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#1Character Creation Assistance Empty Character Creation Assistance Thu May 07, 2020 11:41 pm

Rena

Rena
Now first I would like to point out that while the below is probably the best case scenario's it is not the standard. This is not the bar you must meet it is the guide to help you not need to worry about the bar in the first place.

History is sometimes a challenge for us. I know I've had issues trying to make something that gave my character a good amount of depth, which is the entire reason we have background. The Background section can give you everything about your character if you feel like it. It can explain why your character's personality is the way it is, why they appear the way they do, or why their abilities are as they are.

We'd all love to know where that lovely array of scars came from. Who gave them to your character? Or were they self-inflicted? Where was your character when it happened? What caused the situation that led up to the wounds that would become the scars? What effects do these have on your character? Is your character self-conscious of them? Does you character try to hide them or do they try to show everyone they possibly can?

Or how about that really nice blast-attack your character has? Who taught it to your character? Was it self-taught? What did your character have to do to learn it? Does your character use it often, or almost never? Has it grown in power over time or has it remained the same or diminished? Has your character figured out multiple ways to use this blast attack? What's their favorite way to use it?

These above questions can't ALL be covered in the Apparel, Personality, and Ability Sections. But the Background can. Background is where it all ties together and makes your character actually be a person in the Roleplay World. Seriously, make the character your own rather than just letting it be there. It needs to be written as if you were writing your very own autobiography. This helps us figure out how creative you are and how comfortable you are with putting expression in your writing.

Just a couple of guidelines while writing:
1) ALWAYS ALWAYS ALWAYS: Third person (he/she/it point of view), PAST TENSE, complete sentences.

2) Think about how many life stages there are:
A human has at least three: (1) Childhood, (2) Adulthood, (3) Discovery/honing of powers.

A Shinigami should always have 5 Stages: (1)Human Life, (2) Death, (3) Time in Soul Society before the Academy, (4) Academy Student, (5) Shinigami Career

A Vizard should always have 7 Stages: (1) Human Life, (2) Death, (3) Time in Soul Society before the Academy, (4) Academy Student, (5) Shinigami Career, (6) Hollowfication, (7) Life as a Vizard

An Arrancar should always have 5 Life Stages: (1) Human Life, (2) Death, Arrival in Hueco Mundo, (3) Life as a Gillian, (4) Life as an Adjuchas, (5) Life as an Vasto Lorde.


3) Each Life stage should discuss at least one encounter/event with a person/place/thing/obstacle that influenced them and what resulted or what they learned from that circumstance.

Quote:
Little Johnny witnessed Mommy getting beaten up by drunk Daddy and a couple thugs. He ran at them, but was knocked away by his Father, causing his head to strike the wall with a sickening thud. All he could do was listen to hands and feet striking Mommy while her muffled cries broke the silence. Everything faded to black...


What effect would that have on him? When he becomes an Advent Human will he be protective of women or will he have learned only how to be helpless? Will Johnny forever be skeptical of Father-figures and deduce only the worst-case-scenario when it comes to Fathers? How hard will he be on random thugs he might encounter in the city, or how will he react to thugs that gang up on a woman?

Or, could it be that little Johnny SAVED his mother by awakening his Advent abilities? If so, is this a circumstantial thing, such as his powers manifesting only when he sees Mommy or other women being accosted? Or is it like a floodgate being opened and now he can use his abilities very strongly? Will he be frightened by this power of his and vow never to use it again? Will he feel empowered and become power-hungry? Was Mommy frightened or thankful? What effect did Mommy's reaction have on him?


4) Always ask questions about your character that you should always answer. The reason we should always do this is because on the first go-round our characters are only sketches of ideas that we simply wrote down.
We don't find much out about someone we meet with only one conversation. We call them acquaintances, not people we are familiar with. You WANT to be familiar with your character as if it's your best friend - but don't actually treat like an imaginary friend that will replace your real friends; you get the idea.
I'm sure most of you are thinking "Of course I'm familiar with my character - I MADE IT!." Well, not so. Example.

Quote:
Little Johnny was raised in a broken home. Daddy was a drunk and Mommy was abused. One day, Daddy struck Johnny and he passed out. Later, he vowed he'd never let Mommy get hurt again.
Ten years later, Johnny died and arrived in Soul Society...

This doesn't say a whole lot. I'm sure most children make that promise to themselves. But this doesn't say anything about his emotions. It doesn't mention any specific instances that caused him to make that vow. It doesn't mention if he ever had an opportunity to keep that vow, or if he reneged on it from fear or anger or frustration.

As far as we can infer, the drunken beating happened only once - then what? Did Daddy start going to AA? Did Mommy run away? Did she take Little Johnny away from home or leave him behind? Did Mommy stay home, wear sunglasses, and pretend like it never happened?

The biggest thing is asking questions. If you are capable of asking questions, you are capable of making a character with a ten paragraph background in the matter of less than half an hour - less than a 30-minute TV show - less time than that song-playlist you like to listen to while you write to get the creative juices flowing in your brain.

#2Character Creation Assistance Empty Re: Character Creation Assistance Thu May 07, 2020 11:41 pm

Rena

Rena
Here I wish to speak candidly with you all about zanpakutoh. Before we move on to types, let us talk about Zanpakutoh when they are sealed. Zanpakutoh take the form of regular katanas with some variations among individuals. In Soul Society they all seem to fall among these three categories:

Typical Styles:
1) Katana - These blades are the most common form of sealed zanpakutoh and tend to have uniform appearance except for the hilt. A katana is a slender blade with a moderate, smooth curve to the blade, a circular or square guard and enough room on the hilt to grip it with two hands. The blade tends to be at least 23 inches in length, or about 60 centimeters.

2) Wakizashi - These weapons are very similar in appearance to katanas, but they are shorter than katanas or kodachis. The blade falls within a 12 to 24 inch range. When there is a wakizashi, it is generally used to accompany a katana. When seen together, this pairing is referred to as a "Daisho" or "Large and Small."

3) Nodachi - These weapons tend to be much more difficult to wield. Their hilts are between 12 and 13 inches long and it is much heavier than a katana. It goes without saying that its cutting range and capabilty far exceed that of a katana.


Special Cases:
Asauchi (Shallow Hit ) -
This type of weapon is used by individuals who have not yet been able to communicate with their zanpakutoh. It is not simply a plain weapon, but it is reduced in power by an immense degree.

Disguises -
(((This is where I see a lot of liberties taken among Shinigami that ought not be taken.)))
It is possible for a shinigami to disguise his or her zanpakutohn as something beneath notice. We see both Urahara Kisuke and General Yamamoto do this, disguising their weapons as wooden canes. When they wish to release their zanpakutoh, they undo the disguise and call forth their zanpakutoh. Urahara simply took the blade and placed it in a wooden hilt and a cane sheath. Yamamoto dissolves the wooden cane appearance to reveal his zanpakutoh, as well.

I've seen a lot more zanpakutohs on various sites that have magical abilities up to the max number allowed by an application. This should not always be so. In this post it is hoped to open your eyes to different possibilities you may not have previously considered.

For zanpakutohs, there are seven types:
1) Melee-type
2) Kidou-type
3) Projectile-type
4) Defense-type
5) Element-type
6) Unclassified
7) Special

This specific post regarding Zanpakutoh will deal with Melee-type Zanpakutoh. The following posts will also deal with their own specific aspect.

1) Melee-type Zanpakutohs
Melee-type Zanpakutohs are usually geared toward some type of armed combat rather than a magically or elementally based ability. They generally don't have any flashy abilities and tend to build on the wielder's strengths to enhance their abilities as warriors. Sometimes their special combat techniques are simply nameless and due to their ingenuity rather than some enhancement or extra option granted by their released state.

Melee-type wielders tend to have proportionally greater strength, greater capacity for damage and endurance, and have gained mastery in the art of hand-to-hand/melee combat.

Some examples of these zanpakutohs are:
Hisagi Shuuhei:
Death Wind is a Melee-type Zanpakutoh. By his build, we see that his body is toned, especially at his core and shoulders. This suggests strong throwing ability. The main attack that Death Wind can be used for is for throwing. Using his reiatsu, Shuuhei is only able to manipulate the length of the chain to a point, but unless he combines his combat strategy with spells, his attacks are not magical, but very physical.

Madarame Ikkaku
Houzukimaru, quite frankly, is a naginata with the special ability to part into a tri-secting staff. Ikkaku is an amazingly resilient combatant, and his zanpakutoh reflects that in shikai with its changing form. For his bankai, he specifically states that Houzukimaru needs to get woken up by either injuring or getting injured, and so it rises to the occasion to grant Ikkaku the height of his melee power. We further see evidence of its melee-type in that it cannot handle unleashing so much power for long before it will break.

Sajin Komamura:
Tenken, or "Heavenly Punishment," plays strongly on Komamura's eternal loyalty and his superior strength. His shikai produces an armored giant that follows his every movement. This is the loyalty aspect of his character. The sheer size of it also plays at Komamura's ability to get bigger (he is only a little taller than Tousen at one point in the anime, but over twice as tall as Aizen at another point.)

Tenken is durable, a reflection of Komamura's insane capacity for damage. It is strong and delivers one hell of a punch.

2) Kidou-type Zanpakutohs
Kidou-type Zanpakutohs tend to have a running theme around a special ability. This type of kidou is generally not conducive to armed combat. Sometimes it can have a theme that matches your character's personality, base nature or maybe its physical capabilities.

These Kidou can be formed in the ability to summon and put forth blasts, such as in the case of Hinamori Momo. It can be in the manipulation of blood, such as with Urahara Kisuke. It can be one simple ability with many branching abilities, such as with Otoribashi Rojuro's eleven abilities with Rose, his zanpakutoh. Ukitake can absorb, augment, and reverse energy attacks from his opponent. Yumichika creates vines that can capture a target, absorb their energy, and kill/incapacitate them - allowing him to use their energy to heal himself. Hirako Shinji can reverse spatial perception by reversing the orientation of the world as if someone were looking into a mirror. There are several more examples of Kidou-type abilities.

3) Projectile-type Zanpakutohs
Projectile-type Zanpakutohs utilize several airborne objects that can be moved freely through telekinetic ability.

8th Division, 3rd Seat Jirobo Ikkanzaka, the guy that Ishida Uryuu defeats in one of his first fights in the Soul Society arc, had Projectile-type capability when his zanpakutoh separate into many small discs that he could attack an opponent with. He had stated that up to that point he had never been defeated by an opponent until Ishida shot his Soul Chain and Soul Sleep, effectively destroying the man's shinigami powers.

4) Defense-type Zanpakutohs
Defense-type Zanpakutohs are geared mainly toward defense with little, if any, offensive capablity.

There isn't really a whole lot that can be said here, but an example of a Defense-type Zanpakutoh is Rosaburo Enkogawa, or Enryu from the Bakudou Arc. He may pack a hefty right hook, but when he uses his zanpakutoh's special ability it merely creates barriers to protect himself or others. This is the only example of a true Defense-type zanpakutoh we have seen so far in the anime

5) Element-type Zanpkutoh
Element-type Zanpakutoh tend to be associated with a single element that one can manipulate and use for attack or defense. In a way these are like a sub-category to Kidou-type zanpakutoh, but that really depends on who you ask.

There is also the implication, much to the chagrin of many RPers, that if the user is in an environment that cannot support their element, such as Fire-element used in a vacuum-space that has no oxygen, their abilities will not work. The implication comes from when Hitsugaya Toshiro states that so long as there is moisture in the air his zanpakutoh will never fail.

Elements are capable of cancelling each other out while others are able to relate with other elements for a synergistic effect. Fire and Ice/Water cancel each other out while Water and Electricity will definitely be synergists. Some can be combined to produce something new, such as water and fire meeting to create steam or water and earth coming together to create mud. These combinations cannot be made by one person, but rather by two people or one person using the environment.

These element that have been seen in the Anime thusfar:
Fire
Water
Ice
Air/Wind
Earth
Metal
Wood/Plant
Light
Dark
Poison (Nothing lethal is allowed. But even so, be extremely careful)
Electricity

Unclassified Zanpakutoh
Unclassified Zanpakutoh are the ones that do not necessarily fit into the five categories listed above. In the anime we have this classification either because we have not yet seen a zanpakutoh's special ablities or because it simply does not fit into the above categories.

Some examples are:
Kuchiki Byakuya -
This does not require any explanation, in my opinion.

Tetsuzaemon Iba -
I'm confident this is only Melee-type, but we have not seen him in extensive footage with one-on-one battle, and so there is insufficient stuff to classify it as such)

Kira Izuru -
Weight is not an element-type or a kidou-type, and he does not have any control over gravity

Gin Ichimaru -
One-step above Melee-type, but one-step below Kidou-type

Rangiku Matsumoto -
Ash is not an Element-type. Being able to manipulate ash is not Kidou

7) Special Zanpakutoh Types
Constant-Release Zanpakutoh -
Constant-Release Zanpakutoh are controversial, but in existence. We see two such types in Bleach: Zaraki Kenpachi and Kurosaki Ichigo/Hollow Ichigo. Though there is a huge debate on if Kenpachi is truely constant or not. It is PROVEN that Ichigo is.

Dual-Blade Zanpakutoh -
Out of the scores of Shinigami and Vizards we meet, we see only three instances where there are dual-blade zanpakutoh in Bleach:

Ukitake Joshiro
Kyouraku Shunsui
Hisagi Shuuhei

#3Character Creation Assistance Empty Re: Character Creation Assistance Thu May 07, 2020 11:42 pm

Rena

Rena
When creating the personality traits of your character, select one from each of the following personality trait pairings. When you have chosen, you need to describe how they are that, and to what degree are they that?

Following these guidelines will help you piece together a KILLER Personality, but it will also help you roleplay your character. The GOLDEN RULE of Role-Play is to RP the character, not yourself! If you have an insecure, naive, cowardly, pessimistic character, but you (in real life) are courageous and extroverted, you might look to impress other characters or search out missions to accomplish or defeat bad guys or enemies - or even train. YOUR CHARACTER WON'T necessarily be seeking those out.

Personality Traits -

Optimistic or Pessimistic
This describes the way your character views the world and events going on around them. One of many questions you can answer to cover this is if your character sees the glass as half-empty, half-full, or soon-to-be-totally-empty. Going into further detail than that would be much appreciated.


Idealistic or Rational
Does your character follow his heart and ideals, or does your character simply tend to follow the facts?


Imaginative or Logical
Imaginative characters are those who are artistic, asthetic, creative thinkers.
Logical characters tend to see things from a cause/effect, black/white, this/that, or true/false angle.


Playful or Serious
Playful characters are laid back and enjoy themselves and others.
Serious characters prefer to stay focused on their goals, more often than not.


Extrovert or Introvert
Extroverted people prefer to be with other people and can even fel energized by other people's company. Sometimes they might be uncomfortable when it comes to being alone.
Introverts are uncomfortable with other people and often find interacting with them as more of a chore than as a pleasure. Introverts tend to be quiet and withdrawn, preferring to find a quiet place to rest, regroup, and decompress.


Couragous or Cowardly
Couragous characters that can stand up for their goals and ideals even when they are afraid. Characters can also exhibit the quality of staring death in the eye and not flinching. Courageous characters tend to be confident, and are commonly considered heroic - or stupid.
Cowardly characters tend to be concerned with taking care of themselves, by any means required, even at the cost of another's well-being or convenience. They may shy away from any trials or simply be non-confrontational and submissive.


Confident or Insecure
Confident characters are self-assured. They tend to be in touch with themselves, knowing their strengths and their weaknesses. Some characters can be overly confident.
Insecure characters suffer some negative self-efficacy and image, either feeling too weak, or too ugly, ect. They tend to be submissive and non-cronfrontational.


Clever or Naive
Clever characters are capable of seeing through plans and deceptions, and pretty good at making their own as well.
A Naive character is one who is easilly tricked or decieved. This does not necessarily relate to a character's level of intelligence, but this determines how well others can pull one over on the character (Naive), and how well the character can pull one over on others(Clever).


Caring or Cold
A Caring character is one who is given to following what their emotions tell them. They are often empathetic and like to take care of others. They are guided by their feelings more than anything else
Characters who are Cold can still feel emotions, it simply isn't a powerful impact on them. They tend to be driven by another stronger factor.


Organized or Messy
An Organized character prefers to be neat and organized, maintaining a controlled environment. They tend to plan things out as opposed to just winging it.
Messy characters are often slobbish. They tend to prefer circumstances that are scattered and in disarray. Some characters might be in total control despite the mess, other characters might be totally flustered or embarassed.


Other things to consider for Personality:
Refer to your Background Story. Are there any events that influenced your character to becoming what it is to the present? Or is your character still holding on to memories or events in their past? Or do they worry about the future?
Make sure the personality traits make sense in relation to one another in nature AND in degree.
These questions in the above paragraph are why it is important to describe to what degree a character exhibits the aforementioned traits. Events are one of many things that can help you describe those degrees.

If you stick to these ten traits, your personality will be defined well enough that you will be able to decide if the personality is your character's or if it is your own. You do not need to write ten huge paragraphs going over every scenario where they may behave differently, each trait will be capable of explaining whether or not it is possible.

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