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| Arrancar Race Information | |
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Ajak Etna Diavorrus
Posts : 63 Join date : 2012-04-02
Zankensoki Zan||Ken||So||Ki: : ? || ? || ? || ? Rank: : El Rey Race: : Arrancar
| Subject: Arrancar Race Information Tue May 22, 2012 2:48 pm | |
| The Arrancar
Who or what Are they?
Arrancar are the result of Hollows removing their masks. However, an average Hollow removing their mask would not be a problem for the Gotei 13. To hold their own against the Gotei 13 the ones removing their masks would need to be Menos or stronger. The Generic term for a Arrancar is Shinigami-Hollow Hybrid. The number that the Arrancar have are not the order of their strength, but rather the order of their birth. Though it only applies to those numbered eleven and above.
The Difference Between Arrancar and Hollow
Humanoid Form: A Menos usually takes on a human shape when it becomes an Arrancar. The only ones that will definitely get a 100% humanoid form are Vasto Lorde-class Menos. For the remaining two levels, there are many who don't get a completely humanoid form, despite becoming Arrancar. Therefore, the closer one looks to a Hollow, the lower its power of reasoning. Though Arrancar can give up their human forms in order to obtain enormous power. This new form will retain remnants of their past selves, like fragments of their removed masks and a Hollow hole. While some Arrancar prefer to conceal these remnants, others choose to hide their faces completely to escape unwanted attention.
Physiology: Arrancar share not only the powers of Shinigami, but also their anatomy.
Zanpakutō: The Arrancar seal the nuclei of their abilities within the form of a sword. It is entirely different from what Shinigami use. When they release their Zanpakutōs' seals they unleash their true power and their true form. The combat efficiency of an Arrancar with a released Zanpakutō is increased several times over. Therefore, an Arrancar's release of their Zanpakutō is merely a temporary restoration to their former selves, granting them any powers their Hollow form possesses. The act of release is called Resurrección (Spanish for "Resurrection"), which is activated with a command phrase followed by the name of the sword. In some instances why in sealed, the zanpoktou can be heavily damaged and even broken, which will result in the lost of the use of the innate and released abilities for nine posts.
El Ejercito De Las Noches
-A brief history- 'The Army of Las Noches' was once a powerful military organization, a conclave of powerful Arrancar to combine their efforts in fighting back against (and with the hopes of eventually crushing) the Shinigami. It was a loosely cobbled together organization, with the leaders being the most dangerous killers of the Arrancar species and all of them following their own agenda. Still, the Army held together until the catastrophe of two hundred years ago, when the appearance of the Togabito annihilated the populations of humanity and the spiritual beings. Following that devastation, the organization fell apart due to the lack of powerful enough beings to take the reins and control the bloodthirsty and stubborn underlings.
For a whole century, the great Las Noches became a mass warzone by the next generation of Arrancar, who squabbled amongst each other for dominance. Endless fighting raged on, keeping them focused on trying to kill each other, rather than trying to kill the Shinigami until the re-emergence of powerful Arrancar ended all the fighting after the one hundredth year.
Some had been in hiding, some had been in exile, and other had simply been far away enough to have avoid the slaughter. In the end, they returned. Drawn back to the ruined nation-fortress, and began anew. In mere decades, the Army of Las Noches was reborn, but kept hidden from the world. Activities were kept at a minimum, so as to avoid drawing suspicion that their numbers had risen to pre-Crisis levels. And even now, they still wait for the most ... opportune moment to strike. At the head is a newly crowned King ... by his side are the Sombra Espadas, and before him, with which they will march and trample upon the Shinigami are the restored ranks of the Espada and Numeros. Their patience is about run out, and the world will learn to fear them once more. Not as a rabble-rousing group of individuals, but as a collective force that will strike down the Shinigami.
Will you stand with us?
Or will you join the mountains of corpses we have made in our path of war?
Arrancar Abilities
Bala - (虚弾 (バラ), bara; Spanish for "Bullet," Japanese for "Hollow Bullet") Bala is an Arrancar alternative to Cero. The technique hardens the user's Spiritual Pressure and fires it like a bullet. Although it is weaker than a normal Cero, it moves about twenty times faster and can be fired at a much higher rate, but the damage is much the same. Stronger Arrancar can also fire a more powerful Bala, while retaining its twenty-fold speed. Note: Every Arrancar with Practitioner or above in the Ki area starts with it.
Cero - (虚閃 (セロ), sero; Spanish for "Zero," Japanese for "Hollow Flash," "Doom Blast" in the Viz translation) are high-powered energy blasts that can be fired from various body parts, such as mouth, tongue, hand or fingers. Only Gillians, Adjuchas, Arrancar, and the Visored have so far been shown to use Cero attacks, and it appears that stronger entities can use it more efficiently. Various Arrancar and Hollow characters display variants of the technique, such as the Espada-exclusive Gran Rey Cero, the Cero Oscuras. Note: Every Arrancar has this ability.
Gran Rey Cero - (王虚の閃光 (グラン・レイ・セロ), guran rei sero; Spanish for "Grand King Zero", Japanese for "Royal Hollow Flash") is a Cero that only Espada are capable of using. It is performed by mixing an Espada's own blood with the Cero. The result is a Cero with a much greater attack power and speed as well as a change of color unique to the Espada. It is also many times more powerful than a normal Cero, capable of disturbing the fabric of space, it also seems to spin like a razor upon release as it compresses and decompresses due to the sheer speed and raw power. The Gran Rey Cero has a 1 post usage and a 2 post cool down. Note: All Arrancar who start out as Espada with a Practitioner or above in Ki, they automatically start with this. Others have to train for it. The word count is 1500 words
Cero Oscuras - (黒虚閃 (セロ・オスキュラス), sero osukyurasu; Spanish for "Dark Zero," Japanese for "Black Hollow Flash") or more grammatically correct Cero Oscuro, is a black Cero which the Top 4 Espada can use in their Resurrección form. It covers any exposed light into pitch darkness. he Cero Oscuras' range is vast, and its attack power is massive. It is strong enough to destroy half of the dome over Las Noches. The superior Cero Oscuras is far greater than an average Cero. The Cero Oscura has a 1 post usage and a 2 posts cool down. Note: All Arrancar who start out as Espada from 1 till 4 with a Practitioner or above in Ki, they automatically start with this. Others have to train for it. The word count is 2500 words.
Sonido - (響転 (ソニード), sonīdo; Spanish for "Sound," Japanese for "Sound Ceremony") is the Arrancar equivalent of the Shinigami Flash Steps and the Quincy Hirenkyaku; it allows the user to travel at incredibly high speeds for short distances. Use of Sonído is punctuated by a brief static sound, in contrast to the "swish" sound caused by Flash Steps. Note: Every Arrancar starts with this ability.
Gemelos Sonido - The Arrancar is able to create clones at maximum of five of him of herself that are realistic to the opponent(s). These clones each last one post each and are exactly identical to their user in physicality and reiatsu-wise. If the user creates five clones at once, this technique lasts for 4 posts(all clones may disperse on the fourth post all together). These clones are unable to use heavy reiatsu skills or custom techniques, such as: Gran Rey Cero, Cero Oscuras, Negacion, and Garganta. Note: Gemelos Sonido has to be trained, its power depends on your fighting style. The WC is 1300 words.
Negacion - The Arrancar will command a batch of many Menos Grande from the world of Hueco Mundo to save his or her comrades in other places in the worlds instantly. During this time, when the light shines down on their homed targets, the target will be removed of all enemy effects and ignore affliction damage and ignore their effects during this time only. Affliction damage/effect will continue on normally after the Negacion ends. The targets are also invulnerable to all skills regardless of their effect to pass through invulnerability. The targets are also unable to attack from within or escape once this technique succeeds. This technique carries the targets back to Hueco Mundo and ensures their safety travel. This technique may only be used within Hueco Mundo and only by Adjuchas or higher ranked status Arrancars. This skill can be interrupted before it reaches the ground. Note: Every Arrancar above Numeros level has this skill and it can be used once every 5 topics.
Gonzui - Once an Arrancar defeats their opponent(s) in battle, they may use this skill to suck the soul of the dead defeated opponent(s) and consume the soul. Depending on the level of the opponent(s), can cause different side affects on the Arrancar using this skill. Here is the levels and their side affects. These effects do not stack and end once used. Elite: Can get out of a Kido binding spell by releasing the absorbed Reiatsu. Though, this only works on Kido bellow number 90. Semi-Elite: Can fire a normal Cero once with no cool down. Non Elite: Can fire two more Bala without any sort of cool down. Note: Gonzui has to be trained, the WC is 800 words. Every Arrancar can learn it.
Pesquisa - (探査回路 (ペスキサ), pesukisa; Spanish for "Inquiry," Japanese for "Probe Circuit") is the Arrancar equivalent of the Shinigami ability to sense Spiritual Pressure. It functions very similarly to sonar. Note: Every Arrancar starts with it. Segunda Etapa - Segunda Etapa, the second release of an Arrancar, in which they gain more power than they used to have before. In terms of strength this level of power is a bit stronger than Bankai and on the same level as a Bankai of a Vizard with his Mask on and a Quincy's Final Form.
You don't have to pay SP.
How to Get Segunda? [*]Must be a Espada ranked 4 or lower [3, 2, 1, or Sombra]. [*]Must have a Mastery at Zan. [*]Must be a Combat Specialist Arrancar. [*]Make a RP sample with a minimum of 2k where you describe how you obtained your Segunda Etapa. The staff will observe it and tell you the decision which we made.
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There are two types of Arrancar, the ones who upon evolution to their humanoid form had gained abilities focused on fighting and those who have somewhat stranger abilities together with great intellectual knowledge. Those are the two sides of the coin.
YOU MUST PICK ONE. EITHER INTELLECTUAL OR COMBAT ORIENTED. OTHERWISE YOU CAN NOT ROLE-PLAY. PLACE YOUR CHOICE IN THE UPDATE SECTION.
Intellectual Arrancar: They are smart, smarter than any other Arrancar, born with a high level of intelligence and great leadership skills. Battling is not the only thing at which thy are good are, indeed they are strategists who plan everything ahead. Their main weapon is their intellect and not their fighting abilities.
Perks: You get the following:
- Invention Perk - Arrancar who can invent things. The only ones which invent stuff actually.
- Garguanta Screen Perk - This perk allows an Arrancar to open multiple Garguanta at the same time, at different areas and use them to spy on people. These Garagunta screens can also be linked with each other. This allows them to conduct meetings nonviolently with their Arrancar comrades. They can't spy on those who are in private topics and they must have a IC reason for making a Garguanta Screen in a area.
Combat Specialist Arrancar: Pretty much everyone else, the usual beastly Arrancar who only care about fighting or/and killing others. They don't really have much perks. In fact, they don't get any of them at all. Wait, in fact they actually do. One thing and one thing only. Well, more like 2, 1 for those with a number between 0-3 and 1 for those with numbers between 4 and 9.
Perks:
- Segunda Etapa Perk- The final release of an Arrancar, the ability to transform once more and advance to another level.
- Enhanced Hierro Perk- Your Hierro can now be used against spiritual attacks, not just physical based attacks. Something like what Grimmjow had since he was able to block Ulqiorras Cero with only his hand burned.
Ki Practitioner - Block/Reflect energy up too a level 33 Kido. Ki Expert - Block/Reflect energy up too level 50 Kido of someone with Practitioner or no skill in Ki and block/reflect energy up too level level 40 of someone with Expert in Ki. Ki Mastery - Block/Reflect energy up too level 80 of someone with no Ki skill, block/reflect energy up too level 70 with Practitioner in Ki, block/reflect energy up too level 60 of someone with Expert in Ki and up to level 50 of someone with Mastery in Ki.
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| | | Ajak Etna Diavorrus
Posts : 63 Join date : 2012-04-02
Zankensoki Zan||Ken||So||Ki: : ? || ? || ? || ? Rank: : El Rey Race: : Arrancar
| Subject: Re: Arrancar Race Information Tue May 22, 2012 2:49 pm | |
| -Arrancar Ranks-
El Ejército De Las Noches
Race Leader - El Rey del Hueco Mundo.
Name:
Ajak Etna Diavorrus
The 'King' of Hueco Mundo is the one that rules over that dimension. The King has the Espada under his command, and will no doubt use them as his main military force. Those that have joined the Espada are most definitely loyal to the King of Hueco Mundo.
Sombra Espada- Shadow Sword
The Sombra Espada are those who went forth and conquered in the name of the King of Hueco Mundo. They are said to be on the level of a Primera, but with special privileges as they are only answerable to the King/Queen of Hueco Mundo. The Sombra Espada are one level higher than the Espada in terms of authority. There are only two Sombra Espada at any given time, and the responsibility of either is different. One Sombra keeps the Primera and Espadas in line, the other manages the Exequias to punish the rebellious few. Should the King perish, command falls to the senior of the two Sombras.
Name: -
-----------------
Name: -
Espada:
The Espada are the top-ranked Arrancar. Each Espada member is chosen for their superior combat ability and then assigned a number from 1 to 10 (with 1 being the strongest, while 10 being the weakest) that indicates their rank and relative power level, which is tattooed somewhere on their body. It is said that each Espada embodies an aspect of death, which ties into their personalities, beliefs and powers. Though this practice still occurs, it is not a guarantee.
The Espada are given control over the Números and are regarded as the strongest Arrancar in existence. Similar to the power gap between captains and lieutenants in the Gotei 13, the strength, speed, intelligence, and power of the Espada far surpasses that of the average Número. In addition, to further establish the chain of command in the more organized Army of Las Noches, each Espada is expected to take on responsibility in keeping the Números and each other in line.
The Primera is THE leader of the Espada. All other Espadas (and thus their Fracción) and Números must heed the orders of the 'First Sword'. The Segunda, Tercera and Cuarta Espada compose the next chain of command: Each are equal in authority, but MUST be heeded by anyone of lower rank. The Quinta to Decima form the last gap of authority in the Espadas.
(The Fracción are a subsection of the Números that directly serve a specific Espada. The number of Fracción for any given Espada varies. These are merely 'servants' chosen by each Espada, meaning they can be of variable power . . . but none exceed that of a Liuetenant's on average.)
Primera Espada Name: ----
Aspect of Death:
Fraccion: -------------------------
Segunda Espada Name: ----
Aspect of Death:
Fraccion: -------------------------
Tercera Espada Name: ----
Aspect of Death:
Fraccion: -------------------------
Cuarta Espada Name: ----
Aspect of Death:
Fraccion: --------------------------
Quinta Espada Name: ----
Aspect of Death:
Fraccion: ----------------------------
Sexta Espada Name: ----
Aspect of Death:
Fraccion: -----------------------------
Septima Espada Name: ----
Aspect of Death:
Fraccion: ----------------------------
Octava Espada Name: ----
Aspect of Death:
Fraccion: ----------------------------
Novena Espada Name: ----
Aspect of Death:
Fraccion: -----------------------------
Decima Espada Name: ----
Aspect of Death:
Fraccion: ----------------------------- Aspects of Death
It is once said that each Espada embodies a certain aspect of death, and there are said to be ten reasons how a person normally dies. Each of these reasons reflect upon their personalities, and in some cases their overall abilities. Each Espada CAN choose a particular aspect of death, but doing so is not mandatory. If need be, one is allowed to revamp their character's personality ever so slightly to reflect their aspect of death.
The 10 known reasons to date are:
Loneliness: Rage: Madness: Intoxication: Age/Time: Sacrifice: Destruction: Despair: Nihilism: Greed:
Privaron Espada The Privaron Espada are former Espada who have officially lost their rank and are assigned a three-digit number. Being former Espada, they are far stronger than normal Números. They reside in the part of Las Noches called Tres Cifras. Privaron Espada are stronger than Fraccion, but they are weaker than Espada, so they are still considered as a Elite Race. (NO ONE MAY IMMEDIATELY APPLY AS A PRIVARION, THIS A RANK YOU MUST BE DEMOTED TO.)
List of Privaron - -
Exequias The Exequias have expanded beyond their original role, and have now become the primary enforcers of rule in Las Noches. While they are the equivalent of Soul Society's Onmitsukidō, the top members of the Exequias are composed potential Espada (Making these ranks Semi-Elite ranks) who were too weak compared to the current Espada. The Leader of the Exequias is called Juez (Judge), while the main members (4) members are called Castigadors (Punishers). The primary component of the Exequias, Números or other Arrancar that have joined the force, are considered NPCs and are called the Gris Cuchillos.
The Exequias answer to only three people, in total. The King, the Sombra in charge of them, and the Primera Espada. In the case of the last one, the Primera can not give orders TO the Juez, but the Juez must respect the Primera's wishes.
Juez
Castigadors: - - - -
Números These Arrancar are the combat specialists. They are assigned a two digit number at birth from 11 to 99 to indicate their age (Número 11 being the oldest, while Número 99 is the youngest). The basic Número uniform consists of a white-collared jacket and robes held with a black sash. However, the uniform is customizable, giving each Número a sense of individuality. The fighting ability of Números is thought to be superior to all other Arrancar, beyond those of the walls of Las Noches.
List of Numeros: - - | |
| | | Ajak Etna Diavorrus
Posts : 63 Join date : 2012-04-02
Zankensoki Zan||Ken||So||Ki: : ? || ? || ? || ? Rank: : El Rey Race: : Arrancar
| Subject: Re: Arrancar Race Information Tue May 22, 2012 2:50 pm | |
| Arrancar Fighting Styles Zan: This style generally refers to the way of the sword. However, Zan shall also be used as a reference to determine how well one utilizes their weapons.
Not having a skill in this area means that you are between your released form and your sealed form, there is not so much of a difference. In other words, you don't get any stronger, you just change your appearance.
Arrancar - Zanpaktou Mastery: All of the abilities of the previous level are accessible to you on this level as well. The highest level of ones Zanjutsu, giving the user the ability to gain an additional power up while using their Ressureccion. You get a boost in your reiatsu, lowering the cool down for one of your techniques by one, once per topic. Your swordplay skills are awesome and sometimes you can let your sword react instead of you, letting it be the guide of you.
Experts: All of the abilities of the previous level are accessible to you on this level as well. But, now, you have reached a higher level of Zanjutsu skill. At this kind of level, your Zanpaktou in its sealed form can match a Bankai of a equally powerful foe. Meaning, if you are a Fraccion, you can't go up against a Captains Bankai. But remember, this only goes for cutting power, you can't possibly match the abilities which a Bankai gives.
Practitioner: Good job, your Ressurreccion is what it is supposed to be, a power up. You got all of the new powers and whatever kinds of things your released form offers you. So, it is no longer all about looks, you got the power. Not to mention, your Zanpaktou, if you put enough reiryoku into it, can match a Shikai.
Ken: The ability to fight unarmed and without the use of weapons as suggested will be covered by this style. In simple terms, Ken relates to Hakuda (Hand to Hand) combat. This style of fighting is very popular among some. While others choose to master other arts. This also effects your power in regards to Hierro. According to this Chart.
- Spoiler:
Stat Rank | Non-Elite | Semi-Elite | Elite | Master | Can take a total of four melee hits from a person of Semi-Elite rank before taking damage. Can take five melee hits from someone of the same level before taking damage. Elites will damage them on first melee strike. | Can take a total of four melee hits from a person of Elite rank before taking damage. Can take five melee hits from someone of the same level before taking damage. Can take seven melee hits from someone of the non-elite level before taking damage. | Can take a total of five melee hits from a person of Elite rank before taking damage. Can take seven melee hits from someone of the semi-elite level before taking damage. Can take nine melee hits from someone of the non-elite level before taking damage. | Expert | Can take a total of one melee hit from a person of Semi-Elite rank before taking damage. Can take two melee hits from someone of the same level before taking damage. Elites will damage them on first melee strike. | Can take a total of one melee hit from a person of Elite rank before taking damage. Can take three melee hits from someone of the same level before taking damage. Can take four melee hits from someone of the non-elite level before taking damage. | Can take a total of three melee hits from a person of Elite rank before taking damage. Can take four melee hits from someone of the semi-elite level before taking damage. Can take six melee hits from someone of the non-elite level before taking damage. | Practitioner | Can take one melee hit from someone of the same level before taking damage. Elites and Semi-Elites will damage them on first melee strike. | Can take one melee hits from someone of the same level before taking damage. Can take three melee hits from someone of the non-elite level before taking damage. | Can take a total of two melee hits from a person of Elite rank before taking damage. Can take three melee hits from someone of the semi-elite level before taking damage. Can take four melee hits from someone of the non-elite level before taking damage. | No Skill | You have no resistance to melee damage. Your Hierro is non-existant. | You have no resistance to melee damage. Your Hierro is non-existant. | Can take one melee hits from someone of the semi-elite level before taking damage. Can take two melee hits from someone of the non-elite level before taking damage. Elites will do damage on the first attack. | By the way, by stating they will do damage on the first attack. This all counts for connecting hits. Etc etc. The Hierro is full body. Anti-Hierro will naturally bypass all of these.
Not having any skill in this area means that without a sword, you are pretty much useless. You don't know where or how to land hits, nor do you know any type of martial arts.
Arrancar: Hakuda Mastery: All of the skills from the previous stages are allowed to you. At this stage you are a master of a couple fighting styles and you get 1 more Free Technique Slot for a Custom Hakuda Technique of your own desire. This slot can't be used for anything except that.
Experts: You got all of the skills which a Practitioner has, and even more. At this moment, you have learned how to efficiently use your strength and the strength of your foe into your advantage. But, that is not it, you also learned the locations of ones pressure points and organs. So, by hitting the right spots, you can do some serious damage with not so much effort.
Practitioner: You know how to use two or three types of martial arts, so even when someone disarms you, you will have a chance to win. Your skills aren't perfect and you still don't know where to hit in order to do the most damage.
So: This style relates to movements, and in this case, movement relates to techniques such as Shunpo, Sonido etc. Many have chosen to base their fighting style heavily on movement.
Not having a skill in this are means that you suck at using Sonido so that you can only use it 2 times before a 3 post cool down.
Arrancar: Sonido Mastery: Ones which posses this level of mastery over Sonido were often called Speed Demons or Sonido Queens/Kings. You are able to use Sonido 14 times before a 3 turn cool down. Not only that, you are able to use the Gemelos Sonido Technique. Elites can use the Gemelos Sonido technique 5 times, each taking one Sonido usage. Semi and Non Elites can use it 3 times, taking one Sonido usage. Once Gemilios Sonido is used up, it can not be used again till Sonido cool down is over. Each clone made with cloning technique takes one Sonido usage.
Experts: Your knowledge over this technique is quite impressive, you are so good that you can use it 10 times, after which you got a 3 post cool down. Of course, due to your great knowledge over this technique, you are able to use the Gemilios Sonido. Elites can use the Gemilios Sonido technique 3 times, each taking one Sonido usage. Semi and Non Elites can use it 1 time, taking one Sonido usage. Once Gemilios Sonido is used up, it can not be used again till Sonido cool down is over.
Practitioner: You have learned how to efficiently use Sonido, meaning, you are now able to use it 8 times before a 3 post cool down.
Ki: Magic power is also another style that is utilized in battle, more so than some. These styles are all based upon preference and one's talent for such skills. Kido, Cero and other similar abilities are covered under this fighting style.
Having no skill in this area means that you have decided to abandon the way of the magic and focus on physically based skills. Meaning, you are able to use Cero, which will be weaker than any Kido spell above 10. Also, you can only use it once with a three turn cool down. Not to mention, you can't even use Bala or Gran Rey Cero if you are an Espada.
Arrancar: Cero and Bala Mastery: Skills from previous levels are at your disposal. Also, you can start with 2 extra and free Custom Ceros. For Espada, you will be able to use Cero Oscuro in your Release Form, after learning it of course. Your Bala is usable for fourteen times with a one turn cool down, while you can use Cero twice with a one turn cool down.
Experts: Skills from previous levels are at your disposal. Not to mention, your mastery with Cero allows you to create one free Custom Cero. Your Bala is usable for twelve times with a three turn cool down, while you can use Cero twice with a two turn cool down.
Practitioner: You got some skill, Bala is open to you and so is Cero at its fullest. Not to mention, if you are a Espada, you are able to use Gran Rey Cero. Your Bala is usable for ten times with a three turn cool down, while you can use Cero once with a two turn cool down. Arrancar Nobility
Espada Nobilities: All members of the Arrancar race may choose one Nobility. However, the nobility chosen by the Arrancar must meet the requirements of your chosen Fighting Style.
Cero Master: No Skill in “Ki” means your character is not eligible for this perk. Those with a Practitioner level in “Ki” may use a Cero 1 extra turn, before the original Cool down kicks in. Those with an Expert level in “Ki” may use a Cero 2 extra turns before the original cool down kicks in. Those with a Mastery in “Ki” may use a Cero 3 extra turns before a cool down kicks in. Note: This perk only covers regular Cero and not Gran Rey and Oscura. In addition to choosing this perk. This means Gran Rey and Cero Oscura cannot be used as many times as a regular Cero. A bonus is given, allowing the Arrancar to shoot 5 Extra Balas before the original cool down kicks in.
Cero Master Extended: Gran Rey and Cero Oscura: No skill in “ki” means your character is not eligible for this perk. Those with a practitioner and Expert level in “Ki” may use a Gran Rey and Cero Oscura for one extra turn before the original cool down kicks in. Those with a Mastery level in “ki” may use a Gran Rey and Cero Oscura 2 extra turns before the original cool down kicks in.
Strong Hiero: No skill in “Ken” means your character is not eligible for this perk. Non-Elites with a Practitioner level of skill in “Ken” can block one additional melee strike from a foe. If they have an Expert level in “Ken” they can block 2 additional melee strikes. If they have a Mastery in “Ken”, they can block 3 additional melee strikes. Semi- Elites and Elites follow the same principles. Also, the original Hiero guidelines must be followed, when pitting opponents of vary levels against one another.
Nobility Stipulation: Arrancars may only change their nobility if its not being used already IC. However, one may only change their nobility once and once only following these stipulations.
Note: More coming soon | |
| | | Ajak Etna Diavorrus
Posts : 63 Join date : 2012-04-02
Zankensoki Zan||Ken||So||Ki: : ? || ? || ? || ? Rank: : El Rey Race: : Arrancar
| Subject: Re: Arrancar Race Information Tue May 22, 2012 2:50 pm | |
| Cero & Bala Power: The power and potency of each Cero and Bala will be based on your "Ki" level using the fighting style system as a guide. As you may know, we have three levels of warriors, Non-Elites, Semi-Elites and Elites. There are also three levels of skills when dealing with the fighting style system. And these levels are, Master, Expert and Practitioner. Many often wonder about the power difference between a Cero, Bala and certain Kido spells. So this should hopefully put things into perspective for all would be Arrancars and Vizards, that this skill may be available to.
Elite:
Practitioner: An elite practitioner's Cero strength, will be on the same level as a level 65 Kido spell.
Expert: An elite expert's Cero strength, will be on the same level as a level 74 Kido spell
Master: An elite mater's Cero strength, will be on the same level as a level 80 Kido spell.
Semi Elite:
Practitioner: A semi elite practitioner's Cero strength, will be on the same level as a level 55 spell.
Expert: A semi elite expert's Cero strength, will be on the same level as a level 67 spell.
Master: A semi elite master's Cero strength, will be on the same level as a level 72 spell.
Non Elite:
Practitioner: A non elite practioner's Cero strength will be on the same level as a level 40 spell.
Expert: A non elite expert's Cero strength will be on the same level as a level 50 spell.
Master: A non elite master's Cero strength will be on the same level as a level 62 spell.
Gran Rey Cero
Gran Rey Cero -(王虚の閃光 (グラン・レイ・セロ), guran rei sero; Spanish for "Grand King Zero", Japanese for "Royal Hollow Flash") is a Cero that only Espada are capable of using. It is performed by mixing an Espada's own blood with the Cero. The result is a Cero with a much greater attack power and speed as well as a change of color unique to the Espada. It is also many times more powerful than a normal Cero, capable of disturbing the fabric of space, it also seems to spin like a razor upon release as it compresses and decompresses due to the sheer speed and raw power. [1 POST/2 TURN COOLDOWN]
Note: All Arrancar who start out as Espada with a Practitioner or above in Ki, they automatically start with this. Others have to train for it.
Practitioner: An Espada with "Ki" that falls within this category, Cero will on the same level as a level 82 Hadou Spell.
Expert: An Espada with "Ki" that falls within this category, Cero will on the same level as a level 85 Hadou Spell.
Mastery: An Espada with "Ki" that falls within this category, Cero will on the same level as a level 90 Hadou Spell.
Cero Oscura
Cero Oscura -(黒虚閃 (セロ・オスキュラス), sero osukyurasu; Spanish for "Dark Zero," Japanese for "Black Hollow Flash") or more grammatically correct Cero Oscuro, is a black Cero which the Top 4 Espada can use in their Resurrección form. It covers any exposed light into pitch darkness. he Cero Oscuras' range is vast, and its attack power is massive. It is strong enough to destroy half of the dome over Las Noches. The superior Cero Oscuras is far greater than an average Cero. [1 POST/2 TURN COOLDOWN]
Note: All Arrancar who start out as Espada from 1 till 4 with a Practitioner or above in Ki, they automatically start with this. Others have to train for it.
Practitioner: An Espada with "Ki" that falls within this category, Cero will on the same level as a level 84 Hadou Spell.
Expert: An Espada with "Ki" that falls within this category, Cero will on the same level as a level 90 Hadou Spell.
Mastery: An Espada with "Ki" that falls within this category, Cero will on the same level as a level 95 Hadou Spell. (Does take 1/4 reiatsu to use)
Bala
Bala (虚弾 (バラ), bara; Spanish for "Bullet", Japanese for "Hollow Bullet") is an Arrancar-exclusive technique that hardens the user's Reiatsu and releases it like a swift blast of spiritual energy. While the technique is not nearly as powerful as a Cero, its speed is 20 times faster and allows for it to be fired in quick repetition. In addition, it possesses more concussive force than a Cero does. A Bala's speed and power varies with the Arrancar using it.
Elite:
Practitioner: An elite practitioner's Bala strength, will be on the same level as a level 26 Kido spell.
Expert: An elite expert's Bala strength, will be on the same level as a level 33 Kido spell
Master: An elite mater's Bala strength, will be on the same level as a level 40 Kido spell.
Semi Elite:
Practitioner: A semi elite practitioner's Bala strength, will be on the same level as a level 21 spell.
Expert: A semi elite expert's Bala strength, will be on the same level as a level 27 spell.
Master: A semi elite master's Bala strength, will be on the same level as a level 33 spell.
Non Elite:
Practitioner: A non elite practitioner's Bala strength will be on the same level as a level 12 spell.
Expert: A non elite expert's Bala strength will be on the same level as a level 18 spell.
Master: A non elite master's Bala strength will be on the same level as a level 24 spell. | |
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