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 Quincy Abilities (Template and Explanation)

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Artemis
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Artemis


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Join date : 2010-07-31
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PostSubject: Quincy Abilities (Template and Explanation)   Quincy Abilities (Template and Explanation) I_icon_minitimeTue Sep 14, 2010 12:10 pm

The Basics

The Bow

Every Quincy has a projectile launcher of some sort. In some ways, it is their signature weapon, the very thing that defines them. No two bows are alike, often taking a form that reflects the wielder's strengths and weaknesses.

Name: If the bow has been given a unique name by its wielder, this is where it goes.

The Cross: What the cross itself looks like, where it's located, and any other pertinent information.

Manifestation: Plan and simple. What does the manifested bow look like. Remember, bows generated by Quincy cross take an ethereal form, meaning that they are not solid material.

Description: How the bow acts. This includes the firing mechanism, whether it draws back like a bow, or releases on a trigger mechanism, like a crossbow. Also, please describe the arrows, or bolts, that are fired. More than "Shiny and pointy" please. Something more to the effect of describing damage type (impact, piercing, shrapnel, etc.), shape, things as such. Projectile power is determined by the amount of time spent charging, and gathering Reishi within it. As such, if a Quincy spends five minutes charging an arrow, it will do damage that can be measured in miles, but they also leave themselves quite open to attack, as they can't do much more than evade during the charge, and if they just take quick potshots, they can release a devastating barrage, but the individual shots will be quite weak, barely a scratch on an Arrancar's Hierro. As a side note: Any special attributes, or attacks the bow has, such as being able to fire multiple arrows at once, or being able to act as a shield, things of such nature should also go here.

Spoiler:

Other Abilities and Gear

Quincy have a history of being rather resourceful. Not only do they have their trusty bow, but they have developed tools to aid them further, and have taught themselves how to harness spiritual particles for more than just crafting arrows.

Abilities: Custom made abilities. Quincy already know Hirenkyaku and Ransotengai. These can be special attacks, like a barrage of a thousand arrows, an expansion of a known ability, or something more supportive, like being able to channel spiritual particles into others. No more than two custom abilities please.

Name: Self explanatory.

Description: What the ability does.

Gear: Custom made gear. Quincy can already use Seele Schneider and Ginto (Silver Tubes). Be reasonable. Quincy are still bound by human standards for physical strength, so they won't be able to lug around a hundred different things. Note: All custom gear must be created in character. There will be no magically obtaining it.

Name: The name.

Description: What it is, and what it does.

Ginto: Spells cast by using Reishi stored in small, silver capsules. A Quincy must create all of his own spells. Each one has a different capsule cost, and an incantation must be recited for the effect to manifest.

Name: Name.

Capsule Cost: How many capsules are required to perform the spell.

Incantation: The poem, story, words. Yes, write the whole damned thing out.

Effect: What happens, and how it happens.

Spoiler:


Diverging Paths

The Sanrei Glove


These gloves are special weapons passed down the generations, both feared and treasured by all Quincy. Once placed upon one's hand, they are sealed into place, remaining there until the host either dies, or forcibly removes it. Both of these scenarios usually end negatively for the Quincy involved. However, by simply wearing one, the wielder gains access to far greater strength than they could manage alone.

Name: Self Explanatory.

The Glove: What does the glove itself look like. That's all that goes here.

Manifestation: What does the bow produced by the glove look like. This may or may not resemble the previous form, made by the cross alone. These bows may be crafted of solid material.

Description: (See above, under the normal bow's description.) By and large, this should be an evolved form of the normal bow, in both abilities, and use. Strikes will be more powerful, stronger arrows taking less time to charge up, and special attributes expanded.

Final Form


A Quincy's ultimate manifestation. Theorized to be a defense mechanism, to deter foes from removing the glove from a Quincy's hand, this transformation is the result of breaking, destroying, or otherwise separating the Sanrei glove from its host. This form is, thus far, unrivaled in power, and a force to be reckoned with. But, it comes with a price. Final Form only lasts until the end of the Quincy's current crisis, be it the fight they are in, a trap needing evasion, or even something as small as a mental meltdown, is resolved. Fed by resolve, once the problem has been solved, the wielder will revert back to a the state of a normal human being, no powers, no bow, their glove destroyed, and their cross shattered, completely helpless. The only way for a Quincy to regain their abilities once this has happened, is to be pushed to the very brink of death, and have another Quincy fire an arrow directly into their heart. And even then, they will need to find, or craft a new cross, and start from scratch.

Manifestaion: What the character, and the bow look like in Final Form.

Description: As above. Place here, new abilities for this form, powers, anything and everything gained and strengthened. (Remember, this is supposed to be incredibly powerful, but do try and keep it in check.)

Note: Sanrei Gloves must be obtained in character, either miraculously found, or handed down by another Quincy, who may be an NPC. However, they are incredibly hard to find, and those who have them will not pass them down to someone who does not yet have a very firm grasp on their own powers. (This pretty much means to having a glove from the start. Gotta work for it.)

Spoiler:

The Maskerade


A mixture that was never meant to exist, an abomination. The Maskerade is part Quincy, part Hollow, neither living, nor dead. While to normal, spiritually unaware eyes, such a being appears to be an average human being, unaltered, those who can see the other side, will notice something very wrong. These creatures seem to have bone plating covering parts of their bodies, much alike to a Vaizard's mask, except it is always present, and not necessarily a mask. These mutations can be an entire hollowfied arm, or maybe a region of the spine. How a Makserade comes into existence, is nothing short of impossible. A Quincy, on their last legs, inhaling one last time, amplifies their spiritual particle absorption by an incredible amount, in an attempt to heal, and stabilize the body. However, any Hollow nearby will be absorbed as well, by an unforeseen adaptation of this survival ploy. Once absorbed, there is a very real, very violent battle within the Quincy's own mind, wherein the Hollow attempt to free themselves, and take the dying mortal's soul to boot. If the Quincy stands victorious, they are granted a twisted sort of immortality, transformed into a Maskerade. The longer the battle, the further the transformation develops. If the Hollow win, however, then the Quincy's existence fades, and they become just another harvested soul.

Hollow: Name of the Hollow absorbed.

Appearance: The character's new appearance. This true form is only visible to those who are spiritually aware, and should reflect the mental battle that resulted in obtaining this form. Meaning, if the Hollow ripped off your leg, then your leg will be hollowfied.

Abilities: Any new attributes, or abilities gained from achieving this form. So long as everyone is okay with it, you may have a diluted version of the Hollow's ability. In addition, if the absorbed Hollow was strong enough, you may be allowed access to Cero, Bala, and Hierro.

Drive


Pushed to their limits, the Maskerade can tap into a powerful force from within. This force is the will of not just their own soul, but the Hollow's soul, and all those souls that the hollow had consumed, to continue existing. This is merely a reaction, and can be brought upon by a multitude of catalysts, from fond memories, to having a sword run oneself through. The Drive is a transformation that can quite easily turn the tides of even the most one sided fight. It grants immensely amplified abilities, does everything that can be done to resist being erased. But, as with any great power, this primal, survival instinct is a double edged sword. Each time the Maskerade is forced to use this, their body becomes more and more hollowfied, until, eventually, it takes their mind as well, leaving only an empty shell of a creature, a husk that craves only destruction of itself, literally tearing itself down once the last shreds of humanity have evaporated. A befitting end to something that was never meant to happen.

Name: Name your Drive.

Trigger: What makes the transformation happen? Getting a limb removed? Being under a full moon on a snowy night in July? Looking at pictures of good memories? Be careful what you put here.

Remains: How many times one can use their Drive before literal self destruction. This should be proportional to how hollowfied one starts out, and how violent each transformation is projected to be.

(There are no appearance or ability sections for Drive. Appearance will differ every time, but please try and keep the Maskerade appearance up to date with every use of Drive. Also, there are no new abilities granted. Just those abilities that the character already has are boosted.)

Note: In order to obtain Maskerade status, one must absorb a Non-NPC Hollow, and battle with them, as per the description. If this is done with one's own character, then they forfeit that character slot forever. In addition, one cannot have both Maskerade status, and a Sanrei glove. One or the other.

Spoiler:


Last edited by Artemis on Fri Sep 17, 2010 11:17 pm; edited 1 time in total
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Artemis
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Artemis


Posts : 18
Join date : 2010-07-31
Age : 36

Quincy Abilities (Template and Explanation) Empty
PostSubject: Re: Quincy Abilities (Template and Explanation)   Quincy Abilities (Template and Explanation) I_icon_minitimeSun Sep 19, 2010 8:46 pm

Extra Rules: (Because I'm too lazy to go through and try to edit.)

A Quincy may start with only one custom ability. They will gain the second after 100 IC posts.

Custom gear MUST have its creation played out IC. This may be anything from multiple posts in different threads with allusions to having a project in the works, or a single thread, wherein the gear is created. In addition, you may have one piece of custom gear per 50 IC posts. You may not start with one.

You may start with 2 Ginto of your own. From there, you may create a new one every 30 IC posts.

None of the above three things are required, but simply serve to provide more options. You may choose not to have them at first, but can always create them at a later time, provided you have met the requirements.

As a side note, it would do you well to state at the beginning of every thread, how many Seeles and Tubes you're carrying. No magically having a million of them. This applies to any custom gear, as well, if there can be multiple of it.

For Maskerade, and Sanrei gloves, in addition to the notes stated, you must obtain admin permission to have them. And, in case it wasn't clear, both must be obtained, somehow, IC.
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