Thu 24 Jun 2010 - 17:55
__________________________________________________________SKILL SHEET__________________________________________________________The Rules For Skill Sheets
Grand Master : This is a new level only available to those of 0-3 to 0-1 tier levels. This is a level to set apart the Masters from the truly Extreme Perfectionist of their skill traits. If you intend to have a Grand Master, it needs to be HIGHLY related to a characters skill. For example, Shadin Yuudeshi is a Grand Master in both his General Speed and Hoho because he's trained so much in that one area. Another example of this would be Kenpachi Zaraki or Radioactive having their Grand Masters in Strength for obvious reasons. Do keep in mind, however, there can only be up to two Grand Master's in general for your characters application. We MAY allow three depending on the circumstance, but it, just like Grand Masters in general, needs to be HIGHLY related.
Tier 0: In each section 0 tier is only allowed one master; however, there can be exceptions where they have two. If someone has more then this in each section, they are grounds for removal or transfer of that skill somewhere else. Apart from that, a 0 tier can have three advanced.
Tier 1: 1 tier is allowed two advanced. Though, in some cases and special circumstances, certain 1 tiers have been allowed some masters in their application. Along with that, the rest of their sheet may be adept or beginner.
Tier 2: Normally 2 Tier is allowed 1 Advanced with two Adept's. It will not be uncommon, however, to see a few 2 tiers here or there with two advanced in one section depending on the circumstance.
Tier 3: Tier 3's are allowed up to two to three adept for each section. But, just like the others, if the person works hard enough or depending on the case, they may have one advance if they work hard enough.
Tier 4: Tier 4 is allowed up to one adept for each skill section with the possibility of having two adepts in some cases.
Tier 5: Tier 5 is only allowed all beginners unless a staff member states otherwise when grading the application.
Exceptions: Please note, like with everything, there are exceptions to the rules. So, with that in mind, admins or certain staff members admins appoint can sometimes give a 5 tier an advanced skill level depending on the case. So not EVERYTHING is set-in stone.__________________________________________________________GENERAL SKILL SHEET__________________________________________________________General Character Skills
Durability: Depending on your characters natural born level of durability they can possibly endure strikes from Kenpachi himself over a gradual period of time, or on the lower end of things it is very possible for a character to not last as long in a fight. The higher your Durability, the better off your character is enduring more damage naturally even without their spiritual powers.
[*][b]General Speed:[/b] Master/Advanced/Adept/Beginner
[*][b]Martial Skill:[/b] Master/Advanced/Adept/Beginner
This section is more tricky than the others. Durability is a character natural capacity to take punishment and form resistance against injury in thread. However, you can still have a master durability level, but still be made vulnerable to piercing, stabbing and slashing. You'll want to note any specifics that it doesn't work against. As they still can be taken out in other methods depending on the character (poison, sealing etc)
Grand Master Durability: You've now become a legend of durability after reaching this height of durability in the PH Verse. Often times, these characters will be extremely resistant against most forms of conventional weaponry. So, that means that multiple levels of kiloton based carnage is often needed to injure these types of characters. They can endure entire tank rows of missiles, bullets and energy blast and take quite a bit to wear down. They even possess the capacity to withstand two city-wide blast back to back. And, to restate, these feats can also be influenced a bit by tier, abilities, equipment and other factors as per usual.
Master Durability: Reaching this level of durability means that you are close to becoming a legend of defense. Characters that possess master durability often have some form of diamond hard skin and can tolerate a high volume of damage to them. These can range from multiple missile strikes (not nuclear), city-wide destructive blast (they wouldn't come out unharmed, but they can ENDURE) and other similar feats. Combined with other factors such as pain endurance or willpower, and these characters become quite hard to put down without a bit of effort. So, once again, to re-state, these feats can also be influenced a bit by tier, abilities, equipment and other factors as per usual.
Elite Durability: This is a mid-point between master durability and advanced durability. At this point, the character who possess this level of durability will be able to endure a great deal of damage. If a blast which was able to destroy a town (not city) had dropped on them, then they would be able to endure it and keep the battle going potentially. So in terms of that comparsion, it will be hard to otherwise deal with these characters in combat.
Advanced Durability: This is where a lot of the enhanced supernatural durability comes in. Upon reaching Advanced Durability, a character is more than likely able to endure a few energy blast, possess some form of hardened skin and otherwise deal with numerous projectile attacks. Examples of this could include taking multiple stab wounds and still being able to keep up the fight, getting showered in bullets but not dying (albeit damaged) and other similar feats are possible. It is even possible for them to live through something like tank fire and still live. And, to re-state, these feats can also be influenced a bit by tier, abilities, equipment and other factors as per usual.
Adept Durability: Once a character reaches adept levels of durability, they'll be able to withstand a lot more. For instance, they could endure numerous projectile based attacks, multiple blunt force trauma and their body could naturally become attuned to the world around them to help endure supernatural attacks. Explosive attack such as energy blast can be withstood at this level to, but it isn't advised for these characters to be in the ground-zero section of the assault. These can also be influenced a bit by tier, abilities, equipment and other factors as per usual.
Beginner Durability: At this level, most characters can range from having their durability become extremely fragile to reaching the peak levels of human resistance at the higher end. This means that they can usually withstand numerous punches and a bit of abuse, but their still flimsy meat bags at this point. So, for example, a character could endure a force of wind slamming into the ground and get back up with some injury. However, if they were slammed into a solid surface like a brickwall, they'd probably be out of commission for a bit. These can also be influenced a bit by tier, abilities, equipment and other factors as per usual.
Untrained Durability: As far as untrained durability goes, you are more or less prone to getting hurt easily. The slightest punch can potentially leave you in a world of hurt becuase your body has no durability to it. So, to avoid getting damaged easily, it's recommended you at least beef yourself up to Beginner Durability as you are about as durable as the average out of shape human.
General Speed: This should be self-explanatory. General Speed will simply determine how fast your character is naturally. The higher your rank in this higher, the faster your character naturally is without the assistance of their spiritual based or super powers. The lower your rank, the slower your character is in general. This applies to their reaction time, how fast they can generate attacks, how quick they move and things of this nature. So be careful with this one.
Grand Master Speed: Reaching this level means that a character has more or less become a legend in speed. Even on the low end of the spectrum, the top-tier end of hyper sonic speeds are capable of being achieved for periods of time. While, on the higher end, brief periods of Omegasonic speed are possible. Hence, anywhere from Mach 4 speeds to Mach 4.5 are possible. However, like the previous list, you have to bare in mind that this will eat up a lot of energy and stamina from your character. So, their attack speeds, rate of healing and all other factors on their body having to deal with speed will more than likely see a major increase as opposed to their actual combat speed. Some may even get a mental buff in terms of how they perceive the world moving at such fast speeds.
Master Speed: At this point, you reach near the peak depths of speed in the PH verse. Upon reaching this level, most characters will be able to perform some form of Hypersonic speed. So, going from the low end of the spectrum to the high end, speeds at this level can range anywhere from Mach 2 to about Mach 3. Granted, this is where the body begins to become heavily taxed and it is advised characters attempt to transfer their speeds into different avenues at this point. Things such as their reaction time, attack speed and reflexes are more beneficial areas in the character that will become greatly heightened. Mach 3.5 to Mach 3.8 speeds, even in marathon or sprint form, should only be done in straight line burst or the character risks damages themselves. Some form of control is needed on this level or they will burn out.
Elite Speed: The elite speed level is near the edge of reaching masterhood. At this point, the characters will be able to have a level of speed which is comparable to Mach 1.5 at the low end, and upwards of mach 3 at the highest end. These factors depend on their stamina, durability, tier and so on. So it is recommended they stay in the low or mid range of this spectrum to keep themselves from tiring out too quickly.
Advanced Speed: Once at Advanced Speed, the character reaches a new level of momentum and can begin travelling at Supersonic. Going from the low end of the spectrum to the high end, speeds at this level can range anywhere from Mach 1 to Mach 1.3 at its highest. So it goes without saying characters at this range become somewhat hard to keep up with. These factors can be determined by tier, abilities and equipment as well. And, once again, depending on what they specialize in, they can maintain a LITTLE UNDER half of this speed at Mach 1.5, or they can do them in quick burst of Mach 1.8 BRIEFLY reaching these speeds for one post. Just keep in mind that they will get tired if this speed is constantly used. So it's better to use roughly 20-40% of their sum speed in combat to keep them from tiring out.
Adept Speed: At this level is where actual supernatural speed is had. In burst of speed, some characters are capable of moving at subsonic speeds. From the low to high end of these spectrum, the speeds in this skill level can range anywhere from 100MPH to 600MPH at the highest. These factors can be determined by their tier, abilities and perhaps other variables such as equipment. And depending on what they specialize in, their speed can be maintained or done in quick burst. For example, if your character decides to be a marathon-type runner, then the character could keep up a speed of 200-300MPH at a steady pace. Whereas, if they a sprinter or short-distance runner, they could potentially even reach speeds close to mach one before killing over.
Beginner Speed: When it comes to speed stats for personal characters, most beginner users are pone towards reaching a fair caliber of speeds. These can range anywhere from 100 to 130 miles per hour all. Supernatural and mystic beings naturally have a deposition to be on the higher end of the spectrum due to their racial traits more often than not. So someone like a demon or Shinigami may be more incline to even be slightly faster; such as having their peak speeds at 140 to 160 MPH.
Untrained Speed: If you have untrained speed, then you'll most likely be, at best, able to run upwards of 20-35MPH depending on your race, powers, abilities and other similar factors. You are more or less as slow as a snail compared to most other people on beginner or above and you'll want to heavily work to build that speed up so you can at least keep up the pace in battle.
Strength: Strength will determine how strong your character naturally is. If they are on the high-end of this chart, they may be able to destroy buildings, rip through steel like paper, lift insanely heavy things and other amazing acts of this nature. If you want an extreme example of this Strength, all you have to do is look at Radioactive or Kenpachi Zaraki. Natural Born Strength can help with getting the edge in on causing more damages to your opponent and being overall more powerful.
WORKING ON SKILL INFORMATION UPDATE
Note: On all levels, even beginner, most of these people are subject to exhaustion. Just as a physical fighter would get tired within a fight, throwing their full strength around WILL make these characters exhausted after awhile.
Grand Master Strength: Grand Master strength is where unearthly strength is achieved and legends are made. Once a character is able to reach this height of strength, they'll be ble to lift nearly any man made objects, lift through entire mountains with focused effort and they'd even have the capacity to punch straight through asteroids themselves. On the high-end of the spectrum, there is the potential for stronger candidates of this section to destroy huge chunks of moons with their utmost strength being put into it. So this type of strength can damage entire cities, put small nations in danger and they turn into absolute menaces to society at this level. Henceforth, these characters are often rare due to the scope of power on this level of strength.
Master Strength: This is where champions are born. At this point, most characters will be able to lift entire battleships, whole buildings, trains and any massive structure one can think of. Of course, most of this is going to take some form of physical effort, but it is a testament to how far their strength can go on all levels. This includes every single race in the PH verse. On the high-end of the spectrum, it is even possible for them to cut through mountains with their fist. Though, this is often more easily done on the higher end of the 0 tier spectrum itself. So this is again also influenced somewhat by various factors with the characters tier, abilities and other equipment. Having said that, in combat, they can often outright fight entire armies with their fist, wipe out districts of a city with their strength and even produce earthquakes in the wake of their strength.
Elite Strength: This is the mid-way point before one becomes a master in strength. When you reach this level of strength you'll be able to destroy small towns with your raw strength, break through blockades of small to mid-sized military forces and otherwise pose a mass danger on the battlefield when you enter into a war circumstance. While you won't be able to wipe out large clusters of military forces like the masters, you are almost on your way there with this level of strength.
Advanced Strength: When it comes to advanced strength, most characters will see major boost at this point. Some of the feats they'll be able to achieve at this point will be moving tanks with effort, destroying numerous city blocks with a focused strike and even outright punching or lifting aircraft such as a Boeing 747. On the high end of the spectrum, it is possible for stronger members to outright maul their way through opponents by lifting small cargo ships and buildings. This goes for both supernatural, spiritual or any organic being depending on factors relating to abilities, tier and so on. So in realistic combat they could be considered quite dangerous due to the fact that their strength can break many types of things in the environment.
Adept Strength: This is where most characters will begin to see actually forms of super-strength. At this level most characters should be able of producing feats similar to lifting cars, throwing large boulders with ease or picking up good sized chunks out of the earth. On the higher end of the spectrum, it is possible for stronger members of this skill range to lift something as massive as a semi-truck if they absolutely push themselves. This goes for both supernatural and organic beings. Thus, in combat they'd most likely apply this ability by smashing walls through buildings, smashing up cars with a few good hits if they try and producing small carters in the ground with enough force.
Beginner Strength: Beginner strength can be comparable from levels ranging from an average human's level of strength all the way up to peak human condition. This means that this level has a start capacity of being able to lift less than 150lbs all the way to 1,500lbs for some of its strongest members. These factors can be varied based upon their tier, abilities and other enhancements or body-types. As, for example, a demon would more than likely be on the higher end of this spectrum as opposed to a human because of their natural vitality.
Untrained Strength: If you have untrained strength, then you are as frail as can be. You probably won't be lifting more than 35lbs at max and your body will not be able to pack a punch. This level can be akin to an out of shape human at best and it's recommended you train yourself to get to at least beginner strength if you are starting here.
Martial Skill: The Martial Skill is how good someone is in basic combat. This encompasses how good they are with unarmed and armed combat as a whole. It does not determine the strength or swiftness of strikes, only how well they are performed.
Grand Master: At this point, you are a legend of combat. It has become so infused into your character that some characters gain a sense of weapon intuition and can often learn most types of supernatural, natural, or what-have-you weapons just by grasping it and wielding it. Their bodies have muscle memory of how to do almost-uncountable numbers of techniques from punches to throws to kicks to many other types. At this point, their information of melee combat is almost second to none in most cases. So the same can be applied to most of their techniques and they can often even make a pair of chopsticks a dangerous weapon if push comes to shove.
Master: At this point, you are considered a household name when it comes to the martial arts usually. These are the people who have exceeded masters of schools. At this point, forming an entire school of martial arts is decently easy. Melee combat is second nature to a character. Weapons and body alike are weapons of equal lethality.
Elite: You are considered a master of the martial arts when you reach this level of Martial skill. Often times, you can create most techniques that come to mind for your styles. You are roughly at the skill of heads of various martial arts schools. Furthermore, your character will usually have some form of expert knowledge on most types of combat based weapons and can use this knowledge to create many tools. They'll also generally know how to fight with most types of weapons and their body, but their own specialized style(s) will be the strongest and most expansive.
Expert: At this point, you're able to create truly personalized techniques found from what you know of your body. These are stances that use your body's exact measurements to their fullest and the like. By this point, a type of weapon would almost be like a second hand for the user. Hand-to-hand is more natural and doesn't require much thought to perform.
Advanced: Your character pretty much knows what they are doing at this level. When your character is at Advanced, they can begin devising more complex techniques, styles, and so on. Some of them make sense, others cannot make sense; it depends on how much experience, knowledge and creativity your character has in their fighting style. Along with that, they generally have a knack for picking up all sorts of different styles.
Experienced: At this point, you have applicable knowledge of weapon and hand-to-hand skill. Self-defense against the average thug is easy. Your styles are beginning to take a personalized look as you begin to adapt what you've learned to your own body. It's still a new concept, so it isn't entirely personalized, but you're doing good so far.
Adept: At this point, you have an actual tangible amount of weapon and hand-to-hand skill. Your stances are more rigid and you can begin applying basic concepts to your fighting style. There is still a lot of room to grow, but characters are really starting to take to it.
Trained: At this point, basic stances are memorized and well-practiced. This is the level of someone who would be about a third through the "belt" progression of some martial arts. You know how to defend yourself against the average person.
Beginner: You can pick up a sword and make a passable fist. This describes this level of combat skill for the most part. Often times, you know little to nothing about performing in combat in the slightest. Most stances will be shoddy at best. You certainly can't craft much of anything at this level.
Untrained: You probably know what a fist is, as well as various basic weapons (knives, swords, bows, etc). You don't know how to properly use any of them, however.
Re: [MAJOR UPDATES] Skill Sheet System: PUT THIS IN YOUR APPLICATION WHEN YOUR FINISHED AND ACCEPTED
Fri 23 Aug 2013 - 19:22
__________________________________________________________WILL SHEET__________________________________________________________The Will Based Character Sheets
What are Will Based Powers? Well, what this means is for example, lets say you have a headache and your fighting. Now in real life when you have a headache and you try to run, that headache pulses and light is sensitive making you feel miserable correct? Well that is a low based will power, meaning you are affected by non physical demeanors. Poisoned? A poison that causes you to vomit? Would you still be able to thrust your sword while your diaphragm forces you to convulse and throw up every 5 minutes? Thus, this is where the Skill Sheet Comes in. Would your character be able to fight under some of the worst pain imaginable? Would your character be able to take the pain they've suffered and fight on? Would your character be able to take a dream and know it isn't reality?
Thus, Willpower Stats will settle some of these issues and they will be given out on a character-to-character bases upon staff approval. That means each staff members will hand pick your characters will skills by determining where your characters personality lays.
Will Based Skills
Willpower/Determination: Willpower and Determination will determine just how strong your characters will to fight is. This isn't to say your character doesn't want to fight. No, no. We mean physically. If you have a higher lower of Willpower, your character will be able to naturally try to compress the blows dealt to them until it reaches a critical point where your character may be forced to stop. An example of this would be a Shinigami finding his resolve and then proceeding to ravage a horde of hollow's in a mad dash of display and power. Thus, Willpower/Determination can even be factored into an offensive and defensive trait as another example would be someone making a last stand and pulling out every single trick in the book despite their body being pushed to the limit. So, the higher this Willpower, the more amazing things your character will be able to do if they are taken to that place.
[*][b]Mental Deduction:[/b] Master/Advanced/Adept/Beginner
[*][b]Pain Endurance:[/b] Master/Advanced/Adept/Beginner
Note: This does not mean you can just LOLUSE Willpower in any situation your character comes into this. Willpower should be saved for more serious, intense or life-threatening battles. Please use this with common sense if you are on the higher chain of it.
Note 2: And in case you can't read or are blind, EACH SPECIAL EFFECT THAT THE DIFFERENT WILL SECTIONS WILL TAKE IT'S TOLL IF REPEATED! THE HIGHER YOU GO, THE LONGER AND MORE OFTEN YOU CAN USE IT, BUT IT CAN EVENTUALLY STRAIN OUT AND THEY WILL NEED TIME TO RECOVER THESE SPECIAL MOVES AS THEIR MENTAL ENERGY RETURNS!
- Beginner Willpower/Determination: At this level of Willpower, there really isn't a whole lot of morale to go around with your character when it comes to combat. It's quite easy for them to be overpowered by those with a stronger determination. An instance of this occurring would be if one with A Beginner Willpower who happened to clash against another of equal tier, but Advanced Willpower in a showdown against raw energy with no gimmicks. In this scenario, with nothing else being left to determine the victor and no sudden surprises, the one with the greater willpower may be able to overcome the other with lesser determination. This can be applied to all sorts of mental assaults such as mind control, memory alteration, Madness Inducement and other types of similar attacks that plague the mind. Making them very suspecital to forms of temptation similar to lust, anger, and possible forms of subordination. Along with that, those with low willpower often tend to have weak resolves and no sort of backbone to stand on when the going gets tough in some aspects. Such as if they were on their last legs, chances are they wouldn't get a resolve boost.
Adept Willpower/Determination: With this control over one's Willpower, there is a bit more breathing room to be had than those of a Beginner Determination. For starters, since this level of one's will is rather average, they have more equal footing against a large variety of fighters on the battlefield and can hold their own much better than previously before because of that fact. Those with Beginner Determination will certainly have an increased chance at being overwhelmed by those with Adept WIllpower in a contest of pure force. Adept level users will also have a much improved resistance temptations akin to seduction, anger, hate, telepathy and some forms of mental assaults against their mind for the most part. Furthermore, it is at this skill point where one attains a resolve force of sorts. When they are on their last leg, most with adept willpower can attempt to summon a temporary boost in strength if they have found something to motivate them. Such as a soldier who had been critically wounded on the battlefield receiving a slight morale boost to keep his fight going another one to two post longer than it would have lasted without it. Therefore, it can be quite the useful tool to have if there is nothing else left in your arsenal and one which should be used carefully.
- Advanced Willpower/Determination: Once a person is able to ascend to this level of willpower, they'll soon start to become a formidable force on the fields of combat against many opponents they come into contact with. The first thing that one might notice upon reaching this skill forged out of sheer determination is that their overall resolve force will be much greater than before. In fact, they'll be able to better deal with attacks which can cause quite the obstacles to overcome; such as if it required some sort of immense energy, maybe requiring some set of drawbacks associated with it or some other heavy consequences.
Although these effects would still very much be there, at an Advanced Willpower level, they'll be able to have a form suppression against these negative attacks occurring throughout their body in order to otherwise minimize some of the strain on them. However, this isn't something to constantly use or abuse. Eventually, your mental energy will run out and should only be used sparingly. One or two times is how much this should occur over a duration of two post; following a one to two post cooldown.
In addition to that perk, they'll also receive an increased time period in which tier Resolve Force can be sustained. Bumping up from one to two post, they'll be able to hold this resolve burst for three to four post at time before it gives out if they were on the brink of defeat. It should only be used once per thread, however. Lastly, with their standing in the feat of Willpower, it's obvious in it's nature that these users will be able to usually overwhelm lower will powers; but they themselves can still be taken over by the Masters and Grand Masters of this art.
Master Willpower/Determination: When achieving this plateau of raw Determination, there are major changes that occur within a character as a result of this transcendence. One of the first new perks is that they can temporarily resist and lower the effects of their own limitations. An example of this taking this place would be person who had become the embodiment of ice and thus, up until this point, had a strong weakness against Heat or Fire. As a result of their Master Willpower, they may be able to moderately lower it's effect anywhere from thirty to fifty percent; depending on how intense their willpower is at the time. Although, this state will only generally last for roughly three to six post before it gives out and weakens to roughly twenty five percent, then ten percent after a three post period and finally, after another two post, back to zero. Furthermore, on the subject of ones resolve force, one will be able to extend it's duration from three to four post; upwards, with this mastery of their willpower, to around five to six post to continue the fight until they are disarmed or this will energy runs out. Making them quite the reckless berserkers in some cases because of their refusal to simply go down despite their body being in such a disrepaired state.
They'll also be extremely resistant against most forms of mental manipulation; only needing a second thought to defend themselves against creatures similar to succubus, thus who can induce emotional manipulation and other forms of memory or psychological control; including telepathy. More than that, some Master Willpower users can even greatly reduce their bodies physical needs for extended periods of time; such as a Sueki greatly prolonged the period they needed blood or sex, a human extending the timeframe in which they food or water and other similar cases throughout a variety of races. Making Masters of one's determination and willpower something to be feared and their superiors, Grand Masters, legends.
- Grand Master: The Grand Masters of ones Willpower and Determination truly shine above all us like a radiant star wherever they go in the depths of combat. They are akin to legends and most people feel an unreal aura of power around them. As such, one of the first benefits one who attains the level of Grand Master Determination is the fact that they may gain some power to otherwise enforce their will around the world which encompasses them. One of the first examples of this is that some can construct entire shields comprised of their willpower on a more basic end. While those, similar to Zin Yuudeshi, can attain a level of willpower where they can produce more complex effects; such as incorporating your actual will into a tangible force in order to amp the strength of your attacks, the potency of your abilities and the durability of the assaults in which you leave. Furthermore, in regards to the transcendence effect of the previous Master Level, their duration for which this ability in which they can surpass their limits or weaknesses can extend upwards of roughly eight to ten post before it eventually runs out. Along with that, they'll be able to re-summon it again after a two to three post cool-down, but only at twenty five percent efficiency and will last five post before they cannot repeat it for another five post at ten percent effectiveness.
And, on the subject of resolve, with a Master Willpower, ones resolve force will be in peak form. If their desire, goals and determination to overcome are heightened; their Resolve State will be able to last roughly ten post before it gives out and makes them quite the formidable foe; as they always keep coming back for more and more. It can translate into complete pain suppression, the motivation to overcome their limits, the force needed to beat the odds and essentially summon raw willpower in the face of all else in it's purest state. On top of that, they won't even need to think fending themselves off against temptations, assaults against the mind and other forms of mental thievery. To be more precise, their willpower can be so strong that it may effect others around them through spreading their energy across the field.
Nevertheless, this may drain them mentally to an extent, they can give great morale boost to those whom they are around, give a sudden boost in inner-energy and sometimes even increase one's willpower by one level, if they are not a Master in it already, for a duration of two to three post. Making them somewhat of an attraction; gravitating people towards them like a magnet nearly and repelling others; as they can sometimes even destroy a person's nerve to fight them if they are substantially weak in backbone. Making those of Grand Master Willpower a trifling, single-man force to ever deal with in the face of any battlefield that one encounters.__________________________________________________________ENTER MENTAL DEDUCTION__________________________________________________________
Mental Deduction: Mental Deduction refers to a characters ability to see past what the eye can see. What I mean by this is that say your character is trapped within an illusion, would they have the mental deduction or power to overcome it? Or, for instance, would they be able to use their mental wits to overpower a possession? Could they stop themselves from being manipulated or controlled by a technique? Things like this are where Mental Deduction come in and give your character in edge in these situations. The higher your Mental Deduction is, the more your character will be able to fight off mentally.
- Beginner Mental Deduction: At this level, you really aren't able to see past much. In fact, you are very susceptible to most types of Hypnosis, Mental Manipulation and Illusion or Hallucination based techniques. Therefore, to give an example, if someone had released an ability that could induce illusions; there is a strong chance that your character may have a critical effect to something like this. Leaving them to rely on their external abilities rather than their internal mental fortitude. Therefore, in order to bring one's Mental Deduction up at this point, you'll need to sharpen your mind with knowledge, intellect and meditation. It's gonna be a long road.
- Adept Mental Deduction: When you reach an Adept Level of Mental Deduction, your mind will be a bit better at discerning various techniques related to what the eyes cannot see. You may be able to sense that something is wrong, for instance, if you fall under a mirage the person in question could be able to detect something might be off; but it will still be IMMENSELY difficult for them to actually break out of it. Or, in another fashion, if the senses on their body were being tampered with; they may perhaps be able to feel it, but actually doing something about it could prove to be a challenge. Henceforth, this level of Mental Deduction leaves much to be desired.
Advanced Mental Deduction: Advanced Mental Deduction is where the tables begin to turn more positively. It's at this stage that people begin to achieve a mental clarity of sorts. They'll often have critical thinking skill, possess a good knowledge of combat and can react very quickly to most circumstances that come their way. With that said, with this experience comes power. Should an Advanced Mental Deduction user come under the entrapment of an hallucination, they'll be able to discern what it is and will eventually be able to break free of it at a moderate pace. Though, it won't be as swift as those above them in the Master or Grand Master category.
- Master Mental Deduction: At last, this is where this skill set gets to have his primary trait be shown for all. Once one reaches a Master Mental Deduction, they something of a genius nearly. There is not much your mind is unable to see. If you were trapped within an illusion? You could shatter it rather quickly and leave the user stumped on how you did so. If your body was being manipulated in some form? One will most likely be able to tell quickly and do something about it. Their battle skills are to be feared, their intelligence respected and critical thinking top-notch. They'll also have a slight knack for picking up new things with a bit of work based on their intelligence that is often associated with this level. Such as deducing what is possible means to make themselves stronger, analyzing new abilities on the field and so forth. Meaning that they often have some sort of quick-witted processing ability. The only ones who stand above them in this section is the Grand Masters themselves.
- Grand Master Mental Deduction: So, you've ascended passed the rank of a professional and into the realm of legends. Achieving a Grand Master Mental Deduction is, for all intents and purposes, an exceptionally gifted genius. It is at this level that one can process information with the utmost ease. To give an illustration: if they were to encounter something of a Cero, and provided they had an ability or tool which allowed them to scan the properties of it, they could swiftly discern it's composition, energy core, materials and eventually be able to have a strong knowledge of it to deflect it, build up resistance to it or make insanely fast counters. Though, this may vary from case to case depending on how complex the thing they are trying to learn is; their intelligence will have an affinity for rising to the challenge for the sake of knowledge and understanding. On top of that, when it comes to illusions, these aren't even a second thought for Grand Masters. Before one could even blink, they can conjure up enough of their wits to dispel it against them and possibly their allies if they were exceptionally powerful. Making them a worthwhile ally to have on the field. And, at this level, their critical thinking skills are second to none often; giving them immense experience in the realms of most types of physiological bodies, different means of combat, strong foundation of most types of abilities and all around an insanely smart individual in the physical and metaphysical realm.__________________________________________________________ENTER PAIN ENDURANCE__________________________________________________________
Pain Endurance: Pain Endurance is your characters ability to take on varying amounts of pain. For example, does your character have the physical or mental strength to continue carrying on with their fight despite getting shot in the chest? Maybe they had their eyes gouged out? Legs chopped off? Arm cut off? Heck, what about simply taking on an intense energy attack and still having the mental strength to bare with the constant pain? Things like this is where Pain Endurance will take over. The higher Pain Endurance your character has, the more damage they'll simply be able to take or not take.
- Beginner Pain Endurance: To be fair, you are almost comparable to a big, overgrown baby when you have Beginner Pain Endurance. It's very difficult for your character to take most punches, is prone to heavy damage and is not wise for them to get hit much in combat; least they be taken out of the fight due to extreme amounts of pain radiating throughout every pore in their body. You are going to have to train yourself mentally, and sometimes physically, to better endure a barrage of attacks before getting better.
- Adept Pain Endurance: This is where you begin to become a very well adjusted fighter in the pits of combat. You have overcame the mental barriers and physical limitations that you may had before in order to ascend to a new level of Pain Endurance with your adept skill in this nature. You can take a energy blast, although it will certainly be painful for you, you'll still be able to bare through it. Punches? Heh, you'll be able to take your fair share and deal them with right back. For you have grown past your baby exterior and become a commendable fighter at this point. If you keep training, becoming stronger and gaining more experience; you'll eventually find further perks as you reach the next level of Pain Endurance.
- Advanced Pain Endurance: So, you've adjusted your body, taken your mental fortitude to a whole new level and gained lots of experiences up until this point to prove you are indeed worthy of being someone who is advanced in the skill of Pain Endurance. Congratulations for reaching this point, for now you are a superhuman machine. You can take a barrage of punches without a problem, get slammed into buildings and come back for more and even take direct energy based attacks and still be able to fight. Although you will feel pain, it will seem as if it is becoming lessened because of your level of resistance against pain at this point. It may even be possible for you to continue fighting even if one breaks your bones, although you will certainly feel that sort of pain. On top of that, it is here where brief durations of pain suppression is also possible for roughly two to four post where one may have forged an ability to otherwise numb their body to pain. Although, this may have the backfiring effect of not alerting them to when their body is injured as well. Further training will be needed.
- Master Pain Endurance: At this point in the Pain Endurance scale, most are considered to be quite the fearsome and daunting opponents because of their resistance against a large sum of pain inflicted upon their body. They will be able to take heavy amounts of fire with somewhat ease; such as taking a Grand Ray Cero to the face and coming back for more. Although they may take damage in that instance, such as their body being a bloodied mess, the person in question will still be able to come back for more and continue fighting until the opponent disarms them entirely. But, even if their limbs were ripped off, most can still find the strength to keep fighting. Therefore, with that said, their body will eventually begin to change as well.
Nerves will tighten, modify and eventually evolve to the point of only making pain necessary when there is a major injury done to themselves to alert them of something which could harm their well being; such as a poison which inflicts pain to the heart, head trauma and things of that nature or whatever else is a weakness for this character. Ergo, it will take obscene amounts of force to really make them feel true pain and make them essential tanks on the battlefield. This will even apply to the mental realm, to an extent, such as if someone were to try and induce pain on their body from some sort of spell or special ability. Should this be the case, they can simply try to shrug it off or dramatically reduce the amount of pain in which they feel. Making them to be quite the beast of sorts. The only ones who stand above them in this mastery of Pain Endurance, are the Grand Masters themselves. And it takes quite a bit of fortitude to reach their level of experience.
- Grand Master Pain Endurance: Upon ascending to this point in the level of Pain Endurance, you've truly become a legend in this arts. Most find it quite the unnerving task in trying to stop you. Although they may be able to inflict damage upon your body, they will find that you are not so easily deterred; as in most cases unless it was something truly wicked from their arsenal, you will find the strength to continue onward. Most on the Grand Master level of Pain Endurance can even take Level 90 Kidō and up, directly to the face, and may still very well be able to continue the fight; as foolish as it may be to voluntarily take that damage. Therefore, most of this level may almost seem like immoral's to most people whom they encounter on the battlefield; but that simply isn't the case. Although they can take such things as Cero Osucas, overwhelming magic-based spells and even a direct hit from a Master or Grand Master hand-to-hand user; that doesn't simply mean they deflect or reject damage. Which means if they haven't complemented themselves with some type of actual defense or durability trait in this body, they'll still take immense amounts of damage associated with the assault from their opponent. Therefore, a majority of Grand Master Pain users usually have a high form of endurance in general to truly compliment this overwhelming skill. Otherwise, they may not be able to tell when such critical damage is done to their body and put them in a bad spot if an opponent manages to abuse this trait.__________________________________________________________ENTER FOCUS__________________________________________________________
Focus: Focus is your characters ability to achieve an inner calm in a sense. For example, if your character was attacked by a madness inducing spell, could they still maintain a sense of inner peace? Or better yet, in the lines of war could they keep their focus from all that is going on around them to keep up with attacks to avoid either getting blasted to bits or making their own attacks more direct? Things like this is where Focus will add another factor in your characters mental strength's. The higher your focus, the more chance your character can come out on top in these situations. The less focus, well, you should get the picture.
- Beginner Focus: Well, you are really the bottom of the barrel when it comes to the realm of Mental Focus. When one has a Beginner Focus, you'll be easily effected by things which can tamper with the mind's sense of calmness. For instance, if someone released a Madness Inducing spell, you could be easily affected by it and descend into a state of insanity for a duration of time depending on the ability in question. Not only that, but you'll find it also hard to concrete at times for attacks which require immense focus; such as a heavy Kidō spell or an assault which requires precise precision. Ones of this level of Focus will find themselves often having a hard time just giving their attention to most things in combat; as they are comparable to ADD in the form of battle. Their focal points are scattered, calmness limited and accuracy tends to be lower. They need serious meditation, readjustment of their mental state and some heavy experience to go further than this.
- Adept Focus: You've done a nice job of rising up to the next level of Mental Focus and will be rewarded as such. Upon obtaining an Adept Focus, you'll begin to see some of the limitation of the Beginners Focus taper off and away from your character. One of the first things that you'll notice about this change is the fact that you can find more mental energy to actually focus on more stressful attacks. Such as an attack that required more pin-point accuracy; your character should be able to carry this out with a bit of difficulty, but it should be possible to carry out; unlikely the otherworldly task of doing that while maintaining a beginner focus. On top of that, you'll have more of a resistance against elements which try to otherwise tamper with the flow of peace, calmness and sanity.
Although you'll STILL have a hard time trying to resist it, it actually will be possible to extent depending on the will sheet of the one inducing that madness versus yours; or any sort of ability you may have to compliment this. Furthermore, you'll also be able to focus more in combat. That is, you'll discover it easier to focus ones attention to multiple places on the battlefront; albeit a bit hardening for some characters, it will make fighting multiple opponents somewhat easier. Overall, they'll be able to maintain a somewhat cool-head in combat, improve their accuracy and remain more composed in the face of danger.
- Advanced Focus: At this point, you are steadily making your way to the top of the food chain when it comes to the level of Focus out there. When you achieve an Advanced Focus Skill, you'll be able to do some truly amazing things and overcome many sorts of mental barriers which once posed a challenge to you before. One of the first benefits of this is that you have a bigger resistance against attacks which otherwise try to tamper with your state of mind. Rather it be by injecting thoughts of madness, sensations of lust, inducing rage or anything else like that; the inner calm within you will result in the two of you having a battle of wills, power and focus at this point. So, you may still be able to be affected by these sort of tactics, but it will be harder for the opponent in question to do it to you.
On top of that, the precision of attacks by those who attain Advanced Focus become quite striking. Rather it be in the realm of hand-to-hand, energy crafting, swordsmanship, defense, healing or whatever else has to do with battle; they'll have a very strong sense of accuracy, attention to detail and can remain in a stable state of mind to unleash these sorts of powers, abilities and techniques under stressful circumstances at this point. Therefore, people with this amount of skill in Focus can be considered a valuable commodity to most organizations. For along with that, trying to do combat against a large number of opponents will be relatively less challenging for people with Advanced Focus; as they can channel into more things occurring at once on the battlefield and maintain a high hit-rate. Making it to where the only ones able to overwhelm them in this category are the Master and Grand Masters of this art themselves.
- Master Focus: So ye have made it to the ranks of greatness at this point in the ascension throughout the Mental Focus section. At this level of Focus, everything is essentially a breeze for most practitioners of this sacred art. In terms of going up against multiple targets at once? With a mere check of their internal self, they'll be able to take into account many of the variables which come with a challenge that might. Being able to pay attention to all of the different attacks occurring at the same time, the targets rapidly approaching in on them and all of the variable signatures of spiritual energy that may be scattered across the field.
When they shift into this state, it makes surprising them rather challenging to do as they can become in-tune with the environment around them and harness an otherworldly state of focus. Furthermore, the overwhelming attention to the littlest details in their attacks are truly overwhelming. If they were a swordsman? They'd know just the right amount force, speed and thrust required to direct a strike strong enough to level a city block into every inch of a block of concrete. How about Hand-To-Hand? Should they be proficient in that, they could pinpoint the right amount of pressure into an opponent that could crush boulders into precise points in their body to damage them further.
No matter what your knack or speciality might be, having a Master in Focus will certainly bring it to another level of accuracy and control. And on the note of mental effects on one with this level of control over their Focus? Heh, they aren't really a second thought for most with this refined sense of direction. It's quite easy for them dispel most of these effects if they were to channel into this sense of utter serenity in order to make through way throughout the chaotic storm. Henceforth, the only people are above them in this is the Grand Master of Focus. And they are truly daunting beings of this section.
- Granted Master Focus: The final level of the Focus System. To reach this rank is to essentially be an utter specialist in the art of calmness. One of the first notable effects of this transition is that some Grand Masters of Focus have the capacity to induce feelings of serenity in others. This has a positive effect on those who happen to be their allies for it can give them peace of mind in combat, aid against the effects of mental manipulation and otherwise serve as a wall of tranquility.
Furthermore, they are for all intents and purposes nearly immune to emotional and mental manipulation as a whole. With how Tranquil their state of being is, this can be done automatically and without thinking it in most cases of Grand Master Focus users. It can also be a great tool to remain calm in almost any situation; rather they be in the halls of combat, within the depths of the unknown or near-death itself, these users can always keep a level-head no matter the circumstance in most cases and are seen as people with the utmost nerves of steel.
They avoid hesitation in almost all of their situations and intimidation does not work too well on them. Higher ranking users of this may be able to even temporarily or permanently achieve a state of void emotion to further this extent; allowing them t operate at peak efficiency by blocking out all forms of external distraction. Though, it may alter the properties of their energy. Meanwhile, in a combative aspect, Grand Masters in focus will even be able to effortlessly fight against hundreds, possibly even thousands of combatants at once with precision, grace and attention to detail. All of their attacks, abilities and attributes can be mustered with the utmost control and accuracy. Henceforth, Grand Masters are sages of great control, serenity and possess a great ability to keep their psyche, emotions and self in check.
Note: ALL CHARACTERS WHO HAVE BEEN APPROVED BEFORE THIS WAS ADDED MUST MAKE A CHARACTER UPGRADE AND HAVE A STAFF MEMBER APPROVE OR CHOOSE IT! IF WE CATCH PEOPLE NOT DOING THIS, THERE WILL BE A SWIFT ASS KICKING IN STORE FOR YOU!
Re: [MAJOR UPDATES] Skill Sheet System: PUT THIS IN YOUR APPLICATION WHEN YOUR FINISHED AND ACCEPTED
Fri 23 Aug 2013 - 19:23
__________________________________________________________RACIAL SKILL SHEETS__________________________________________________________Racial SkillsHuman Sheet
Ziamichi SheetSince this is somewhat of a long list, the index above should help you easily click to whatever race you are trying to copy and find out more about. Also, the spoilers contain information about each different skill and what it does for your character! Hope this helps!
[b][u]Human Skill Sheet[/u][/b]
[list][*][b]Anima Stone Strength:[/b] Master/Advanced/Adept/Beginner
[*][b]Soul Sorcery:[/b] Master/Advanced/Adept/Beginner
[*][b]Soul Dash:[/b] Master/Advanced/Adept/Beginner
[*][b]Soul Detection:[/b] Master/Advanced/Adept/Beginner[/list]
Note: One should read that before anything else as these have MUCH more explained/detailed descriptions of these traits. These are just mere summaries.
Anima Stone Strength: This refers to a special stone crafted by a human's Soul Force. This grants them access into the hidden force known as "Mana" in order to grant them acts of sorcery similar to the Demon's Magic. The stronger the stone's wavelength to this special force, the more potent feats of magic your character can do with the stone. Additionally, the stone's special properties can vary depending on the characters affinities and vice versa. And, on a much more important note, the stronger the stone; the more efficient and enhanced it's effects become if you choose to have an external stone or one fused with your character. Please read the Human Soul Evolution powers for more information about this.
Soul Sorcery: Soul Sorcery is essentially how skilled your character is at actually performing magical arts, how many types of different spells they know and essentially what Kidō or magic is to other races. The higher your character is in this section of the human skill sheet, the more proficient your character can be at performing acts of wizardry. This often comes second to the Anima Stone Wavelength, but there have been humans who have a stronger Soul Sorcery then their Anima Stone.
Soul Dash: This is a racial trait in a human that allows them to have burst of constant speed for a duration of post's. During this period they have superhuman speed, the ability to easily keep up with Shunpo/Soindo, super human reflexes, highly perceptive vision and overall speed boost to everything that normally do. Drawbacks are lessened as they get more skilled, while their duration to keep this up also increases. They can suffer anywhere from exhaustion, periods of needing to keep themselves up, fast rates of energy being consumed on lower levels and physical fatigue.
Soul Detection: For the most part, this is just a human's ability to sense spiritual energies, become spiritually aware and eventually enhance to function similar to an Arrancar's persquia in order to pin-point energy signatures and even sense heaven itself. Therefore, this can be a very useful tool when it's applied to higher skill levels as they can use it to detect attack's, have more of a chance to be agile in combat and sense powers over long-range distances.
Human Chi Sheet
[*][b]Chuxian:[/b] Master/Advanced/Adept/Beginner [/list]
- Geppo: Since this is the human's flashstep, this determines how fast your character can move when making use of Geppo. Therefore, if a person is advanced in this area, they should have a pretty average time avoiding attack's, being faster then other characters and things of this nature. It's always wise to have at least an adept in this area as it gives human's boost of speed when they call upon their inner chi to awaken this ability.
Vindeca: For the most part, this is something that not many races have. If a person is enlightened enough, they can actually begin to heal themselves in the middle of combat if they have even an adept method of Vindeca. When they begin to advance they can start regrowing limbs at much faster rates, repairing organs, healing their allies and even having instant regeneration in more rare cases. Therefore, having a decent Vindeca is also rather well to have for humans.
Tekkai: Tekkai is essentially the human's equal of an Arrancar's hiero. It helps reinforce muscle structure to better be able to deal with devastating blows, it can harden skin to the point where most types of natural projectiles can be shielded and in more rare cases it can even shield them many types of spiritual objects if pushed far enough. Thus, Tekkai is pretty resourceful to have as a defense structure for a human.
Yang Surge: Lastly, you have the Yang Surge. This is like the Iramasha's Chaos Blast or Arrancar's Cero. Human's can make many types of different variations of this depending on their skill. Those who have Dark Chi can benefit from Yin Surge, while those who are might light hearted tend to prefer to use Yang Surge. In some cases, there can also be users who specialize in both instances. Though their rare.
Spiritual Human Sheet
[u][b]Human Reiatsu Sheet[/b][/u]
[list][*][b]Power Control:[/b] Master/Advanced/Adept/Beginner
[*][b]Energy Usage/Regeneration:[/b] Master/Advanced/Adept/Beginner
[*][b]Energy Resistance/Endurance:[/b] Master/Advanced/Adept/Beginner
[*][b]Physical Augmentation:[/b] Master/Advanced/Adept/Beginner[/list]
- Power Control: The ability to use one's powers effectively and efficiently. This skill is basically the amount of control a Human has over their own powers. While pretty self explanatory, those with lower levels in this skill will have less control over their powers and can even find them to be weaker than intended. On the flip side, those with higher levels will have a much more refined control over their powers and can even find them to be slightly stronger than intended. Now, it is important to note that the strength of a power is not the only determining factor here. For example, if a human had a power that caused a lot of destruction, but was unable to control it well or even consciously scale it back, then they would still be around the lower levels of this skill.
Energy Usage/Regeneration: The ability to both use reiatsu efficiently as well as the ability to recover lost or used reiatsu. Because they have a physical body, most humans are unable to even utilize reiatsu in any fashion. Even those who can use it are not always the most proficient in using it efficiently or recovering it. Basically, this skill determines how well a human character is able to use reiatsu without waste as well as how quickly they can regain spent reiatsu. Those with a low level in this skill will find it taxing to use their powers for more than a few uses at a time, and will find that it takes considerably longer to build back up to their maximum levels. On the other hand, those with a high level in this skill will find that they can use their powers for long periods of time in a row, and will be able to recuperate their energy much faster. As human's cannot normally use reiatsu inherently, this is a very crucial skill for any human who has a power with high energy consumption or who simply wants to keep fighting for a long time. That being said, it is completely possible for a human to gain enough control over their reiatsu to rival even the best of Shinigami. It should be noted that this skill does not determine how much reiatsu a human will be able to use, but instead determines their efficiency with it.
Energy Resistance/Endurance: The ability to resist or endure high levels of spiritual energies and even combat their negative effects. As with energy efficiency, because human's are not inherently born with the ability to harness reiatsu and having a physical body, most humans are effected by high levels of spiritual energies to some extent. As has been seen in many cases, normal humans without any powers are almost completely unable to resist the effects of even moderately high level's of spiritual energies. Those who have a low level in this skill will find that fighting against spiritual beings that are at much higher tier's than themselves is extremely daunting, even if the difference is not too much, and can even be knocked out by vastly higher spiritual pressures. Inversely, human's with a high level in this skill will find that their bodies slowly become immune to the adverse effects of high levels of spiritual energies, so much so that they can even stand against opponents with much more spiritual energy than themselves and be unaffected. While those at the lower levels of this skill will find that they can be at a disadvantage when fighting spiritual beings, those who have higher levels will find themselves to be on par with their opponent; in certain cases even being able to gain a slight edge in combat. Although rare, those with a mastery in this skill may even find that their endurance to spiritual attacks has been increased, giving them a further edge.
Physical Augmentation: The ability for a human to increase their physical abilities past the limitations of their body. Once again, because they are physical beings, no matter how hard one may train, the average human will always find that their body has its limitations. While they may be able to stand against weaker spiritual beings, they will no doubt be outclassed by those that are much stronger than themselves. This skill of physical augmentation helps to combat that, drastically increasing the limits of the human body because of its interactions and usage of reiatsu. These "physical abilities" include strength, defense, speed, reaction time, and basically all of the abilities a human is able to achieve without the usage of any form of spiritual energy. Those with a low level in this skill will find that their physical abilities are hardly affected at all; they may be boosted to levels higher than an average human can achieve, but can still be outclassed by spiritual beings. However, those with a high level in this skill will find that the physical abilities and limitations of their body have been boosted immensely; easily allowing for them to be a threat to any spiritual being and even able to overwhelm some. As a final note, because a human's general skills are gauged by what their body can achieve, this ability does not necessarily raise their skill levels in the general skill sheet, but instead fortify them and allow for them to match spiritual beings and opponent's of a higher tier that have similar skill levels. Of course, should one master this ability, they can sometimes achieve a very small boost that, while it does not increase any skill levels, can give them an edge against opponents who have the same skill levels.
Final Note: Because all of these skills rely on the usage of reiatsu, it is almost impossible for any human to have all master levels or all master and grand master levels in these 4 skills. At most, there will almost always have to be at least one skill that is at an advanced rank or lower.
- Hoho: Hoho is what make the Shinigami so fast when they begin to Shunpo or Flash Step. The higher this is for your Shinigami character, the faster they'll overall be in this state. So for example, an Advanced Hoho user would most likely out-run an adept or beginner Hoho user should they begin to speed things up in their fight. Along with that, the Advanced user could also have more room to dodge, avoid and attack more rapidly then the lower user. Thus, with this knowledge in mind, choose carefully where you want to place your characters speed.
Kidō: Kidō should be fairly easy to understand. With Kidō, the higher your characters skill level is in this area, the more impressive, powerful and amounts of Kidō your character learns increases. For example, once you get into the advanced stage it will be easier to create your own varying forms of Kidō, overpower other weaker Kidō spells and things of this nature. Therefore, choose this skill carefully as well.
Zanjutsu: Zanjutsu is simply the fighting style for the Zanpakutō a Shinigami wields. The higher you are in this field, the more skilled you are with your Zanpakutō usually. If you need an example of this, refer to Kenpachi Zaraki when he used his Zanjutsu skills to utterly crash Nnorita in combat for an extreme display of Zanjutsu. To a lesser extent, you can also see Zanjutsu used when Hiyori started using her Zanjutsu skills against the Menos Horde that appeared during the battle with Aizen.
Hakuda: In short, Hakuda is the fighting style of Shinigami. The higher your skill level is in this area, the more lethal you are with your hands. An intense example of what Hakuda can do is when Yamamoto created a powerful two-fisted punch that was used against Wonderweiss. That attack could in fact with one blow totally destroy an opponent. Another example of Hakuda users is Radioactive as he appears to primarily fight with this similar raw force style.
(Arrancar may only add skills to either Hierro OR Regeneration, not both. This is due to incredibly resilient and unbalanced Arrancar that never die creeping around. Whichever skill you do not choose to apply a skill to will be set at Adept or Beginner depending on the character)
- Pesquisa: Pesquisa is the Arrancar equivalent of the Shinigami ability to sense Spiritual Pressure in any given area. It works similarly like a sonar if you require a reference. The higher your skill level is in this area, the more in-depth you can detect powers and the wider your range of detection can be.
Soindo: As most know by now, Soindo is the Arrancar's answer to the Shinigami's Flash Step or Shunpo. The higher you are in this skill level, the more fast your Arrancar Character will be when performing this technique. Therefore, if you were fighting an Adept Hoho user or Adept Soindo User, it will be very likely for you to gain the upper-hand by being able to dodge, out-run them and generally be one-step ahead of them at times. Thus, pick this level wisely.
Cero/Bala: Cero's are highly explosive energy-based attacks that can be shot off from almost any part of an Arrancar's body. This is something the Arrancar are known and feared for as some cero's have been displayed to wipe entire villages or town's clean off the map. To a lesser extent, however, Bala's to be weaker, but faster versions of the cero because they took too much time to generate and were must quicker. Therefore, the higher you are in this field, the more powerful, precise and quicker your cero's or bala's become. Along with that, those with higher skills in Cero can charge their blasts faster and begin to learn varying custom Cero's. (I.E. learning how to make an ice based cero or fire based cero; one of the most common variants.)
Hierro: Hierro is the hardened skin of an Arrancar that is a result of their compressed spiritual power being converted into a defensive state. Therefore, the higher an Arrancar's Hierro skill is, the more their body will be able to reduce the amount of damage it takes. For example, it is possible for an Advanced Hierro user to possibly walk through an adept's cero shot at them with only minor scratches or burns.
Regeneration: This is the ability that allows a Hollow to heal most injuries very quickly, with the exception of the destruction of the head or vital organs. With that said, the higher your level is with regeneration, the more quickly and efficiently your arrancar will heal. Eventually, if you reach a high enough level, you will discover new ways to enhance this such as regeneration limbs, some fatal blows and things of this nature.
[list][*][b]Acid Skill:[/b] Master/Advanced/Adept/Beginner
[*][b]Garganta :[/b] Master/Advanced/Adept/Beginner
- Acid Skill: Many Hollow's have been known to display abilities that seem to cause acid-like damage to opponents. For example, When a Hollow grabs a Human with their hands, the spot where the person was grabbed is shown to get burned as if acid were poured onto it. Thus, as the years seemed to have progressed, this Acidic Touch has been advanced to the point where it effects all beings and gets stronger with each level. More advanced Acid Users will even be able to create varying effects for their acid such as with Custom Cero's.
Garganta: Garganta IS how Hollows and Arrancar move to and from Hueco Mundo. Though, due to recent discoveries by Zin Yuudeshi, it has been advanced to where it can even be used for speed-like purposes. For example, some advanced Hollow are now able to use this trait to form Garganta's for combat uses such as trapping attack's in them, unleashing hidden attacks or modifying the path that leads to Hueco Mundo to different realms. Therefore, as you increase your Garganta skill, these skills will come to your Hollow. Along with that, for each higher skill level, you will eventually be able to summon them much more quickly to use them for combat or defense.
Cero/Bala: Cero's are highly explosive energy-based attacks that can be shot off from almost any part of an Arrancar or Hollow's body. This is something the Arrancar and Hollow are known and feared for as some cero's have been displayed to wipe entire villages or town's clean off the map. To a lesser extent, however, Bala's to be weaker, but faster versions of the cero because they took too much time to generate and were must quicker. Therefore, the higher you are in this field, the more powerful, precise and quicker your cero's or bala's become. Along with that, those with higher skills in Cero can charge their blasts faster and begin to learn varying custom Cero's. (I.E. learning how to make an ice based cero or fire based cero; one of the most common variants.)
Regeneration: This is the ability that allows a Hollow to heal most injuries very quickly, with the exception of the destruction of the head or vital organs. With that said, the higher your level is with regeneration, the more quickly and efficiently your hollow will heal. Eventually, if you reach a high enough level, you will discover new ways to enhance this such as regeneration limbs, some fatal blows and things of this nature.
NOTE: VIZARDS ARE TO USE THE SHINIGAMI, HOLLOW AND VIZARD CODES FROM THIS POINT ONWARD! (1/14/12)
[list][*][b]Power Augmentation[/b] Master/Advanced/Adept/Beginner
[*][b]Mask Protection::[/b] Master/Advanced/Adept/Beginner
[*][b]Hollow Control:[/b] Master/Advanced/Adept/Beginner
- Power Augmentation: As most people know, Vizards gain an additional source of power upon the day they become one with their inner hollow. Thus, with their Shinigami and Hollow powers working together in one body the accumulation of both powers greatly augments their powers beyond what a Shinigami and/or Hollow alone would be capable of. Therefore, the higher your skill level is in this area, the more hollow powers you will learn, the overall strength of your Vizard will increase and in some extreme cases you may learn moves Arrancar know such as with Zin on his Grand Master level of Power Augmentation.
Cero/Bala: Cero's are highly explosive energy-based attacks that can be shot off from almost any part of a Vizard's body. This is something is tradiationally only for Hollow or Arrancar, but the Vizards have learned this ability as time has passed on and even the most basic Vizard knows Cero and Bala. . Therefore, the higher you are in this field, the more powerful, precise and quicker your cero's or bala's become. Along with that, those with higher skills in Cero can charge their blasts faster and begin to learn varying custom Cero's. (I.E. learning how to make an ice based cero or fire based cero; one of the most common variants.)
Mask Protection: What is Mask Protection? Well, Mask Protection occurs when a Vizard Dawns it's mask and begins the task of fighting. While taking hits from certain opponents, body damage can seemingly be ignored while wearing their masks, as demonstrated by Ichigo's Hollow during his unwilling transformations or by Zin Yuudeshi when he first transformed into his Vizard state during the Ender Arc. As the years went on, this eventually turned into the Vizard's own version of Hierro. Therefore, the higher your level is with Mask Protection, the more blows your character will be able to ignore. The lower your skill level is, the more these blows become apparent.
Hollow Control: Hollow Control refers to how much control your Vizard has over their inner hollow. If it is on the lower spectrum of it, it may be somewhat difficult for your Vizard to use their higher powers. However, if you reach somewhere in the Master area, it may even be possible to befriend your inner Hollow as it appears Zin Yuudeshi and thus learned techniques that rival even the Arrancar's own abilities.
[*][b]Reiryoku Absorption & Manipulation:[/b] Master/Advanced/Adept/Beginner
[b][center][u][b]Iramasha Skill Sheet[/b][/u]
[list][*][b]Aether Control:[/b] Beginner/Adept/Advanced/Master
[*][b]Aether Magic:[/b] Beginner/Adept/Advanced/Master
[*][b]Aether Arts:[/b] Beginner/Adept/Advanced/Master
[*][b]Aether Stones:[/b] Beginner/Adept/Advanced/Master
[u][b]Devil Iramasha Skill Sheet[/b][/u]
[list][*][b]Nether Summoning:[/b] Beginner/Adept/Advanced/Master
[*][b]Nether Distortion:[/b] Beginner/Adept/Advanced/Master
[*][b]Nether Possession:[/b] Beginner/Adept/Advanced/Master
[*][b]Nether Channeling:[/b] Beginner/Adept/Advanced/Master[/list]
[u][b]Angel Iramasha Skill Sheet[/b][/u]
[*][b]Heaven Summoning:[/b] Beginner/Adept/Advanced/Master
[u][b]Nature Iramasha Skill Sheet[/b][/u]
[*][b]Nature Transmutation:[/b] Beginner/Adept/Advanced/Master[/list]
- Aether Control: Aether Control refers to how in sync an Iramasha is with their Aether Energy. This is a very important section because it determines the strength, potency and control that an Iramasha has over their powers. It will shape the way in which their release forms are handled, how in-depth their powers are and how personalized their abilities can become. This is why many Iramasha spend countless years training, meditating, researching, studying and enriching their Aether Control so that they can realize the strongest version of themselves.
Aether Arts: The forces of the universe are infused into physical combat in order to differ the hand-to-hand of Iramasha from other races. While the sky is the limit for learning basic fighting styles that are associated with their general strength and speed, The Aether Arts focuses more on utilizing their ethereal nature to help them in combat. Since they are considered beings in tune with existence, they project an exoskeleton shell around their bodies that acts as a representation of their metaphysical selves.
This shell is referred to as an "Empyrean Vessels". It can take on any sort of physical attribute, as the appearance is totally up to the user. It can be made of fire, compromised of air, made of energy or whatever else have you. It can even detach and separate into multiple pieces if that is what you wish. What is more important to understand is that Empyrean Vessels are used for adding additional punch and flare to an Iramasha's hand-to-hand.
Empyrean Vessels incorporate the constructs of the universe, Aether Class and powers into their being in order to augment their fighting style. It can even be used as a means of "hierro" when activated because it serves as a shield as well. Since, while activated, the opponent will have to maul through two powerful embodiments to reach the foe. Though, in exchange for this, they draw and nag on the physical stamina and energy of the user they are in-sync with.
Thus, to properly describe how it is used in combat, an Empyrean Vessel with Adept Aether Arts skill could create a technique that turns into an eruption of fire the moment the user punches a foe. More than likely, this would be associated with an Aether Class of fire. And, instead of drawing on their energy, it would pull the needed fuel to generate it's enhanced combat from their physical stamina and energy.
As, more than anything else, Aether Arts is suppose to be an expression that they can use the universe as their own body. And, with this exoskeleton around them, that EmpyreanVessel is suppose to represent that fact. Thus, below, we will get into the different levels associated with Aether Arts in order to see what each level does for the Empyrean Vessels in question. For these levels are used to determine their stamina, endurance, striking power, control and so on.
Simplified Version Of Aether Arts: The Aether Arts is a form of enhanced hand-to-hand combat. It draws in on the power of Aether and the Iramasha's Aether Class in order to channel powerful energized effects. Instead of draining them of their Aether, it simply taxes their physical endurance, stamina and energy.
This is considered an extension of the Iramasha's body due to the fact they draw on power from the world and create a external extension of their body. This is called a "Empyrean Vessel" and it can take many different forms, infuse itself around the users body or mend to their owners vessel. The feats of Empyrean Vessels can range from punches that explode on contact, kicks that can freeze on contact and things of that nature.
Aether Stones: Aether Stones is the concept of infusing various constructs of their Aether Class OR elements from the universe itself into sacred gems, crystals or objects. The form it takes doesn't matter as much as the abilities, principles and systems infused into the item. As the objective with Aether Stones is to have easily summonable powers, knowledge, enhancements, abilities, spells, defenses, healing or WHATEVER else have you sealed in the mystic object in question.
Thus, as an illustration, it would be possible for someone with advanced Aether Stone skill to infuse high volumes of Aether Energy into an Aether Stone. This would be down in order to have an emergency packet of energy to siphon from in times of low energy. The Stone in question would need to be activated with a mental trigger and they'd need to be within five feet of the stone in order for it's energy to be transferred into them. The limit could restore upwards of 50% of their energy in this example and allow for them to turn the tide in a battle by surprise.
So, from that basic example, you can get the jist of what they are trying to achieve with them. The Stones have a wide means of versatility depending on the level of mastery you have over this element. Hence, below, we will go into what each different level can do with this skill.
Aether Magic: Aether Magic is the practice of calling upon the minerals of the universe to do your bidding and assist in combat. All of their magic draws on forming their own personified reality through Aether and overlaying that within limited areas to induce their effects. Therefore, because of this nature, they are often able to create a wide variety of supernatural phenomena. However, it becomes more complex than that. So, before venturing further into their magic, it's best to describe systems associated with Aether Magic.
Skill Range: This is rather basic concept to understand. Each Iramasha Spell will often have some form of skill range. This is done in order to classify the level of skill needed to create a stabilized spell. Keyword: stabilize. It is possible for Iramasha who have lower skills to use more complex methods, but they will often face devastating side effects and form unstable magic. This is often used as a means of gamble as it can just as well turn on the user as it can the target. They'll often also see slower summoning speeds, smaller reaches and will most likely strain their brains and bodies to perform higher forms of magic, but that is the game they play with Skill Range.
Important: The skill of your Aether Magic is vital to how complex your magic can be.
TypesOf Aether Magic
Essential Aether Magic: Essential Magic are predefined spells which have been passed down through generations of Iramasha. These can be easier to summon and activate because of the fact most of them have default protocols embedded into their nature which activate when called upon. While it is possible to try and fine tune Essential Aether Magic, it usually takes an adept in Aether Magic to do so. An example of this would be if there was a spell which produced explosions, an Adept Aether Class user could attempt to infuse elements of lightning into it to make it a bit stronger if that is what their natural Aether was.
Personified Aether Magic: This more so deals with the Iramasha's own personal spells. More often than not, this will be the go-to for most Iramasha. The reason being is because Personified Aether Magic is less taxing on the Iramasha, is more in-tune with their element and allows for them to customize it to their hearts desire. While they can infuse their elements into the other types of Essential Aether Magic, it's increasingly easier to do it with their own construct.
An instance of Personified Aether Magic being put into motion would be one who had an Aether Of Lightning conjuring up various magical effects which pertains to that construct. For example, they could produce spells of magic which could "stun" attacks into place. Such as releasing a wave of light around a target, having the light hit them and then transferring their element into the light and having it paralyze the opponent or stun an attack in place.
You have to be creative in order to properly utilize Personified Aether Magic.
Classes Of Aether Magic
Material Magic: Material Magic is one of the less taxing forms of Aether Magic. This is because Material Magic is the practice of enforcing physical changes upon an object, person or thing. For example, they could direct the Aether around or within themselves to spread and cover a one hundred meter region in order to alter the amount of gravity to crush a foe. Or, for something extremely basic, they could rapidly increase the volume of energy within a confined space in order to produce explosions on the fly without much effort (depending on how extensive they want the damage to be).
Therefore, since most Iramasha are in-tune with the universe, it is possible for them to easily make alterations to the environment without taxing their complexity too gravely. It's all about aligning themselves with the different elements that compromise existence and tampering with them ever-so slightly through their will. And, since this is still magic, it is possible for them certain laws of science in order to induce their effects. For example, they could wave their energy over a ball of fire in order to freeze it with a quick Material Spell. This is because their will is attempting to tap into the element of "ice" in the universe, overlay that construct over a defined area and enforce their perceptive reality upon that object, space or person.
Immaterial Magic: Immaterial Magic is probably one of the more complex things that can tax an Iramasha's Aether Magic. The reason being is because this is where more of the metaphysical spells and magic come into play. As Immaterial Magic deals with extensive modifications to the universe itself to where it borders on subjective reality control.
To further illustrate this point, a form of Immaterial Magic could spread across a one hundred meter range in all directions. In this defined region of Aether Control, a spell that is capable of unbounding objects or people from this plane of existence and into the realm of Aether could produce a means of evasion for one post by means of incorporeal form. As, the opponent would be unable to strike this defined region due to it being a different plane of existence.
Or, in another example, they could cast a spell capable of destroying constructs on an even more extreme level. If they could lock on to a target, such as an energy blast, they could attempt to have the material of destruction become inscribed into their energy. With this construct of the universe infused into their energy and the space they wish to alter, The Iramasha could spread it and try to obliterate said energy attack.
So, as you can tell from these examples, Immaterial Magic takes extreme skill and is often reserved for those who have a fine control over their Aether Magic. This is because it can backfire quite easily on lower levels, takes up high amounts of energy and strains the mental focus of Iramasha in order to summon it.
Mental Magic: Mental Magic is the practice of merging THE constructs of will within their subjective universe and assaulting an opponents psyche with it. So, like Immaterial Magic, this is rather complex form of Aether Magic and takes precision and strong will or mental deduction to pull off. An example of how it is utilized could be simple enough: imagine if one has The Aether Class of Fire. With this, they could create a spell which unleashed a burst of light at the opponent. This light will not hurt, but if it makes physical contact, it can then attune itself to the opponent's mind and make it feel as if their entire essence in burning. In turn, it's suppose to induce a paralyzing amount of perceived pain in order to stun the opponent and allow the user to attack the unguarded foe.
So, as you can tell from that example, Mental Magic is about taking elements of the universe, converting them to the mental realm and attempting to inflict their constructs for mental warfare. This can be used offensively or defensively depending on how skilled and knowledgeable the practitioner is. As, for example, it would be possible to take the construct of "evolution" and attempt to enlighten the mind of a foe in order to increase their intelligence, mental processing speed and things of that nature. Thus, you have to be creative in order to properly use this magic.
Bodily Magic: As the name implies, Bodily Magic deals with anything pertaining to the living bodies. Whether that be the Iramasha's own or their enemy or ally. More often than not, it's less complex and taxing on the Iramasha to use inner bodily magic because it focuses more so on systems they are familiar with that pertains to their own being. Therefore, most types of speed boost, strength boost, body modification and regeneration or healing is done through this type of magic; even if it pertains to others.
Holy Aether: Holy Aether is considered to be one of the alternative forms of Aether Energy that Angel Iramasha are capable of using. Essentially, it is a form of Holy Energy that serves a medium for some of their Angel Abilities and class powers. It can be used a primary source of power for the Angel Iramasha and only grows more potent the further they increase their overall Aether Energy control.
Purification: This is a natural skill that most Angel Iramasha possess at some capacity. This allows them to ward off evil spirits, dispel tainted barriers, weaken negative spirits and perform other similar feats against creatures like demons, arrancar, hollow and other vile beings filled with hostility. Below, you will see what they are capable of at each individual level and how you can potentially use this skill. Note, it is not limited to just this usage, but it gives you an example of how to utilize this sub-racial skill
Heaven Summoning:Heaven Summoning is referred to the ability of summoning portions of the heaven realm into the material plane. These can have a wide variety of effects and is often compared to the similar ability of demons where they are able to produce portions of hell to empower themselves further. Therefore, in order to illustrate what this racial skill does, it will be broken down level by level in the sections below.
Healing: Most Angel Iramasha are capable of using their Aether in order to heal themselves and others around them. This is because of the fact that their holy properties seeks to restore and keep most living and non-living things in their most pristine and pure state. Therefore, below, you will see what Angel Iramasha are capable of doing with their healing ability across the spectrum of different masteries.
Blessings: Blessings are considered to be the antithesis to the demon's cursing ability. Essentially, they are able to bless themselves, people around them and even the objects or the environment itself with this racial ability. However, one of the major stipulations to it is that it mustn't be malevolent in nature. With that out of the way, they can perform great miracles with this ability and they'll be illustrated below on a level by level bases in order to get a better understanding of how this racial ability works for Angel Iramasha.
Nether Energy: What is Nether Energy? Nether Energy is considered to be the second primary source of energy for Devil Iramasha. It acts as a medium which causes the diverse change in these Iramasha and makes them their own unique sub-race. This is because it is utilized as a main carrier of their destructive elements of power as it is attuned to the degenerative constructs of the universe. It is also the means in which most of their racial attributes and powers stem from.
Therefore, in most of the sections below, you can see how Nether influences the Devil Iramasha's body apart from being a secondary source of energy and a means for which their Aether Class is born.
Nether Channeling: Nether Channel is the racial ability which allows Devil Iramasha to otherwise cleanse the world of its calamitous elements and prevent an over abundance of it from destroying the cosmos. They are able to absorb and manipulate these influences into their body at varying levels. Therefore, many of them often are found of channeling into this racial skill because it allows them a greater sense of control, power and strength from the battlefields they find themselves in. The higher their skill in this area of Nether, the greater the medium they become for housing the world's most degenerative constructs.
Nether Possession: This is more so the act of possessing calamitous events which occur around a Devil Iramasha with their Nether. For example, with an adept level Nether Possession, it would be possible for them to influence something akin to a small explosion and redirect the blast upwards in the air through their Nether containing the destruction and releasing it in a safe space.
They are also able to channel their Nether in order to possess varying objects as well. For instance, a beginner Devil Iramasha could attempt to possess something like a small hand grenade and have control over it's explosive elements through their Nether. Mostly, for Devil Iramasha, they are constrained to objects with a destructive intent or origin. Or, objects that have been influenced by destructive events; such as rubble or broken glass from a building being destroyed.
With that said, there are different applications for this skill as you go down the different levels. So, below, the varying masteries of this racial ability will be broken down.
Nether Summoning: Nether Summoning is the act of using ones Nether in order to summon and create various types of familiars, differing destructive constructs and even new weapons/objects infused with Nether. To give an illustration of how Nether Summoning is used, a Devil Iramasha could use a high grade of Nether Summoning in order to summon a small meteor to flatten a horde of hollows. This could be made possible as it would classify under a destructive construct and their Nether could summon it to the field at the cost of draining their body of this precious resource.
Additionally, in terms of familiars, the more skilled you are in Nether Summoning, more potent or vast your familiar creation can become. Higher skilled Nether Summoners are capable of summoning mass hordes to fight for them, create many different powerful summons and conjure up complex beings. This same spectrum also applies to any sort of object or weapon summoned by Nether. Most Devil Iramasha can summon a wide array of weapons to their side which fall into the category of destruction.
For example, it would be possible for a Devil Iramasha to use their Nether to recreate a nuclear war-head in order to drop it on the opponent and blow them to smithereens. However, they would have to the skill and control in order to harness this power and the knowledge of how to build a nuclear war-head. As, it goes more so about expanding ones knowledge about Nether and learning all you can about the destructive elements of the universe in order to forge more grander weapons as you become more versed in Nether Summoning.
Thus, below, you will see what is possible for those Devil Iramasha who use Nether Summoning as you see the differences in application on a level by level bases.
Nether Distortion: This is the act of using their Nether in order to cause destructive events to occur around the Devil Iramasha in question. This can apply to the area around them, people near them and non-living objects. Thus, to give a proper example, a skilled Devil Iramasha with Nether Distortion could use their Nether Distortion to generate a calamitous event such as a earthquake to occur in a village. Or a more skilled Devil Iramasha could cause the components in something like a jets to malfunction and work erratically.
The applications of it can be vast, so the skill levels below will describe potential usages of it as one becomes more proficient in this Nether Art.
Animal Communication: Many animals from the animal kingdom are known to love and adore most types of Nature Iramasha. This is becuase of the fact that a lot of Nature Iramasha are able to communicate with, understand and command animals that are found within the environments their Aether Class is associated with. For instance, a Nature Iramasha would a water element would more than likely be able to speak to and lead various types of fish, frogs, alligators and other types of creatures found near or in large bodies of water.
Animal Mimicry: Many Nature Iramasha are able to imitate the animals which inhabit their Aether Class elements. So much so that they can create multiple Sub-Aether Classes which host their abilities in some cases. For example: if you had a Nature Iramasha with an Aether Class pertaining to any sort of forest, they could potentially have a Sub-Aether Class which imitates a greasily bear. This could give them the ability to have a bear-like strength, senses and other bodily traits that enhance their overall being.
Nature Aether: Nature Aether, as described earlier, is the essential life essence of Nature Iramasha. Once they have decided their element, or are born with it, they can begin to cultivate and enrich their Nature Aether. In turn, this will allow them to be greatly in-tune with their natural element. However, there are more than a few usages for Nature Aether. Below are the ways it is used for the most part.
Secondary Source Of Energy: For the most part, many Nature Iramasha use Nature Aether as a secondary source of energy. It can help to increase their stamina, speed and durability during a fight by having this extra outlet of power to tap into. It can be recharged so long as they are within a close range of their natural element. For instance, if there was a wildfire caused by external forces, a nature Iramasha could begin to absorb it into their body and use it as extra energy in order to keep them active in a fight. It can also be used to further enhance and augment their material magic as well.
Extended Life & Recovery: While the nature Iramashsa are not immortal, unlike most other races of Iramasha, they can live indefinitely so long as their body does not lose all of it's Nature Aether. It's possible for them to be damaged heavily in battle, faint from large amounts of Nature Aether lost from their bodies, go into coma and things such as that. However, if there is even a drop of it in them, they will, at some point, restore themselves and continue to live. In order to properly kill a Nature Iramasha, one must evaporate all the Nature Aether within them or destroy their bodies so that they are broken down and brought back to nature.
Otherwise, as long as they can feed form their nature, they will continue to restore themselves. For instance, it would be possible for a Iramasha with a Plant Aether Class to heal themselves by going into the forest and resting in an area with heavy plant life. However, this plant-life must NOT be created by their own Aether and should be something found naturally in nature. So long as that requirement is met, they can heal over time.
Great Material Magic Inclination: Out of all the races of Iramasha, Nature Iramashsa naturally have the strongest affinity for Material Aether Magic. So much so, it's even possible for Nature Iramasha to have accelerated magic growth in this field and they can reach higher levels of Aether Magic faster than most other races if they focus on Material Magic. Furthermore, they can empower most of their Aether Magic with their Nature Aether in order to make it stronger and more potent. For instance, they could merge their Nature Aether in with a spell that causes an explosion to take place and produce something akin to a lava eruption if they possess a lava Aether Class.
And, unlike other races, they can create healing potions quite easily. An illustration of this would be them taking plant-life from the Iramasha Realm, breaking it down with their Nature Aether and then staring it in a bottle in order for it to be used to heal themselves at a later point. This Material Magic can also even extend to them understanding the nature of their element around them; such as if they possessed a plant Aether Class and they could begin to understand the plant-life around them. Extending to the point to where they could attach their Nature Aether to them and use them as extra-eyes in combat.
BREAKING IT DOWN INTO RACIAL SKILLS
Recovery Speed: This refers to how fast the Nature Iramasha's body restores itself. As mentioned before in "Extended Life & Recovery", the Nature Iramasha can restore their body as long as they are within the element of their Aether Class. However, this goes into more detail and explains the mechanics of it. So, in the sections below, you'll see how the recovery speed varies on each level.
Nature Alteration: Nature Alteration is the natural ability for most Nature Iramasha to transmute objects and the environment around them into their Aether Class. This is made possible by the fact that their Nature Aether acts as a medium to convert and alter the metaphysical and naturally made particles of the universe into whatever the Nature Iramasha desires. At least, within the constraints of their energy, skill and nature element. Therefore, since this is an immense ability, there are different ways that it is used based on how skilled one is. In the sections below, you'll see how it varies from level to level.
[center][u][b]Soldier Skill Sheet[/b][/u]
[list][*][b]Sugiura Magic:[/b] Beginner/Adept/Advanced/Master
[*][b]Mystic Eyes:[/b] Beginner/Adept/Advanced/Master
[*][b]Martial Arts:[/b] Beginner/Adept/Advanced/Master
[*][b]Release Control:[/b] Beginner/Adept/Advanced/Master[/list]
[center][u][b]Magus Skill Sheet[/b][/u]
[list][*][b]Modern Magic:[/b] Beginner/Adept/Advanced/Master
[*][b]Ancient Magic:[/b] Beginner/Adept/Advanced/Master
[*][b]Mystic Eyes:[/b] Beginner/Adept/Advanced/Master
[*][b]Martial Arts:[/b] Beginner/Adept/Advanced/Master[/list]
[center][u][b]Symbiotic Skill Sheet[/b][/u]
[list][*][b]Sugiura Magic:[/b] Beginner/Adept/Advanced/Master
[*][b]Mystic Eyes:[/b] Beginner/Adept/Advanced/Master
[*][b]Martial Arts:[/b] Beginner/Adept/Advanced/Master
[list][*][b]Za Koa Skill:[/b] Master/Advanced/Adept/Beginner
[*][b]Demon Magic:[/b] Master/Advanced/Adept/Beginner
[*][b]Shadow Movement:[/b] Master/Advanced/Adept/Beginner
[*][b]Akuma Kyōdo:[/b] Master/Advanced/Adept/Beginner
- Za Koa Skill: Za Koa Skill is simply how skilled you are at being able to use The Core Of Magic that Demon's are naturally able to tap into being related to Touketsu. If you need a reference, think of Chaos Energy for Iramasha's in a sense. The higher your skill level is in Za Koa, the more knowledge, power and strength your demon will possess. This will certainly translate over into Spells/Summonings and can possibly overpower other Za Koa Skill users if you happen to be on the higher side of this skill.
Magic: This section determines how skilled your demon actually is at performing The Arts Of Demon Magic. Having a connection to his power and having a large core of it built up in you is one thing; but mentioning to create new spells, forge new summonings, manipulate humans and things of that nature are a whole another story. Therefore, the higher your skill is with this section, the more powerful your Spells become in addition to having power from Za Koa.
Akuma Kyōdo: Thanks to the full body seal most demon's have on their bodies from birth, Akuma Kyōdo gives most Demon's a layer of defensive skin that is similar to an Arrancar's Hierro. Therefore, the higher your skill is with Akuma Kyodo, the more powerful this layer of defense will be with your Demon. A Master of this move could possibly even take a Grand Ray Cero head on with only scartches and bruises.
Jigoku Sokudo: This is the Demon's speed performed on varying levels. Masters are even able to move throughout the shadow's and appear in different worlds, cities or realms thanks to their mastery of moving throughout the shadow's. It's even said that some Demon's have the ability to even find the Soul King's Realm with Jigoku Sokudo.
PLEASE CLICK THIS SECTION TO FIND OUT MORE ABOUT DEMON POWERS: https://www.platinumhearts.net/t5391-the-demons-abilities-and-powers-version-two#31590
[list][*][b]Skill Of Ziamichi Powers:[/b] Master/Advanced/Adept/Beginner
[*][b]Control Over Spirit:[/b] Master/Advanced/Adept/Beginner
[*][b]Seal Strength:[/b] Master/Advanced/Adept/Beginner[/list]
- Skill Of Ziamichi Powers: Skill of Ziamichi Powers simply refers to how talented your character is with controlling their spirit's powers. For example, an advanced user of this trait can easily tap into some of their Inner Spirit's abilities; rather it be a fire spirit that gives them a fire form, an ice spirit that allows them to generate ice on the field or something along these examples. The higher this skill is, the more amazing acts of power they can perform with it; some even merging the Spirit's Abilities with their own to create fused powers.
Control Over Spirit: This refers to how much actual control your body has over the spirit. No, this does not refer to their bond or anything like that stated in the template or even if the spirit allows them control. This refers to how much Control their body naturally has over the spirit. So, for example, an Advanced person in this field could easily use the powers of their Ziamichi without that many drawbacks when compared to someone who is a Beginner that is drained more easily. The higher your skill is in this area, the more easier the strain of being a Ziamichi becomes.
Seal Strength: Seal Strength is how strong the force that is holding the Host and the Spirit actually is. For example, a person with an Advanced in this area typically has less problematic effects, more security in using their powers and can sometimes even perform more risky moves without risk of the varying type of seal that bonds the spirit and host becoming damaged. Along with that, those with more chaotic host can easily tame them the higher their Seal Strength becomes.