Post by Society on Jun 16, 2015 22:32:20 GMT
HUMAN GUIDE
THE MORTALS
by saki, kaz, trace and leonov
★ [CONTENTS]
TO LOCATE AN INDIVIDUAL SECTION, OPEN YOUR OS OR INTERNET BROWSER FIND TOOL (USUALLY CTRL+F) AND TYPE IN THE DESIRED SECTION LISTED BELOW, INCLUDING THE BRACKETS.
[INTRODUCTION]
SECTION ONE: RACE INFORMATION
[THE BASICS]
[POWER POTENTIAL]
[HUMAN SUBSTITUTE SHINIGAMI?]
[DEATH]
SECTION TWO:
MASTERY WALKTHROUGH
[HUMAN POWERS]
SECTION ONE: RACE INFORMATION
[THE BASICS]
[POWER POTENTIAL]
[HUMAN SUBSTITUTE SHINIGAMI?]
[DEATH]
SECTION TWO:
MASTERY WALKTHROUGH
[HUMAN POWERS]
[Human Powers Mastery][REIATSU CONTROL]
[Rei Control Mastery][HAND-TO-HAND]
[Hand-to-Hand Mastery][WEAPON SKILL]
[Weapon Skill Mastery]
[SPIRITUAL POTENCY]
PROFILE TEMPLATE GUIDE
[FIRST POST INFO]
[Potency Mastery][STEPPING]
[Stepping Mastery][REIRYOKU TECHNIQUES]
[Reiryoku Tech Mastery][SOUL RESONANCE]
[Soul Res Mastery]SECTION THREE:
PROFILE TEMPLATE GUIDE
[FIRST POST INFO]
[Appearance][SECOND POST INFO]
[Personality]
[History]
[Other]
[Battle Skills]
[Human Powers Info]
[Human Powers Techs]
[Masteries]
★[INTRODUCTION]
Welcome to the Human Guide, your one-stop info center on the race.
Section One is the Racial Information, where descriptions of what the race is, its history and what the race can do as a whole with their unique abilities, finishing with what happens on death.
Section Two is the Mastery Walkthrough, where in-depth descriptions and explanations of the potential and limitations of their powers and skillsets given to this race are provided.
Section Three is the Profile Template Guide, where you will find a walkthrough of how to get your profile on this race approved by giving profile creation standards and rules.
If you have any questions at all, please feel free to PM staff, post in the Helpdesk, or shout in the cbox!
SECTION ONE:
RACE INFORMATION
RACE INFORMATION
★ [THE BASICS]
Humans are the most ordinary, and the most extraordinary, Race on BSRP. They start as the weakest and innately remain the weakest of all Races but, with a little time and effort, they have the capability of learning almost anything they so wish.The minimum possible rank a Human can be is [SL]
Their maximum starting rank is [LL-A]
The maximum rank they can achieve is [AL]
Details on ranks can be found here.
★ [POWER POTENTIAL]
Ordinarily, Humans can begin with spiritual awareness or none at all, and if you start with none, you will have to become aware of the spiritual world to rank-up. [SL-A] is considered the rank where you are spiritually aware, annd can begin to manipulate your own spiritual reserves to create supernatural (or superhuman) effects.
Due to this potential power variety between each other both in power, diversity and capability however, Humans are also one of the more difficult races to train.
★[HUMAN SUBSTITUTE SHINIGAMI?]
Yep, it's all cool! Check out the guide here
★ [DEATH]
Similar to both Fullbringer and Quincy, there are two things that can happen when a Human dies:
One, you can become Hollow. In this option, your rank remains the same. Also no matter what rank you are, you will be an Unclassified Hollow. Refer to the [Becoming a Hollow] section in the [Hollow Guide] on rank and evolution limitations.
The second option is becoming a Plus Soul and being sent to the Soul Society. If you are at least [ML] rank, you will have a secondary choice: you can either choose to gain a rank-up at the cost of all your techniques, or you can keep your techniques but not have the rank-up.
If you're not [ML] on the other hand you will become the weakest form of plus soul [SL-A] without any spiritual power.
SECTION TWO:
MASTERY WALKTHROUGH
MASTERY WALKTHROUGH
The Mastery System is explained here
★ [HUMAN POWERS]
[RELEASE MASTERY]
Human Powers are releases given to humans. You may choose the theme of the release abilities, provided there is some kind of indication you have entered your release state (a reiatsu burst, change of clothing, etc.).
Often, they are unspectacular due to their immaturity, but if appropriately harnessed, they can become something extraordinary. Thus they can learn many techniques in a variety of disciplines, often capable of more abstract abilities than Shinigami or Hollow. The Mastery Level dictates how skilled a Human is with their release, unlocking new levels of power as it goes up.
Additionally during release, a passive construct (such as a sword) is available. This construct can withstand sealed Zanpakutou strikes at equal advantages when at Shikai level. At HL with Advanced Mastery, this becomes a Bankai-level release and Shikai-level durability. If broken, these constructs can be reforged after a one post cooldown. This is an optional perk and isn't required for Human Power appearances or descriptions.
Once Mastered, a total of eight Human Powers can be acquired. At creation, a maximum of four slots are available.
[HUMAN POWERS MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A]
[Beginner] You've just unlocked your powers. They are highly unrefined, only able to be up to Tier III in power, and only 1 technique slot is available to you.
[Below Average] The powers have refined a little more, but they are still difficult to control. Able to use Tier III and a total of 2-3 technique slots are available.
[Average] By now your powers are refined considerably and you control them with moderate ease. Able to use upwards to Tier III and a total of 4 technique slots are available [Maximum level at creation].
[Above Average] Through leaps and bounds, your control has more finesse, and you can start making bigger more complicated techniques up to Tier V. 6 technique slots are available.
[Advanced] Nearing the peak, your control is about as good as it could possibly be. This is where you get Bankai level perks, such as two extra advantages instead of one, and the powercap raised to Tier VII. You also get the maximum number of 8 technique slots available, but this is your last chance to edit your release, otherwise you will be...
[Mastered] Your powers are at their peak. Like a Quincy firing arrows or an Arrancar firing Bala, your abilities are just as easy to manipulate and control. Due to this your release techniques incur 1 less CD post than normal.
★ [REIATSU CONTROL]
This mastery is pretty self explanatory; it's your ability your spiritual pressure, such as bursting, applying pressure and hiding your presence. Your Reiatsu color is decided at creation, and can be changed at will when Reiatsu Control is Advanced.
Starting at [Above Average] you gain access to a reiatsu passive. This passive starts at tier I and rises one tier, along with added strength and complexity for each master level afterwards up to tier III.
Your reiatsu pressure can also be used defensively to remove certain negative effects, or offensively to crush your opponent and stop their movement. These effects are governed by the following techniques. These do not need to be added to your profile and do not count towards the technique limit.
Name: Reiatsu Expulsion
Class: Reiatsu Control
Tier: I - VII (1 tier per mastery level)
Type: Defensive
Range: Self
Description: The power to overcharge one’s own reiatsu to remove negative effects, break out of bindings, burn out poisons etc… This ability follows normal cooldown rules.
Name: Reiatsu Suppression
Class: Reiatsu Control
Tier: I - VII (1 tier per mastery level)
Type: Binding
Range: 50m with no fall off
Description: The power to manifest your reiatsu pressure around you, forcing your enemies to their knees with your substantial reiatsu, and even rendering them unconscious with enough advantages. This ability can also be used defensively to ward off an opponent's version of the ability.
[REI CONTROL MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Hiding yourself is a virtual impossibility; without special techniques you’re a sitting duck. On the flip side you can’t sense others either and can only determine general locations, which could be butterflies.
[Below Average] You can slightly disrupt long-range sensing attempts, but it’s useless against Advanced skill or higher. You can keep your reiatsu down to belligerent levels to reduce annoyance of others but even your best efforts can’t hide you at mid-range.
[Average] Your presence can be hidden easily enough and people actively have to look for reiatsu to find you, but not for extended periods of time. Anyone who would wander within about 55 metres (180 ft) of you would be able to sense you. However you’re still likely to get inaccurate readings of others. [Cap for those with Constant Release Shikai.]
[Above Average] You can hide your reiatsu with relative ease, and create an effective distance of being able to be sensed of about 35 metres (114 ft), but you’re not immune to being sensed. Those with a higher skill will easily detect you, but you can now detect those at your skill and under with little difficulty.
[Advanced] You’re able to hide your presence from near anyone without flaw from a distance if they’re not using a special technique, though those closer to you will have an easier time finding out your true position if you are not in line of sight. This time though, it’s the same vice versa and you can detect as well as you can hide, with your safety net now 25 meters (82 ft).
[Mastered] You may now have your Reiatsu Passive where your general spiritual pressure can have battle worthy properties. Those below Advanced won't be getting an accurate reading if you hide your energy, and even Advanceds and Masters will have a bit of trouble. But sensing your own skill level and higher is still a challenge.
[Specialised] And thus we give more. Simply, more. You can control your reiatsu to a microscopic degree of detail, with a finesse and steady hand of a legendary artist. For your efforts, you are awarded with yet another reiatsu control passive technique, or you can choose to power up the one you already possess, and finally you may have the power of it at Tier III, same with other masteries. Either way, the degree is fantastical.
★ [HAND-TO-HAND]
Hand to Hand. The art of fighting without any sort of weapon and with just your body. This mastery determines not only your hand to hand skills though, but the potency of custom hand to hand techniques.
[HAND-TO-HAND MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] You are completely unable to win a fight against a child let alone someone of your rank, your movements both telegraphed and awkward. However, you can manifest and control it enough to create and learn techniques up to Tier II.
[Below Average] You can put up some sort of fight against those equal in rank and your aren’t as telegraphed, but just brutal brawling skills at best.
[Average] You're still nothing special but you're able to hold your own in a fist fight well enough now, and finesse in your attacks is possible. Up to Tier III techniques can be made and learnt here.
[Above Average] Finally, your hand to hand skills are becoming powerful whilst developing your own style, and you’re able to pressure equally skilled opponents. Up to Tier IV techniques can be made and learnt here.
[Advanced] You're nearly a master of the art, able to execute fast, ruthless and powerful attacks with a fluid like grace that could pass beyond the understanding of lesser foes. Up to Tier VI techniques can be made and learnt here, skipping through Tier V.
[Mastered] Enter the legends. Shockwaves of pure reiryoku will form from your strikes and leave small fissures if you're using reiryoku based techniques. You can break through Mastered Hierro at equal rank, but unless you use at least Shikai level tools [not durability], you'll suffer repercussions for it or it will do little to no damage. Techniques you can learn and create at this level can be up to the maximum of Tier VII.
[Specialised] Your divine skill and flawless technique has made you a legend in your own era. Your normal strikes can reach Ikkotsu levels (Tier IV) without any techniques, bypassing Mastered Hierro/Blut at equal advantages. With extra immense focus you can deliver a strike that nullifies natural defenses [Mastered Hierro/Blut or lower] at the struck area, leaving the spot vulnerable at equal advantages for a post. However, this has a 2 post cooldown with every use. You can negate specialized hierro with this strike at equal advantages, but due to the force behind it, your hand's bones will hairline fracture in 1 hit, majorly in 2, and completely shatter in 3. This can only be avoided with Shikai level tools/protection (not durability).
★ [WEAPON SKILL]
Again sort of pretty obvious, this is the art of fighting while using a weapon. Swords, chakram, hammer, steel pipe, poles, you name it.
[WEAPON SKILL MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Your stance is vastly unrefined; you're severely unbalanced and trying to swing will have no power or speed at all, so try not to trip and fall on your blade. However, you can manifest and control it enough to create and learn techniques up to Tier II.
[Below Average] With understanding of a basic kendo stance your swordsmanship has improved some but not a lot. You can do one or two decent strikes before you lose balance, but even then you still don't know how to properly adjust your body weight to improve striking power or speed.
[Average] Now able to keep a basic stance your simplistic attacks are growing in speed or striking power. You're finally able to keep your stance without losing it but advanced moves are still out of your reach, though the power cap is now raised to Tier III.
[Above Average] By this point you've mastered the basics. Your stance is stable, your strikes are refined and your style has become more character orientated as you focus on your own way of fighting, and the power cap is raised to Tier IV.
[Advanced] You're now an expert. Your reflexes are top notch with your strikes and parries refined. There's always room for improvement, but now you can make complex movements that may or may not make sense to someone who does not know enough about your weapon, and the power cap is raised to Tier VI, skipping through Tier V.
[Mastered] An elite, few can match your skill with your weapon. You're able to create nigh any technique imaginable, the power cap Raised to the max of Tier VII. Shockwaves of pure reiryoku will form from your strikes and leave small fissures if you're using reiryoku based techniques. You can break through Mastered Hierro, but unless you use at least Shikai level tools [not durability], you'll suffer repercussions for it or it will do little to no damage.
[Specialised] A god of the blade, your legendary status marks you as one of the greatest in all the history of your race, as truly “one with the blade”. No techniques necessary, you can slice right through Hierro at equal advantages though Specialized Hierro will still be difficult to cut and just like Mastered, you'll still require Shikai level tools [not durability] to make a dent. Reiryoku-based techniques aren’t safe either, able to cut through armour and attacks alike up to a Tier IV without techniques. Finally, you can use Ken'atsu, the ability to swing beams that are simply the normal sharpness and pressure of your blade at the speed of a Cero without a single cooldown post [Ken’atsu cannot be modified into individual variants].
Should you choose to specialize in thrown weapons instead of melee, your benefits will be the same outside of ken'atsu. Instead of the pressure wave, you can now imbue your projectiles with enough energy to produce a similar Tier IV effect as if you just launched a missile, though this limits them to cero speed. Alternatively you may throw them at such ludicrous force they reach bala speed, but this limits their power to base level.
As a further alternative you may specialize in firearms. You may now compete with lesser quincy in gunslinging by firing bala speed and -power shots made purely of reiryoku, up to 200 per post. If you prefer raw power instead, you can also fire singular Tier IV powered shots at cero speed, without suffering cooldown time.
★ [SPIRITUAL POTENCY]
The durability mastery for the non-spiritual races. Whilst the weakest of the innate durabilities, a little extra defense still goes a long way.
To compare it directly to them:
Advanced Hierro = Mastered Soul Resilience = Specialised Spiritual Potency.
This comparison is identical for each level down.
[POTENCY MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] You're a normal human at this point, with no durability effect whatsoever.
[Below Average] Slightly better than it was, the effect is starting to appear. Offensive techniques of a Tier I will deal little damage, but you still don't get a full negation. Still soft and squishy I'm afraid.
[Average] Slightly better than it was, the effect is finally starting to appear, so offensive techniques of a Tier I will deal no damage.
[Above Average] The effect starts to appear more prominently and you come off with less bruises generally, though binding type abilities are still unaffected and physical attacks less so.
[Advanced] Now very noticeable, an energy-based attack from a Tier II ability can be tanked with no damage at all, and a sealed Zanpakutou's cut hurts you less. You can’t catch one yet, but it won't get cut off in a single slice like it would without.
[Mastered] Sealed Zanpakutou of equal rank barely cut you and if you focus on defending, it'll stop completely! You’re not immune and various cuts will still hurt you though, including Shikai.
[Specialised] No sealed Zanpakutou of equal advantages can scratch you, and Shikai have trouble damaging too. Energy based attacks from a Tier III are negatable yeaaaaah.
★ [STEPPING]
The innate ability to have agility, dodging and speed, this is the mastery that judges how fast you can be, and how skilled you are with your Step technique.
However, Humans don't have any Step Technique from the beginning such as Shunpo or Sonido, and must unlock it in character. What makes their Step so different from other races though is that it's variable and they are each unique to the Human themselves. To unlock it, they must first witness a step such as Shunpo, Sonido etc before they can mimic it and train their own.
[STEPPING MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Watch out for that-! ...Ouch. Sure, your agility is decently fast, but your step range limit is low, and you're slow and unhandy with it generally. Use it too rapidly, you might and you might end up falling over, or running into something even.
[Below Average] At this point, you can say goodbye to randomly tripping and hello to balance. Your range and speed increases, and other things like that. You can't rapidly step, if you try it more than three times in a row, something will go wrong!
[Average] Yarr! Finally worth something. It's now easier to air step freely, and you can pick some sort of pace in rapidly stepping, sure, not more than four or five times in a row, or you'll trip up. But still, it's better than nothing.
[Above Average] You basically have the ability to step consecutively now, without real risks of tripping up. Your steps have quite a bit of range, and more speed than that of the average Arrancar. You won't be able to blitz anyone any time soon, but you might catch a weaker opponent off guard. Omnidirectional Stepping is not only possible at this point, but quite easy.
[Advanced] Rapid stepping, check, accuracy, check, combat reflexes and agility, check. There's not much to learn now at this point. It's juuust increasing speed and range now. You're fast, and in the top tier of in speed.
[Mastered] Your speed is unrivalled by all but those who stand equal to you. Your stepping speeds and execution are high, with complex agility movements possible. Here is where you can make your own stepping techniques (with some limits), but don't expect it to be too awe-inspiring like the pros.
[Specialised] So here you are, above the highest tier. Like an owl upon a rat or the wind across the ocean your speed is godly. Okay, enough metaphors. But you get some very special perks. First off, a free stepping technique, to be used at your leisure. But before you fly off impatiently, your stepping has some new additions. If you so wish it, no light or sound will be emitted with any step you make, the speed at which you step akin to teleportation, able to appear and disappear within the blink of an eye, as silent as the night.
★ [REIRYOKU TECHNIQUES]
The innate ability to use ones inner spiritual power to create techniques. For a Human, these will be your ordinary techniques akin to Kidou-like creations that do not fall under the other masteries of Hand-to-Hand, Weapon Skill or Reiatsu Control.
Your other Reiryoku Techniques are your non-release techniques which are your more generic and less specialised and unique abilities. This would include firing hadouken blasts or summoning flames with your hands. This mastery also governs specialized sensing techniques, though canon ones (reiraku, pesquisa, etc) are not included.
[REIRYOKU TECH MASTERY]
The level of Mastered for this mastery can be achieved at [HL]
[Beginner] Whilst a arduously slow and dangerous process, you can create and control techniques up to Tier II in power.
[Below Average] You're getting quicker and your reiryoku output is more stable, but it's still a relatively slow process to mold your reiatsu.
[Average] Your skills in making techniques can be Tier III in power now, and it is a normal pace to gather and control the reiatsu into the technique.
[Above Average] Your skills in making techniques can be Tier IV in power and you can control and gather the reiatsu into a technique at a good pace.
[Advanced] Your skills in making techniques can be up to Tier VI in power, skipping right through Tier V. Gathering your reiryoku into a technique at a speedy pace is simple, and your complexity is heightening.
[Mastered] Your skills in making techniques is up to the maximum of Tier VII in power and it is a extensional pace to gather and control the reiatsu into the technique.
[Specialised] Normally simplistic in nature, Reiryoku Techniques are now capable of being somewhat complex. You can now fire three techniques up to Tier V simultaneously, and two techniques up to Tier VI simultaneously. Even if you take damage during casting, the technique won't be interrupted, and they charge quickly. Finally you are allowed a singular free ability, rather it be supplementary or passive, effect on all of your reiryoku techniques (not releases), similar to a Reiatsu Control Passive.
★ [SOUL RESONANCE]
[RACIAL PERK MASTERY]
[THIS IS AN OPTIONAL MASTERY]
Not to be confused with the Substitute Shinigami version Soul Synchro, these masteries do similar things with completely different mechanics.
So with Soul Resonance, your Human body will start to resonate and synchronize with your soul, and put the Human more in tune with their spiritual side. This effectively removes the Human limitations with Reiryoku Techniques that you had with your physical body. Thus by using your physical body as a medium, in this 'spiritual' body your Reiryoku Techniques (not your Human Powers) are augmented; you can summon an alternate form of them, or create completely new techniques exclusive to the Soul Resonance state. The efficiency, duration and melding of the synchronisation between physical and spiritual is dependent on your Mastery.
Cons:[li]Human Powers cannot be amplified or converted through Soul Resonance, and will no longer have the power present in a release.[/li][li]Whilst in the cooldown of Soul Resonance, all benefits including passive buffs are locked.[/li][li]Any other stat related buffs or passives in your Human Powers or Reiryoku Techniques cannot be stacked with Soul Resonance, with the stronger buff(s) always overriding the weaker one.[/li][/ul] [/blockquote]
[SOUL RES MASTERY]
The level of Mastered for this mastery can be achieved at [HL-A]
[Beginner] In this form your synchronization is mediocre, when techniques are used as your body for a medium the results are untamed, unpredictable and unstable. For example, a fire defense that becomes a cape on your body would be wild, violent and very large. While active, you're limited to using Tier II abilities, you get a x2 buff either strength or natural speed, and it lasts one post with a three post cooldown.
[Below Average] You're slowly able to increase your body's synchronization with the spiritual realm as you increase its chances of medium. In this state the techniques used are slightly more refined but still has that uncontrollable streak. It's still difficult to get into this state, taking a lot of concentration. While active you get a x2 buff to either strength or natural speed, and it lasts two posts with a three post cooldown.
[Average] Your body is now a medium. Your shapes and skills in transforming your abilities into augmentations around your body is average which means the basic shape is there, so a cape of fire looks just as it sounds. While active, you're limited to using Tier III abilities or lower, you get a x2 buff to strength and natural speed, and it lasts three posts with a three post cooldown.
[Above Average] You are advancing along the path of the medium. The shapes and looks of the abilities are capable of becoming more complex looking and awe-inspiring, your speed of synchronising rapid. Whilst active, you're limited to using Tier IV abilities or lower, you get a x2 buff to strength and natural speed, and it lasts four posts with a two post cooldown.
[Advanced] Here is where your perks start to change and evolve due to your near perfect Synchronization. Going into the form at ease. While active, you're limited to using Tier VI abilities or lower, skipping right through Tier V. You also get a x2 buff to strength and natural speed, but able to increase one to x3 for two posts and a four post cooldown before that same stat can receive a buff again. The whole state lasts five posts with a two post cooldown.
[Mastered] You take meditating in your downtime so much, you're practically a spiritually connected hermit. Whilst active, there's no technique cap on what you can use, you get a x2 buff to strength and natural speed, but able to increase one to x3 for three posts with a six post cooldown. The whole state can now last eight posts with a one post cooldown.
[Specialised] TAMASHII NO KYOMEI-! *shot* Okay, so simply, you are like that of a spiritual being while still having a human body, able to hold the form indefinitely with no duration cap. There's no technique cap on what you can use and you get a x2 buff to strength and natural speed. However you can increase one stat to x3 for five posts with a ten post cooldown.
Note: Specialised Soul Resonance doesn't mean that your Human Powers are permanently lost as release level. Instead you can switch between using Human Powers and Soul Resonance with the noted one post cooldown between the switch. But you can't use both at the same time.
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[/div]TEMPLATE CREDIT TO KAZ
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