsu Control (VII)
Advent Human Specialties[/size] Martial Arts (Hand Combat) Non-Specialist: Not used to fighting Hand to Hand, has the disadvantage against Specialists, Masters, and Grand Masters. Starts with 0 Hand Points, gets +0 Hand Point per Rank.
Specialist: Used to fighting Hand to Hand, has the advantage vs Non-Specialists and a disadvantage vs Masters and Grand Masters. Starts with 1 Hand Points, gets +1 Hand Points per Rank.
Master: Very used to fighting Hand to Hand, has the advantage vs Non-Specialists and Specialists and a disadvantage vs Grand Masters. Starts with 2 Hand Points, gets +2 Hand Points per Rank.
Grand Master: Unparalleled at Hand to Hand, has advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10. Gains +3 Hand Points per Rank.
Armed Combat (Weapon Combat) Non-Specialist: Not used to fighting with their weapons, has the disadvantage against Specialists, Masters, and Grand Masters. Starts with 0 Weapon Points, gets +0 Weapon Point per Rank.
Specialist: Used to fighting with their weapons, has the advantage against Non-Specialists and the disadvantage vs Masters and Grand Masters. Starts with 1 Weapon Point, gets +1 Weapon Point per Rank.
Master: Very used to fighting with their weapons, has the advantage vs Non-Specialists and Specialists and a disadvantage vs Grand Masters. Starts with 2 Weapon Points, gets +2 Weapon Point per Rank.
Grand Master: Unparalleled with their weapons, has the advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10. Gains +3 Weapon Points per Rank.
Speed Non-Specialist: Starts with 0 Blitzens, gets +1 Blitzens for every Rank the user obtains. Slowest form of Quincy, they are usually larger/bulkier or ones who have completely focused on something else. Has a speed disadvantage against Specialist, and a large speed disadvantage against Masters and Grand Masters.
Specialist: Starts with 2 Blitzens, gets +2 Blitzens for every Rank the user obtains. The most common form of Quincy. Has a speed advantage against Non-Specialist, but a speed disadvantage against Masters and Grand Masters.
Master: Starts with 3 Blitzens, gets +3 Blitzens for every Rank the user obtains. Extremely fast and has precise control over their movements, has a huge speed advantage against Non-Specialists, Specialists and a speed disadvantage against Grand Masters.
Grand Master: Gains +3 Blitzens per Rank. Unparalleled in the art of speed, has a huge advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10.
Fullbring (Spirit) Non-Specialist: Unskilled in the use of Fullbring and reiatsu, has the disadvantage against Specialists, Masters, and Grand Masters. Starts with 0 Spirit Points, gets +0 Spirit Point per Rank.
Specialist: Skilled in the use of Fullbring and reiatsu, has the advantage against Non-Specialists and the disadvantage vs Masters and Grand Masters. Starts with 1 Spirit Points, gets +1 Spirit Point per Rank.
Master: Highly skilled in the use of Fullbring and reiatsu, has the advantage vs Non-Specialists and Specialists. Has a disadvantage against Grand Masters. Starts with 2 Spirit Points, gets +2 Spirit Point per Rank.
Grand Master: Unparalleled skill in the use of Fullbring and reiatsu, has an advantage above Non-Specialists, Specialists, and Masters. Cannot receive until at least rank 10. Gains +3 Spirit Points per Rank.
Fullbring Evolutions[/size]
Fullbring Upgrades At each rank that they obtain Fullbring Upgrade, the Advent Human may select one of their preexisting abilities and add to it, making it more powerful or extensive in scope, improving on the power of each of their abilities.
Focus Upgrade At each rank that they obtain Focus Upgrade, an Advent Human can enhance the scope and durability of their of focus, extending it across new items or different parts of the body.
Blitzen Blitzen is a high speed motion unique to Advent Humans, achieved by focusing their energy through their body and using it to rapidly increase their speed and reflexes, allowing to move with such speed that they seem to appear and disappear. It is characterized by a distinctive metallic screech.