D-B-R
Different, Balanced Ranks
Below are a number of definitions to clarify the Rank Systems, followed by the Rank Systems for each race.
Specialties
The three 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.
Melee Combat - Combat melee specialist works similar to spirit. Depending on what specialist you went into will depend on how much combat point (or CP) each rank up you get. When choosing combat, please state what combat you are going into. For example, hand to hand, sword, spear, whip, etc. They're stronger than someone in close range to someone who does not have a specialist point into this category. A hand-to-hand/weapon combat specialist will have an advantage in martial art skills to someone who does not. One can upgrade their strength (see weapon strength), or create special techniques (special kick, special slash ect.) using Melee Points, with a power scale that depends on their specialties. A character gains one Melee Point at each rank for every Specialist Point they have in Melee Combat. Thus, a Melee Combat Master gets two Melee 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. Each faction/race has his or her own version of a special dash. Shinigami's has Shunpo, hollow has Velocidad, Quincy has Sumido Blitzen. Relatively, they all do the same action, but they are different at the same time. Depending on your specialist in this area will depend how much movement you have and how many dashes you have. For more information on movement system [insert link here].
Advert DashBlitzen is a high speed motion unique to Advent Humans, achieved by focusing their energy through their body and using it to increase their speed and reflexes, allowing to move with such speed they seem to appear and disappear. It is characterized by a distinctive metallic screech.
Shinigami DashShunpo is a high speed motion unique to Shinigami, achieved by focusing their energy through their body and using it to increase their speed and reflexes, allowing to move with such speed they seem to appear and disappear. It is characterized by a distinctive whooshing sound.
Hollow DashSonido 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 they seem to appear and disappear. It is characterized by a distinctive static crackle.
Quincy DashHirenkyaku is a high speed motion unique to Quincy, achieved by focusing their energy through their legs and using it to increase their speed and reflexes, allowing to move with such speed they seem to appear and disappear. It is characterized by a distinctive sliding sound.
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. Spirit relies on kido-based attacks. Anything that is using spirit energy will go into spirit. For example, Cero would be in spirit, kido-arts for soul reapers and so forth. For balancing, everyone at equal rank will have the same amount of spirit energy (most melee technique uses up stamina) regardless of his or her specialist.
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 three specialties (Melee 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. 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.
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What Points have in common - One Point (Item, Spirit, Melee 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
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Melee Points - Melee Points can be spent to improve your weapon and strength, or to create special/signature attacks. Though Melee 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.
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 leveled 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.
Alignment
Lawful Good, Neutral Good, Chaotic Good
Lawful Neutral, True Neutral, Chaotic Neutral
Lawful Evil, Neutral Evil, Chaotic Evil