Role-Play Rules Of Conduct & General Guide

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Role-Play Rules Of Conduct & General Guide

Post by Kaito kuchki on Sat Oct 01, 2016 3:15 pm

Welcome new members to bleach war of times. this thread is to help you navigate the site and to help explain what you need to do to get started. Getting familiar with this thread is strongly advised that way you already know what to do and not have to ask all the time lol. The Official Role-play (ORP) is managed by the RP Moderator team. They will answer your questions on anything regarding the rules, being approved, threads, combat, and abilities.


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Re: Role-Play Rules Of Conduct & General Guide

Post by Kaito kuchki on Sat Oct 01, 2016 3:22 pm

Character creation rules.

1- To participate in the ORP Universe you will need to complete a Character Application. The character application templates may differ a little depending on what Character Race you wish to choose. The templates are guides so do not hesitate to spice up your own Character Application (so long as the required information in the template is provided). The Character Application for each Race are available within that Race's guide Thread.

2-We would like to add that one can not begin as a Vaizard or an Arrancar so please refrain from sending out PMs to the Moderator Team regarding this matter.)

3-Your Character will be added to the Role-Play Power Ranks upon your first Word Count (WC) submission.

4-One last thing, on behave of the entire Moderator team, we would like that you all have a great time and be creative

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Re: Role-Play Rules Of Conduct & General Guide

Post by Kaito kuchki on Sat Oct 01, 2016 3:42 pm

Ability Rules
All Races

1. Be descriptive of what you want your abilities to do. It makes it easier for the Mods to work out fair limitations if they know exactly what the ability does.

2. You are able to swap an ability slot from a release and transfer it to a non-release ability for use in your base/sealed form. These will be more limited than release powers in their potency for obvious reasons.

3. No percentages; it is just easier to work out bonuses if there is a set number.

4. No Reiatsu based abilities. Obviously no abilities will be allowed that uses the players 60k Reiatsu as an attack, for example.

5. No abilities that swap a player stats, example being swapping your strength stat for reiryoku to attack, vice versa and with any other variation on the stats.

6. No siphoning, aka lowering your opponent's stat to increase your own. Example: lowering opponents strength to increase your own.

7. One can have the release boost perform different things as long as they remain the same number. There are two ways that this can be done; Having the release become a Subtraction Release which will apply to everyone around, [shikai is traditionally +4 but can -4 to everyone in the area] or having the Release become a Split Release which will apply to yourself and everyone around. [shikai is traditionally +4 but can be +2 for yourself and -2 to everyone in the area.]
Note: This release cannot be reversed much like a Vaizard or Dual Zanpakuto is not something that you can go back on.

8. No multi-abilities. For instance if you have the element of fire in one ability, you cannot have water in another ability. Exception being if you possess the Duality trait.

9. No abilities that seal/remove another players release.

10, You can "feed" empty ability slots in order to power up an existing ability. Depending how many slots you feed this power, the Moderator doing your abilities will grant you a higher power in exchange.

11. All abilities dealing with 'spirit' energy will be based off Reiryoku.

12. Unless you possess the Duality trait, you can only have one elemental type for your ability theme. EX, fire Zan can not have ice abilities.

13. Moderators reserve the right to alter or make you change your abilities even after they have been accepted. It will take 2 moderators to challenge the ability before it will be deemed inactive until further changes have been made.

14. The RP Moderator staff reserves the right to withhold certain abilities from the manga/anime until a proper RP acceptable way to use such a thing in the RP.

Shinigami/Vaizard

  1. Zanpakuto's are said to have one primary ability theme. All abilities should be based around this one primary theme.

2. Shikai skills should be the base manipulation of your primary ability theme.

3. Bankai skills should be an enhanced version of your primary ability theme.

4. While not required to be an enhancement of your primary ability theme, Mask abilities should be in some way related to it.

5. Vaizard Mask and skills stack with Shikai and bankai

6. Although Vaizard possess an inner Hollow, they are not permitted to learn the Garganta/Descorrer techniques.

Hollow/Arrancar/Imperfect Arrancar
1. Zanpakuto's are said to have one primary ability theme. All abilities should be based around this one primary theme.

2. Hollow skills should be the base manipulation of your primary ability theme.

3. Arrancar/Imperfect Arrancar skills should be an enhanced version of your primary ability theme.

4. Segunda skills should be a further enhanced form of this ability theme.

5. Segunda skills are usable only in the Segunda form, the same goes for normal Resurrecion.

Quincy
 
1. Sanrei Gloves have one primary ability theme. All abilities should be based around this one primary theme.

2. Sanrei Glove/Black Sanrei Glove skills should be the base manipulation of your primary ability theme.

3. Ginrei Kojaku/Vollstandig skills should be an enhanced version of your primary ability theme.

4. The Vollstandig ability has to be a very direct thing. One person had killer needles in the manga; grew stronger/recovers with cheers; one had gorilla shape shifting; one had screams; one had increased speed. Blah blah blah. One ability; very direct. You get the idea.

Fullbringer
1. Fullbring have one primary ability theme. All abilities should be based around this one primary theme.

2. Incomplete skills should be the base manipulation of your primary ability theme.

3. Complete skills should be an enhanced version of your primary ability theme.

4. Upon obtaining complete fullbring you will never be able to go back to incomplete. You will have 10 abilities for your complete fullbring release (of your choice, grandfather in some from incomplete, etc) and that will be your only release.

Bount
 
1) Dolls have one primary ability theme. All abilities should be based around this one primary theme.

2) Doll skills should be the base manipulation of your primary ability theme.

3) Doll Fusion skills should be an enhanced version of your primary ability theme.

4) Your doll is considered your release power, so until fusion you and your doll act as different entities.

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Re: Role-Play Rules Of Conduct & General Guide

Post by Kaito kuchki on Sat Oct 01, 2016 3:46 pm

Thread/Posting Rules

1. Let your imagination run wild within the world of Bleach here at BSE. Remember that this is a Bleach based site and often the rest of the rules will ATTEMPT to come as close to the real thing as possible. However the Moderators do retain the right to nerf or call bs on your story if it is becoming too broad/would not realistically happen at your power level in this RP. This only happens in rare cases and if required then you will be notified via PM detailing the problem(s)

2.All Squad/Fraccion RP post will go in their respective zones. Soul Society for Gotei 13 Squads, Hueco Mundo for Fraccions, Karakura Town for Quincy and Fullbringer, and Bount Mansion for Bounts. If the thread is squad specific label it as such for example. Division 4(Squad 4) Med-bay, Division 12 (Squad 12) Research and Development Laboratory, Division 2 (Squad 2) Secret Mobile Corps...and so on and so forth.

3. There are no limits on how short or how long a post can be. You are free to make your post as long as you want.

4. Each Dimension has current timeline information and it is recommended to use this information when posting. As major occurrences are detailed within.

5. For Dimension travel, it is prohibited for any race to use their dimension techniques to invade another races realm. EX, Hollows can not use Garganta/Descorrer to invade Soul Society, and vice verse.

6. When you copy past somebody else's dialog into your post (which is allowed) you can NOT claim wc for it, why? Because you've not written it thus you shouldn't get a reward for it. If you are caught claiming WC for another players work, then you will given a warning along with the amount of falsely claimed WC deducted from your own WC for the week.

7. Leaving any thread is an attempted exit. Meaning characters can try to stop you from leaving, whether or not you were in engaged in combat with them or not. Meaning any exit leaves a chance for somebody in the topic to respond to it. Be it a friendly conversation over tea or a battle to the death. When attempting to leave a topic, whether with another player or within a Solo-RP thread, you must make a real post stating your intention to leave. Don't just post a one-liner stating “Left Thread/Attempting to leaveâ€. It is bad and sloppy Role-play and just shouldn't be done.

Have Fun. We all are here during free time, so enjoy yourself and enjoy your time with others.

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Re: Role-Play Rules Of Conduct & General Guide

Post by Kaito kuchki on Sat Oct 01, 2016 3:52 pm

Role-Play Combat Rules

Basic Combat Rules

1, First thing to remember is that everyone can die, no matter how strong you are. Sure there are moments when the strong might pick on the weak, but that's life.

2. You CANNOT attack anyone during your first post in a thread. You may however block attacks or defend someone.
3. People above 30k reiatsu CANNOT attack people below them unless they attack first or take offensive actions.

4. If a person takes more than 3 days to to reply in a BATTLE your attack is auto-hit, unless the person specified a valid reason for being absent in the coming period and you both agreed to wait. Please inform the members of the thread as well as the staff so we know, otherwise we can not help resolve any problems.

5. You CANNOT edit a post in a battle thread after someone has replied, and it is generally better to not edit any post in a thread where other people post because it can create discontinuity in the story. If you need to modify your post, then it is required to notify the next poster in-line to both let them know your intention and to see if they are fine with it.

6. People in the role play generally have varying degree's of strength. Obviously people who fight will not will not always be the same strength. One thing we have noticed in bleach is that when someone is fighting someone vastly more powerful than themselves, there are negative effects. We have decided to use proportional effect system, you losing stats based around how much more reiatsu your opponent has:
 
Spoiler:
25-49% Stronger = -5 to all stats during battle
50-74% Stronger = -7 to all stats during battle
75-99% stronger = -10 to all stats during battle
100-149% Stronger = -15 to all stats during battle
150%+ Stronger = -20 to all stats during battle.
These affects are indiscriminate and will affect EVERYBODY who falls under them. As such before the captain commander decides he wants to say he flaunted his reiatsu and made everyone weaker. He needs to think of reducing his own allies strength is worth the benefit as well.
Explanation:
Example 1
Person 1 has 25,000 reiatsu.
Person 2 has 50,000 reiatsu.
Person 1 is facing someone with 100% more reiatsu than he has. As such he would lose 15 points in all of his stats for the battle should person 2 decide to initiate these effects.
-----------------------------------------------
Example 2
Person 1 has 75,000 reiatsu
Person 2 has 100,000 reiatsu
As you can see here the difference is the same, at 25,000. However, person 2 is facing someone with only 33% more reiatsu than he has so he would only lose 5 points in all of his stats by comparison.

7. It is required to place your character stat underneath your post upon entering combat, and for each post afterwards for the duration of the battle. The same goes for any and all abilities/Releases used within that specific post. This allows your opponent(s) to easily keep track of your strength and abilities you have utilized.

8. When in combat, your reiatsu will not increase with the weekly updates. You will be locked to your current strength until the battles or you die. Once the combat is over then you are able to allocate any new stat points you gained from the weekly update.

9. Reaction Time: Is your ability to react to attacks or actions done by other characters. With your perception range equal to or higher you are able to see those inside your benchmark speed wise easily. While increasingly difficult based on the gap, those in the one above are hard to follow, and those 2 benchmarks above can barely be comprehended in terms of speed. In the same manner you need to have the speed to react to the speed coming at you. So if you are not in those tiers of speed with really high Perception, it will be getting hit/dying in slow motion. While Inversely, if you have too much speed and not enough perception to see where you are going, you will crash into everything. *This applies to Reiryoku Speed as well
.
10. Natural Defense: Is what you do when an opponent directly attacks. If it is a physical attack or an technique/ability that uses strength as a primary attack power, it goes against your strength. If it is an energy based attack (kido, cero, ginto, spirit, shadow, light, etc) as it's primary attack power, then it goes against your reiryoku. Consequently how long you can endure against dire hits in this manner is determined by your stamina level, but even that will exhaust after a while.

11. Blocking: Is your ability to block an opponents attack. If it is a physical attack or a technique/ability that uses strength as a primary attack power, it goes against your strength. If it is an energy based attack (kido, cero, ginto, spirit, shadow, light, etc) as it's primary attack power, then it goes against your reiryoku. Consequently how long you can endure against dire hits in this manner is determined by your stamina level, but even that will exhaust after a while. Your reaction time (see Basic combat rule 9) will determine if you can get your defenses up in time.

12. You are allowed up to Four(4) attacks each post.

The May and May Not Rules


1. May Post your Attacks and Defenses at Any Time within Reason.

2. May Decide if attacks dealt upon your character is hit, within reason.

3. May call upon Moderators to help decide the outcome of a post/fight

4. May Describe your own character's attacks being initiated and your character's thoughts and feelings.

5. May NOT decide whether "your" attacks does any type of damage to or hit your opponent.

6. May NOT control your opponent in any way. For instance, while you might love to write 'and he trembled at the awesome sight of Saint Sparalot', this would be abuse of control. Control should be minimal and used to facilitate the flow of the battle, not to bolster your ego or place your opponent in an unrealistic situation. Your opponent must give his/her consent before you can control their character in any way.

7. May NOT use an attack that is not already stated in your character's profile.

8. May say name of Special attack without giving out the technique within the post. Must describe attack and it must be justified. Saying "He used the mega big bang attack 2000" and say look in profile for effects will not fly. It shows bad role playing skills...

9. May NOT meta-game. All meta-gaming should be avoided. This is where you adjust what you do IC to take account of what you either only know OOC, or want to do OOC. For instance, if your character does not know that someone is psychic, then OOC you read his or her profile and put up a psychic barrier IC without good cause. Any Meta-gaming and you will be punished.

10. May NOT portray your opponent unrealistically. That is, do not portray them like some idiot that meekly accepts your attacks and then begs for mercy. (Which means you have no control of what your opponent can do!)

11. May in the first initial post as a setting creator make what is needed in the setting with as much detail as possible.

12. May NOT add more items in the setting after the initial post, nor may an opponent add or change anything stated. This means that if an Electrical device was not stated, there was not one, if a roof were not stated it was slanted in the first post then it would be a straight horizontal roof.
13. May Move to another area to try and have a landscape benefit towards them but still must follow the first initial post rule.

14. May NOT attack in the first post upon entering a thread. There are certain exceptions to the rule. If you're in a fight and somebody runs while in the middle of it, you can give chase and attack them wherever they end up.

15. May post the ability you are using at the bottom of the post you are using it in OR PM it to the person you are using it against, either way the person you are using it against has the right to know how it is going to affect them.

Important Warning: If anyone is seen god-modding and controlling people in a situation where they don't have authorization from the parties involved they will be docked 5% of their Reiatsu for the first event, 10% for the second, and it will continue to double until you cease to exist

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Re: Role-Play Rules Of Conduct & General Guide

Post by Kaito kuchki on Sat Oct 01, 2016 3:59 pm

Frequently Asked Questions
 
Q: What do the ranks represent?

A: The ranks represent where you stand amongst your peers in terms of power...Think Dragon Ball Z and when people used scouters to tell how strong somebody was...(insert HE'S OVER 9000 Joke)

Q: How do I become a Captain, Vice Captain or Espada?

A: Becoming a VC: Minimum reiatsu of 45,000 to claim VC. If there isn't a Captain of the Division you want to join, seek out a different Squad's Captain IC and ask for their blessing. If you switch Squads from the one you originally picked: 3 week wait before you can claim VC.

For you other Races: 45,000 Reiatsu and be affiliated with the Organization you're wanting to be Sub Leader of.
Becoming a Captain: You MUST have a minimum of 75,000 reiatsu and have been VC of the division you're taking Captaincy over for at least 2 real life weeks, unless permission is otherwise granted. Furthermore, you must get the approval of at least 2 other Captains or the Captain Commander.

Becoming an Espada/Other faction leader: Have a minimum of 75,000 reiatsu and have been the sub-leader of your specific faction for at least 2 real life weeks. Arrancars can simply claim a spot after meeting those conditions, but that doesn't means others can not challenge you for your position. Other factions function much like Shinigami by requiring recommendations, or by being voted in by already seated leaders.

Note: In periods of inactivity, when asking permission is not possible (because the personnel isn't there), please approach a moderator and they will advise you. This applies to all such issues from now on.

Captain/Espada/faction leader boost: Once you claim a captain spot or espada spot you will get a one time 10k boost to your reiatsu.

Captain/Espada/faction leaders will gain +10 to all stats. Note that this will not be doubled by your class stat.
Vice captain/Top Fraccion perks will gain +5 to all stats note that this numbers will not be doubled by your class and speciality skill.

Q: How do I become Captain Commander or Lord of Hueco Mundo?

A: For Captain Commander: It will require you to have 100,000 Reiatsu, obtained Bankai as well as gain IC recommendations from four current captains and an informal pm to a Mod with links to said recommendations.
For Lord of Hueco Mundo: Take the damn thing if you can. You're a hollow.

Q: If my character dies what happens?

A: See Death Rules post above.

Q: If I wanted to Escape the Thread?

A: Leaving any thread is an attempted exit. Meaning characters can try to stop you from leaving, whether or not you were in engaged in combat with them or not. Meaning any exit leaves a chance for somebody in the topic to respond too it. Be it a friendly conversation over tea or a battle to the death.

Q: How many times can I submit a move list?

A: To be clear, we don't allow people to change approved abilities unless there has been a mistake that needs rectifying. Further than this, it really depends on the sort of moderator you want. Some will simply look to see if your abilities are valid and then approve regardless. Some will look to discuss your abilities with you and try and bring them to the best of what they can be. If you feel incredibly confident in your repertoire the former is better; if you want help, obviously the latter is better. There are users who know which are which. Ask around. If they disagree with this sentiment, then point them to this answer. This is how we operate as of now.

Q: What is the starting Reiatsu Level and max Reiatsu Level?

A: The starting Reiatsu Level is 5,000.

Q: I'm confused, where to start and what am I supposed to do ?

A: First thing to do is to think up your character and fill in the template and post it here. A mod will then approve it as soon as they see it an can verify it was filled correctly otherwise you will be messaged about editing. Until the approval you must wait before starting any posting. After that, the Role-play can start, you can have your character doing what you want following the base setting logic: as a shinigami you begin as a student in the Academy or a Rukongai citizen soon to go there. As a hollow you should begin with limited power and consciousness, but slowly work your way up the evolution table, aiming for either pinnacle of hollow power or Arrancarization.

Q: Can I just attack Seireitei as hollow/ Attack Las Noches as a Shinigami?

A: No, inter-dimensional travels are restricted. Shinigamis can use Senkaimon to travel between Soul Society and Karakura Town/The Real World only. Hollows can only use Garganta to travel between Hueco Mundo and Karakura/The Real World. Humans cannot leave their dimension at all.
Special arc characters are the exemption from the travel rule.

Q: WHY ARE PEOPLE ARE MEAN TO ME !?!?!

A: One: Do not take anything seriously. What does this mean? Do not take anything seriously. Why? Because this is the INTERNET. No one can touch you. No one can harm you in any way, so don't take anything seriously. So be good, don't start fights, and please do your best to try and not take anything seriously.

Two: Try to have fun. Do your best to have fun, this is a type of creation to allow someone to relax and do what they wish in the world of Roleplay. If someone gets upset with you, try to have fun with your character. If someone attacks you, hey try to make another character, or just try to survive with your character. If someone does something that you do do not like, ask them out of character by sending them a PM. Tell them, hey I have something else planned with my character. Just remember to try and have fun.

Note: If you feel someone is harassing you outside of the role play, then notify a moderator. We don't tolerate bullying in any way whatsoever.

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Re: Role-Play Rules Of Conduct & General Guide

Post by Kaito kuchki on Wed Oct 05, 2016 2:11 pm

Classes

When you make your character you have classes to choose from. Each class well effect different from each other. The classes to pick from are as followed. Brute,agile,genius, sharpshooter, and tank.

Tank
These characters have a better time taking blows and keep on moving with there stamina. If you choose tank as your class, then you start out with 10 stamina instead of 5.

Brute
As the name implies.these characters fight using brute force as they crush there enemies. If you choose brute as your class then you start with 10 strength instead of 5.

Sharpshooter
These characters have such good eyesight they could probably hit the wings of a fly from very far away. If you choose sharpshooter as your class then you start with 10 perception instead of 5.

Agile
These characters are the speedy type, very quick and limber, which gives them a better time to dodge attacks. If you choose agile as your class then you start with 10 in speed instead of 5.


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Re: Role-Play Rules Of Conduct & General Guide

Post by Kaito kuchki on Wed Oct 05, 2016 3:30 pm

Stats and tiers

Speed: Speed has to deal with how fast your character moves and how fast their physical attacks move.

 Hid
Spoiler:
e contents
1-10: These people are actually no faster than your average person. If you've seen those zombie moves where the crowd is running down the street, your that fast. The humans not the zombies...gotta clear that up. Maybe if you googled a couple of kids fighting in the street. You'd be that fast somewhat. Nothing special, but as long as nothing had trained...or regularly jogged everyday you'd be fine.

11-20: This is where it begins to seem like you've had a little training. Maybe you just joined the army. Maybe you play a sport every now and then. But your physically fit. Of the average joes trying to escape the mayhem down the street, your the one in the sneakers, that's hauling ass with a fair distance ahead..assuming you are high enough into the tier.

21-40: By the time you enter the 30's of this tier it's like you've spent the time to train and hone your speed. In this tier your like a fighter who has spent the time and focused on this. Sure you could run in tournaments but your speed is far above average. People get jealous at your speed. At the very top of this tier, you've stepped into the ground of Usain Bolt. You are now well into the spectrum of human possibility. Your speed by now at the very top and in peak condition is around 27.45 mph or 44.172 km/h.

41-60: You are now beginning to leave the spectrum of human possibility. Your abilities are what people would at least begin to call superhuman. They would marvel and be surprised at your skill to keep up with even cars. At the centre of this tier you could run at almost 37-40 mph. At the very tip your speed begins to hit 50. Cars would have trouble staying out of your way. Shunpo and equivalents can be learnt at this level.

61- 80: Now you are getting to get just a tad bit ridiculous in your speed. You have beyond exited the human spectrum of speed and entered something akin to a machine. Early in the tier your speed could be around 70mph but by the time you hit the tip you are moving at a blistering 100mph.

81-120: Around this time, you are now reaching the speed of low jets or planes flying in the sky. Now skimming the speed at the very tip of this tier at at least 300 mph,Early on your still hovering in the lower hundreds. Military jets flying at cruising speed in the sky are basically what your keeping up with and it's shocking them.

121-160: Now you are truly beginning to become someone Iconic of speed. Towards the middle of this tier you are approaching the sound barrier. Once you hit the top you are moving at the speed of sound. You don't quite shatter it yet, but boy does it try it's hardest to keep up with you.

161-200: Brutes get capped at this level in the tier towards the top. People at the tip of this tier are beginning to enter a speed of well above the sound barrier though they don't quite double it's speed to Mach 2 as of yet. Monsters of speed they are blurs moving through the sky, closing massive distances in a few short incredibly quick steps.

201-250: Those in the centre of this tier have finally doubled the speed limit. Decimating it so horribly once they max out in the tier that it is not heard after a while, their max speed will be Mach 2.5. Their speed is legendary and absolutely fearful as they close massive distances in incredibly short amounts of time
.

Strength: Strength has to deal with the raw strength of your character. Characters with more strength can lift more, cause a wider area of damage when they strike and deal more damage. With enough strength, you only need to hit someone a few times to drop them.

Spoiler:

 Hide contents
1-10: This is basically your average person who has never bothered to work out. Maybe just enough to stay in shape. Enough to hold their own in a fight of their peers maybe. These guys aren't really strong in fact on a dead list they can catch 150-200, their punches don't pack much of a punch either.

11-20: These people have had some form of training. If you've ever seen something about army training, then these guys are basically in the military, the football players that go to the gym and work out everyday. These guys can lift a little bit more, but not much. They can bench several hundred, but no more than someone who regularly works out or goes to the gym. If there was a 1 inch piece of plywood, they could bust through it with a few tries.

21-40: At the lower levels, your still something above normal, but nothing super special. It's when you move deeper and deeper into the higher levels that you become something like a body builder. Lifting insane weights like 500 pounds. Throwing those who don't weight much and can't hold their own ground. At the very top of this level, thin metal is having dents put into it. Plywood holds no chance against these monsters. The true picture of the peak of human strength, these guys can overpower crowds of people at a time. A couple punches with the wrong stamina from someone at this level and you are in for trouble.

41-60: These people are beginning to enter the scope of superhuman strength. They are able to lift several hundred pounds. Their punches obliterate wood, cause some damage to trees. 1 inch thick metal, while breaking through it would be still on the slightly impossible, they could put quite a few nice dents in it. There is no point, to trying to use a baseball bat on them. A couple knee goes and it will stab, like a twig. Their punches are like 15 pound weights smashing against your body. Their slashes cause some good damage if you can't "take" it. Trees? Not instantly cut down, might take them a while still, but it's within their scope now.

61-80: These guys are pretty damn strong. They are able to take apart weak trees with a few swings. To those who cannot block them they get basically thrown away. You give them an arm, and it's basically snapped in half with much ease. Though that's assuming they literally grab it. They can big up large boulder and hurl them over moderate distances. One and a half inch steel with a little time will be thrown away as they destroy it. Their hits are blisteringly powerful. A good punch will throw someone a good distance, their swings are now enough to take your head basically clean off. Third seats and Vice captains are often seen at this level.

81-120: This is a level of strength often seen by shinigami captains are the physically stronger espada. At the top of the tier, their punches will rip through steel, Obliterate plywood. Walls?, Floors? Almost any restraint that isn't kido would have some problem. The lower level of restraint kido can be dropped, with the very tip of this tier in strength. They leave small craters, when they punch something. Their slashes are enough to cause massive damage if their target doesn't have enough stamina. Against someone in the tier below them it would be difficult. If the power difference is enough, then they could even fracture an arm from the block alone.

121-160: People see those of this strength and consider them absolute brutes. They cause massive damage to whatever they punch. It would take something fierce and sturdy to begin to hold them in place. They can pick up large boulders and send them flying across the sky. Pick someone up and throw them at a pretty decent speed. Trees stand pretty much not much chance. If it stays up the minor shock wave will certainly do it after a couple more swings.

161-200: Genius classed people are capped at the tip of this level in this tier. People are massively strong in this tier. Obliterating buildings and streets and breaking bones with every hit. It would take almost 4 inches of steel to hold something of this level. Assuming they didn't have a weapon to just cut through it. There are a few binding kido that they can break out of with raw strength alone. That's just to show how massively strong they are. Given it would still take a bit of energy to get it done.

Moderately sized craters are left behind in their destructive wake, some small shock waves, remain after they strike. The true pictures of power people with this level of strength could level entire city blocks, streets...maybe even the city itself if they honestly felt like it.

201-250: The complete max strength known the world. These people will level the earth with a punch. When they fight the landscape undergoes a powerful change. Trees stand no chance, powerful craters are formed when they hit. Even if you dodge the hit you still have to deal with the air pressure coming from it. They can cause massive waves and destroy mountains with their massive strength. If your not careful there could be nothing left over when their one but a pile of dust. Their swings could cleave you in two without much effort. Your not within 2 tiers a swing from them would shatter what you used to block. If someone doesn't have a reiryoku stat within the top 2 tiers the attack would burn right through it. These are the monsters that go bump in the night...then kill you.
Stamina: Stamina has something to do with how long your character can keep fighting. It also has to do with how much damage your character can take before they eat dirt. Characters with more stamina, can take alot more damage and continue to fight longer than others.

Spoiler:

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1-10: Fragile to average, these are nothing special. The average amount of stamina that you could possibly have. They can take a couple hits before passing out, and eating dirt. They can run for about a minute or two before getting completely tired.

11-20: Someone who has had military training, someone able to ignore quite a bit of pain. Keep going with a nice gash in their head and so on. They can take a few hits, and keep on running for several, minutes at top speed. They'd still be in serious pain if a bone got broken or something along those lines though. Pain is in no way easily ignored, but atleast you can take a few hits like a boxer.

21-40: At the tip of this tier these guys can go to the olympics. Jump hoops run for extended periods of time and take hits like no other. Heavyweight boxers that stand in a ring for 20 minutes and pound on each other are of this level. Able to ignore the pain for minor injuries and move on. While something major like a complete broken arm will still sideline them in the early stages of this tier., they can take a shut eye, lost tooth. These guys can take hits like no other. Take a bullet and keep on walking. Michael Meyers will remind you of this type of stamina. Getting shot 5 times and still kicking it with the power to stab you in the same hand with the gun to boot. Something scary by human standards. Taking baseball bats, and standing back up. The absolute top of human ability to take pain, and keep on moving for extreme periods of time.

41-60: Now your becoming to get superhuman, completely ridiculous to regular humans what you can take. A steel beam fell on your head and your getting back up with a little blood. Someone stabbed you in the chest? It hurts a lot, impedes you a bit, but you are still fighting. Someone without the strength can pound on you for a little bit you'll still be fine.

61-80: Now you are far beyond the possibility of a regular human. These people are generally a level of maybe a 4th seat shinigami or a fraccion. Strong enough to survive some hard hits by even people above their level. They can continue to move at the top speed, for an extremely long amount of time. It would take quite a few amount of attacks to beat on them enough to drop them. If they break a rib they can keep on going with almost no problem. The other broken bones would still cause some problem. While extreme blood loss affects them its still possible to fight with it.

81-120: A shinigami V.C or third seat, would be around this level. Able to be thrown into buildings and towards the ground and still shrug it off almost as it doesn't hurt. They can lose a decent amount of blood before beginning to feel like they are about to pass out. Broken bones make the body part unable to be used, but they can still fight. A broken rib and a lot of fatigue will hinder them but they can still keep on moving.

121-160: Shinigami captains and even Espada are looked at of this level. They can take hit after hit. Even lose a body part and keep on fighting without it. While eventually they will pass out it will take quite a bit of harm and loss of blood to cause it to happen. They can continue to go for a seemingly extreme amount of time at full swing. Take several hits by even those with total strength and stand back up...pretty badly injured but your able to keep on fighting non the less.

161-200: Agile class people are capped at the top of this tier. They are people who can take a good hit from someone with mass strength and shake it off with ignorable damage. They can take hit after hit after hit and keep on moving. Broken bones can be ignored, and they have to lose a lot of blood. Taking damage left and right they are the tanks of the fighting world. Plowing through and taking stabs and hits and attacks and throwing them off.

201-250: These are the very top of stamina. A massive amount, that will take on even the strongest hit and keep on trucking through. These guys will take hit after hit and keep on going. Making it seem like its actually incredibly difficult to kill them. They will ignore broken bones, keep going after losing blood, burns injuries. On some major level it's all ignorable. Stories of it actually taking to dismember them to finally stop these people. It's almost impossible to take them out. Think Aizen. For those of us who read/watch one piece, convert Whitebeard to a bleach character and make him a little better.
Reiryoku: Reiryoku has to do with how strong your reiryoku based attacks are as well as how fast they move. This stat affects what level kido you can use, it also affects how strong your reiryoku based attacks are. Characters with more reiryoku have stronger "energy" based attacks.
Spoiler:

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1-10: This is a pretty basic level, you really can't use many of the known spells at this level. Your attacks, don't do much if any damage really. In fact a small explosion or cutting something slightly is generally what happens to the basic stuff.

11-20: These people are at a slightly more advanced level. Though they could overpower those below them, they really can't do anything very impressive. Against your basic average stamina, weak defender you can harm them but not much damage. Something like a thick plank of wood or a tree could defend against you.

21-40: At this level you are now an intermediate user. Managing to kill your basic human with just 1 hit. You can take out a thick tree with your attacks and cause quite some property damage. Ripping small chunks from stone and similar types of damage. The average shinigami is of this level, nothing really special about your skills here.

41-60: Still an intermediate user you, have by now mastered basic kido. You are cero and bala are much stronger and can cause serious damage to a skyscraper. Ripping through several walls, and regular humans gone. Other attacks cause similar damage. But all of this damage is still manageable, and on some extent while noticeable sort of easily ignored by those to similar strength or with enough stamina.

61-80: Becoming somewhat more on the advanced level these guys are able to cause craters when they hit. They are the ones that are looked at as the more advanced set of stronger fighters in the reiryoku area. Capable of plowing through up to 3 people without the possilble stam or strength. Their attacks rip through the ground and there would be signs of their fighting on the landscape.

81-120: Generally an observed levels of the vice captains. These people have a good grip on kido and are pretty powerful in their reiryoku based attacks. As it basically rips through the ground and leaves massive damage in their wake. They reiatsu based attacks, cause somewhat decent and on some level large effects, and is something to truly watch out for.

121-160: The heavy hitters a power usually seen by your average captain. People of this level have the ability to level the landscape around them and cause serious damage to what they do. In fact they have to be pretty careful not to change landscape around them. If two people of this area collided the total damage would be extremely obvious as they cause some unignorable damage. Those getting hit still have to be careful, as these attacks can cause some serious damage

161-200: Eagle Eyes, get capped at the top of this tier. This is a level rarely seen and highly sought after. At the tip of this tier is some place something like the kido corps captain would be. By this point assuming you've reached the top of this tier you can use every known kido. Your reiryoku based attacks cause massive damage. The land scape is totally altered when they are done levelling the place and the collateral damage from a lot of their attacks alone is enough to completely scare every person. It's something scary to see the area of damage they can create, brining down cities. Though they are strong enough to match those in the highest tier

201-250: This is the absolute highest level for reiryoku available to people. These people will destroy cities mountains and other things. Their attacks, ceros and other parts cause some ridiculous damage. the area is totally changed when they are done fighting. Sometimes if they go all out enough it is impossible to tell the difference between a war zone and where they just got back from fighting. A true place to fear, being at the height of this tier your presence alone cause small rocks and dust to kick up and be near them.

Perception: How well your character can aim and hit pinpoint strikes is decided by this. It also affects how well they can track fast moving objects. People without enough perception to keep up with their speed will only end up hurting themselves when they have no idea how far they've gone or where to stop or even understand how fast they are. People with far more perception than the speed their dealing with, things could seem in slow motion, though reacting to these things is a totally different story. Perception in no way gives you prediction skills, higher reiatsu sensing or foresight etc.

Spoiler:
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1-10: Those in this tier are sort of like you. They can perceive to things moving at a fairly decent pace. They can hit moving targets all right so long as they are not moving too fast either. Their aim is nothing special, they can hit you from a distance just they have no control where. Those inside their benchmark speed wise are easily followed. While increasingly difficult based on the gap those in the one above are hard to follow. Those 2 benchmarks above can barely be comprehended in terms of speed.

11-20: FPS Gamers may actually be at this level, or rather military guys who have been trained. They can perceive fast moving flying by their head and do things almost on instinct. They can aim for a generally area of a human body about yards away but nothing too pinpoint, just know that can hit you fairly generally. People with 20 speed can perceive the actions of an attack. Those inside their benchmark speed wise are easily followed. While increasingly difficult based on the gap those in the one above are hard to follow. Those 2 benchmarks above can barely be comprehended in terms of speed.

21-40: Guys in this tier have some serious movie like reflexes. Their aim is truly pinpoint as they can begin to target specific places on the body even in the heat of battle from close range. At a distance they can shoot out your legs or arms, but nothing too out of this world. Tracking fast moving objects has become increasingly easy for you. Those inside their benchmark speed wise are easily followed. While increasingly difficult based on the gap those in the one above are hard to follow. Those 2 benchmarks above can barely be comprehended in terms of speed.

41-60: Mobile targets becoming increasingly easy to hit aiming once again for appendages with ease. Those inside their benchmark speed wise are easily followed, those two below are extremely easily followed. Those 2 benchmarks ahead can barely be comprehended where speed is concerned.

61-80: People two benchmarks away in terms of speed now seem like their moving in slow motion. Your aim is supreme in both close and distances combat. You can pinpoint hard to hit locations and aim with little to no error. Those inside their benchmark speed wise are easily followed. While increasingly difficult based on the gap those in the one above are hard to follow. Those 2 benchmarks above can barely be comprehended in terms of speed.

81-120: This is something often seen by shinigami captains. Why these people can stand around for what seems like forever, picking out the best route to move. Those two benchmarks behind them in speed seem like their standing still when they focus. Their aim is truly something to watch out for as they will rarely ever miss a target no matter what they aim for. If they want to pin you too a wall from a distance, you can trust they won't accidentally eviscerate you.Those inside their benchmark speed wise are easily followed. While increasingly difficult based on the gap those in the one above are hard to follow. Those 2 benchmarks above can barely be comprehended in terms of speed.

121-160: It seems the Uchiha have found their way into bleach somehow, (sadly). Your character in battle with someone who is in the speed tier two below them or more move in almost slow motion. Things moving at basic speeds are so slow to them it's ridiculous (basic meaning lower tiers). Their aim is starting to become legendary as they are able to pin people to buildings with kido from a distance while seemingly never aiming.

161-200: It's getting sort of redundant here with the descriptions. Tanks are capped at this Tier. Your aim is just getting on ridiculous levels. It takes quite a bit to make you miss a target, and following things is quite amazing.Those inside their benchmark speed wise are easily followed. While increasingly difficult based on the gap those in the one above are hard to follow. Those 2 benchmarks above can barely be comprehended in terms of speed.

201-250: Here you are, the best you can ever get eyesight wise. You will never miss a target, period, you have ample time to figure out where attacks that fall two levels below you are going, before you react. Those inside their benchmark speed wise are easily followed. While increasingly difficult based on the gap thuose in the one above are hard to follow. Those 2 benchmarks above can barely be comprehended in terms of speed
.

*Please do note that this not affect your reaction time. Also note that all references to aiming in bench marks does not in fact mean attacks will ever home in and refers to your ability to aim accurately at mobile targets.

Once your character is approved, make a thread in the RP CHARACTER STAT GUIDE section under your race division with your stats in it. If you are a new player at 5,000 reiatsu, it means 5 everywhere.

IMPORTANT: Your weakest stat always have to be at least 10% of your highest, this means that if you have 200 Strength you can not have any stat below 20 points.

Startinreia

You begin with these stats

Reiatsu: 5,000

Speed: 5

Strength: 5

Stamina: 5

Perception: 5

Reiryoku: 5

For every 1,000 reiatsu you get, you also get 4 points to spend on stats.

How to gain stats

Spoiler:
The RP works off a stat point based system, In order to obtain these points you must obviously post and submit your Word Count(WC) weekly. For every 1,000 Reiatsu you earn, you will gain 4 stat points to distribute as you wish. Upon creating your character you begun with 5 points already allocated to each stat; these count for your basic 5,000 Reiatsu you start at?

Kaito kuchki
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Re: Role-Play Rules Of Conduct & General Guide

Post by Kaito kuchki on Wed Oct 05, 2016 3:53 pm

Point gaining

Spoiler:

The main question on everyone’s mind is probably, “How can I improve my rank?â€

It’s simple, by posting. Everyone’s improvements will be based solely on the frequency with which they post. So now like many people hoped before we are going to use the post count rank up system. So check out how it works….it’s really simple.

5k – 30k: 10k weekly gain limit / 1,500WC required per 1k

31k – 60k: 10k weekly gain limit / 1,700WC required per 1k

61k – 100k: 5k weekly gain limit / 2,500WC required per 1k

101k+: 3k weekly gain limit / 3,000WC required per 1k

So for each 1,500 you will get a 1,000k boost to your Reiatsu. There is a rule to posting:

Dialogue will be accepted as "words" towards the word count of your post. However, dialogue someone else has written which you then quote in for the sake of continuity and fluidity in your own post will not be accepted as a contribution towards your total. This is as it is not your original material. In this manner, any NPCs you introduce have their word count contributing towards yours (Within reason; if we hear complaints, we reserve the right to check out these complaints and then punish anyone who we feel is in the wrong.)

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Re: Role-Play Rules Of Conduct & General Guide

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