Point System

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The Point System came into being on 16 April 2011, after The Great Shoplift. Its general mechanics are explained below; there may be minor differences in what each kind of Point means to each race, however, so do read up!

This article shows the milestones at which each race learns skills and techniques linked to their stats; the Skill Store contains optional skills and techniques, indicated by italicised bolded skill names.

Contents

Point Types

All characters possess five kinds of Points, which have a general form of meaning, but differ slightly between races.

  • Skill Points are earned through posting; the longer the post the more points are earned, up to a maximum of two points per post. These are the basic currency of the Point System and do not affect anything about the character (think of these as "potential strength"). They can be converted into the other points.
  • Reiatsu indicates the level at which the character is able to manipulate and control their spiritual pressure. This skill governs unique abilities and skills that involve the use of reiatsu, like Cero, Kidou, Silver Tubes, etc.
  • Weapons is pretty much what it says it is: it shows the proficiency with which the character is able to use the tools of their trade. The shinigami's ability with the Zanpakutou, the hollow's skill with their Crezca, and the quincy's use of their Bow all come under this.
  • Melee shows how well the character can fight when weaponless.
  • Movement determines the speed at which a character covers ground.
  • Total points are calculated based on the total number of points in a character's Reiatsu, Weapons, Melee, and Movement (e.g. a character with 500 Reiatsu, 20 Weapons, 40 Melee, and 40 Movement has a Total of 600).

Combat

The Points are an arbitrary unit of comparison, and do not correspond to any real measurements (e.g. Movement points cannot be translated into units of kph or ms, etc).

Battles depend on the proportional difference between the parties; somebody with Movement 4 will move twice as fast as somebody with Movement 2, and half as fast as somebody with Movement 8. Similarly, somebody with Melee 100 does 1.25 times as much damage as somebody with Melee 80, though of course both are still powerful enough to do real damage to their surroundings.

Shinigami

Shinigami possess a zanpakutou, which grows with them in strength and grants them abilities. To be able to apply for a zanpakutou release, the shinigami must have a certain total number of points (not including Skill Points).

  • Total 40: The shinigami becomes able to communicate freely with their zanpakutou spirit, learning its name and its abilities. They may apply for a shikai.
  • Total 300: The relationship between the shinigami and their zanpakutou spirit becomes stronger as they have gone through many experiences together. At this point, they become able to draw the zanpakutou spirit out of their inner world into the real world to do battle. If they manage to subjugate the zanpakutou spirit, they gain another level of release and may apply for a bankai. (This requires a training thread.)
  • Total 640: The shinigami is so close to their zanpakutou in a harmonious wielder-weapon relationship that they may bring out not just the spirit, but a portion of their inner world, into the outside world with some effort. When they are in such mastery of the zanpakutou spirit and inner world that they can draw it out into the real world for an entire week, they access the final form of their zanpakutou, the senkai. (This requires a training thread.)

Reiatsu

For shinigami, the control of reiatsu translates to their skill with kidou. While all shinigami may cast all kidou, their Reiatsu is what determines whether the kidou is successfully cast and the strength of the resulting effects. Chantless kidou are cast at half of the shinigami's Reiatsu, rounded down (e.g. a shinigami with Reiatsu 50 casts chantless kidou that are as powerful as the chanted kidou cast by a shinigami with Reiatsu 25). A shinigami with Reiatsu 2 may attempt to cast a chantless Blast Spell #91 Black Coffin, but it is infinitely more likely to backfire or fizzle out than do anything helpful.

  • Reiatsu 25: The shinigami are able to cast Kidou 1-30 safely.
  • Reiatsu 75: The shinigami are able to cast Kidou 1-50 safely.
  • Reiatsu 155: The shinigami are able to cast Kidou 1-70 safely.
  • Reiatsu 255: The shinigami are able to cast Kidou 1-90 safely.
  • Reiatsu 405: The shinigami are able to cast Kidou 1-99 safely.

Melee

Shinigami fight by infusing reiatsu into and over their limbs, causing them to be able to deliver kicks and punches stronger than physical appearances would dictate. The reiatsu in the limbs also helps to protect the limbs against recoil and incoming attacks, thereby also increasing their durability.

  • Melee 345: The shinigami may begin to meld the reiatsu in their limbs to fire blasts of energy as they attack, a technique known as Shunkou. These blasts of energy travel a short distance (1cm for every point of Reiatsu) before dissipating, and deal 1.5 times their usual damage (e.g. a shinigami with 345 Melee using shunkou would do as much damage as a shinigami with 518 Melee normally would). However, they can only use it for a short duration (one post cycle for every 40 points of Reiatsu, rounded down) per thread (e.g. a shinigami with 345 Reiatsu would be able to use it for eight post cycles a thread).

Movement

  • Movement 40: The shinigami learns to infuse the air under their feet with reiatsu, allowing them to treat air as a solid surface to stand or run on, or jump off of.
  • Movement 85: The shinigami learns the flashstep, allowing them to take a step or series of steps at twice their normal Movement. The number of the steps they can take is one-tenth of their Movement, rounded down (e.g. a shinigami with Movement 105 can take 10 steps), per post cycle.
  • Movement 185: The shinigami learns the longstep, allowing them to travel practically instantaneously over vast distances. Each of these steps is a maximum distance of 500m; the number of the steps they can take is one-twentieth of their Movement, rounded down (e.g. a shinigami with Movement 185 can take 9 steps), per post cycle. While using longstep, however, the Shinigami cannot execute other techniques. The longstep can be executed from any position.
  • Movement 200: The shinigami learns a new technique, called the clone step: the shinigami moves quickly enough that they leave a portion of reiatsu behind them, taking on their form and shape; this clone mimics the actions of the shinigami perfectly and lasts one post cycle, but has no defensive or offensive capabilities, returning to raw reiatsu the moment it is attacked or contacted. The clones are visually identical to the shinigami, but their detectable reiatsu content is only a small fraction of the shinigami's. The shinigami is able to take one of these steps for every 120 Movement they have, rounded down (e.g. a shinigami with 600 Movement would be able to generate five clones).

Hollow

As hollow gain in strength, they go through a series of changes in body and form.

  • Total 15: The hollow develops in sentience, becoming stronger. It gains its first Crezca, allowing it to use more than just its body in battle.
  • Total 90: The hollow, having consumed many other beings in its thirst for food and power, suddenly balloons to an enormous size. It is now a Gillian, and its Crezca undergoes refining.
  • Total 180: The Gillian becomes an Adjuchas, a small creature, but larger than a human, with increased destructive potential.
  • Total 330: The Adjuchas has reached its final level in natural strength, and has become a Vasto Lorde, a hollow the size of a human but much more dangerous than it ever was. (This requires a training thread.)

Reiatsu

  • Reiatsu 30: The hollow begins to be able to form its reiatsu into a ball or beam of destructive energy, called a cero, to fire at its targets.

Movement

  • Movement 25: The hollow becomes able to focus its reiatsu under its appendages, allowing it to move on air as it would on any solid surface. This does not provide any speed boost, but does allow the hollow to get to places it wouldn't otherwise be able to.
  • Movement 185: Hollows gain the ability of Sonido, giving them a sudden speed boost. They move at effectively twice their Movement, for a total number of steps equal to one-tenth their Movement, rounded down (e.g. a hollow with 185 Movement can take 18 steps a post at effectively 370 Movement), per post cycle.

Quincy

The power and structure of the bow that the quincy use in combat is determined by how strong they are as as a fighter in the various skills of the quincy. As they grow stronger, their bow becomes more powerful and intricate. However, quincy are also human; as a result they have a cap of 1700 Reiatsu, 300 in Weapons, and 150 in Melee and Movement. However, their Weapons only applies to the quincy-specific weapons (Silver Tubes, Spirit Threads, etc.); should a quincy attempt to use mundane weaponry, their Weapons is treated as if it had a maximum of 150 (e.g. a quincy with 230 Weapons wielding a four-by-six does damage as if they only had 150 Weapons.) Similarly, if they have more than 150 in Melee or Movement, they are treated as having only 150 in Melee or Movement unless under the effect of a technique allowing them to access full potential. All quincy start out with a bow made from reishi, the basic quincy weapon, and the power behind each of their arrows scales with their Reiatsu.

  • Total 25: The quincy can see, with a little concentration, the spirits around them in the form of strings connected to the souls of the spirits. The colour of the threads indicates the spirit's race. The range for this level of skill is up to 5km around the quincy. Furthermore, they may filter the threads they see to look for a specific race.
  • Total 50: The quincy gains their first artefact, the Sanrei Glove, which provides them with a strong boost on their way to the mastery of their bow.
  • Total 230: The quincy bow becomes an intricate design as the Quincy becomes more able with their weapon.
  • Total 550: If the quincy also has at least 170 Weapons, they become able to use the Ransoutengai technique, enabling them to manipulate their body regardless of the condition it is in. While using this technique, the quincy is unable to use their Reiatsu techniques, but can still use their bow and weapons.
  • Total 580: The quincy bow becomes a solid bow, indistinguishable in appearance from bows of wood and metal, but far surpassing them in strength.
  • Total 800: The quincy may use the technique Letz Stil; for five post cycles, they become a master of all the reishi in their surroundings, able to pull it at will from spiritual beings and constructs; the quincy gains a boost of 20% to their Reiatsu while this technique is active. This technique can only be used once per thread, and if interrupted or cancelled midway through, cannot be resumed. During this time, no quincy Reiatsu techniques may be used on the quincy using Letz Stil, and Reiatsu techniques of other races directed at the quincy are weakened slightly. All quincy at this stage are recognisable by their bow, which now is a intricate solid construct, apparently built of gold and silver. (This requires a training thread.)

Weapons

The quincy have developed many tools to use for when their foes cannot be taken down through use of reishi alone. Their Weapons score also determines their skill with their bow: their accuracy and control over arrows, etc.

  • Weapons 20: The quincy is allowed to use Hollow Bait, which lets the quincy summon a number of weak hollows to practise their skills on.
  • Weapons 100: The quincy can now store their excess reishi in small tubes of spirit-storing silver, called Silver Tubes. This reishi, with incantations, can produce various effects. The quincy can use a number of Silver Tubes equal to one-twentieth their Weapons (e.g. a quincy with 100 Weapons may use five Silver Tubes) per thread.
  • Weapons 175: The quincy gains a specialised arrow, the Seele Schneider, the only bladed weapon in the quincy's arsenal. It causes reishi to spin at an immensely high frequency, allowing it to easily cut through and absorb the reiatsu from spiritual beings and things to boost its own strength. The quincy can use a number of Seele Schneiders equal to one-fiftieth of their Weapons, rounded down (e.g. a quincy with 175 Weapons may fire three Seele Schneiders) per thread; any attempt to bypass this limit will ruin the Seele Schneiders, and they will break in mid-flight.

Movement

  • Movement 15: The quincy becomes able to use Hirenkyaku, the ability to create a brief platform of reishi along any surface; this belt allows the quincy to stand, walk, and run on surfaces that they would not normally be able to. While standing on their reishi platform, the quincy can move the reishi with themselves on it. In this way, the quincy is able to achieve speeds beyond human limits, up to three times their normal movement speeds. While they have no limit on the number of times they may use this, they have a maximum move range (15cm for every Movement Point) per post cycle, and they are unable to use any techniques other than Hirenkyaku while travelling.
  • Movement 100: The quincy becomes able to move faster on their platform; while their maximum range remains the same (15cm for every Movement Point), they now move at four times their effective speed on the platform. They remain unable to use techniques other than Hirenkyaku while travelling.

Arrancar

Arrancar seal their power away into their weapon, and so they become able to reaccess that power by releasing their Resurreccion. The power of their Resurreccion depends on the overall strength of the arrancar. A hollow may become an arrancar at any time by ripping off their mask. This requires a training thread.

  • Total 35: The arrancar's power is strong enough to be used in a mild form, called a Dormir, while the arrancar is not in resurreccion. This Dormir provides the arrancar with a minor ability.
  • Total 160: The power of the arrancar is sealed within the zanpakutou they carry; when they reach a certain strength, the arrancar can re-access that power to regain the abilities they had as a hollow, and apply for a Resurreccion.
  • Total 640: The arrancar becomes capable of bringing their Resurreccion to its second stage, when it is now called a Segundo Etapa. (This requires a training thread.)

Reiatsu

  • Reiatsu 15: The arrancar begins to be able to form its reiatsu into a ball or beam of destructive energy, to fire at its targets.
  • Reiatsu 60: The arrancar learns a modified cero, called a Bala. Bala are fired at one-tenth the strength of a cero, but need less time to charge and move at twenty times the speed of a cero.
  • Reiatsu 250: The arrancar can, by mixing their blood into the cero, fire a Gran Rey cero. This beam is twenty-five percent stronger than usual (a Gran Rey from an arrancar with 250 Reiatsu is as strong as a regular cero from an arrancar with 313 Reiatsu), but the arrancar can only use this technique once every five post cycles, with one post cycle less for every 75 Reiatsu more than 250, without compromising their own health (e.g. an arrancar with 400 Reiatsu can use this every three post cycles), with a maximum frequency of once per post cycle. This technique is banned within Las Noches.
  • Reiatsu 350: The cero of the arrancar change and develop, and the arrancar is now able to use the Cero Oscuras, a beam of crackling black energy. This beam is fifty percent stronger than the arrancar's usual cero (i.e. a Cero Oscuras from an arrancar with 350 Reiatsu does the same damage as a regular cero from an arrancar with 525 Reiatsu), but the arrancar cannot use Movement techniques while and for one post cycle after using this technique. This technique can only be used once every two post cycles, and is banned within Las Noches.

Melee

  • Melee 15: The arrancar gains the ability to surround their hands and feet with reiatsu, allowing it to cut even if unarmed. This does not provide any power boost, but does allow the arrancar to draw blood with barehanded attacks.
  • Melee 350: The technique Quemas is accessible to arrancar. By transforming their cero into a ball of hardened reiatsu around their hands and feet, they gain the ability to deal attacks that explode outward upon contact at the cost of losing the advantage of range if the cero had been a beam. This technique only works with regular cero; Cero Sincretico, Gran Rey, and Cero Oscuras have a tendency to simply explode at once, harming the arrancar and everyone around it indiscriminately. These explosions deal 1.5 times their usual damage (e.g. an arrancar with 350 Melee using Quemas deals the same damage from a blow as an arrancar with 525 Melee normally would). While there is no limit to the number of times the arrancar may use this technique, the arrancar suffers recoil from the blow with a force equal to 1/5 the total force dealt (e.g. an arrancar with 350 Melee would feel a recoil force of 105, before reduction by hierro).

Movement

  • Movement 20: The arrancar becomes able to focus its reiatsu under its appendages, allowing it to move on air as it would on any solid surface. This does not provide any speed boost, but does allow the arrancar to get to places it wouldn't otherwise be able to.
  • Movement 50: Sonido is the name for the skill that Arrancar learn to gain a sudden speed boost, allowing them to dash about, almost flying. They move at effectively twice their Movement, for a total number of steps equal to one-tenth their Movement, rounded down (e.g. an arrancar with 50 Movement can take 5 steps at effectively 100 Movement), per post cycle.
  • Movement 185: The arrancar becomes able to use Gemelos Sonido, in which the arrancar moves so quickly that an afterimage is left behind, sufficiently like the arrancar to fool attackers. One afterimage may be generated for every 100 Movement Points that the arrancar has, per post cycle (e.g. an arrancar with 185 Movement may generate one afterimage each post cycle), and the afterimage has no attack or defense capabilities at all, except in special cases; the afterimage possesses the same reiatsu signature as the arrancar, and will appear to react appropriately to incoming attacks; however, its counterattacks do no damage. Arrancar also move at effectively three times their Movement, while using this technique, and may use it once a post cycle for every 100 Movement Points that they have.

Visored

The Visored must expend power on the subjugation of their inner hollow and the bringing out of it into combat. However, while the inner hollow grants them abilities beyond their normal limits while masked, Visored do not gain the final race-specific unique skill (e.g. a shinigami Visored will never be able to achieve senkai). While using their mask, the Visored become able to use cero and the crezca of their inner hollow. The masks start out as completely covering the face; the label of Partial or Most refers to the level of control that the Visored has over their inner hollow. (Visored are admin-permission only, and require at least one thread indicating the method by which the inner hollow appeared, was recognised, and brought under control.)

  • Total 100: The Visored achieves Partial Mask, and becomes able to tap into hollow abilities for a total of two post cycles per thread. They become able to call on their inner hollow's unique ability. (This requires a training thread.)
  • Total 350: The Visored achieves Most Mask, becoming able to tap into their hollow abilities for a total of five post cycles per thread. Their relationship with their inner hollow strengthens, and the inner hollow's unique ability is further developed. (This requires a training thread.)
  • Total 550: The Visored achieves Full Mask, and can tap into their hollow abilities for a total of ten post cycles per thread. At this point, the Visored has conquered their inner hollow and has honed their unique ability to its full power. (This requires a training thread.)

Reiatsu

  • Reiatsu 50: The Visored begins to be able to form their reiatsu into a ball or beam of destructive energy, to fire at their target/s, just like a hollow's cero.

Fullbringers

As humans, Fullbringers' physical capabilities are drastically less than that of the other races, except Quincy. As such, they have a limit of 1700 Reiatsu and 150 in each of the other currencies, unless their Fullbring allows them to transcend that limit. What this translates to is that a Fullbringer may have 3000 Reiatsu and 200 Movement, but they are treated as if they had only 1700 Reiatsu and 150 Movement unless their Fullbring allows them to reach their full potential.

  • Total 50: The Fullbringer can see, with a little concentration, the spirits around them in the form of strings connected to the souls of the spirits. The colour of the threads indicates the spirit's race. The range for this level of skill is up to 5km around the Fullbringer. Furthermore, they may filter the threads they see to look for a specific race.

As Fullbringers tap into the latent powers within them, they gain the ability to manifest and develop abilities, called Fullbring. These Fullbring grow, like staircases, ascending to their next level of power as they are bought. Fullbringers may have up to three trees of Fullbring; each Tier within one Fullbring tree must be related to its previous Tier.

The first tree of Fullbrings is dependent on their Reiatsu, progressing as follows:

  • Reiatsu 15: The Fullbringer gains their first fullbring. A Fullbring is the physical manifestation of a Fullbringer’s subconscious through the medium of familiar objects or their bodies. It moulds itself to represent the desires and drives of the user, augmenting existing abilities or providing new ones so these drives can be realised.
  • Reiatsu 65: As the Fullbringer's control over their reiatsu increases, so does their grip on their Fullbring, turning an abstract and fragmented ability into something more solid. Usually this is joined by a change in the physical manifestation of the altered object too, something closer to what truly represents the Seer.
  • Reiatsu 165:When achieving the third form of a Fullbring, additional abilities tend to become unlocked, following the same ideal as the previous abilities, these allow the Fullbring to have more than one use, but maintain the central drive that fuels its manifestation. This is comparable to a bankai.
  • Reiatsu 315: The fourth Fullbring tends to just about cover the Fullbringer’s entire body, or at least alters their familiar object in such a way that they are no longer merely aided by their Fullbring, but that the Fullbring becomes part of them.
  • Reiatsu 515: In the final form of a Fullbring, the Fullbringer’s innermost drives and morals become the very essence of the familiar object, and the difference between their conscious and subconscious self becomes blurred as they gain perfect harmony between the twin souls. This is comparable to a senkai.

For the second and third trees of Fullbring, the requirements are in point totals, progressing as follows. The power levels are the same as for their first Fullbring tree, and the requirements may overlap (e.g. a Fullbringer with 300 Reiatsu, 25 Melee, and 25 Movement may have a Tier 3 First Fullbring, a Tier 3 Second Fullbring, and a Tier 2 Third Fullbring, as well as 12 Glints).

Second Fullbring tree:

  • Total 30
  • Total 130
  • Total 330
  • Total 430
  • Total 1030

Third Fullbring tree:

  • Total 45
  • Total 195
  • Total 495
  • Total 645
  • Total 1545

Reiatsu

As Fullbringers grow, their reiatsu flows into the objects around them, creating Glints. These items have special abilities, but are of no combat use. A Fullbringer may have one Glint for every 25 Reiatsu they have (e.g. a Fullbringer with 50 Reiatsu may apply for two Glints).

Movement

  • Movement 50: If the fullbringer also has at least 50 Reiatsu, they become able to use Bringer Light, a technique in which their reiatsu is thrust forcefully into the surroundings of their feet, causing whatever they are on to either attract or repel them, allowing them to walk, stand, or run on anything, even air. This technique is recognisable by the sparks that are emitted whenever it is used, and may propel the fullbringer at up to two times their Movement.
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