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BPOR System Rules

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Post by BPORAdmin Fri Jan 28, 2011 7:05 pm

table of contents

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Post by BPORAdmin Fri Jan 28, 2011 7:05 pm

Character Basic, The Stat System



Stats
Stat are the basic abilities and knowledges that character possess. Each stat signifies a different aspect of the characters skill be it how strong or fast they are or how much they know about throwing a punch. Soul Stats(SS) define what powers you can draw out from your body in a physical sense. Where as Control Stats(CS) define how much your character knows and can how much control he has when using his abilities in certain areas of combat.

Soul Stats: The powers you can draw out from your soul to amplify your body. These stats normally have a capacity limit of 150.
  • Strength - Determines Physical striking power, such as punches, kicks, and sword swings. Any physical attacks that make contact draw their damage from here including techniques that enhance power by drawing from you spiritual energy or elemental effects(surrounding a sword with fire or energy still requires strength in other words). This also determines defensive power against physical attacks as well.
  • Reiatsu - Determines your spiritual pressure/striking power with blast like attacks such as Kidou and Cero. Energy barrier like techniques will also draw their defensive power from this stat as well as like, Reiatsu armor/Hierro.
  • Mobility - Determines your agility and speed. Also the higher this stat the easier it is for the person to dodge or escape, and the faster the person's shunpo/sonido/hirenkyaku techniques are. Also it depicts to lesser extents a person reaction time and attack speeds.
  • Reiryoku - Depicts the amount of spiritual energy/stamina you have stored within your body/soul. Showing the amount of energy and power they can use before the user can no longer draw on their spiritual powers. A pool is built from this stat.


Control Stats: The combat capabilities and knowledges you have. These Stats have a capacity limit of 100.
  • Zanjutsu - Character's capability and knowledge of using weapons in combat.
  • Hakuda - Character's capability and knowledge of fighting using their own body as a weapon.
  • Manipulation - Character's capability and knowledge of manipulating their souls energies for various uses.
  • Race - Character's capability and knowledge of the abilities specific to their race.


Level Rate
Each character has the chance of being stronger than the other. That is reflected on his\her level. Right now as the system is, your character will start with the base level of 0 and the respective rank of that race and will rank up by living his\her life, training and talking to others. There is a maximum of 50 levels normally with a possibility of a maximum of 60 being unlocked later, but the task is not easy and many trials are waiting in the way.

When you start your character, you will have an amount of points available for your stats, called Stat Points. Like the Stats, these points will be divided in Soul and Control and will be used respectively by those same stats, raising your character's abilities in the areas of your choice. You will have 15 SS Points and 5 CS Points on which you can freely distribute when your character is newly created.

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Post by BPORAdmin Fri Jan 28, 2011 7:06 pm

Character Alignment and Personality



A Brief Explanation
Good vs. Evil
Good, Evil, and in between are common motifs prevalent in any form of fantasy fiction.
  • Good represents benevolence, a respect for life, willing to perform acts of self-sacrifice, concern for others and a feeling of empathy.
    Evil represents a will to perform acts of harm, oppression, or have mephistophelian goals. It also represents a lack of compassion and a desire to kill without any qualms.
    Neutrality represents a will against killing or any other acts of harm, but do not feel the need to make any manner of self-sacrifice. Neutral characters are more driven by personal relationships.


Law vs. Chaos
  • Law represents honor, trustworthiness, abiding to authority and obedience to all forms of law. Though, this lawfulness could imply a closed-minded attitude, and often could go to extremes in order to secure this order.
    Chaos represents freedom, inability to be bound by the concepts of law and order, and flexibility. Though, this could also mean recklessness and irresponsibility. They feel that personal order holds more ground over that of a higher order.
    Neutrality implies a respect to both law and chaos, but do not feel a compulsion to strictly adhere to the rules of authority, but also do not feel the need to outright rebel against them.




Alignment Table
Lawful Good Lawful Neutral Lawful Evil
Neutral Good True Neutral Neutral Evil
Chaotic Good Chaotic Neutral Chaotic Evil

Alignments in Detail
Spoiler:

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Post by BPORAdmin Fri Jan 28, 2011 7:06 pm

Gaining Experience and Leveling Up


Training
Training is what makes you strong! From your body to your mind, you have to train and get stronger. For that, all you have to do is role play. Every quotidian situation is worth of training, fighting, having a conversation at a restaurant, everything goes around. Each time you role play you will be able to be judged on your role play in order to get Experience (Exp, you may find this rather familiar from other games... like Pokemon!). After you finish that topic, you may request an evaluation from it so that you can get Exp from it, required to level up.

The Exp goes from 0 to 20 and each level will require a different amount of it. If you have more experience than what you originally needed to level up, don’t worry, the remaining will count for the next level up. The only restriction on these requests is that you can only request this twice a week. This avoids a serious spamming of requests as well as a full "no-life" speed level while other are doing it a little slower.

A character is also only able to save up to twice the required to level up. If in any circumstance the value of his\her experience is equal or higher than that value, he\she will be denied any further evaluations for experience, which means one must level up in order to exhaust that extra experience and be able to get more once again.

You should place this on the Request Forum, which you will easily find below the Library. The details of each level are the following:

Spoiler:

New Level
So, you managed to level up. Congratulations, now you have become slightly more powerful. Each level up you will grant you 10 SS and 5 CS. Your Characters Race stat will automatically gain 1 CS point to itself at level 5 and every level there after, with an additional point received that on every level that is a multiple of 5 after that(10, 15, 20, and so on. Giving it a total of 55 free CS points at level 50.) The growth of this stat stops at level 50.

Leveling Over Caps
Each rank has a cap level from which it gets harder to level up. If that's the case, you can still level up, however, this will be done at a much slower rate. In order for you to rank up you will need to have two times (x2) more Experience than the original required ones. The maximum amount of over cap leveling is 6 (six) levels. Starting at the 4th overcap leveling, a character will receive a penalty to the stats he\she gets when leveling up, getting 7 SS and 3 CS instead of the usual numbers, although the Race bonuses still apply. This is not permanent however, as, once your character ranks up, it's cap limit will be increased, which means you will be able to level up normally again. Each regular level up done after, the character will receive an extra 3 SS and 2 CS, equivalent to the ones lost due to overcap, for example, if you did a 4th, 5th and 6th over cap, you will require 3 regular level ups to get the full penalty values back. The rank level caps are discussed in your particular races Race Guide.

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Post by BPORAdmin Fri Jan 28, 2011 7:06 pm

Technique Power and Skill System



Techniques and How to use them
Techniques are how people fight within the world and wield their spiritual powers.

Technique Power
In order to keep track of how much power a certain move puts out the Technique power system has been put in place to give accurate representations. What this system does is let a others know how strong a persons attacks are comparatively to other's attacks or defenses. It works like this, any given technique is given a set power ranging from the numbers of 0 to 50 depending on the circumstances of its use and level of ability behind the technique. That is the techniques base power and how much strength it has within itself. Certain technique powers are restricted to higher levels of power, for example you will not see a Technique power above 25 on a Shikai Technique.

Beyond that however is your characters stats that can also effect how strong your attacks and defenses are, so it will actually end up like this. Say you are using a physical technique that uses some of your characters spiritual energy to unleash a powerful strike. This technique being physical in nature would be amplified by your characters strength stat. Therefore if this technique has a technique Power of say 20 and your character has a Strength stat of 80, your full attack power for this technique is 100 Physical power which would then go up against your opponents defenses to see if you can cause them damage. In the case of this being a ranged energy/elemental based attack, such as a Kidou or Cero Blast, you would draw from your characters Reiatsu stat instead of Strength, and for a Speed technique such as Hirenkyaku you draw from Mobility.

Reiryoku Costs
In order for you to use a Technique it will be required to spend the necessary amount of Reiryoku. The amounts highly vary from Technique to To Technique but the higher the Technique Power is the higher the cost usually is. To use Reiryoku for a Technique, you use it from your "Reiryoku Pool", your energetic reserves. This is obtained by putting together your Reiryoku Stat value + twice your own level (10 is the minimum), which is the same as your ability to create\control your energy plus your own experience. There are several things which may allow one to reduce Reiryoku costs; some will even reach values of 0. This isn't allowed, the minimum cost for anything, regardless of reductions is a third of its original cost. Maintenance costs cannot be reduced in any way.

Technique Range
Most Techniques will have a range of effect, especially offensive ones although there are a few exceptions. If you are too far away from your opponent or sometimes even too close, you won't be able to fully use your Technique to its full capacity or even not be able to make them useful at all or on other cases, even hurt yourself in the attempt. The ranges are:
  • Melee = 0 meters \ 0 ft
  • Close = 0~5 meters \ 0 to 16 ft
  • Mid = 6~20 meters \ 19 to 65 ft
  • Long = 20+ meters \ 65 ft +


Technique Defense/Clash
From time to time you may come to a situation where two people attack at the same time and their special techniques clash, or perhaps your opponent blocks your technique with a defensive technique. The Technique power system also lets you see how these situations will play out in the following ways.

Spoiler:

Binding Techniques
In the case of Binding techniques and other abilities that restrict movement their is a more unique way of defense. If your Reiatsu is at least half that of the total power of the binding technique that is ensnaring you, you may start to break it with pure power. In the case that it is not you may pay 2 Reiryoku for every point of Reiatsu below half the total power in order to break the bindings.

Skills
Skills are the things that naturally make you... you! Each person has a wide variety of things to specialize in and that's up to you to choose. There are skills that will be the same for everyone but others that will be quite different. There are four types of Skills: Role-play, General, Specialization and Awarded Special.
  • Role-Play are those that everyone will have eventually in their lives. Those are things that allow you to do pretty much everything a spirit should do and are gained through RP so you won't have to pay for them.
  • General skills are a bit different; They do not count towards the allotted skill count and there are a few restrictions of how you can use them.
  • Specialization Skills are exactly that, a bunch of things you can specialize in just like you do with regular Techniques. You can choose these at specific level intervals and there is a limit for them, but these are the ones who present more variety and.
  • Awarded Special Skills are not gained through any regular means. Only Admins may decide when and to who give those skills depending of the situation. If you think you are worthy enough of a skill thou, you can always request for it to try to call the attention if they are distracted, although this usually does not happen.


You may have a new Specialization Skill at levels 5, 10, 20, 30, 38 and 46, meaning you can only have a maximum of 6 Specialization skills. There are also some skills that will require other skills. In which case the second one will "overwhelm" the previous one, which means it will take the "slot" of the previous one. Also, if you decide you don't want a skill anymore, you can remove it, but you will not be able to get any other skill for a period of a week.

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Post by BPORAdmin Fri Jan 28, 2011 7:06 pm

How to Fight


You're a special existence of some kind in a very troubled world, so knowing how to defend yourself is important.

Turns
Turns are the time you and your opponent post your actions once, actions that describe attacks, defense, or any other thing that may be started by you, or in response to other actions your opponent have made. When in the middle of a set of fighting actions, the round usually lasts a few seconds (6 to 8 mostly), although there may be times of dialog or others consisting of "dead time" in which no one is doing anything. For example, after you have dodged some attack you fall back to recover your breath. Have in mind that in such situations, your opponent may take advantage of it to rest as well, or continue his actions, making your "dead time" useless since you have to respond to it. It's basic common sense.

Stat Influence on Fights
Although Stats mainly influence the kind of techniques you can use, in some situations they can represent which individual is more powerful than other. These will reflect in combat. For instance, a Captain is supposed to be much faster and stronger than an average shinigami student, so things like "a fair fight" won't really exist, since there will be more difficulties for that Student if fighting the Captain.

You already know your character's Stats, the things you train to be faster, stronger and to know more about different fighting subjects. They apply in the following way:

Spoiler:

Don't forget that each Stat corresponds to itself on the opponent. And also, this is never a reason for God Mode. The normal RP rules still and always will apply regardless of the situation.

Exhaustion
Fighting involves using your muscles and that will tire you out eventually and that will reflect on the way you fight. As you lose Reiryoku, so will your other fighting skills become lower. Once you reach ¼ of your Reiryoku Pool (or 30, if ¼ of your Reiryoku is more than that), you will lose 10 Strength, Reiatsu, and Mobility, further reducing those stats by 5 for each 5 Reiryoku you use from there on. If your Reiryoku reaches 2% of its maximum (the result is rounded up), you will faint and you can no longer keep fighting until you have rested or healed. Usually this requires help from an ally.

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Post by BPORAdmin Fri Jan 28, 2011 7:06 pm

Resting and Healing


Resting
Resting is the method of regaining stamina lost with actions. You can catch up your breath if you stop doing actions on a combat or simply sit down for awhile in a camp. In combat, you can use one of your turns/posts to regain 10 Reiryoku, however, if you are interrupted by an enemy, you will only be able to gain 6 Reiryoku. Outside a battle, you will probably be healing as well, but even if you're not, you will be fully rested up after the first 200 words of role play, as long as it's a resting situation (happy conversations after defeating an enemy don't count, you know, those 15 minutes of real time that only count for 15 seconds in the show? You get the point). Such topics and posts don't count for your training.

Healing
Healing is the method of regaining Reiryoku lost by damage taken. You can either Heal with a Technique on the field, probably with the help of someone with medical abilities, or at the Hospital where you can even escape from death situations more easily due to the complexity of the equipment and amount of Staff working there (Descriptions of the hospital facilities depend on the Location). Being healed in such manner will depend on the healing skills and the severity of the situation.

You can also heal yourself by resting. You will need to create an "encampment" topic on which you rest or simply keep using a previous battle one if you stay in the area. You are supposed to RP a healing situation, alone or with assistance, it only matters that your wound's are treated. You can move on when you like but the wounds will remain there until you return to your home (wherever that may be) or go to a Hospital. Remember that there are some situations where complex medical treatment is required. Admins figure that you will be smart enough to know when and if you don't, penalties may "magically" occur.

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Post by BPORAdmin Fri Jan 28, 2011 7:06 pm

Life and Death


Dying and Killing
When a character has absolutely no Reiryoku left in his body due to excessive damage or other natural conditions, they die. Death to that character will be permanent, which means the character cannot be used any more (except in certain special circumstances.).

Character Death, however, can be "denied" by the Admins if the situation on which a character got killed wasn't good enough or resulted from unfair situations. It is a big deal, so, no GM situations or easy kills will be allowed. RP is supposed to be all about enjoying this while putting up a good show, so don't be astonished if somehow a character you "killed" was considered "heavily wounded" and then recovered to kick your ass. In addition, no character will be killed at the beginning of a fight as everyone must have a chance to defend themselves.

Whether you did indeed loot the body or kept anything else or not, whether it is an enemy of your faction or someone that you betrayed or betrayed you, killing a person means giving a notification to the whole forum. This is done by posting a topic on [url=]Killing Notice Forum Section[/url], following the respective section template and explanation. From here on out, the rules previously explained will be followed.

So, your character is dead
You will then have to create a new character, the normal way, choosing a new faction/race if you want to and with a brand new character! You will be given the chance for member's to start out with a new character with a loss of 5 to 10 levels to that new character, higher penalties being given out for higher leveled characters. The rank on which your character will start will be the rank corresponding to that determined level (except off course if your previous character didn't have that rank). If it's a transition level (such as level 15), your character will be allowed to go to the higher rank.

To compliment this rule, your new character will not be able to participate in any major events (such as wars or important missions or fights) that were created/in progress before the character was created. It is the same as saying that it was in the past where your character wasn't active, even if on its story states otherwise. Faction/Race leaders are advised to correct any inaccuracy on a character's history.

Suicide!
So, you've grown tired of your life and you decide to put an end to your misery. That my friend can be done, but not without consequences. Normal penalties for death won’t apply. In fact, if you kill of your character, you will have to start from scratch. Kamikaze characters may bypass this rule, although it will be evaluated by the Admins if the situation was forged just so that a player could kill of their character or if it was truly a sacrifice. If it is considered forged, tough luck, no use complaining.

Note
If a character dies in a fashion that would normally allow them to continue on with their consciousness, they can continue in the appropriate fashion. This follows the standard death rules but allows you to keep the same personality, traits, history, etc. of the character rather than making a new one. This must have Admin approval and be logical, you can't die as a Shinigami and then claim that you came back as an Arrancar or something similarly wild, this is for things like human deaths since consciousness is retained when the body is lost.

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Post by BPORAdmin Fri Jan 28, 2011 7:07 pm

Alternative Characters



For those who are creative enough that they just have to be constantly creating new characters, the forum allows alternative characters. With this, people may have a second or third character to have other things and to experience other situations. These characters will be treated like any other character. There are however a few rules to have in mind:

  1. The maximum amount of characters any player may have are three. This means that, beyond the first (main) character, a person may have two others.

  2. Only a person who has managed to get a character up to level 30 is able to get an alternative character. This ensures that the person requesting yet another character is active enough to achieve a reasonable level. In order for that same person to get their third character, the second character must be at least level 25.

  3. Two or more characters from the same player must not participate in the same Important roleplay topics. That ensures that a person will have to interact with other people's characters in order to achieve some results, rather than using his\her own creations to fuel an individual and solitary story. Remember that this is a forum and as such community is an important asset.

  4. Alternative characters have the same set of rules as any other character. They start at the very same base level, are created through the same procedure, and suffer the same approval procedures for techniques and powers as any other character. Logically, they also suffer the same penalties (i.e. Death Rule).

  5. If a person has three characters, only two may share a race. This ensures some variety on all factions, even if a determined faction becomes more populated then another, at least things will be slightly better with this rule.

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Post by BPORAdmin Fri Jan 28, 2011 7:07 pm

Alternative Characters

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Post by BPORAdmin Fri Jan 28, 2011 7:07 pm

p10

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p11

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p12

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p13

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p14

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p15

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