Post by Nira Sjane on Jul 27, 2017 22:24:43 GMT -5
{Old Skilled Type}
Type: Skilled
Description: Those who are considered "Skilled" are those who are inherently advanced in the mind. They are able to understand and master concepts and apply them soon after. These concepts can range from ceramics to swordplay. Typically, they were better in school and are more able to integrate into such social systems. However, key components of the individual's ability or physical aptitude are sacrificed in order to achieve this masterful "jack of all trades" figure.
Advantage: Across all Ranks: Gain 1 extra SkP per Class starting at Class 4. By Class 0, five extra SkP are gained. Can earn through threads an additional 10 SkP rather than just six. Total at +15 extra SkP. Instead of a final 21 possible, 36 are possible. Can have as many skills with a "4" as desired. If changed from this Type, SkP must be re-allocated among current Skills to account for the lost SkP. Any SkP beyond cap is lost instantly.
Rank 1 - Gain 1 new SkP every 6 threads instead of 8.
Rank 2 - Gain 1 new SkP every 4 threads instead of 8.
Rank 3 - Gain 1 new SkP every 4 threads instead of 8. Select any one Skill. The SkP put into that Skill counts as double its value. This means 1 will count as 2, and 2 will count as 4, but will still only take up 1 or 2 SkP, respectively. Cannot use 3 or 4 on the doubled Skill.
Rank 4 - Gain 1 new SkP every 3 threads instead of 8. Select any two Skills. The SkP put into those Skills counts as double its value. This means 1 will count as 2, and 2 will count as 4, but will still only take up 1 or 2 SkP respectively. Cannot use 3 or 4 on the doubled Skills.
Disadvantage: Across all Ranks: In addition to the techniques lost per Rank, lose an additional two more. Release loses 2 technique slots per stage. This means Shikai/Bankai only have four total techniques to distribute between the levels, Resurrección has only two for Primera Etapa and one for Segunda Etapa. Fullbringers who use this Type lose access to Willpower and Output. Quincy who use it cannot use Ginto, and Reiatsu taken in by the Quincy Cross is halved. Mod Souls cannot use Output, Willpower, or Movement (besides their step). Bounts can only have two Dolls. Vizard are stuck to Shinigami restrictions.
Rank 1: All TP obtained in threads is halved. Lose two technique slots for non-Release techniques.
Rank 2: All TP obtained in threads is halved. Lose four technique slots for non-Release techniques.
Rank 3: All TP obtained in threads is halved. Lose six technique slots for non-Release techniques.
Rank 4: All TP obtained in threads is cut to 33% of its original value. Lose eight technique slots for non-Release techniques.
Race Restrictions: Available to all Races except Beast-Clansmen, Hollows, Failures, Akki, Nakabakki, Hason, and Saika.
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)
Type: Skilled
Description: Those who are considered "Skilled" are those who are inherently advanced in the mind. They are able to understand and master concepts and apply them soon after. These concepts can range from ceramics to swordplay. Typically, they were better in school and are more able to integrate into such social systems. However, key components of the individual's ability or physical aptitude are sacrificed in order to achieve this masterful "jack of all trades" figure.
Advantage: Across all Ranks: Gain 1 extra SkP per Class starting at Class 4. By Class 0, five extra SkP are gained. Can earn through threads an additional 10 SkP rather than just six. Total at +15 extra SkP. Instead of a final 21 possible, 36 are possible. Can have as many skills with a "4" as desired. If changed from this Type, SkP must be re-allocated among current Skills to account for the lost SkP. Any SkP beyond cap is lost instantly.
Rank 1 - Gain 1 new SkP every 6 threads instead of 8.
Rank 2 - Gain 1 new SkP every 4 threads instead of 8.
Rank 3 - Gain 1 new SkP every 4 threads instead of 8. Select any one Skill. The SkP put into that Skill counts as double its value. This means 1 will count as 2, and 2 will count as 4, but will still only take up 1 or 2 SkP, respectively. Cannot use 3 or 4 on the doubled Skill.
Rank 4 - Gain 1 new SkP every 3 threads instead of 8. Select any two Skills. The SkP put into those Skills counts as double its value. This means 1 will count as 2, and 2 will count as 4, but will still only take up 1 or 2 SkP respectively. Cannot use 3 or 4 on the doubled Skills.
Disadvantage: Across all Ranks: In addition to the techniques lost per Rank, lose an additional two more. Release loses 2 technique slots per stage. This means Shikai/Bankai only have four total techniques to distribute between the levels, Resurrección has only two for Primera Etapa and one for Segunda Etapa. Fullbringers who use this Type lose access to Willpower and Output. Quincy who use it cannot use Ginto, and Reiatsu taken in by the Quincy Cross is halved. Mod Souls cannot use Output, Willpower, or Movement (besides their step). Bounts can only have two Dolls. Vizard are stuck to Shinigami restrictions.
Rank 1: All TP obtained in threads is halved. Lose two technique slots for non-Release techniques.
Rank 2: All TP obtained in threads is halved. Lose four technique slots for non-Release techniques.
Rank 3: All TP obtained in threads is halved. Lose six technique slots for non-Release techniques.
Rank 4: All TP obtained in threads is cut to 33% of its original value. Lose eight technique slots for non-Release techniques.
Race Restrictions: Available to all Races except Beast-Clansmen, Hollows, Failures, Akki, Nakabakki, Hason, and Saika.
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)
Type: Skilled
Description: Those who are considered "Skilled" are those who are inherently advanced in the mind. They are able to understand and master concepts and apply them soon after. These concepts can range from ceramics to swordplay. Typically, they were better in school and are more able to integrate into such social systems. However, key components of the individual's ability or physical aptitude are sacrificed in order to achieve this masterful "jack of all trades" figure.
Advantage: Across all Ranks: Gain 1 extra SkP per Class starting at Class 4. By Class 0, five extra SkP are gained. Can earn through threads an additional 10 SkP rather than just six. Total at +15 extra SkP. Instead of a final 21 possible, 36 are possible. If changed from this Type, SkP must be re-allocated among current Skills to account for the lost SkP. Any SkP beyond cap is lost instantly. Additionally, Skilled are considered 1 class higher in consideration to Skill limitations (They can have skills in 2 at class 6, 3 at class 3).
Rank 1 - Gain 1 new SkP every 6 threads instead of 8, this is retroactive.
Rank 2 - Gain 1 new SkP every 4 threads instead of 8, this is retroactive.
Rank 3 - Gain 1 new SkP every 4 threads instead of 8, this is retroactive. Select any one Skill. The SkP put into that Skill counts as double its value. This means 1 will count as 2, and 2 will count as 4, but will still only take up 1 or 2 SkP, respectively. Cannot use 3 or 4 on the doubled Skill. Can have two additional Skills at a value of 4 (Four Total).
Rank 4 - Gain 1 new SkP every 3 threads instead of 8, this is retroactive. Select any two Skills. The SkP put into those Skills counts as double its value. This means 1 will count as 2, and 2 will count as 4, but will still only take up 1 or 2 SkP respectively. Cannot use 3 or 4 on the doubled Skills. Can have four additional Skills at a value of 4 (Six Total).
Disadvantage: Across all Ranks: In addition to the techniques lost per Rank, Techniques are not as easy to learn. Unlike other types, who can automatically proficient a Technique of inferior class as opposed to learning it first, a Skilled type must always learn a technique before boosting it to proficient. Additionally, Skilled Types have a harder time in terms of boosting their stats, and may only use 2 Unique Long-Term Stat-boosts per thread, and three stat-boosts overall (As opposed to 3 unique boosts three times total), until class 0 at which point they can use Threeunique boosts a total of five ties (From Four unique boosts a total of six times). Short-term stat boosts are unchanged.
Rank 1: Lose two technique slots for non-Release techniques.
Rank 2: Lose four technique slots for non-Release techniques.
Rank 3: Lose six technique slots for non-Release techniques.
Rank 4: Lose eight technique slots for non-Release techniques.
Race Restrictions: Available to all Races.
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)