Specialization system.
So from here on out we are going to do things a bit differently. As opposed to a stat system, or a non stat system, we’ve come up with a common ground to make things easier on everyone.
You will put your specializations into ranks from 1-5 (or 3 or 4 pending on what race you choose)
Rank 1 being the highest, and 5 being the lowest
The #1 rank would imply that you are a master for your level of that particular skill, whereas #5 would imply that you only have the basic knowledge needed to perform the skill.
Shinigami:
Kido – How powerful your spells are, and how fast you can cast them. IMPORTANT: If This is not in your first slot you cannot perform lvl90 kido, if it’s not at least in you second slot you can’t cast lvl 80 kido, if it’s not at least your third you cannot cast lvl60 kido. If it’s not at least your 4 th spot you can’t cast lvl30 kido. If it’s in your 5 th spot you can only cast kido up to lvl30
1. 90-100
2. 80-89
3. 60-79
4. 30-59
5. 1-30
Shunpo – How fast your flash steps are, and how often you can use them before the need to rest.
1. 5 flash steps = 2 turn cool down
2. 4 flash steps = 3 turn cool down
3. 4 flash steps = 4 turn cool down
4. 3 flash steps = 3 turn cool down
5. 2 flash steps = 3 turn cool down
Weapon proficiency - How well you can use your weapon in combat. *IMPORTANT: If this is not in your first slot you can’t have a weapon that requires special training to use like extremely large swords, chained weapons, scythes, etc.
Hand to hand – How well you fight with your hands and feet, as well as smaller weapons such as daggers, knives, claws etc.
Endurance – How much your body can endure. For instance with a high endurance a person could fight for an extremely long time, and take lots of damage even though their other skills were lower. Endurance also deals with kido/cero/etc…for instance if your endurance is higher than your opponent’s, their binding spell would be less effective against you.
Arrancar:
Cero – How powerful, and dense your cero is, and how often you can fire a cero blast. *Important: You need a cero rank of #2 or higher to gain access to personal cero like Ulquirra’s black cero, and a rank of #3 or better to use gran rey…..yes even espada.
1. 1 cero = 0 turn cool down
2. 1 cero = 1 turn cool down
3. 1 cero = 2 turn cool down
4. 1 cero = 3 turn cool down
5. 1 cero = 4 turn cool down
Sonido – How fast your Sonido is, and how often you can use it before the need to rest
1. 5 flash steps = 2 turn cool down
2. 4 flash steps = 3 turn cool down
3. 4 flash steps = 4 turn cool down
4. 3 flash steps = 3 turn cool down
5. 2 flash steps = 3 turn cool down
Weapon proficiency - How well you can use your weapon in combat. *IMPORTANT: If this is not in your first slot you can’t have a weapon that requires special training to use like extremely large swords, chained weapons, scythes, etc.
Hand to hand – How well you fight with your hands and feet, as well as smaller weapons such as daggers, knives, claws etc.
Endurance – How much your body can endure. For instance with a high endurance a person could fight for an extremely long time, and take lots of damage even though their other skills were lower. Endurance also deals with kido/cero/etc…for instance if your endurance is higher than your opponent’s, their binding spell would be less effective against you.* Important: If you are an Arrancar your endurance also deals with your Hierro, so the higher your endurance his the thicker your skin is.
Viazard:
Kido/cero – How powerful your spells/cero are, and how fast you can cast them. IMPORTANT: Viazards cannot cast kido above lvl60, and can’t use gran rey.
1. Lvl60 kido, 1 cero = 0 turn cool down
2. Lvl40 kido, 1 cero = 1 turn cool down
3. Lvl30 kido, 1 cero = 2 turn cool down
4. Lvl20 kido, 1 cero = 3 turn cool down
5. Lvl10 kido, 1 cero = 4 turn cool down
Shunpo – How fast your flash steps are, and how often you can use them before the need to rest.
1. 5 flash steps = 2 turn cool down
2. 4 flash steps = 3 turn cool down
3. 4 flash steps = 4 turn cool down
4. 3 flash steps = 3 turn cool down
5. 2 flash steps = 3 turn cool down
Weapon proficiency - How well you can use your weapon in combat. *IMPORTANT: If this is not in your first slot you can’t have a weapon that requires special training to use like extremely large swords, chained weapons, scythes, etc.
Hand to hand – How well you fight with your hands and feet, as well as smaller weapons such as daggers, knives, claws etc.
Endurance – How much your body can endure. For instance with a high endurance a person could fight for an extremely long time, and take lots of damage even though their other skills were lower. Endurance also deals with kido/cero/etc…for instance if your endurance is higher than your opponent’s, their binding spell would be less effective against you.
Bounto:
Doll combat proficiency – How well your doll fights on their own.
Personal combat proficiency – How well you fight on your own.
Doll control – how well you control your doll, if you have little control over your doll it may lash out at you when injured.
Doll Speed – How fast your doll moves.
1. 5 flash steps = 2 turn cool down
2. 4 flash steps = 3 turn cool down
3. 4 flash steps = 4 turn cool down
4. 3 flash steps = 3 turn cool down
5. 2 flash steps = 3 turn cool down
Endurance – How much your body can endure? For instance with a high endurance a person could fight for an extremely long time, and take lots of damage even though their other skills were lower. Endurance also deals with kido/cero/etc…for instance if your endurance is higher than your opponent’s, their binding spell would be less effective against you.
Quincy:
Particle absorption – how well you can absorb spirit particles. Better particle absorption would equal stronger arrows, and faster reforming of arrows. Also that particular puppet trick would be hard to perform without being proficient with particle abosorption.
Bow proficiency – how well you use your bow. Someone with a high proficiency would have an easier time performing trick shots, such as curving and arrow, or using the bow itself as a weapon
Weapon proficiency - How well you can use your weapon in combat. *IMPORTANT: If this is not in your first slot you can’t have a weapon that requires special training to use like extremely large swords, chained weapons, scythes, etc. (for quincy’s this implies your ability to fight with something other than your bow)
Hirenkyaku – How fast your hirenkyaku is. *Important: Quincy’s steps are considered faster so they get a boos on this one.
1. 5 flash steps = 1 turn cool down
2. 4 flash steps = 2 turn cool down
3. 4 flash steps = 3 turn cool down
4. 3 flash steps = 2 turn cool down
5. 2 flash steps = 2 turn cool down
Endurance – How much your body can endure. For instance with a high endurance a person could fight for an extremely long time, and take lots of damage even though their other skills were lower. Endurance also deals with kido/cero/etc…for instance if your endurance is higher than your opponent’s, their binding spell would be less effective against you.
Super human: NOTICE: Superhumans have such a broad range of abilities that we can’t really limit what they do to more than 3 specialties. However superhumans are the only race that don’t need weapon proficiency to wield a specific weapon.
Weapon proficiency/Hand to hand – how well you fight with whatever it is that you use, as superhumans have such a broad range of abilities that we can’t put to many limits on what you do.
Super speed - How fast your character can move before the need to rest.
1. 5 flash steps = 2 turn cool down
2. 4 flash steps = 3 turn cool down
3. 4 flash steps = 4 turn cool down
Endurance – How much your body can endure. For instance with a high endurance a person could fight for an extremely long time, and take lots of damage even though their other skills were lower. Endurance also deals with kido/cero/etc…for instance if your endurance is higher than your opponent’s, their binding spell would be less effective against you.