Post by kyouzou on Dec 26, 2010 18:57:01 GMT -8
I thought I would take the time to mention something that people don't seem to be considering when making Human Characters. This may be because it is only recently that humans have become popular and thus everyone is trying to do what they did for shinigami and arrancar with humans.
A key difference between humans and the other races is that humans are able to develop abilities beyond the 4 ability slots they start with. The other races mostly are capped at the 4 abilities (Not considering Kido, Reiatsu Techs, Hollow Techs, etc). Humans can trained to have numerous abilities.
This difference leads to two problems: People try to cram every idea they have into those 4 abilities like they would do with the other races. Although that looks like 1 problem, it is at least two problems.
1) Everyone tries to get powerful abilities into those 4 starting slots. Humans are suppose to be weaker than the other races, and on top of that they start off weaker than the other races. Leave the trump card abilities to be learned in character. Your humans first four abilities should be simple abilities that make the foundation of what your human's abilities revolve around. If you want your human to have a giant hurricane or molten upheave ability, have those first four abilities involve basic control of wind/fire/earth.
2) Some ability combinations make absolutely no sense together and yet people try to put them together. Just like zanpaktou abilities should stick with the theme of the zanpaktou and ress for arrancar (trans for murmur and doll form for bounts), humans should stick with a theme. Humans have a lot more freedom in choices of abilities than other races, but that shouldn't be abused. It might not seem like wierd combinations effect much, but those 4 abilities stem into other abilities that the character will learn. Here you can find a list of human ability themes that you might be interested in using. Some of the specialty themes you might want to try to put together, and staff is willing to try and help make those ideas come together, but please don't force them together. Forcing them together, as in trying to make healing abilities with a flame theme... it won't be pretty.
I would also like to point out that all humans abilities are predetermined. The most major difference between a Reiatsu Manipulation Ability and a Human Ability is the fact that the human abilities are determined some place in the universe or in the human's soul. Orihime has her shunshunrikka. No amount of training will change the fact that her abilities involve those spirits. Chad can train to expand his hollow-like arm and add more hollow-like limbs, but he can never hope to have an ability like Orihime's. It's for these reasons that I suggest Human Ability Specialties in the guide linked to above, it helps stick to this idea of predetermined abilities.
A key difference between humans and the other races is that humans are able to develop abilities beyond the 4 ability slots they start with. The other races mostly are capped at the 4 abilities (Not considering Kido, Reiatsu Techs, Hollow Techs, etc). Humans can trained to have numerous abilities.
This difference leads to two problems: People try to cram every idea they have into those 4 abilities like they would do with the other races. Although that looks like 1 problem, it is at least two problems.
1) Everyone tries to get powerful abilities into those 4 starting slots. Humans are suppose to be weaker than the other races, and on top of that they start off weaker than the other races. Leave the trump card abilities to be learned in character. Your humans first four abilities should be simple abilities that make the foundation of what your human's abilities revolve around. If you want your human to have a giant hurricane or molten upheave ability, have those first four abilities involve basic control of wind/fire/earth.
2) Some ability combinations make absolutely no sense together and yet people try to put them together. Just like zanpaktou abilities should stick with the theme of the zanpaktou and ress for arrancar (trans for murmur and doll form for bounts), humans should stick with a theme. Humans have a lot more freedom in choices of abilities than other races, but that shouldn't be abused. It might not seem like wierd combinations effect much, but those 4 abilities stem into other abilities that the character will learn. Here you can find a list of human ability themes that you might be interested in using. Some of the specialty themes you might want to try to put together, and staff is willing to try and help make those ideas come together, but please don't force them together. Forcing them together, as in trying to make healing abilities with a flame theme... it won't be pretty.
I would also like to point out that all humans abilities are predetermined. The most major difference between a Reiatsu Manipulation Ability and a Human Ability is the fact that the human abilities are determined some place in the universe or in the human's soul. Orihime has her shunshunrikka. No amount of training will change the fact that her abilities involve those spirits. Chad can train to expand his hollow-like arm and add more hollow-like limbs, but he can never hope to have an ability like Orihime's. It's for these reasons that I suggest Human Ability Specialties in the guide linked to above, it helps stick to this idea of predetermined abilities.