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 Powers and Abilities Guide

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Powers and Abilities Guide Empty
PostSubject: Powers and Abilities Guide   Powers and Abilities Guide EmptyTue Jul 05, 2011 1:28 am

Powers and Abilities Guide


Hello! We, the staff of this board feel this FAQ is necessary to help you, the hopeful Human, Shinigami, Vizard, Arrancar, or possibly some variation of those groups (I.E. A simple Hollow) create...

POWERS!

Yes! The stuff many love, and crave, wand want more of! The ability to have aid in combat, and enjoy battle! You know who you are! Razz

Unfortunately, some, but not all, lack the common sense to make powers that aren't power-play/Godmode. I.E you make powers that make your character unstoppable, or close to it.

Bear with me, this will be long, but worth the read! Before we begin the list of powers you cannot have, I offer this sound advice.

Think, yes, THINK about the people you're going to be fighting, and how they will feel when faced with your character.

You're likely asking yourself:

"Why would I give a crap about the people I'm just going to own with my powers that make me near unstoppable?!!"

The answer is simple!

1:First, and foremost if your powers are deemed too powerful they simply won't be allowed, and your application will be forced to be changed, or denied.

2: Imagine you're someone else's character that doesn't have godmode powers that make them near unstoppable. Now imagine you'll be fighting your creation. Would you want to fight someone with the powers of the person you created? If the answer is no, then why would anyone else wanna fight your character?

Exaaactly! You realized it, didn't you? If you're too powerful no one will want to fight your character! Their reasons are their own, but it boils down to simply this: you're not going to get fights, and you're stuck playing with yourself, or doing solely what the board is geared more towards. Playing your character outside of combat, and developing their character!!

Heaven forbid that you murder machines, corpse junkies, and cold hearted killers never get to fight!

So you can relax! No one is going to start pumping out disposable characters that you can slaughter, nor will most try and trump your character with a new character of their own geared solely to kill yours.

This board isn't about the never ending arms race to defeat one another. Again, this board is about life, and character development in every facet, not just becoming more powerful. Combat is only a part of that life, not the end all, be all.

Locked Powers

These powers are completely unable to be applied for. They are too easy to be manipulated into being 'OP' material, and will not be accepted for abilities or powers in any application.

Creation/Manipulation of Matter and Anti-Matter
--Creating a simple weapon out of nothing is fine, but nothing like making bricks appear in peoples lungs.

Immortality
--This means you can't be unable to die or unable to die unless killed in a certain way.

Power over life and death.
--This means that you can't suddenly make people die or resurrect them among other things.

Power to use other people's powers.

Mind-Reading
--This is to prevent people from mentally going into a person's head and reading all their secrets like an open book.

Time Powers
--No abilities over time, or quickening your movements i.e., super speed. See Super Speed for more details.

Zero point energy
--Wiki page on Zero Point Energy

Summons
--When we say summons, we mean things like Final Fantasy summons. Things that come in, deal a crap-load of damage, and poof away.

Photographic Reflexes
--Seeing an action and instantly being able to copy it perfectly.

Power Negation
--Being able to make another character's power completely useless.

Super Speed
--Shunpo, Sonido, and Hirenkyaku are the only means of using a variation of 'super speed.' Having an ability that trumps this is not acceptable.

Interracial Abilities/Powers
--Quincy can never use Shinigami or Hollow abilities, and vice versa. Abilities are strictly for the races they were made for.

Necromancy
--No bringing souls back from the dead. Once someone dies, they are dead, unless otherwise determined by a specific storyline, or administrator's approval.

Illusions
--This steps into Aizen's territory, and can be easily abused; as such, it is unapproved for an ability.

Direct Copies or Clones
--This ability has been a common one. No 'shadow clones.'

Petrification
--In the staff's experience, people are hard pressed to balance petrification abilities, take into account if the torso or head are ever targets of such abilities, present worthwhile limitations, weaknesses, etc. and thus this ability is locked.

Creatively Locked Powers

These are abilities that are not specifically locked, but will take a some originality into obtaining. Specifying a limit to each ability would also aid in getting these types of abilities approved.

Healing
--You can heal yourself, you can heal others, but it can't be done instantly, or by any means quickly. You're not going to heal as fast as Ichigo, or Ulquiorra. Nowhere near as fast.

Energy Absorbing
--In short, this needs a serious limiter. One can perhaps absorb some small attacks, but as stated above, a limiter is heavily needed to obtain an ability like this. Energy absorbing on the level of a Bount to rip the spirit particles out of stuff to become stronger, or heal yourself, etc. won't fly. You can, however, absorb power to redirect it later. There has to be concrete limits to this though! You're not going to absorb a lot of power at once, never mind the attacks of someone stronger than you. You're not going to send out accumulated power+ your own like Nel, either.

Poison
--This ability requires a heavy limit. Stating you have abilities similar to Mayuri won't fly, considering he's pretty much the master of poison.

Multi-Theme/Elements
--This requires an obvious limit. Two elements are rare to find in any Zanpakuto, or Arrancar ability. Thus, it would require a good limit, as well as a good application overall. Originality is always the key.

Telekinesis
--This power can be used on inanimate objects only, and of course, with certain weight limitations. Obviously, we're looking for a bit of originality with this ability.

Zanpakuto Types (Mostly for Shinigami and Vizard)

Melee-Type Zanpakutō: Are typically designed for various forms of armed melee combat rather than magic-based abilities.

Kidō-Type Zanpakutō: Are designed around a special ability rather than close combat potential.*

* Kido Altering Zanpakuto powers/abilities will no longer be accepted. Read more on this at the end of the Bankai Section.

Projectile-Type Zanpakutō: When released separate into many air based blades that the owner can control freely.

Defense-Type Zanpakutō: Are designed around defensive capability with little or no offense.

Elemental-Type Zanpakutō: A large amount of the Zanpakutō are classified by elements, generally utilizing their respective elements as forms of attack.
(It could be said that elemental zanpakutō are all Kidō-type which have an element based as noted by Kenpachi Zaraki and Maki Ichinose during their battle, but as this was only mentioned in the anime Episode 98 it cannot be stated as a fact.)

--Fire-Type Zanpakutō: Designed to manipulate fire for various forms of attack or defense.

--Ice-Type Zanpakutō: Designed to manipulate ice for various forms of attack or defense.

--Earth-Type Zanpakutō: Designed to manipulate the ground for various forms of attack or defense.

--Wind-Type Zanpakutō: Designed to manipulate wind for various forms of attack or defense.

--Water-Type Zanpakutō: Designed to manipulate water (and related effects) for various forms of attack or defense.

--Plant-Type Zanpakutō: Designed for the manipulation of plant growth for offense or defense.

--Light-Type Zanpakutō: Designed to manipulate light for various effects.

--Poison-Type Zanpakutō: Designed to administer poison as a form of attack.

--Electricity-Type Zanpakutō: Designed for manipulation of lightning for offense or defense.

Sub-Types

There are a few "sub-types" of Zanpakutō classification such as:

Constant-Release Type: Zanpakutō that are always in Shikai form because of the strength of their wielder's spiritual energy, or, more importantly, their lack of control over it.
--These will not be approved by any means. Zaraki Kenpachi and Kurosaki Ichigo are the only known people to have a Constant-Release type. As such for this rarity, no other applicant will have a constant-release type Zanpakuto.

Dual-Blade Type: Zanpakutō that feature more than one blade in Shikai release. It is decidedly rare for one to possess such a weapon and therefore it says a lot about the uniqueness of its wielder's spiritual power.
--This is more creatively locked, but still almost equally as hard to obtain. As stated above, it is very rare for someone to hold two Zanpakuto; either of separate or single spiritual entity. Because of this rarity, it will require the staff to both know and understand that the character applicant will not abuse the ability to wield with this power, but also understand the responsibilities and characteristics of dual Zanpakuto. It would require a beyond excellent application, and one who has proven themselves prior to the board that they can handle such a rarity.

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.

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; it is a requirement most captains look for. After first learning the Zanpakutō's name, the Shikai can be performed at will simply by speaking a command followed by the Zanpakutō's name. 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. In rare cases, a Zanpakutō, once released, will remain in that state indefinitely. This is due to the vast amount of spiritual energy the possessor has that cannot be finely controlled upon initial generation of their Zanpakutō, as such the Zanpakutō is described as a constant released form. The only known Shinigami with Full-Time Release Zanpakutō are Ichigo Kurosaki and Kenpachi Zaraki. By the nature of this type of Zanpakutō, a Shinigami with a constant release form doesn't need a release command nor is it necessary to even know their Zanpakutō's name. However, not knowing the name of one's zanpakutō can put you at a disadvantage in terms of power against those who do know their Zanpakutō's name.

Once the Shikai is activated, the Zanpakutō will change form to access whatever special abilities it is capable of. The special abilities of the Zanpakutō, like the Zanpakutō itself, have specific names that usually must be announced to fully activate the effect. As Ichigo's Zanpakutō, Zangetsu, explains, knowing the name of an attack and not knowing it makes a very drastic difference in the amount of power that attack utilizes.

Unreleased

Most Zanpakutō look like regular katana, with slight variations between them as one would expect between different swords. There variations are commonly:

* Katana (刀): The term katana may be applied to the standard-size, moderately-curved, Japanese sword with a blade length of greater than 60 cm (23.6 inches). The katana is characterized by its distinctive appearance: a curved, slender, single-edged blade, a circular or squared guard, and a grip long enough to accommodate two hands.

* Wakizashi (脇差 (わきざし); meaning "side insertion"): A short blade between 30 and 60 cm (12 and 24 inches), with an average of 50 cm (20 inches). It is similar to but shorter than a katana, and usually shorter than the kodachi (小太刀 (こだち); meaning "small sword"). The wakizashi was usually worn together with the katana. When worn together the pair of swords were called daishō, which translates literally as "large and small". The katana was often called the long sword and the wakizashi the companion sword.

* Nodachi (野太刀 (のだち); meaning "field sword"): The nodachi was more difficult to wield due to its size and weight. The length of the nodachi's hilt varied between twelve to thirteen inches (30 to 33 centimeters). Its cutting capability and range exceeds that of a katana, due to its weight and size.

Shikai Abilities

A maximum of Three abilities may be granted. Offensive, defensive, or neutral abilities. There are, of course, limitations on these abilities. Just like any other power, a limitation must be placed on your abilities. Otherwise, we will assume that you are attempting to create an overpowered character. Most to almost all Shikai that are known in the Bleach universe hold changes only to the blades themselves.

Bankai

The Bankai (卍解, Final Release) is the second and final upgraded form of a Zanpakutō. To achieve it, one must be able to materialize their Zanpakutō's spirit in the real world and subjugate it, giving the Shinigami full reign over the zanpakutō's power.

According to Yoruichi Shihōin, the power of Bankai typically increases a Shinigami's power by a factor five to ten. Because such an act usually takes 100 or more years of combat experience beyond attaining Shikai for even the strongest Shinigami to achieve, it is rare and almost exclusively limited to the thirteen Captains in the Gotei 13. Byakuya Kuchiki claims that among the four noble houses of Soul Society, only one person in several generations will be born with the spiritual power necessary to achieve it. Even with this, several years of special training are needed to achieve Bankai, plus the experience needed to master it. 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.

Besides Ichigo Kurosaki, the only non-captain Shinigami known to have achieved Bankai are Renji Abarai (Lieutenant), who finalized his training at about the same time as Ichigo (although he did not use Urahara's device, but rather perfected it while Ichigo was training), and Ikkaku Madarame (3rd Seat), who did so through his own years of training.

After a Shinigami is able to materialize and subjugate their Zanpakutō's spirit, the Zanpakutō can assume its final and most powerful form. Unlike the Shikai, there is no command phrase to activate Bankai, though the user will usually say "Bankai" beforehand.

There is no 'age minimum,' but we do expect an average of at least 100 to 150 for Shikai, and double that for Bankai. Of course, there are obvious exceptions, but acquiring both abilities MUST be listed in the history.

Bankai Abilities

A Zanpakutō's Bankai is often a manifestation of the spirit itself, usually creating a massive creature or a powerful effect to aid the user in battle (Ichigo's Bankai is an exception, becoming more compact instead). The Bankai itself will receive a different name in addition to the ordinary Zanpakutō (for example Ichigo's Zangetsu becomes Tensa Zangetsu, Byakuya's Senbonzakura becomes Senbonzakura Kageyoshi). Certain Shinigami also change with their Zanpakutō, gaining clothing similar to what their Zanpakutō's spirit form looks like. Most Zanpakutō will also gain additional special abilities, or a more enhanced version of the usual one. Like with the Shikai, most of these abilities have an associated name. Maintaining the Bankai is taxing for the wielder, and it is difficult to maintain it for long periods of time for most Shinigami, with the exception of Ichigo, as it becomes more compact, thus allowing him to hold it for long periods of time.

The power that comes with Bankai tends to be similar to the Shikai's ability/theme but amplifies it to much greater levels of power. Some simply increase the original ability, such as Byakuya's blade count multiplied, or Sajin Komamura, who instead of only getting pieces of the giant, summons the giant itself. While other Bankai follow the theme of the sword, such as Renji's remains a whip while containing baboon and cobra features, or Mayuri summons a monster with the same face (Jizō) on his trident, but kept the theme of poison that came from the monsters breath.

That being said, it is very rare for the Shinigami to actually acquire any sort of physical changes. The only appearance chances that should happen in Bankai, if any, would be gaining some unimportant piece of clothing that materializes in accordance to one's Zanpakutō spirit. Gaining any sort of armor, or actual physical changes is not accepted and will no longer be tolerated in applications.

Any physical changes that are wanted MUST be a bankai ABILITY, not part of the bankai transformation itself.
Do not include physical alterations in the Bankai description, and expect us to overlook it.

* Kido Altering Zanpakuto

We have been receiving a lot of applications where people would like Zanpakuto that enhance their Kido, not only by double, but by triple. This in and of itself will no longer be acceptable. If you think of it this way; Hado 30... tripled would be a level 90 spell. Hado 90? That's off the scale! That's FAR too powerful. A level 90 Hado spell, with a skipped incantation by Aizen was enough to bring Captain Komamura down.

There is a reason why Kido is not mastered by everyone. In fact, Lieutenant Momo Hinamori, despite being well known for her manipulation of Kido, as well as both combining and skipping incantations, is only known as an Expert; not a Master Level Kido user. Kido is a demanding ability to have, and can wear down in the spiritual power of a person. It's supposed to be that way, and not to be tampered with. Those who want their OCs to suddenly be Kido Masters with their Zanpakuto, as well as have ridiculous Swordsmanship skills? No. It will no longer be accepted.

Kido is an intensely powerful tool used by Shinigami, and Vizards. It has many elements behind it, many functions, and it can easily be abused. We as staff see this potential and thus have decided to deny Kido amplifying abilities.

Kido can be channel through weapons (I.E. As in Shuhei's fight with Allon), but it will not be enhanced, made easier to cast, etc.

Resurrección

Arrancar possess Zanpakutō and can perform a technique similar to a Shinigami's release called Resurrección (帰刃(レスレクシオン). Unlike a Shinigami's Zanpakutō however, an Arrancar's Zanpakutō is simply the Arrancar's Hollow powers sealed into the shape of a weapon. By releasing their Zanpakutō in the same manner as a Shinigami, an Arrancar can release his or her Hollow powers. Most known Resurrección give the Arrancar user an animal-like appearance. While most unreleased Shinigami Zanpakutō take the form of a katana or wakizashi, there is a significantly broader range for Arrancar (such as a sai, axe, a more fictionalized weapon like Nnoitra's Zanpakutō, or a (piece of a) body, like Aaroniero Arruruerie's Zanpakutō, or Lilynette Gingerback).

Because their powers are sealed in their Zanpakutō, an Arrancar's release will usually transform their body into a Hollow-like form, allowing them to use their abilities freely. This form usually reflects what the Arrancar looked like as a Hollow, although to highly varying degrees. A Resurrección restores an Arrancar to its "true" form, resulting in significantly various increases in speed, strength, stamina, durability and spiritual power, as well as allowing access to both more powerful variations of previous techniques and completely new abilities. Arrancar normally only return to their human form when they reseal their Hollow powers; doing so without resealing, though possible, is a permanent change comparable to amputating a limb. There are two reasons Arrancar go through such trouble to seal their power: it allows them to maintain human form and to conserve their power in times of inactivity.

In most cases, Arrancar "lose" their Zanpakutō after performing their Resurrección. By which, they no longer carry any kind of one or two handed weapon - the sword is replaced by other natural weapons such as claws (Shawlong Kūfang), pincers (Findor Carias), tendrils (Szayel Aporro Granz), or just plain fists (Choe Neng Poww). However, there are some exceptions - nine to be exact; seven out of these nine have been Espada.

1. Coyote Starrk has a pair of black pistols. He is the 1st Espada.
2. Barragan Luisenbarn uses a double-headed axe with attached chains. So far, its the only weapon that vaguely resembles his Zanpakutō in its pre-released form. He is the 2nd Espada.
3. Tia Harribel uses a pata-like weapon shaped like a shark tooth. She is the 3rd Espada.
4. Nelliel Tu Oderschvank uses a white double-sided lance. She is the former 3rd Espada.
5. Ulquiorra Cifer carries a white "spike-blade" that he can seemingly generate from his body, which can also be used as a projectile if necessary. He also possesses a second released form, but he loses the weapon. He is the 4th Espada.
6. Nnoitra Jiruga can wield up to six separate scythes with yellow tassels on each end. He is the 5th Espada.
7. Aaroniero Arruruerie wields Kaien Shiba's Nejibana alongside his own octopus-like Zanpakutō, Glotonería. He is the 9th Espada.
8. Mila-Rose uses a large two-handed sword after her release. She is a Fracción.
9. Rudobōn carries a bolt-like staff in place of his Zanpakutō. It is unknown if the staff has the ability to cut. He is the leader and creator of the Exequias.

As Ulquiorra Cifer, the 4th Espada, has demonstrated there is a second form of Resurrección called "Segunda Etapa"; however, he claims to be the only Espada with this ability, and that even Aizen had no knowledge of the transformation. Since he states it as another level of power, it can be assumed that any Arrancar can achieve it.

All applicants for the Segunda Etapa will be denied, as it is only a Canon transformation, and very little information aside from what Ulquiorra has given is presented.

Human Limitations

Humans have a specific limit to their powers. As such, we'll allow for some originality on powers, but as stated with everything, there should be a heavy limit to their abilities and powers. This will be on an application process, meaning the Moderation Staff will judge which powers may be too much for humans per application.

Commonly Asked Themes (Aka: The Mary Sue Section)

Wings
We can understand wings for humans. Humans can't really fly. Every other group can, some how, though, so they do not need wings. If you have wings for purposes other than flight, or trying to look badass, that's awesome! Work wings into something meaningful beyond aesthetics, and you've got some redemption, but because they're so popular, the cool factor is low for wings.

Scythes
We see a lot of people wanting scythes. We don't have much against them, but scythes are pretty commonly sought, so you won't be the first, or last.

Multi-Spirit Zanpakuto
One Spirit per Sword; not two, not five, not a million. Zanpakuto are simply a manifestation of the Shinigami themselves, and normally, manifest into a single entity. Only with rare canons to they hold more than one spiritual entity, or a secondary persona.

Dual-Wielding Zanpakuto
Odds are if you want one, your application won't be good enough to merit wielding more than 1 Zanpakuto be they part of a matched set, or 2 different Zanpakuto with 2 different spirits.

Dual wielding includes any 2 weapons that have hilts/grips on them. Swords of all sorts, axes, hammers, dual fans, daggers, knives, spears, lances, etc. even if they're connected by something.

Now, there are ways where the staff will allow a person to have 2+ weapons.

1: If they're gauntlets with short blades on them, items like claws. Metal guards on a person's body that work like gauntlets, or kicking amplifiers.

2: If anything other than the Zanpakuto is mundane. I.E. Stark's sword. It's simple steel. It's not special. It's just a weapon you'd pick up anywhere. It's not charged, it's not anything Zanpakuto like. It has to be within reason though.

3: If you use your Zanpakuto's scabbard as a weapon, which is handled on a case by case basis. If you make it into an axe, or a sword, odds are it'll be shot down!

4: If both ends of the weapon can be used as an attack, Like Ikkaku's Shikai, and bankai, or a weighted chain, or bladed nunchucks, or a dire weapon (Both ends of the weapon are bladed).

Assumed Abilities

Shinigami, Vizard, Quincy, and Arrancar are assumed to have the following abilities in one way, or another:
Flight
The ability to sense spiritual pressure
Their equivalents to Flash Step
Increases in physical ability with each transformation/release.

Arrancar are assumed to be able to use, aside from the before mentioned:
Garganta

Shinigami are assumed to be able to use, aside from the before mentioned:
The gate to the Soul Society

Vizard are assumed to be able to use, aside from the before mentioned:
Mask Shield: This ability allows them to fight in a berserk state that allows them to not feel the pain of injuries

Humans have no assumed powers.

Common Mistakes

There's one more thing that needs to be covered as it's a common problem with powers!

We, the staff, will commonly ask for more details in your powers. If we do that does NOT MEAN ADD MORE POWER, it means to explain how the power works, what it looks like, the range of it, the diameter, the -weaknesses- of these powers.

WEAKNESSES?!! Why, YES! We need to know the limitations, and shortcomings of one's powers. We need to know if they tire the user when utilized, if there's a time limit, etc. Use your imagination to make creative weaknesses! Adding weaknesses will make it easier to accept them. Especially if you want a particularly powerful ability.

The powers section needs to be detailed, yet, preferably, -simple-.

In the end of all of this, you're likely asking yourself this.

"But Staff! How do I get stronger?!"

The answer is two fold, mainly.

1: You make a great application! You don't leave us wondering about anything about your character! No wondering about why their personality is the way it is, why they look like the way they look, what their Zanpakuto looks like in all forms, what the powers do, the events of their history, and what the heck is going on in the RP sample!

Details are key! The more details you add the more likely you are to get a higher spot in the power Tier. Naturally your powers have to fit in the guidelines above, too.
If you make a good application the tier will likely counteract what ever fears you might have of being weak.

We like passion, and effort to go into every application!

2: Once you're approved you make RP Threads for others, and contribute to the site with excellent posts (At least a few paragraphs long!) and don't break rules! Doing this will increase your chances that a staff member will approach you and offer you more power.

Alternatively, you can apply your character once more with the changes you want. They, too, must be in reason, and you will be tethered to the original application so promotions will not be guaranteed as you want them. If the upgrade application is denied, however, you will not lose the current version of your character.

Neither method will be quick. Only made more likely with activity. Post counts no longer count towards your upgrade time. It's all about quality over quantity.

Power Tier

The Power Tiers will be given in accordance to the application. There are two ways in which a staff member determines a Power Tier.

1. Overall Abilities and Powers of the Character.
--This doesn't mean to stack your character with abilities in order to obtain a more stronger character. Someone with general limitations and an obvious sense that they will not Godmod will result in a higher Tier level.

2. Player's overall production of the Application.
--This translates to the actual work that was spent in the application. The more research you do for your character, the better. The more work you put in, the more the staff will understand how determined you are to play this character; not only that, but if you work with the staff in an according fashion when fixing your application to fit the standards, then it will show us that you are dedicated in simply playing the character, and not simply wanting a strong character.

Of course, these are just the two 'MAIN' things we tend to focus on overall. There are little aspects that we also make certain to review, as apart of the full reviewing process. If you have any questions on this, please ask the staff member who is reviewing your application in the application thread for more details.
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Powers and Abilities Guide Empty
PostSubject: Re: Powers and Abilities Guide   Powers and Abilities Guide EmptyTue Jul 05, 2011 1:28 am

Name of Ability

Description of Attack -
Type -
Range -
Limitation -


Now, I've noticed a lot of people are getting some things mixed up, incorrect, or are uncertain of exactly what should be placed where, and what we're looking for. As such, we'll take it one step at a time!

Name of Ability

The title "Name of Ability" can be DELETED! Heh, I've noticed a lot of people just leave that there, then type in the name of the ability. You can just delete it, like so.

Getsuga Tenshō

See? If you'd like, for those of you really addicted to creating the full Bleach Atmosphere, you can even add the translation if you'd like next to it, like so.

Getsuga Tenshō - Lit., Moon Fang Heaven-Piercer

Or something similar to that sense. Now, let's move on!


Description of Attack

Now, you should leave the 'Description of Attack' there, and next to the dash, explain your attack.

What should be written here? Well, it would of course, depend upon the ability itself! Certainly, we would like to be able to see some sort of visual description. As such, it would be nice to explain how your ability appears. From there, it would certainly be explained exactly what your ability does, i.e., the point of its existence.

For Offensive abilities, it's a bit more easy to produce a visual description. Defensive ones, there may not always be a visual description, but that's not to say that this section should be left blank! I'll list a few abilities here to help you better understand.

Sample 1 - Offensive

Getsuga Tenshō

Description of Attack - At the instant of the slash Zangetsu absorbs his spiritual energy and releases highly condensed spiritual energy at the tip of the blade. Magnifying the slash attack and then flies forward. This slash takes the form of a crescent moon or in the shape of a wave.


Alright, a pretty decent visual description (thank you Bleach Wiki) of Ichigo's attack. Now, is this complete? No. While some applications in the past may have had this placed and been accepted, we are looking for a bit more in the description of the attack. The reason behind this is because we've come across far too many people being a bit too vague and their ability becoming misinterpreted during and after the review process. As such, more needs to be added! What can this attack do, or what type of damage can it cause? Can it be used in more than one manner?

Getsuga Tenshō

Description of Attack - At the instant of the slash Zangetsu absorbs his spiritual energy and releases highly condensed spiritual energy at the tip of the blade. Magnifying the slash attack and then flies forward. This slash takes the form of a crescent moon or in the shape of a wave. Getsuga Tenshō is a powerful technique with great force, capable of causing large scale damage. While it is currently the only attack Ichigo knows from Zangetsu, Ichigo has used this technique in several different manners, such as striking the ground to create an omnidirectional blast to knock away incoming attacks or slashing at the ground to upturn it and crush everything in its path.


Now see? I've added a bit more to the description to make a more visual appearance, as well as explain any other manner in which this attack can be used. While not everyone may think of different ways of using an ability, the staff reviewers must now take into consideration every possible outcome in order to prevent people from Godmodding, and to help the overall experience of the players on this board.

Alrighty. Some people have added the 'Tier Effects' in this section, and while that's fine, I think it would (from now on) be better served in the Limitations section. We'll get more into Tier Effects later on. For now, we'll go from Offensive to Defensive!

Sample 2 - Defensive

Konpeki Kouen Maru - Azure Flame Circle

Description of Attack - With a swing of her swords and a spin of her body, Kyra is able to blast a wave of blue flames in a three-hundred and sixty degree angle. These blue flames completely surround her, extending out a single meter from her body, or that of herself and one other. This is normally used as a defensive maneuver when surrounded. Can be used as a shield of sorts to defend against some minor/low powered attacks.


Now, I didn't go into much detail here on exactly what it can defend against. That's because that would be better placed in the Limitations section. We'll get to more on that in a moment. With this, though, there's a good visual description, and a logical reason for the ability, i.e., what it does. What would minor/low powered attacks be considered? Limitations section! First, though, we'll go over the next part; Type and Range!


Type

There seems to be a lot of confusion, and as such, here's a general list to choose from.


Offensive - Any ability that would cause harm to an opponent.
Defensive - An ability that would help to protect oneself or that of another.
Activation - A special ability that is required in order to produce another ability, i.e., igniting one's sword in flames. The initial release of the element could be considered one 'ability,' while the attack itself would be a separate one.
Passive - An ability that doesn't necessarily cause damage, and doesn't have the 'protection' value of Defensive. For example, any sort of 'movement' techniques*, or 'scouting' techniques.
Healing - An ability that is used to 'heal' the injuries of oneself or that of others. An ability like this should have a STRICT limitation, as it would be certainly easy to abuse someone with instant regeneration with little effect on their spiritual energy.

*While something like 'super speed' wouldn't be accepted (since we already have equivalents to this), there are other ways of obtaining movement techniques. I won't go into detail about this, I'll simply leave this to your own imagination.

I'll give a full list of examples at the end, so don't worry about any sort of confusion you may have.


Range

This is pretty self explanatory, right? Any attack, it should explain how far it can extend, either in feet or meters. Defensive abilities, should list either self, or if it's a shield-base, how far the shield can extend and how far it can protect. Passive abilities? Self.


Limitation

Alright, now for the best part, limitation. A lot of people are a bit confused, but there should be a lot of information placed in this particular section. For each ability, there should always be a downside, or at the very least, something that prevents them from constantly using this ability, or for it from always being 'turned on.'

Spiritual Energy Consumption - The amount of overall energy that is used up per action of this ability. It's best to keep it in percents. Mundane abilities, or passive, or activation techniques normally don't require all that much to activate, probably 5% to 10%. Now, attacks that aren't signature, or their first level attack, it can probably be anywhere between 10% to 30%, depending upon the attack itself. Remember; the spiritual energy used SHOULD reflect the amount of damage it delivers. The same goes for defensive abilities; if you can create a shield to completely deflect all attacks (of your tier level), it should consume equal amount of spiritual energy in order for the shield to cancel out the attack. Signature attacks, or 'Final Moves/Attacks' should normally run you anywhere from 30% to 60%, or sometimes, 80% depending. These big attacks can be a wide variety of things, but their big for a reason; they can produce a lot of spiritual energy... where does that energy come from? Your character.

Tier Level - Mostly for Offensive and Defensive abilities. However, a moderate variation of 'Tier' level can be used for Healing and Passive. Normally, we don't approve of abilities being able to effect those above tier. However, ML/A at full strength can affect those at ML/S. That would be considered one tier. What we, the staff reviewers, look for is this section in particular. With attacks, we understand that the attack would certainly, at 100%, effect a person of equal or lesser tier level. At 1 tier level higher, however, it would be expected that the higher of the two spiritual signatures would help to deflect some of the attack. As such, perhaps an attack from a ML/A to a ML/S, the attack would only reach 75% or so. One more tier level, it would only effect perhaps 25% to 50%. Three tier levels, 25% to complete avoidance. Of course, this can all be worked with, this is simply a general guide in which we go by. A character at ML/A certainly wouldn't affect someone at MaL/S; the attacks would more likely than not be swiped away.

Weaknesses - Any sort of weakness the attack may have. Perhaps a charge time? That would certainly be expected for high-level attacks or abilities that require more than 50% of their spiritual energy. Perhaps a fire elemental attack can be weakened by water, or blown away by a stronger wind attack. Any sort of weakness would certainly help in getting your ability approved. We see abilities through their strengths AND weaknesses. Strong abilities should have good limitations and some sort of weakness to it, otherwise, what's to prevent these strong abilities from being used all the time?
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