Post by Darake Kitoushi on Apr 26, 2013 15:01:30 GMT -5
Introduction---
If you have ever done a forum role play before, you may have found there are largely two theories of thought in how this should be done. The first allows for full creativity and the trust is entirely put into the players hands. Unfortunately this leaves with some players out there who attempt to metagame [to outstep their character's bounds] or generally cause problems for the enjoyment of other players. The second type is the hardened stat systems that some have that meticulously list what you can do, but largely take away your freedom of creativity.
Personally we here at Bleached Soul believe that neither of these are the ideal way for us a community to derive the most enjoyment while fostering our creativity. I'd like to introduce you to a compromise between these two systems in which we do have stats for our characters, but they are treated very differently.
Rules---
These abilities are not comparable to another player! This is a measurement of opportunity cost and the time your character devotes to training in these areas. This is a way for you to represent your characters talents and training focus. To show us what it is your character is best at personally, not to say your better than everyone else. One character may have a low stat and still remain far more powerful than someone with a much higher stat. It is not meant for you to say I have five in a stat and that beats your four. This is not a representation of your power.
With this system you are given forty-four* boxes to distribute, which look like this ■. Each attribute has a scale that appears like this □□□□□ leaving a total of five possible boxes to fill in. You fill these in by copying the black box above and pasting it over how many of the blank boxes you'd like to fill in.
It is important to keep in mind what the amount of each represents. A full filled in five would mean that this area is a specialty of your character which takes a large amount of their focus. Four is considered above average. Three boxes is considered an average level of skill without any aspect notably lacking. Two boxes is below average, representing a weakness of the character that could possibly be taken advantage of. A single box would represent a severely crippled area and should only be used in particular circumstances that would warrant such a drastically weak skill.
*[Humans and hollow are lacking in two categories and thus only have a maximum of thirty-eight boxes to distribute.]
Individual Explanation of Attributes---
Shinigami / Other Races
Constitution
-Strength: Physical prowess and the weight of one's blows.
-Endurance: How long one can perform physically tasking actions and withstand injury before death.
Dexterity
-Agility: Speed at which one can run and their ability to perform movement techniques.
-Finesse: Speed of one's hands and ability to overcome an opponent's dodges.
Zanjutsu / Weapon Skill
-Offensive: The skill in which one wields their weapon of choice to attack.
-Defensive: The skill in which one wields their weapon of choice to defend.
Technique
-Offensive: The damage and effectiveness of techniques unique to the individual.
-Defensive: The damage prevented and effectiveness of techniques unique to the individual.
Kidō / Natural Abilities / Quincy Abilities [Hollows and Fullbringer do not have these categories]
-Hadō / Offensive: The power and rank of one's offensive abilities available to everyone of their race.
-Bakudō / Defensive: The power and rank of one's defensive abilities available to everyone of their race.
*Unique variants of cero/hierro are covered by this stat and not the Technique section like other unique abilities.
Perception
-Intellect: Ability to analyze situations and solve problems in addition to sensing and gauging an enemies' reiryoku.
-Reserves: Ability to perform a greater number of non-physical techniques as well as resist binding abilities.
Presence
-Charisma: The social skills of the individual and ability to charm others into accepting you or your point of view.
-Discipline: The capacity to resist fear, pain, and mental effects caused by the enemy, as well as hide one's reiryoku.
Shinigami / Other Races
Constitution
-Strength: Physical prowess and the weight of one's blows.
-Endurance: How long one can perform physically tasking actions and withstand injury before death.
Dexterity
-Agility: Speed at which one can run and their ability to perform movement techniques.
-Finesse: Speed of one's hands and ability to overcome an opponent's dodges.
Zanjutsu / Weapon Skill
-Offensive: The skill in which one wields their weapon of choice to attack.
-Defensive: The skill in which one wields their weapon of choice to defend.
Technique
-Offensive: The damage and effectiveness of techniques unique to the individual.
-Defensive: The damage prevented and effectiveness of techniques unique to the individual.
Kidō / Natural Abilities / Quincy Abilities [Hollows and Fullbringer do not have these categories]
-Hadō / Offensive: The power and rank of one's offensive abilities available to everyone of their race.
-Bakudō / Defensive: The power and rank of one's defensive abilities available to everyone of their race.
*Unique variants of cero/hierro are covered by this stat and not the Technique section like other unique abilities.
Perception
-Intellect: Ability to analyze situations and solve problems in addition to sensing and gauging an enemies' reiryoku.
-Reserves: Ability to perform a greater number of non-physical techniques as well as resist binding abilities.
Presence
-Charisma: The social skills of the individual and ability to charm others into accepting you or your point of view.
-Discipline: The capacity to resist fear, pain, and mental effects caused by the enemy, as well as hide one's reiryoku.
Weapon Range--
With your character's primary weapon, it's asked that you list it's effective range, so this is simply how long a weapon is or how far it may regularly fire. Normally this listing of range doesn't include techniques which may be fired from it, the range for techniques is listed separately and explained in a later section below. This issue can however become fuzzy in certain cases like Ichimaru or Renji where they use a technique extending range. When a technique of a weapon is used this frequently for regular attacking, we ask that it be listed as part of the weapon's range. Similarly some weapons may be wielded in multiple ways and thus list more than one separated by a / . Abarai Renji from canon for instance can attack with his weapon as a normal sword or by extending it, so thus he'd list Melee Long / Ranged Medium.
Melee Short: Daggers, brass knuckles, and other small weapons.
Melee Medium: Most one handed and some two handed swords like the average katana which are below 3 feet.
Melee Long: Larger swords, polearms, and other weapons below 10 feet.
Melee Distant: Huge polearms, whips, and other weapons with long reach.
Ranged Short: Flamethrower or Taser
Ranged Medium: Pistol or Throwing Knives
Ranged Long: Rifle or Short bow
Ranged Distant: Sniper Rifle or Long bow
Melee Medium: Most one handed and some two handed swords like the average katana which are below 3 feet.
Melee Long: Larger swords, polearms, and other weapons below 10 feet.
Melee Distant: Huge polearms, whips, and other weapons with long reach.
Ranged Short: Flamethrower or Taser
Ranged Medium: Pistol or Throwing Knives
Ranged Long: Rifle or Short bow
Ranged Distant: Sniper Rifle or Long bow
Technique Classification--
Everyone has techniques that are uniquely known to only themselves with a vast array of effects and thus must fall into one of the following categories. Note that a technique may not fulfill two of these and must be separated into two abilities if you wish to do both.
Offensive: These abilities serve the purpose of directly attempting to cause harm to the opponent. Nearly all hadō fall into this category.
Defensive: These abilities attempt to create some sort of barrier in order to defend oneself from the opponent's attack. Shields that protect oneself like some bakudō fall into this category.
Augment Buff: These abilities effect yourself in some sort of positive way. Traditionally shinigami do not have buffs that effect their own skills directly, such as increasing their speed.
Augment Debuff: These abilities effect your target in some sort of detrimentally in some way such as hindering their capabilities. Most binding fall into this category.
Utility: These abilities provide some sort of function, perhaps not even used in combat, that do not effect the opponent. This includes healing, communication, sensing, and tracking. A few bakudō fall into this category.
*Passive: This is the only category which can be attached to another and represents an effect that is always on unless specifically turned off.
Defensive: These abilities attempt to create some sort of barrier in order to defend oneself from the opponent's attack. Shields that protect oneself like some bakudō fall into this category.
Augment Buff: These abilities effect yourself in some sort of positive way. Traditionally shinigami do not have buffs that effect their own skills directly, such as increasing their speed.
Augment Debuff: These abilities effect your target in some sort of detrimentally in some way such as hindering their capabilities. Most binding fall into this category.
Utility: These abilities provide some sort of function, perhaps not even used in combat, that do not effect the opponent. This includes healing, communication, sensing, and tracking. A few bakudō fall into this category.
*Passive: This is the only category which can be attached to another and represents an effect that is always on unless specifically turned off.
Technique Range--
It is also necessary to designate the general range that a technique is capable of effecting. This serves to tell as how close the user must be in order for it to hit or what distance the target may retreat to dodge it. It's important to consider how this can serve as a balancing factor in technique creation. Let's say we have a user who wants to shoot a fireball of certain power. It is certainly more versatile if it can hit someone across town than if it can only hit 20 feet away. Thus it's effective range must be taken into account in how powerful an ability is and if it's acceptable for approval. An impressive technique may be more acceptable if it has lesser range as a limitation.
Personal: This ability has no range and effects only yourself or an item you hold.
Contact: This ability only works immediately in front of the user or requires touch (with hand or weapon) to effect the target.
Limited: Effective up to 20 feet. The length of an average vehicle.
Regular: Effective up to 70 feet.
Long: Effective up to 150 feet. The length of half a football field.
Distant: Effective up to 300 feet. The length of a football field.
Sniping: Reserved for abilities that can travel extremely long ranges without losing effectiveness.
Contact: This ability only works immediately in front of the user or requires touch (with hand or weapon) to effect the target.
Limited: Effective up to 20 feet. The length of an average vehicle.
Regular: Effective up to 70 feet.
Long: Effective up to 150 feet. The length of half a football field.
Distant: Effective up to 300 feet. The length of a football field.
Sniping: Reserved for abilities that can travel extremely long ranges without losing effectiveness.