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F.H. Zebedee
2007-10-22, 06:59 AM
My Take on Bount:
I'd say that the bount should have a few divisions between them, namely at level 1 choosing between
Weapon (Yoshi, Jin)
Summon (Sawatari, most other Bount.)
Maybe two seperate classes a la Shinigami?

Essentially, then, afterwards, they'd just progress getting abilities. I'd say that Summon characters would get more abilities, but have lower BAB and HD then the Weapon users.

All dolls would have HP and count as a seperate target from the Bount, and if the doll is broken, the Bount either passes out or dies (BtV's call).

Fuse with Doll should be a feat that allows somebody to permanently remove their doll in exchange for being able to use the doll's powers and abilities on their own.

That's my take on them.

Leon
2007-10-22, 07:37 AM
(By manga, thus the Bount Arc does not exist)

Hmm, must try to get a hold of the manga

Really like Bleach, but the Bunto crap is why i stopped watching.
Having just seen the movie has reawkned my interest in it


Edit: Nice work :smallsmile:

Tyrolin
2007-10-22, 08:28 AM
I'd still like to see a larger list (past level one spells) for kidou. How's that coming?

Behold_the_Void
2007-10-22, 12:25 PM
I'll try to roll out more kidou soon, I'm busy being an Ultra Reporter at the moment.

Good call on the Bount, Zebedee, I'll play around with that when I have time.

As far as the doll, the doll has a focus which, if destroyed, kills the Bount. So I'll probably have them tied to that.

Tyrolin
2007-10-22, 02:16 PM
Also, doesn't the bounto with the metal spider doll end up with just her as an axe, saying that she is the most powerful in this form (like the axe was the core of the doll).

Seraphos
2007-10-22, 04:24 PM
Firstly can I say I highly enjoy and appreciate the obvious effort that has been put into this project. I run a happy little Bleach game using these rules and we've had no mechanical problems so far (I'm particular happy now the Quincy rules are forthcoming, one of my player's will stop pestering me now). I'd like to contribute some Bount rules (compatible) that I've been working with, I realise they're low on the list of priorities so if they help people (I've had no problems with them) great. Hopefully I won't be thought cheeky for posting them:

BOUNT

LV/BAB/Good Save/Bad Save/Defence Bonus/Special

Effigy Bount

Alignment: Any
HD: d6
Class Skills: Choose nine plus Craft
Skill Points: 5+Int
1 +0 +2 +0 +2 Summon Doll, Doll Ability
2 +1 +3 +0 +2 Bonus Feat
3 +1 +3 +1 +3 Doll Ability
4 +2 +4 +1 +3 Shinigami Root+10HP
5 +2 +4 +1 +4 Doll Ability
6 +3 +5 +2 +4 Bonus Feat
7 +3 +5 +2 +5 Doll Ability
8 +4 +6 +2 +5 Shinigami Root+20HP
9 +4 +6 +3 +6 Doll Ability
10 +5 +7 +3 +6 Bonus Feat
11 +5 +7 +3 +7 Doll Ability
12 +6 +8 +4 +7 Shinigami Root+30HP
13 +6 +8 +4 +8 Doll Ability
14 +7 +9 +4 +8 Bonus Feat
15 +7 +9 +5 +9 Doll Ability
16 +8 +10 +5 +9 Shinigami Root+40HP
17 +8 +10 +5 +10 Doll Ability
18 +9 +11 +6 +10 Bonus Feat
19 +9 +11 +6 +11 Doll Ability
20 +10 +12 +6 +11 Shinigami Root+50HP
Doll: The Bount is now able to release their Doll and summon its power. A Doll may be released as a move action which does not provoke an attack of opportunity. A Doll may be released for one minute/character level, and gains its first ability.
An Effigy Bount Doll has the Summon type and one other chosen at the acquisition of their Doll. Subsequent Ability types may be acquired through appropriate feats.
Doll Ability: Your Doll gains any one ability for which they qualify selected from within either of their Shikai types
Summon Doll Ritual: To summon forth their Doll for the first time a Bount can use the Summoning Ritual devised by Kariya Jin, this ritual takes an hour of uninterrupted meditation during which the Bount must make a Concentration Check (DC15). Assuming the Concentration Check is successful the Doll is summoned forth at which point it will demand that the Bount prove its right to command, the Bount must succeed at either a DC20 Diplomacy or Intimidate check to gain the Doll’s services, failure means that the Doll attacks, it will fight to the death (of either itself or the Bount), subsequent checks may be made though they suffer an additional +2 penalty for each subsequent round. Assuming the Doll does not succeed in killing the Bount, the ritual may be repeated, each time the DC falls by 2. If a Bount does not use the ritual there is a random chance each level (percentage chance equal to character level plus charisma modifier) that a Doll manifests and submits to the mastery of the Bount from that point on.
Absorb Spiritons: In an area with high concentrations of background Spiritons such as Soul Society or Hueco Mundo a Bount can absorb Spiritons as a move action which does not provoke an attack of opportunity, this allows them to heal their wounds, gaining an immediate recovery of HP equal to Bount LV+Con Mod.
Immortality: A Bount may consume the soul of a dying human (one reduced to 0HP or less) as a standard action which provokes an attack of opportunity; they gain a natural extension to their lifespan equal to a quarter of the age of the dying human. A Bount gains a +2 Morale Bonus on Attacks and Saves for a number of rounds equal to the Bount’s Constitution Mod following the consumption of a dying human’s soul. The target of a Bount’s Soul Eating is entitled a Will Save of DC10+Cha Mod to resist. Bount who consume in this manner can live eternally and do so without acquiring any age penalties or bonuses, for all observable purposes the Bount never ages past their late twenty to early thirties. While forbidden, a Bount may consume the soul of a living human held in a grapple or denied their dexterity modifier to AC as a standard action which provokes an attack of opportunity, this attack is an unarmed attack which deals damage equal to 1d4+the Bount’s Charisma Mod. The target of a Bount’s Soul Eating is entitled a Will Save of DC10+Cha Mod to resist. Bount who consume souls in this manner appear to age at a rate of one year per hundred years consumed. A Bount who consumes souls in this manner gains a +4 morale bonus (this supersedes the standard +2) and additionally the Bount
Bonus Feat: At levels 2, 6, 10, 14 and 18 a Effigy Bount gains a bonus feat
Shinigami Root: At LV4 and every four levels on the basic nature of a Bount soul strengthens its Shinigami quality, at this point a Bount gains an extra 10HP.



Weapon Bount

Alignment: Any
HD: d10
Class Skills: Choose nine plus Craft
Skill Points: 5+Int
1 +1 +2 +0 +2 Summon Doll
2 +2 +3 +0 +2 Doll Ability
3 +3 +3 +1 +3 Bonus Feat
4 +4 +4 +1 +3 Shinigami Root+10HP
5 +5 +4 +1 +4 Doll Ability
6 +6 +5 +2 +4
7 +7 +5 +2 +5 Bonus Feat
8 +8 +6 +2 +5 Doll Ability, Shinigami Root+20HP
9 +9 +6 +3 +6
10 +10 +7 +3 +6
11 +11 +7 +3 +7 Doll Ability, Bonus Feat
12 +12 +8 +4 +7 Shinigami Root+30HP
13 +13 +8 +4 +8
14 +14 +9 +4 +8 Doll Ability
15 +15 +9 +5 +9 Bonus Feat
16 +16 +10 +5 +9 Shinigami Root+40HP
17 +17 +10 +5 +10 Doll Ability
18 +18 +11 +6 +10
19 +19 +11 +6 +11 Bonus Feat
20 +20 +12 +6 +11 Doll Ability, Shinigami Root+50HP
Doll: The Bount is now able to release their Doll and summon its power. A Doll may be released as a move action which does not provoke an attack of opportunity. A Doll may be released for one minute/character level, and gains its first ability.
A Weapon Bount Doll has two types chosen at the acquisition of their Doll; in addition it takes the form of a weapon with an enhancement bonus of and dealing damage equal to that of a Warrior Shinigami of the same level. Subsequent Ability types may be acquired through appropriate feats.
Doll Ability: Your Doll gains any one ability for which they qualify selected from within either of their Shikai types
Summon Doll Ritual: To summon forth their Doll for the first time a Bount can use the Summoning Ritual devised by Kariya Jin, this ritual takes an hour of uninterrupted meditation during which the Bount must make a Concentration Check (DC15). Assuming the Concentration Check is successful the Doll is summoned forth at which point it will demand that the Bount prove its right to command, the Bount must succeed at either a DC20 Diplomacy or Intimidate check to gain the Doll’s services, failure means that the Doll attacks, it will fight to the death (of either itself or the Bount), subsequent checks may be made though they suffer an additional +2 penalty for each subsequent round. Assuming the Doll does not succeed in killing the Bount, the ritual may be repeated, each time the DC falls by 2. If a Bount does not use the ritual there is a random chance each level (percentage chance equal to character level plus charisma modifier) that a Doll manifests and submits to the mastery of the Bount from that point on.
Absorb Spiritons: In an area with high concentrations of background Spiritons such as Soul Society or Hueco Mundo a Bount can absorb Spiritons as a move action which does not provoke an attack of opportunity, this allows them to heal their wounds, gaining an immediate recovery of HP equal to Bount LV+Con Mod.
Immortality: A Bount may consume the soul of a dying human (one reduced to 0HP or less) as a standard action which provokes an attack of opportunity; they gain a natural extension to their lifespan equal to a quarter of the age of the dying human. A Bount gains a +2 Morale Bonus on Attacks and Saves for a number of rounds equal to the Bount’s Constitution Mod following the consumption of a dying human’s soul. The target of a Bount’s Soul Eating is entitled a Will Save of DC10+Cha Mod to resist. Bount who consume in this manner can live eternally and do so without acquiring any age penalties or bonuses, for all observable purposes the Bount never ages past their late twenty to early thirties. While forbidden, a Bount may consume the soul of a living human held in a grapple or denied their dexterity modifier to AC as a standard action which provokes an attack of opportunity, this attack is an unarmed attack which deals damage equal to 1d4+the Bount’s Charisma Mod. The target of a Bount’s Soul Eating is entitled a Will Save of DC10+Cha Mod to resist. Bount who consume souls in this manner appear to age at a rate of one year per hundred years consumed. A Bount who consumes souls in this manner gains a +4 morale bonus (this supersedes the standard +2) and additionally the Bount
Bonus Feat: At levels 3, 7, 11, 15 and 19 a Warrior Bount gains a bonus feat
Shinigami Root: At LV4 and every four levels on the basic nature of a Bount soul strengthens its Shinigami quality, at this point a Bount gains an extra 10HP.

Extra Bount Feats
Additional Doll Ability Type
Doll Synergy
Expanded Doll Ability
Fruitful Soul
Specialised Doll Type


Kariya Jin/Eugene Currier
Level 18 [Weapon Bount18]
Neutral Evil
STR 16 +3
DEX 18 +4
CON 16 +3
INT 12 +1
WIS 14 +2
CHA 15 +2
Value
HP 202 [108+54 Con+40 Shinigami Root]
AC 24 F20 T14 [10+10 Defence Bonus+4 Dex]
ATB +18/+13/+8/+3 []
Fortitude +9 [6+3 Con]
Reflex +15 [11+4 Dex]
Will +8 [6+2 Will]
Initiative +4 [+4 Dex]
Move 30’
Shunpo 80/2,460ft
Doll
+22/+17/+12/+7 Unarmed, 1d6+7
+22/+17/+12/+7 Messer, 2d8+7
+22/+17/+12/+7 Released Messer, 2d8+2d6+7
Messer (Wind/Lightning/Barrier)
Gust of WindX2
Wind Wall
Whirlwind
Crackling Blade
Greater Crackling Blade
Lightning Bolt
Defensive SurgeX3
True Defence
Skills
Feats (7 Standard, 4 Bonus)
Improved Unarmed Strike
Combat Expertise
Uncanny Dodge
Karmic Strike
Deadly Touch
Additional Doll Ability Type (Barrier)
Doll Synergy
Expanded Doll AbilityX4

Dante & Vergil
2007-10-22, 05:19 PM
The Quincy class looks awsome. I wanted to know if you guys could incorperate the Furry of Blows ability the Monk has into a feat that Bleach D20 characters can obtain? I say this cause a see thousands of attacks and thought that in could be used as Furry for playability purposes.

Spirit Arrow
2007-10-22, 06:09 PM
May I ask for a progress report?:smalltongue:

Also BtV, Zeb, How did you guys make those avatars? (program, commission, etc...)

Deathreaper2425
2007-10-23, 01:03 AM
The bount write up was very helpful, it filled in some gaps in my chart, thank you for the assistance with it and we had our second game tonight. I unfortunatly got killed in said game, but it was good times. Thanks once again.

ZebulonCrispi
2007-10-23, 01:36 AM
May I ask for a progress report?:smalltongue:

Also BtV, Zeb, How did you guys make those avatars? (program, commission, etc...)

http://www.giantitp.com/forums/showthread.php?t=33589&page=178

Deathreaper2425
2007-10-23, 11:31 AM
Has anyone seen the Improved Hollow Ability list? I am needing a copy asap please. thank you

Behold_the_Void
2007-10-23, 11:32 AM
Has anyone seen the Improved Hollow Ability list? I am needing a copy asap please. thank you

What exactly do you need here? Are we talking the high-level abilities that Adjucha pick up? If that's the case I may be able to put some up, but it won't be available until sometime tonight at the earliest, today's my long day.

Deathreaper2425
2007-10-23, 11:54 AM
That is exactly what I am needing.

Spirit Arrow
2007-10-23, 07:40 PM
Progress report would be nice. (Sorry for the pestering.)

dragonessofebon
2007-10-24, 08:18 PM
There is never a problem with wanting a progress report, just remember not everyone lives on their computer.

Behold_the_Void
2007-10-25, 02:47 AM
Progress is minimal. I've been freakishly busy. Any updates should be expected between Friday and Sunday, if at all. I'm moving Adjucha-level abilities to the top of the list and will attempt to have them up soon.

Spirit Arrow
2007-10-27, 01:00 PM
*Bleach spoiler*
BtV nice Aizen avatar.

Xenoti
2007-10-27, 07:52 PM
hey BtV whats your take on the Hyoguko thing XD i know my spelling is horrid!

Behold_the_Void
2007-10-27, 11:04 PM
This has been posted in the rulebook compilation, but here's the new additions. There were some changes to the general hollow ruling. I'll try to do more with the spell list next.

Advanced Hollow Abilities: Upon reaching 12 hit dice and becoming an Adjucha, hollows gain access to special advanced abilities. Every even-numbered hit die thereafter, they gain another advanced ability (although they still gain standard hollow abilities every odd hit die).

Advanced Cero: The power of an Adjucha’s cero is far greater than that of a normal Gillian’s. This advanced ability raises the damage of a cero to 2d6 per hit die. This ability may be taken by Vizard.

Bala: The hollow gains the ability to fire two quick blasts of spirit energy that deals damage equivalent to their claw attack (Arrancar may use zanpakutou damage if desired). A Bala is a touch attack with a range of 100 feet. Firing it is a standard action. This ability may be taken multiple times, each time gives another attack with the bala when used. The amount of bala fired cannot exceed the hollow’s attacks per round.

Precognition: This ability gives the Adjucha a +3 insight bonus to AC. This ability can be taken multiple times, its effects stack.

Swiftness: This ability gives the Adjucha +4 to initiative. This ability may be taken multiple times, its effects stack.

Enhanced Speed: This ability increases the Adjucha’s base movement and fly speed (if applicable) by 10 and 20 feet respectively.

Pounce: This allows the Adjucha to make a full attack on a charge.

Rake: This gives the Adjucha a rake attack. Whenever it hits with at least two of its natural weapons, it gains an additional rake attack that deals damage equal to its claw’s base damage+1/2 its strength modifier (rounded down) and is made at its highest base attack bonus. This ability may be taken multiple times; each time gives an additional rake attack.

Massive Blow: Treat the Adjucha’s natural weapons as one size category higher for purposes of damage. This ability may be taken multiple times, its effects stack. This ability cannot bring base damage above that of Colossal size.

Deflection: This gives the Adjucha’s hide the ability to deflect ray or line attacks once/encounter as an immediate action, casting them harmlessly to the side. This ability may be taken multiple times, it gives an additional use per encounter.

Reflection: This changes one of the Adjucha’s uses of Deflection into reflection, causing the ray attack to rebound upon its caster and target them instead. The caster’s attack roll is made against the caster’s AC instead of the Adjucha’s AC, and the effects are resolved normally.

Permancy: This gives the Adjucha a permanent spell effect. Any spell under the Wizard spell “Permanency” can be given to the Adjucha with this ability. Alternately, an ability a pre-existing monster in the Monster Manual can be chosen, but as a general rule no Adjucha should be given an ability of a monster with a higher CR than it has.

Regarding the Hougyoku, it's an artifact that can cause normal hollows to become Arrancar. The specifics aren't detailed for me to give hard and fast rules as of yet.

ZebulonCrispi
2007-10-28, 12:36 AM
Cast update! (http://professor.fireandrobot.com/bleachcastd20.doc)

New characters:
Matsumoto Rangiku
Grimmjaw Jaggerjacques

Matsumoto is a fairly standard build, but Grimmjaw is pretty experimental, as a lot of the adjucas/arrancar rules are still in the works.

How are the new AC rules I started using on Ichinose looking to you guys? If it works, I'm going to go back and apply it to everyone else.

Next Update: Ishida, Ichigo again (updated to the current manga arc), and possibly a few other surprises...

Krimm_Blackleaf
2007-10-28, 04:45 AM
Advanced Hollow Abilities: snip

Can vizards get these abilities? I'm currently making one and I'd like to know.:smallbiggrin:

Xenoti
2007-10-28, 08:55 AM
[Qoute]
Regarding the Hougyoku, it's an artifact that can cause normal hollows to become Arrancar. The specifics aren't detailed for me to give hard and fast rules as of yet.[/QUOTE]


Doesnt it also work on shinigami?

Behold_the_Void
2007-10-28, 11:39 AM
Can vizards get these abilities? I'm currently making one and I'd like to know.:smallbiggrin:

I updated the rules in the main text, but Vizards count as Gillian-level menos for abilities. However, they can take one of the Adjucha abilities - the Advanced Cero ability.

I'll likely allow Vizards to take Adjucha-level abilities once they hit 12 levels in Vizard and Arrancar to take Bankai-level abilities when they hit 12 levels in Arrancar.


Doesnt it also work on shinigami?

Probably.

Xenoti
2007-10-29, 05:16 PM
Probably.

I'd assume so, and i bet (no clue though) that he used it on His shinigami buddies, but who knows? The way Kisuke talked about it, it seems it does. I hope they show sometime >.>

So the new text is updated on the link?

Behold_the_Void
2007-10-29, 05:52 PM
I'd assume so, and i bet (no clue though) that he used it on His shinigami buddies, but who knows? The way Kisuke talked about it, it seems it does. I hope they show sometime >.>

So the new text is updated on the link?

Yep. I also added 2nd level Kidou.

Xenoti
2007-10-29, 05:53 PM
Yep. I also added 2nd level Kidou.

kick ass *goes to d/l* nice aizen btw


Edit: Table of Contents still needs updating XD see my post a few pages back

Behold_the_Void
2007-10-29, 06:08 PM
kick ass *goes to d/l* nice aizen btw


Edit: Table of Contents still needs updating XD see my post a few pages back

I know the Table of Contents isn't updated. As I recall, I put a note there saying it's not. I'll screw with it later, when I have more time.

Xenoti
2007-10-29, 06:33 PM
I know the Table of Contents isn't updated. As I recall, I put a note there saying it's not. I'll screw with it later, when I have more time.

didnt see the note, but just trying to help

Hell i could update it for you, and send it to you if you wanted xD

Deathreaper2425
2007-11-03, 10:15 PM
Just curious if there is going to be any new updates? I just need some helpful advice on sprit-enchanced humans. I have been winging the rules, but would like abit of advice or help. much thanks to you all

ShadowyFigure
2007-11-04, 11:09 AM
Hey. Firstly well done with the rule set from what I've read it going to be great to play a game with my group in the near future. I'd also thought I'd share the first part of a character sheet im working on.

Bleach d20 character sheet (http://files-upload.com/files/598721/Bleach%20D20%20Sheet.pdf)

Yeril
2007-11-04, 02:03 PM
Ive just been casualy looking through it all and Im very impressed on how well you got the characters down on paper, I can't wait to see more of Bleach d20 :smallbiggrin:

F.H. Zebedee
2007-11-05, 08:14 AM
Just wondering, has anybody started a campaign based on this system in PBP yet? I'm considering doing so once I finish my Kido list/Kan and Item System/Quincy modifications/Spirit Warrior Class.

Behold_the_Void
2007-11-05, 02:28 PM
I'll finish up a list of allowable kidou myself, we can compare it with yours after we do that Zebedee. I'll also get started on the spiritually aware humans some time this week.

I'd focus on the Kan system and the Quincy Modifications. Bleach seems pretty equipment-lite, so I'd suggest using Kan more like the D20 Modern Wealth system, where you can buy accessories, houses, and stuff like that.

I can't check out the character sheet yet because they won't let me download it, but I will when I'm able.

ShadowyFigure
2007-11-05, 02:37 PM
Update (http://files-upload.com/files/601037/Bleach%20D20%20Sheet.pdf)

This is a more cleaned up sheet with less errors.

ShadowyFigure
2007-11-05, 04:27 PM
I'm looking for players in Bleach: Ribbons and There Crosses (http://www.giantitp.com/forums/showthread.php?p=3468752#post3468752). I'm using the current rule set and the Incomplete Quincy rules that were given but will if the players who choose to be Quincy request switch to the rules that are released later.

Its actually something i've been working on for my group i play D&D when I dm after xmas but I have enough to start right away.

F.H. Zebedee
2007-11-05, 08:50 PM
I've actually got the Kan system borderline postable, though it's not D20 Modern based, as much as it is a sort of bounty system (based on the statement that Shrieker had a high Kan bounty that was put on one's Cell Phone) that puts some value into investing in social skills (Gather Information).

Biggest thing to do is simply listing the costs for everyday life, and making a list of the goods and money carried by various roles (Peasants, Footsoldiers, Gotei 13 members, Seated Officers, Lieutenants, Captains, Nobles, etc.), and the values of some non-gameplay items. (Houses, land, etc.)

Deathslayer7
2007-11-05, 11:32 PM
I have a question on your system of rules. When using Shunpo with spring attack, is the defender considered flat-footed?

Using an expert shinigami, you use shunpo along with spring attack, would your opponent be considered flat-footed?

Also, which shunpo would you be able to use? the long rang one or the short range one?

Also wondering if i would be able to mae my zanpakutou based off that, maybe having abilities that let me catch my opponent flat-footed.

Please let me know. Thanks.

Behold_the_Void
2007-11-06, 12:16 AM
Shunpo Spring Attack does not make a target flat-footed.

The longer Shunpo range is the total amount of feet you can traverse using Shunpo in a day, you always use the shorter one for a range.

I could probably whip up some generic abilities for flat-footed. I'll do that on the next update.

Deathslayer7
2007-11-06, 12:27 AM
Any idea when that update will be? :smallconfused:

Behold_the_Void
2007-11-06, 12:38 AM
Any idea when that update will be? :smallconfused:

Ideally, some time this week. I'm shooting for tomorrow, by which I mean I'll write it tomorrow around midnight and post it up then.

Deathslayer7
2007-11-06, 12:41 AM
i like that :smallwink: sounds like me.

edit: and what about the general feats in the PHB? Are those feats allowed in this homebrew rules? Thanks, and good luck.

Dante & Vergil
2007-11-06, 06:09 PM
Update (http://files-upload.com/files/601037/Bleach%20D20%20Sheet.pdf)

This is a more cleaned up sheet with less errors.

I have tried it several times now and it just won't work. Could you help me out here?

Spirit Arrow
2007-11-06, 10:02 PM
Three things
First: Zeb, are you going to do a PbP?
Second: Zeb, Where are you going to do the PbP?
Third: BtV, for the Kon system, why wealth system? Physical money makes more sense because I doubt that anyone in soul society is that ridiculously rich and I doubt there is anything worth all that much.

Behold_the_Void
2007-11-07, 12:38 AM
Three things
First: Zeb, are you going to do a PbP?
Second: Zeb, Where are you going to do the PbP?
Third: BtV, for the Kon system, why wealth system? Physical money makes more sense because I doubt that anyone in soul society is that ridiculously rich and I doubt there is anything worth all that much.

I was thinking Wealth system because of how I was thinking of the system, which is more of the idea of material wealth being primarily for creature comforts and the occasional funky gadgets. A lower Kan system may work, but earning the oodles of money earned in standard isn't as necessary in this system since you aren't buying magic items, and most things aren't terribly expensive.

Actual money could easily work just as well though, upon further thought.

ShadowyFigure
2007-11-07, 04:29 AM
I have tried it several times now and it just won't work. Could you help me out here?

In regards to my sheet. I will be sorting it out later today. I was going to yesterday but I had to start work on the graphic works for my freinds campaign setting.

F.H. Zebedee
2007-11-07, 11:07 AM
I'll probably run one VERY soon, like almost immediately, and on the PBP forums. I'll be using some of my houserules for this, so it may be rather different. (Level 5 Shikai, Modern Skills, Stat arrays/changes, different starting skill points, different casting system, different feats allowed)

Machaeus
2007-11-07, 02:47 PM
I had an idea for a couple feats...please tell me if they're good.

Kido Practitioner [Meta-Kido (?)]
Prerequisite: 6th Level Spellcaster, 9th Level Expert, or 12th Level Warrior Shinigami, Kido Focus
Benefit: When using a Kido spell without its incantation, you may spend an extra spell point per spell level to increase the effective caster level from half to two-thirds (rounded down). For instance, a 15th level caster casting a 3rd level Kido spell without an incantation may spend an extra 3 spell points to increase the effective caster level from 7 to 10. This feat has no effect on Kido spells that are cast with the incantations, and overlaps the effects of Kido Focus if used.

Kido Focus
Prerequisite: 3rd Level Spellcaster, 5th Level Expert, or 7th Level Warrior Shinigami
Benefit: Choose a single Kido spell you know. When using this spell, your effective caster level is increased by 2, or by 1 if used without an incantation.

Spirit Arrow
2007-11-07, 07:17 PM
Zeb, you can count me in!

Also are there any updates?

ZebulonCrispi
2007-11-07, 08:40 PM
Zeb, you can count me in!

Also are there any updates?

Every time someone asks when the next update is coming, it moves back another six hours.

F.H. Zebedee
2007-11-07, 10:31 PM
It's under the Finding Player section, under the name Bleach D20: Heartwound. We probably could use a Quincy/another Expert as right now the party is: Healer (Confirmed), Warrior (Confirmed), and a expert, a caster, and another warrior that don't have sheets yet.

I'm wondering how the party roles will break down. I expect it to stay pretty even with the Healer/Wizard/Fighter/Skillmonkey thing, but you never can be certain how it'll go. I'm just hoping I didn't monkify (find no real role in the party structure) my Quincy too badly.

And it's a given fact. Asking when an update comes makes all of the design team set our clocks six hours back. BtV's back in August, '06 right now. ;)

Deathslayer7
2007-11-07, 10:48 PM
Forgive me for asking earlier.

*slaughters a goat and sacrifices it to BtV*

Behold_the_Void
2007-11-08, 02:41 AM
I fixed up a few things (like making a True Seeing generic ability and giving Water zanpakutou the ability to grant invisibility with enough Mirage power), but the Spiritually Aware human is taking a bit of time.

ShadowyFigure
2007-11-09, 11:17 AM
A Little Something I have been working on.

__________________________________________________ ___________
Death Type

The Death Type is a rarely seen type that only appears in those who are of True Evil nature. The death Type uses the power of Negative Energy, The opposite to the power of life itself to destroy it opponents and create hollow kind.

Bone Blade: This changes the form of the zanpakutou’s blade into bone, causing it to inflict negative damage. Death Blade may still be used in conjunction with Bone Blade.

Death Blade: This allows you to charge your zanpakutou with the power of death that tears apart you opponents living flesh. As a move-equivalent action, you can charge your zanpakutou with negative energy, giving it an additional 2d6 negative damage. This effect lasts until you release your hold on your zanpakutou or reseal it.

Greater Death Blade: This requires Death Blade to take. It grants an additional 2d6 Negative damage when manifesting Death Blade, for a total of 4d6.

Superior Death Blade: This requires Death Blade and Greater Death Blade to take. It grants an additional 2d6 Negative damage when manifesting Greater Death Blade, for a total of 6d6.

Swift Death Blade: This requires Death Blade to take. It allows you to manifest your Death Blade as a Swift Action.

Draining Touch: This requires two other death abilities to take. This allows you to drain the health of an opponent to unleash in attack later on equal to 1d6 damage per hit to a maximum of 30 damage this damage only effects one of your Zanpakuto Attacks, stacks with the effects of death blade and if the attack misses the energy is lost and must be stored up again. This ability may be taken multiple times increased the damage absorbed by one step (eg; after taking this ability twice 1d8 damage is absorbed). Or increases the amount damage able to be stored by 5 points. (Eg; after taking this ability twice you could store a maximum of 35 points.)

Create Hollow Kind: This requires three other death abilities to take. This ability pulls hollows into existence from Hueco Mondo under you control in this fashion you can bring into existence 10 hit dice worth of hollows the effect of this ability lasts for ½ character level + Int or Wis modifier roundsdepending on which is higher . This ability may be taken multiple times each time increasing the hit dice worth of hollows available by 5 hd to a maximum of your character level or can be taken to increase the duration hollows pulled into existence through this ability to your character level + Int or Wis Modifier rounds.

ZebulonCrispi
2007-11-09, 07:31 PM
It's cool, but is there any example of it in the series?

ShadowyFigure
2007-11-10, 10:58 AM
Umm...
Nope.

I just made it ya know. As an idea.

draxredd
2007-11-13, 03:09 PM
Hello there

I tried to edit the rulebook to give it a better readability, and some bleach artworks.

get it here, tell me what you think.

http://perso.orange.fr/faury/Bleach_d20.zip

Deathreaper2425
2007-11-13, 04:00 PM
Very cool, but you need a pic to go with the hollows, I mean show the villians some love man. My wife and I did something similiar to that as well, it looks great, but is freakin huge, over 200 pages. I am a freelance game designer, and she does graphic design. We both got a good giggle out of Kenpaichi Kon, good chioce. otherwise great job

Deathreaper2425
2007-11-13, 04:06 PM
Shadow when are we going to get a crack at that character sheet again? I am psyched to see it, I have been trying to customize one for my playtest crew and have had no luck. Looking forward to seeing it man.



"That Hollow is going to beat me like I owe him money". " Nah it's gonna beat you like a screen door in a hurricane". "Your not really helping my confidence man" Alex, a sprit enhanced human to Isheen Ishamaru, when confronted by a menos grande.

ShadowyFigure
2007-11-13, 04:41 PM
I'm looking into the sheet thing. Its actually a really good sheet. Just needs minor adjustments and a decent host.

draxredd
2007-11-13, 05:17 PM
Very cool, but you need a pic to go with the hollows, I mean show the villians some love man. My wife and I did something similiar to that as well, it looks great, but is freakin huge, over 200 pages. I am a freelance game designer, and she does graphic design. We both got a good giggle out of Kenpaichi Kon, good chioce. otherwise great job

yeah, i know... hard to find some good fan art about Bleach villains.

Btw, my ISP is gonna hate me for this, but i just updated the file with a truckload new arts. Enjoy while it lasts !

Behold_the_Void
2007-11-13, 05:19 PM
Hey, that's pretty cool Drax. The artwork helps. Shoot me an IM or email at some point, I have suggestions for artwork more tied to the various sections. I like the fonts.

As far as the sheet, we can host it, send it to myself or Zebulon Crispi and we'll get that taken care of.

Anyway, I've been occupied being an Ultra Reporter (I'm a journalism major and need to write a lot of stories for the paper), but I hope to have more material released later this week. I'm trying to think of a more original system for the spiritually aware humans.

Dante & Vergil
2007-11-13, 06:06 PM
A Little Something I have been working on.

Death Type



That is the d***edest thing. I was coming up with a Death Type shikai with Negative energy blade abilities like the other elemental blades, but I had other ideas for what to throw in with it that would relate to some of the characters' zanpakuto from the show.

One of the abilities I threw in were the Assassin's Death Attack that functioned the exact same way except you can take 'n' times to decrease the amount of time you spend studying your target or any number of times to increase the save DC by 1. I'm not sure if there is what the prerequisites are yet , if any. (I think that this would work great with Soi Fon's zanpakuto.)
Other ideas I had would replicate Necromancy or Death subbed spells from any book.
I was also thinking of syncopation abilities that would require shikai abilities from 2 or more types, but that is just a suggestion.


Hello there

I tried to edit the rulebook to give it a better readability, and some bleach artworks.

get it here, tell me what you think.

http://perso.orange.fr/faury/Bleach_d20.zip

The picture of the Espada you have under the Arrancar PrC are numbered incorrectly fyi. This isn't much of a problem but just incase I can list all of them from 10 to 4.
Actually here they are.
Warning!!! This is a spoiler! Do not look if you don't want the anime/manga spoiled!
1. Stark
2. Halibel
3. Old Espada
4. Ulquiorra
5. Nnoitra
6. Grimmjow
7. Stone-face dude with skull earrings
8. Szayelaporro
9. Aaroniero
10. Yammy
I got this list here (http://that.animeblogger.net/2007/02/27/ranking-the-espada/). It's the second list.

draxredd
2007-11-14, 09:33 AM
About the seat numbering : maybe the espada just played musical chairs ?

however i found a 100% better espada art in full colour. will be up in next update.

draxredd
2007-11-14, 11:25 AM
however i found a 100% better espada art in full colour. will be up in next update.
btw, just updated the doc.

:smallbiggrin:

ZebulonCrispi
2007-11-14, 11:38 AM
It should be emphasized that the top three on Dante & Vergil's list are pure speculation.

draxredd
2007-11-14, 12:36 PM
been thinking a bit. You should add Lore skills (shinigami, hollow, hueco mundo, Soul society, etc...) to the skill section, plus a "Hadoucraft" skill (similar to spellcraft)

Dante & Vergil
2007-11-14, 06:28 PM
It should be emphasized that the top three on Dante & Vergil's list are pure speculation.

Sorry, I didn't mean for it to look like fact.

ZebulonCrispi
2007-11-15, 02:21 AM
been thinking a bit. You should add Lore skills (shinigami, hollow, hueco mundo, Soul society, etc...) to the skill section, plus a "Hadoucraft" skill (similar to spellcraft)

We've actually talked about something along those lines, but instead of adding new knowledges, we add more application to existing knowledges - The Planes for Soul Society and Hueco Mundo, stuff like that. It's not in the book yet, though.

And wouldn't it be Kidôcraft, rather than Hadôcraft? Kidô is the general term for both types.

draxredd
2007-11-15, 04:40 PM
yup, kidocraft, you're right.

Also : how to compare character reiatsu ? i'd say it's a function of their charisma*/+character level. This could be a basis for the paralysing "spiritual pressure" used by yamamoto and aisen (roll d20+CHA bonus+Lvl, highest wins, paralysing the opponent for 1rnd/CHA bonus <= just a suggestion)

Kidocraft could maybe be rolled to assess another character reiatsu (opposed kidocraft roll if the opponent is masking his aura).

ZebulonCrispi
2007-11-15, 06:02 PM
yup, kidocraft, you're right.

Also : how to compare character reiatsu ? i'd say it's a function of their charisma*/+character level. This could be a basis for the paralysing "spiritual pressure" used by yamamoto and aisen (roll d20+CHA bonus+Lvl, highest wins, paralysing the opponent for 1rnd/CHA bonus <= just a suggestion)

Kidocraft could maybe be rolled to assess another character reiatsu (opposed kidocraft roll if the opponent is masking his aura).

Direct quotes from the rulebook:


Intimidate
In addition to its normal function, Intimidate allows you to overwhelm foes with your reiatsu. A reiatsu surge can be initiated at any time as a standard action. Make an intimidate check against your foe, who makes either an opposed Intimidate or Level check (their choice). If you succeed, your opponent takes a -2 penalty on all rolls for as many rounds as you won the check by. Also, for every five points you exceed their roll by, they take another, cumulative -2 penalty. If they defeat your roll, they throw off your surge by pushing back with their own reiatsu, causing you to become dazed for rounds equal to ½ the amount they defeated your surge by rounded down, to a minimum of 1.


Disguise
Disguise can also be used to hide your reiatsu from prying eyes. Whenever you desire, you may attempt to disguise your reiatsu as a standard action. You can keep your reiatsu disguised for as long as you wish, but you must wait five minutes after dropping your reiatsu suppression before you may make another attempt to do so.

While disguising your reiatsu, if someone makes a Sense Motive check to sense you, compare the respective results. If your disguise check is higher, they fail to sense your reiatsu entirely. The amount that they beat your check by is how well they judged your reiatsu. By each one point they exceed your check, they uncover 10% of your apparent ability, so someone who only exceeds your check by 1 will sense you at only one tenth of your true power, whereas someone who exceeds your check by 10 or more will fully discern your level of power.


Sense Motive
Sense Motive can also be used to summon reiraku, the spirit cords. Reiraku allows you to locate people with great spiritual energy, and functions much as a detect evil spell, but at greater range. Summoning the reiraku is an alternate feature of the track function, and uses the following mechanics.

When sensing for someone’s spirit energy, make a sense motive check. For each number of the result, add 5 feet to the radius that sense extends outward to (so a result of 10 would mean that you were able to sense all spirit energy within 50 feet of you). The results are the same as if you had used a detection spell at that range (refer to the spell description for the exact list of effects).
You may only summon reiraku once every five minutes.

That do it for you?

Dante & Vergil
2007-11-15, 06:54 PM
We may not have anything yet on the Vasto Lorde yet, but in episode 148, Ashido tells Rukia not to go to Las Noches because there are Vasto Lorde there. Which meens we've seen at least one of them.

Xuincherguixe
2007-11-15, 07:08 PM
Reply to that Vasto Lorde spoiler...
Not neccesarily. In the Manga it sounded like they hadn't found any Vasto Lorde yet. I think they're all Adjucha. Maybe all of Las Noches hasn't been explored yet? Or maybe I'm wrong and maybe there are a few in the Espada

ZebulonCrispi
2007-11-15, 09:53 PM
Also, it's hardly conclusive, but pretty much every time they talk about Vasto Lorde in the anime, they cut to Ulquiorra's face.

Nevertheless, I'd like to avoid statting anything until we know for sure who's a Vasto Lorde and who isn't.

draxredd
2007-11-16, 05:03 AM
Direct quotes from the rulebook (...)
That do it for you?

Well, my major concern is that I think it's a bit on the heavy side regarding skill points involved, and defines reiatsu as purely a function of character level (where in my eye, it's also defined by strenght of will, be it CHA or WIS).

morover :
The skill choice of Disguise for reiatsu suppression seems quite arbitrary: why not Hide or Bluff ? Same for Sense motive... wouldn't Search or Spot more appropriate ?

Also there could be a Disguise (or Hide, or Bluff ?)roll to hide one's reiatsu, with a DC of own's character level (it's harder to hide a very powerful reiatsu than a low one).

F.H. Zebedee
2007-11-16, 08:57 AM
Well, currently, my PBP is going rather well... Although it's kinda being a little evil with the dice rolls. Not to mention that my referee characters flunked initiative. :(
Now, when the plot begins in earnest, things could get ugly if these rolls keep up.

"Attack the Menos Grande!"
"1!"
"1!"
"1!"
"1, though my STR is high enough that I would have hit without the auto-miss."
"1!"
"Hado!"
"The Hollow rolls a natural 20 on its save."
"2, but I'm the healer, so I miss anyways."

ETC.

Behold_the_Void
2007-11-16, 03:28 PM
Well, my major concern is that I think it's a bit on the heavy side regarding skill points involved, and defines reiatsu as purely a function of character level (where in my eye, it's also defined by strenght of will, be it CHA or WIS).

morover :
The skill choice of Disguise for reiatsu suppression seems quite arbitrary: why not Hide or Bluff ? Same for Sense motive... wouldn't Search or Spot more appropriate ?

Also there could be a Disguise (or Hide, or Bluff ?)roll to hide one's reiatsu, with a DC of own's character level (it's harder to hide a very powerful reiatsu than a low one).

I picked Disguise and Sense Motive because it was most applicable. Hiding one's Reiatsu is more disguising it, making it appear irrelevant. Sense Motive can be used to measure a person's strength. Disguise keys into Charisma, so high Charisma adds additional benefits to it. Sense Motive does so with Wisdom, as it's perception-based and you get bonuses off it.

Hide is used for actually not being physically seen in this case. There are plenty of cases where someone says something to the effect of "I can feel you watching me, now where are you?"

Not everyone can sense Reiatsu well, and hollows have pretty crappy Wisdom whereas Shinigami tend to have decent Charisma if they want to cast Kidou, so even untrained Shinigami tend to be better at disguising their reiatsu than hollows are at finding them.

I'm using opposed checks because being able to beat a DC tends to lend itself towards absolutes, and with skill boosting zanpakutou abilities you could just up your Disguise and never have to worry about being found again. Ever.

Lord Xaedien
2007-11-18, 04:49 AM
The only problem with that system is the unintentional pairing of regular disguising with suppressing ones Reiatsu... and I think suppress is the right word.


If you view it as suppression, then the character level thing makes sense. I would say that one could willingly lower themselves power wise with some check, most likely a will save to suppress ones own power. There could be rules for functioning as weaker while suppressing reiatsu, but that might be more complicated than you want.

I just hate to see simplicity form a marriage between two skills that have no common bond. Dressing up like a lady and hiding the fact that you are a captain class shiningami shouldn't be tied together IMHO....

But I am looking at a part to a whole, and I know you dont want the system to be too complicated.

Yeril
2007-11-18, 12:48 PM
Dressing up like a lady and hiding the fact that you are a captain class shiningami

you sir, just gave me a mental image involving Zaraki that made me giggle. :smallbiggrin:

ZebulonCrispi
2007-11-18, 01:35 PM
you sir, just gave me a mental image involving Zaraki that made me giggle. :smallbiggrin:

http://img.photobucket.com/albums/v26/professorscissors/aniblog/zarawhat.jpg

Behold_the_Void
2007-11-18, 03:05 PM
The only problem with that system is the unintentional pairing of regular disguising with suppressing ones Reiatsu... and I think suppress is the right word.


If you view it as suppression, then the character level thing makes sense. I would say that one could willingly lower themselves power wise with some check, most likely a will save to suppress ones own power. There could be rules for functioning as weaker while suppressing reiatsu, but that might be more complicated than you want.

I just hate to see simplicity form a marriage between two skills that have no common bond. Dressing up like a lady and hiding the fact that you are a captain class shiningami shouldn't be tied together IMHO....

But I am looking at a part to a whole, and I know you dont want the system to be too complicated.

That is a pretty good point, I can definitely see where you're coming with that. I may end up just making a separate skill for reiatsu suppression. That would keep it in the simpler opposed skill check, but wouldn't present the same problems.

zadcap
2007-11-18, 11:54 PM
Hey, love your work everyone, and I am planing on using it for sure.:smallsmile:

A few small, typo-thingy's in the word document of the rules you have made. Under the Spellcaster Shinigami, on page 13, you have Final Shikai Ability listed twice, word for word. Under Swallow Whole on page 51, I'm assuming you are doubling the number of creatures for each size category, which meens that something eight size category's larger could hold 1024, not 1524. Might want to fix that...
and add the Bount and Quincy classes while you're at it :smallwink:

On a differant note, if anyone is working on the spiritualy aware/awakend(can't remember) humans, I think there should be more than just Shinigami or Hollow based powers, or they will all end up as weaker, swordless Vizard. Would you consider going for more of a supernatural ability list, or any other way to give you a bigger selection? An example, with a small spoiler...


Orihime's power, acording to Aizen, is neither Hollow or Shinigami, but the ability to 'overturn decisions made by god,' or something close.

I'll pipe back in if I find anything else, because as I said, I love your work, and want it to be the best it can :biggrin:

Full_Time_Slack
2007-11-21, 05:52 AM
That is a pretty good point, I can definitely see where you're coming with that. I may end up just making a separate skill for reiatsu suppression. That would keep it in the simpler opposed skill check, but wouldn't present the same problems.

Let me first say I wish I'd never found this. I'm halfway through my own Bleach D20 Setting and now I can't stop thinking about how you chose to handle the Zanpakuto--which of course is going to hinder the development of my own rules for it.

Anywhoo, I thought I'd tell you how I handled the hurdle of Reiatsu so maybe it'll help you work it out.

What I did was actually borrow the Wound Point/Vitality Point system from D20 Star Wars. Spirit Pressure (SP) replaces Vitality, and represents the current strength of a person's Reiatsu. You'll notice often in the anime and manga a Shinigami will be injured only to have the bleeding stop and even to some extent the wound healed by the injured person's Reiatsu. So, damage goes to Spirit Pressure first. This represents the loss in total spirit pressure due to a portion of that pressure going towards forestalling the full effects of one's wounds. Once all of the SP is gone, or as a result of certain special attacks, then damage goes directly to Wound Points. This represents damage to the body beyond what one's Reiatsu is able to compensate for. In this state the Shinigami experiences fatigue (can't run or charge, take a -2 penalty to Str and Dex). Additionally, each round Shinigami takes Wound damage they must roll a Fort save DC 5 + number of wound points lost in the round or pass out completely.

Also, to better illustrate the vast differences between a normal Shinigami and a Lieutenant or a Lieutenant and a Captain, Lieutenants (or Shinigami of equivalent strength) have 1.5 x their normal SP, and Captains (or, again, certain Shinigami) posess 2 x their normal SP. This allows Captains and Lieutenants to not only take more punishment than their lower-ranked counterparts, but to be more liberally able to spend their SP on abilities than a normal Shinigami would.

Detecting, Recognizing, Supressing, and Concealing Reiatsu are all handled through varying DC's of Concentration Checks. The strength of points currently held provides the basis of detection and the concurrent modifier to DC.

I also toyed around with using this list (http://en.wikipedia.org/wiki/Kid%C5%8D#Known_kid.C5.8D_spells) to form a Skill-based casting system (again, similar to D20 Star Wars' Force Skills) where DC was modified by how much of the incantation you spoke (represented by a full round, standard, or swift action) and modified the amount of damage and/or save DC of the effect. That seemed to jive with the idea that the more practiced you are (i.e. the more skill points you invest in a given Kido) the stronger effect you can call forth with the lesser amount of effort.

So, hopefully this will give you some insight into how you might approach these difficult conversion points. Now, if you'll excuse me, I'm going to go off and in desperation try to contrive a zanpakuto system that is at least as good as yours, but without thinking about all of the things that are so right about yours.

cold
2007-11-21, 08:30 AM
Hello everyone, it's my 1st post here.
OMG!! this is such a cool think you all doing, can I help you guys?:smallbiggrin:
Any way... I would add something about EXP gainning, as you know, the more you get hurt (or in other words the more your soul is in danger) the more you becaume stronger. So i suggest on building a side EXP system based on the damage you get.

Full_Time_Slack
2007-11-21, 05:23 PM
To illustrate further how I handled Kido, here are a few of the Bakudo skills.


Bakudo #1: Restrain (Int; Trained Only)

Check
You lock the target's wrists behind their back using bands of pure spirit energy. The target is effectively grappled unless they make a successful opposed grapple check (or Escape Artist check, whichever is higher) vs. your skill roll. You must be within 5 feet of your target to use this kido, and the target can have no more than 4 HD. Unlike a normal grapple you can only restrict the use of the target's arms. You cannot pin or use a successive grapple check to damage the target. If the target has multiple limbs you must re-cast this kido for each pair of limbs you wish to restrict. This effect lasts 1 round for every 5 points you rolled over the target's grapple or escape artist check, minimum of 1 round or until the target breaks free by making a successful grapple check or escape artist check vs. your skill roll.

Action
Speaking the type, name, and number of the kido is a standard action. Speaking only the name of the kido is a move action with a -5 penalty to the check, and invoking the kido through sheer will alone is a swift action that incurs a -10 penalty to the check.



Bakudo #4: Crawling Rope (Int; Trained Only)

Check
You call forth ropes of spirit energy to entangle a foe. The target must make a reflex save (or escape artist check, whichever is higher) vs. your skill roll. If you are successful, the target is entangled. Being entangled by Crawling Rope impedes movement, but does not entirely prevent it. An entangled target moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. This effect lasts for 1 round/level or until the target breaks free by making a DC 20 escape artist check or strength check.

Action
Speaking the type, name, and number of the kido is a standard action. Speaking only the name of the kido is a move action with a -5 penalty to the check, and invoking the kido through sheer will alone is a swift action that incurs a -10 penalty to the check.



Bakudo #9: Strike (Int; Trained Only)

Incantation
"Disintegrate, you black dog of Rondanini! Look upon yourself with horror and then claw out your own throat! Bakudo #9: Strike!"

Check
You engulf the target in red light, completely paralyzing them. The target must make a will save vs. your skill roll. If you are successful, the target is paralyzed (but not helpless). The target's effective Dexterity and Strength scores become 0 (-5), but the target can still take purely mental actions, such as using a kido skill with no incantation. This effect lasts 1 round for every 10 points you rolled over the target's will save, minimum of 1 round.

Action
Speaking the entire incantation is a full-round action. Speaking only the type, name, and number of the kido is a standard action with a -5 penalty to the check. Speaking only the name of the kido is a move action with a -10 penalty to the check, and invoking the kido through sheer will alone is a swift action that incurs a -15 penalty to the check.



Bakudo #58: Summoning of the Tracking Sparrows (Int; Trained Only)

Incantation
"Heart of the south, eye of the north, finger of the west, foot of the east; arrive with the wind and depart with the rain. Bakudo #58: Summoning of the Tracking Sparrows!"

Check
You can track and locate any spiritual force the you focuses on. To activate this kido, you must draw a circle on the ground, cut into four parts with a specific character in each. You then make a skill roll vs DC 15 + target's level. The incantation animates the circle, causing various numbers to appear within until the specific set of numbers representing the precise location of the target appear. To find a target with this kido you must have seen the target at least once, or know their name.

Action
The entire process of drawing the diagram, speaking the incantation, and locating the target takes 10 minutes. You cannot shorten this time by skipping the incantation or the name of the kido.



Bakudo #61: Six Bars of Light (Int; Trained Only)

Incantation
"Carriage of thunder. Bridge of a spinning wheel. With light, divide this into six. Bakudo #61: Six Bars of Light!"

Check
You call forth six rods of light which enclose around your target immobilizing them. Your target must make a reflex save (or escape artist check, whichever is higher) vs your skill roll or become entangled. A target entangled by Six Bars of Light cannot move and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. This effect lasts 1 round for every 5 points you rolled above their reflex save or escape artist check. The target cannot break out of Six Bars of Light.

Action
Speaking the entire incantation is a full-round action. Speaking only the type, name, and number of the kido is a standard action with a -10 penalty to the check. Speaking only the name of the kido is a move action with a -15 penalty to the check, and invoking the kido through sheer will alone is a swift action that incurs a -20 penalty to the check.

The numbers I have in there are arbitrary for now--I have yet to play test these. So far almost all of them are opposed rolls, and I think that's fitting for Binding Arts.

L1veW1re
2007-11-22, 04:34 AM
Hey this is my 2nd day on the forums but I've been reading these strand for a long time. Actually using the rules for my own d20 game with friends. First time we could actually get into having believable PVP bouts as I had friends who took the shinigami and other who took the Arrancar. I joined the forum cause maybe I could help come up with rules from time to time, and share my house ones. I know in the games section two Bleach d20s have started, anyone else wanting to do another one, I could help co-DM maybe, cause I have a lot of free time at this point in my life. :smallsmile:

Behold_the_Void
2007-11-23, 02:06 AM
To illustrate further how I handled Kido, here are a few of the Bakudo skills.


Bakudo #1: Restrain (Int; Trained Only)

Check
You lock the target's wrists behind their back using bands of pure spirit energy. The target is effectively grappled unless they make a successful opposed grapple check (or Escape Artist check, whichever is higher) vs. your skill roll. You must be within 5 feet of your target to use this kido, and the target can have no more than 4 HD. Unlike a normal grapple you can only restrict the use of the target's arms. You cannot pin or use a successive grapple check to damage the target. If the target has multiple limbs you must re-cast this kido for each pair of limbs you wish to restrict. This effect lasts 1 round for every 5 points you rolled over the target's grapple or escape artist check, minimum of 1 round or until the target breaks free by making a successful grapple check or escape artist check vs. your skill roll.

Action
Speaking the type, name, and number of the kido is a standard action. Speaking only the name of the kido is a move action with a -5 penalty to the check, and invoking the kido through sheer will alone is a swift action that incurs a -10 penalty to the check.



Bakudo #4: Crawling Rope (Int; Trained Only)

Check
You call forth ropes of spirit energy to entangle a foe. The target must make a reflex save (or escape artist check, whichever is higher) vs. your skill roll. If you are successful, the target is entangled. Being entangled by Crawling Rope impedes movement, but does not entirely prevent it. An entangled target moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. This effect lasts for 1 round/level or until the target breaks free by making a DC 20 escape artist check or strength check.

Action
Speaking the type, name, and number of the kido is a standard action. Speaking only the name of the kido is a move action with a -5 penalty to the check, and invoking the kido through sheer will alone is a swift action that incurs a -10 penalty to the check.



Bakudo #9: Strike (Int; Trained Only)

Incantation
"Disintegrate, you black dog of Rondanini! Look upon yourself with horror and then claw out your own throat! Bakudo #9: Strike!"

Check
You engulf the target in red light, completely paralyzing them. The target must make a will save vs. your skill roll. If you are successful, the target is paralyzed (but not helpless). The target's effective Dexterity and Strength scores become 0 (-5), but the target can still take purely mental actions, such as using a kido skill with no incantation. This effect lasts 1 round for every 10 points you rolled over the target's will save, minimum of 1 round.

Action
Speaking the entire incantation is a full-round action. Speaking only the type, name, and number of the kido is a standard action with a -5 penalty to the check. Speaking only the name of the kido is a move action with a -10 penalty to the check, and invoking the kido through sheer will alone is a swift action that incurs a -15 penalty to the check.



Bakudo #58: Summoning of the Tracking Sparrows (Int; Trained Only)

Incantation
"Heart of the south, eye of the north, finger of the west, foot of the east; arrive with the wind and depart with the rain. Bakudo #58: Summoning of the Tracking Sparrows!"

Check
You can track and locate any spiritual force the you focuses on. To activate this kido, you must draw a circle on the ground, cut into four parts with a specific character in each. You then make a skill roll vs DC 15 + target's level. The incantation animates the circle, causing various numbers to appear within until the specific set of numbers representing the precise location of the target appear. To find a target with this kido you must have seen the target at least once, or know their name.

Action
The entire process of drawing the diagram, speaking the incantation, and locating the target takes 10 minutes. You cannot shorten this time by skipping the incantation or the name of the kido.



Bakudo #61: Six Bars of Light (Int; Trained Only)

Incantation
"Carriage of thunder. Bridge of a spinning wheel. With light, divide this into six. Bakudo #61: Six Bars of Light!"

Check
You call forth six rods of light which enclose around your target immobilizing them. Your target must make a reflex save (or escape artist check, whichever is higher) vs your skill roll or become entangled. A target entangled by Six Bars of Light cannot move and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. This effect lasts 1 round for every 5 points you rolled above their reflex save or escape artist check. The target cannot break out of Six Bars of Light.

Action
Speaking the entire incantation is a full-round action. Speaking only the type, name, and number of the kido is a standard action with a -10 penalty to the check. Speaking only the name of the kido is a move action with a -15 penalty to the check, and invoking the kido through sheer will alone is a swift action that incurs a -20 penalty to the check.

The numbers I have in there are arbitrary for now--I have yet to play test these. So far almost all of them are opposed rolls, and I think that's fitting for Binding Arts.

I may homebrew appropriate spells to capture the exact kidou that were used, but I like using the psionic power list. One of my biggest credos of homebrew is don't change something you don't have to, and the psionic casting with a few tweaks works well for how I envision kidou to be (especially with the power that can scale with your own abilities, as so many psionic abilities can be augmented).

And also, glad to see you like my zanpakutou system. I'm interested to see what you do, but forgive me when I don't rush to locate your system. I don't want to see something you do really well that I like and have trouble not yoinking it from you :p

Anyway, I'm home for Thanksgiving at the moment so my computer access is limited. I'll try to get some stuff ready by Sunday when I return, we'll see how that goes.

KBF
2007-11-24, 05:24 PM
Can I make a quick suggestion? On rietsu (sp) suppression and pressure, they seem similar enough to warrant a shared skill, possibly also used with spell casting.

Great system, like what you did with the zanpakuto. I was kind of worried you'd take the easy way out and just choose between the character's zanpakuto.

EDIT: I forgot to add, one thing I find odd, is that Bankai is merely a continued advancement of Shikai. I don't think it really captures the feel of Bankai, but I know it's a balanced way of doing it.

I was reading the bankai rules incorrectly, sorry.

Cazz
2007-11-26, 06:44 AM
Firstly, I'd like to say what an awesome job I think you guys are doing.

I understand this is a work in progress, so here are a couple bug reports. Hope they help.

Issue: The Summoning-Type ability Empower Summon is redundant with the Generic-Type ability Ability Increase.
Explanation: Empower Summon grants a +2 ability score increase to one ability on your summon, whereas Ability Increase grants +2 ability score increase to one player ability score. Both of these abilities can be taken multiple times and stack with themselves. Because a summon's "ability scores, saving throws and AC are the same as your own", there is no reason to ever choose Empower Summon.
Recommendation: Increase the bonus provided by Empower Summon or reduce the bonus provided by Ability Increase.

Issue: The feat Expanded Shikai favours Warrior Shinigami (particularily those with Dedicated Warrior) to the exclusion of all other classes, and most other feats.
Explanation: D&D Fighter bonus feats increase the magnitude of a Fighter's combat ability by less than one class level, generally do not increase his/her ability to defend against magic by any considerable amount, and do not self-stack. Shikai abilities are able to provide more than a class level of magnitude in offensive or defensive power for both combat offense and magical defense. This makes a Warrior Shinigami that concentrates on stacking this feat more powerful than all other classes, and renders the majority of other feats obsolete.
Recommendation: Remove this feat. The current system heavily favours Warrior Shinigami as it is.

Other things of note:
The Expanded Bankai feat may also suffer similar balance problems as the Expanded Shikai feat.
The Defense-Type abilities that provide bonuses as immediate action seem to be underpowered.
The new feat list does not indicate which new feats can be taken as bonus feats for which classes.

I haven't taken a really thorough look at everything yet, but I'll post more feedback later if you would find it useful.

Mc. Lovin'
2007-11-26, 08:18 AM
I think that nobody under Zaraki's command uses any amount of magic.

Doesnt the beauty guy have a zanpakto that takes up others energy?

Behold_the_Void
2007-11-26, 02:14 PM
Firstly, I'd like to say what an awesome job I think you guys are doing.

I understand this is a work in progress, so here are a couple bug reports. Hope they help.

Issue: The Summoning-Type ability Empower Summon is redundant with the Generic-Type ability Ability Increase.
Explanation: Empower Summon grants a +2 ability score increase to one ability on your summon, whereas Ability Increase grants +2 ability score increase to one player ability score. Both of these abilities can be taken multiple times and stack with themselves. Because a summon's "ability scores, saving throws and AC are the same as your own", there is no reason to ever choose Empower Summon.
Recommendation: Increase the bonus provided by Empower Summon or reduce the bonus provided by Ability Increase.

Issue: The feat Expanded Shikai favours Warrior Shinigami (particularily those with Dedicated Warrior) to the exclusion of all other classes, and most other feats.
Explanation: D&D Fighter bonus feats increase the magnitude of a Fighter's combat ability by less than one class level, generally do not increase his/her ability to defend against magic by any considerable amount, and do not self-stack. Shikai abilities are able to provide more than a class level of magnitude in offensive or defensive power for both combat offense and magical defense. This makes a Warrior Shinigami that concentrates on stacking this feat more powerful than all other classes, and renders the majority of other feats obsolete.
Recommendation: Remove this feat. The current system heavily favours Warrior Shinigami as it is.

Other things of note:
The Expanded Bankai feat may also suffer similar balance problems as the Expanded Shikai feat.
The Defense-Type abilities that provide bonuses as immediate action seem to be underpowered.
The new feat list does not indicate which new feats can be taken as bonus feats for which classes.

I haven't taken a really thorough look at everything yet, but I'll post more feedback later if you would find it useful.

Good point on the summon, I'll bump it up to +4 for the summon ability.

I'm not so sure about the Expanded Shikai and Bankai feats right now. I can definitely see where you're coming from, but I'm not sure how unbalancing that is in comparison to spells (which I'm working on getting the full list up, but higher level characters still do get 6th-9th level kidou which is fairly potent). Likely what would happen instead is that other classes will get more bonus feats to make up for the balance issues. Currently, the idea behind Expanded Shikai is so that people can get their zanpakutou to the point they want it to be as fast as they can (especially in the case of more complex zanpakutou) and because the way damage scales on zanpakutou it shouldn't be terribly over-damaging if you're burning all your feats for your shikai (and that also prevents you from gaining other feats that might be helpful).

Good call on the Barrier abilities, messed with some stuff regarding them. Should be OK now.

Dante & Vergil
2007-11-26, 06:38 PM
An ability I was thinking up for the unofficial Death type zanpaku-to was having an instant death ability, but a drawback must be taken. (Like the inhalation of toxic gas from Konjiki Ashisogi Jizo [Mayuri Kurotsuchi's Shikai] or a second attack from Suzumebachi [Soi Fon's Shikai].) The possibilities are basically endless, so long as your DM allows it.

Behold_the_Void
2007-11-26, 07:21 PM
An ability I was thinking up for the unofficial Death type zanpaku-to was having an instant death ability, but a drawback must be taken. (Like the inhalation of toxic gas from Konjiki Ashisogi Jizo [Mayuri Kurotsuchi's Shikai] or a second attack from Suzumebachi [Soi Fon's Shikai].) The possibilities are basically endless, so long as your DM allows it.

Being unfond of insta-death and because of how both of them have been represented in the manga and anime, I'm going with poison to represent both of those. Especially since they both explain them to be or show them to be poison-based effects (Soi Fon in the Bount arc, but still).

I may or may not adapt the Death Zanpakutou type, at the moment I'm not seeing too much there that I think zanpakutou need the ability to do.

VanBuren
2007-11-26, 10:33 PM
Well a couple of of little things first:


I was under the impression that a soul devoured by a Hollow is only prevented from being reincarnated as long as the Hollow exists. Specifically, when a Hollow is killed it and all souls that it has absorbed are released. While I admit that the latest recollection of this being the case is from a filler episode and therefore questionable at best, Quincy powers are specifically mentioned as destroying souls and upsetting the balance. Hollow powers are never described in that fashion
2. I'd put Kenpachi at Chaotic Neutral as opposed to Chaotic Evil. I don't think anyone needs any explanation as to why I believe the two possible alignments are CN or CE, as his character makes that very plain. However, consider that the only times we have seen him in combat his opponent either accepted the terms of the challenge, or was the aggressor or a hostile of some sort (In Ichigo's case not because he was the aggressor towards Kenpachi, but to Soul Society. Not that it was the reason Kenpachi attacked, but it made him a valid target). Because I don't see Kenpachi as having killed anyone in a way that would warrant an evil alignment shift, I am skeptical about placing him as such.


Of course, both of the above hardly applies to the ruleset. In fact the real reason for my post was to put forward an idea for a feat--though it is hardly what I would call well-thought out at this point.

Now as I'm sure you'll recall, when Ichigo regained his powers he awakened his Inner Hollow in the process. Long before he became a Vizard, his Inner Hollow surfaced on occasion (this was the main motivation to become a Vizard in fact) and granted him the edge in battle in desperate situations.

Therefore I suggest a feat: Inner Hollow.

As far as I can picture it, it could only be available only upon certain circumstances , yet it should be a requirement to gain Vizard levels.

As far as it's effects in game, I'd imagine it to take effect upon receiving a critical hit. A will save would then be made, and if failed, the Hollow would surface in it's berserker style. It would grant a bonus to STR and CON (and possible a Flurry of Blows effect to simulate berserker fighting) but would also have a Frenzied Berserker effect in that the PC would be out of control until the mode ended, attacking the original foe and, if defeating him, attacking anyone nearby.

The mode could be ended in one of three ways, either by receiving a critical hit, making a successful will save (available once per round) or by knockout.

I imagine the Vizard mask feat would replace this one.

Thoughts? I suspect it may be overpowered, but then I've never designed anything for a ruleset before.

Cazz
2007-11-27, 12:15 AM
Good point on the summon, I'll bump it up to +4 for the summon ability.

I'm not so sure about the Expanded Shikai and Bankai feats right now. I can definitely see where you're coming from, but I'm not sure how unbalancing that is in comparison to spells (which I'm working on getting the full list up, but higher level characters still do get 6th-9th level kidou which is fairly potent). Likely what would happen instead is that other classes will get more bonus feats to make up for the balance issues. Currently, the idea behind Expanded Shikai is so that people can get their zanpakutou to the point they want it to be as fast as they can (especially in the case of more complex zanpakutou) and because the way damage scales on zanpakutou it shouldn't be terribly over-damaging if you're burning all your feats for your shikai (and that also prevents you from gaining other feats that might be helpful).

Good call on the Barrier abilities, messed with some stuff regarding them. Should be OK now.

While I agree that it is important that players should be able to quickly customize their zanpakutou to the desired level, the advantages to Expanded Shikai over other feats are currently overwhelming. The most heinous example I can think of is a character using Ability Increase to increase ability scores - no base D&D feat can compare in power to +2 in an ability score (Assuming that running out of shikai is a fairly rare occurrence.)

The power level of spells and other new feats geared towards the other classes will also have a significant effect on balance here, but the real issue is whether or not you want to preserve the viability of many D&D feats.

A part of the cause is self-stacking of shikai abilities. Eliminating this stacking is a potential solution, but maintaining the same amount of depth in customization would require creating more tiers such as with Flame Blade and Greater Flame Blade or Weapon Focus and Greater Weapon Focus. As in the Weapon Focus example, having level requirements on the more powerful or higher tier abilities is also a method of balance preservation. It's an easy solution, though not one players are typically fond of.

Once you get the caster content out it should put things better in perspective - the picture is rather one sided at the moment. I am eager to see what you have planned for Expert Shinigami and Caster Shinigami.

Behold_the_Void
2007-11-27, 01:59 AM
While I agree that it is important that players should be able to quickly customize their zanpakutou to the desired level, the advantages to Expanded Shikai over other feats are currently overwhelming. The most heinous example I can think of is a character using Ability Increase to increase ability scores - no base D&D feat can compare in power to +2 in an ability score (Assuming that running out of shikai is a fairly rare occurrence.)

The power level of spells and other new feats geared towards the other classes will also have a significant effect on balance here, but the real issue is whether or not you want to preserve the viability of many D&D feats.

A part of the cause is self-stacking of shikai abilities. Eliminating this stacking is a potential solution, but maintaining the same amount of depth in customization would require creating more tiers such as with Flame Blade and Greater Flame Blade or Weapon Focus and Greater Weapon Focus. As in the Weapon Focus example, having level requirements on the more powerful or higher tier abilities is also a method of balance preservation. It's an easy solution, though not one players are typically fond of.

Once you get the caster content out it should put things better in perspective - the picture is rather one sided at the moment. I am eager to see what you have planned for Expert Shinigami and Caster Shinigami.

Something I could do is set an upward limit to the amount of times certain abilities can be taken, like you cannot have the same effect of an ability more than 1 for x levels (like, 1 in 3, so you can only have 3 of the same ability serving the same function at level 9).

Dante & Vergil
2007-11-28, 01:21 AM
Being unfond of insta-death and because of how both of them have been represented in the manga and anime, I'm going with poison to represent both of those. Especially since they both explain them to be or show them to be poison-based effects (Soi Fon in the Bount arc, but still).

I may or may not adapt the Death Zanpakutou type, at the moment I'm not seeing too much there that I think zanpakutou need the ability to do.

I understand why you would throw both into the Poison types, but if you do you got to put a neutralize poison ability (Soi Fon, again in the Bount arc) and you gotta throw in a paralize ability (Kurotsuchi's Shikai).

If you don't throw in the Death Zanpakutou type, I won't really care much 'cause it was only a suggestion.

zadcap
2007-11-28, 01:53 AM
Hello, here to butt in again :smallwink:

I'm looking at character progression, and I notice an area of lack. While in all fairness, we have yet to see the 4th division's captain use a bankai, we must assume it is healing-related, shouldn't we? The bankai section is currently focused entirly on offence and a single defence ability and few spellcasting, but nothing strictly in the relms of healing. It is true that thinking of any is dificult, but there shold be some ability granted by Bankai to do major healing, such as a way of instant full-health healing or even a form of raise dead, thou since everyone is technicaly dead anyway... healing, as far as the relm of Bankai, is slightly under-powerd.

Behold_the_Void
2007-11-28, 02:17 AM
I'll mess with the healing aspect of the bankai.

Mayuri's paralyzing posion is Dex poison. A neutralizing ability is a good idea though, I'll implement it.

Ioth
2007-11-28, 02:46 AM
Hey I'm a big fan of Bleach and will probably use this, I dont know about the american version but in the japanese version the captain of squad team's 4 bankai was that it summoned this big fish thing that devoured people and it had this strange green mist inside that kept the unconcoious and incubated while inside, instantly stabalzing them and mending they're wounds.
I remeber seeing her fly on its back right before the group left Soul sociciety and drop off some of the wounds squad peoplez who where completely healed even though they had been beaten pretty Badly, but as I said, unconcious. Hope this helps a bit.

Also are you gonna include those half hallow/half death god guys? Maybe as an epic monster. Then those Half death god/half hallow guys as Prestige classes. Or has the american version gotten that far yet?

Also remeber to include Rukia's Ice Shikai abbility in there, If you can remeber what her swords abbilty was, it made a circle on the ground that froze everything on the ground and in the air inside of it.:smallsmile:

ZebulonCrispi
2007-11-28, 02:55 AM
Hey I'm a big fan of Bleach and will probably use this, I dont know about the american version but in the japanese version the captain of squad team's 4 bankai was that it summoned this big fish thing that devoured people and it had this strange green mist inside that kept the unconcoious and incubated while inside, instantly stabalzing them and mending they're wounds.
I remeber seeing her fly on its back right before the group left Soul sociciety and drop off some of the wounds squad peoplez who where completely healed even though they had been beaten pretty Badly, but as I said, unconcious. Hope this helps a bit.

Also are you gonna include those half hallow/half death god guys? Maybe as an epic monster. Then those Half death god/half hallow guys as Prestige classes. Or has the american version gotten that far yet?

Also remeber to include Rukia's Ice Shikai abbility in there, If you can remeber what her swords abbilty was, it made a circle on the ground that froze everything on the ground and in the air inside of it.:smallsmile:
Did you read the thread? I mean, at all?

We have large swaths of the book dedicated to both kinds of "half hollow/half death god" guys. Rukia is completely statted in my character document linked in the first post, complete with Zanpakutô (including its second and third abilities, which you did not mention).

Unohana's giant manta ray was not stated as being Shikai or Bankai, so it's up in the air which one it really is. We're not going to stat her until we have more evidence.

cold
2007-11-28, 08:13 AM
I'm going on playtesting next week, I'm GMing a solo game, a PbP on AIM and email.

I'm going to follow the real bleach storyline with some additions, The PC is from 5th squad, a strong pulse has been born (in Japan, Tokyo, year's 1989) attracting lots of hollows from all around the globe. the first session's gonna be a huge epic battle! but... The battle system might need a change to fit bleach's battles, any idea's?

F.H. Zebedee
2007-11-28, 08:30 AM
Yeah, Mayuri used either a Dex or Str poison (STR would seem more likely with Uryu still being a competent archer, and being more likely to paralyze a Quincy in the first place, though DEX probably makes more sense in the grand scheme of things.)
Suzumebachi and Mayuri's Bankai deal Con damage.

Just another idea for poison, how about a disease ability? That would be FUN to throw at players.

And one more idea, how about a Wind Blade ability that deals Force damage? It seems like it'd be VERY handy and has some precedent in the series (Kyoraku Shunsui is close to it, and that IS Jin Kiraiya's weapon.) It may need a bit of balancing, in which case, make it a step of damage BELOW the other blade abilities.

PS. That was confirmed as Unohana's SHIKAI in one of the supplements, pretty sure on Kubo's okay. Whatever her Bankai is must be NASTY.

Behold_the_Void
2007-11-28, 12:24 PM
Force blade eh? Lemme mess with that, I can see the precedence there.

Dante & Vergil
2007-11-28, 11:23 PM
Yeah, I would assume that the manta ray/whale thing was her shikai by comparison to other captain's shikai like Hitsugaya's Shikai. Captain shikai are something as serious as bankai.
I know this is crazy and might not happen but I was wondering if there were abilities that captains could get based on the squads they're over because as we have seen, some squads specialize in areas that others are not. (Healing for the 4th squad and combat for the 11th.) If this does work, it might be given to a smaller degree to members of those squads.

F.H. Zebedee
2007-11-28, 11:40 PM
Actually, that was a sort of idea that I was toying with earlier... Mayhaps have a variant rule: Division Training? Where you get special abilities based on the Division that you're from, with Foot Soldier, Seated, and Officer levels to it? Foot Soldier would just be minor skill bonuses, but Seated would be moderately powerful, and Officer level would essentially be on par with a class ability/strong feat.

If it doesn't bother anyone, I'll hammer that out some time.

Behold_the_Void
2007-11-28, 11:58 PM
I may make bonus feat sets based on squad. The problem with this is we don't have a very clear idea of the roles of all of the 13 squads.

TheAntiElite
2007-11-29, 04:27 PM
I may make bonus feat sets based on squad. The problem with this is we don't have a very clear idea of the roles of all of the 13 squads.

Even so, with the established squads (2nd as Special Forces and Executive Militia, 4th Medical and Supply Relief, 11th as Melee Combat specialists, 12th as 'Science' and Research, and the inferred functions of the 13th as archivists, with the possible reason being Ukitake Jūshirō's Noble family standing and the archive being a holdover/legacy of his House), there's at least a bit of room for experimentation.

Also, perhaps some of those bonus feats might be based on the other, additional groups that are available (Shinigami Women's Society, anyone)? Granted, some of that might prove to be silly, but as not everyone's going to play a Captain or Vice Captain, never mind one of the GateKeepers, the whole 'allegiances' thing from d20M might almost be appropriate...

KBF
2007-11-29, 08:59 PM
I think that rank should be determined by skill, not vice-versa. Which is why I don't like the captain class, also.

Behold_the_Void
2007-11-29, 09:02 PM
I think that rank should be determined by skill, not vice-versa. Which is why I don't like the captain class, also.

The Captain Class is a prestige class in the actual sense of the word. It requires one to meet the requirements to become a Captain in order to take. In exchange, it offers the ability to customize your zanpakutou a bit more, and get Final Bankai earlier. Rank IS determined by skill, you need to prove yourself worthy to even enter the class. It's simply a special feature that only Captains get.

Trellom
2007-11-30, 09:20 AM
Hi all this is a pretty damned good project you've been working on and I applaud your work so far but can I ask 1 tiny Question?

Where is the Quincy class?? I have tried searching this entire thread and cannot find it in any of the links etc. So if possible would anyone be able to PM it to me or point me in the direction of it? Sorry If I sound like a n00b here I just can't see it and apologize if it was right in front of my nose!

Thanks in advance
-Trellom

Behold_the_Void
2007-11-30, 02:15 PM
I posted a basic, non-tabled version awhile back but Zebedee is still making the final revisions so I haven't added it to the main file yet. I'll likely add the current setup to the main file in the next update.

Lizard Lord
2007-11-30, 04:05 PM
I have not the time to read through it all, but what about the healers from squad four (not sure what they are called exactly. Healer shinigami maybe?).

I know they are crap in combat, but I would think it would be good for a party to have one of them.

ZebulonCrispi
2007-11-30, 07:31 PM
I have not the time to read through it all, but what about the healers from squad four (not sure what they are called exactly. Healer shinigami maybe?).

I know they are crap in combat, but I would think it would be good for a party to have one of them.

They would probably be Shinigami with a lot of healing Kidô and a Healing-type Zanpakutô.

Lizard Lord
2007-12-01, 12:14 AM
Another thing, I know the quincy are pretty much dead except for one person and I haven't got through the bounto storyline just yet,but what about each Ichigos other non soul reaper friends. Like Chad, Ganzou, and Ohriheme(I have I feeling I killed her name, horribly.)

What kind of classes do they have?

ZebulonCrispi
2007-12-01, 01:13 AM
Another thing, I know the quincy are pretty much dead except for one person and I haven't got through the bounto storyline just yet,but what about each Ichigos other non soul reaper friends. Like Chad, Ganzou, and Ohriheme(I have I feeling I killed her name, horribly.)

What kind of classes do they have?

Please read through the thread, where this question is answered multiple times.

Once you've read through the thread and read the rulebook, ask any questions that remain unanswered.

Lizard Lord
2007-12-01, 01:32 AM
Can you point to me what page it is on? I do not have the time to read through the entire threa, and I have already skimed through the first page (though i may have missed it).

Behold_the_Void
2007-12-01, 04:00 AM
All right, pretty big update. I've tweaked some rules, added a few more bankai abilities (namely the healing ones), a few new zanpakutou abilities (as well as modified some old ones), put Zebedee's Quincy on (that's subject to change when he makes the final version), moved the Quincy feats into the right place, finished the kidou list and added an items and equipment page. Table of Contents is once again out of date, I will be reformatting it into two columns within the next few updates. Maybe.

The Spiritually Aware humans are still not complete, I'm having trouble thinking of a good system to represent them.

Bount will probably be made around the same time as the Spiritually Aware humans.

Capturing the Bleach Flavor is not going to be done for awhile, of course, I'm concentrating more on crunch than on fluff. But I had to get that quote in there.

Also in that section will be guides on building Bleach NPCs (such as hollows, which aren't difficult if you know what you're doing but can be somewhat challenging if you don't).

Zebedee said he's working on a system for the money, I have some ideas myself so we may be able to work some things out.

I am considering two new zanpakutou types one of which has some precedence and the other of which has none, but is applicable within the rules.

The first is a Domination zanpakutou, there has been some manga evidence to suggest there may be such a type.

The second is a disease-based zanpakutou, it'd be pretty similar to the poison-based zanpakutou but I realized that the system is equipped to accommodate such abilities and it'd be a shame not to take advantage of the potential.

Now that the kidou charts are finished, I will likely be adding a NPC list of all of the NPCs that Zebulon has stated. That should go live in the next update.

Something I may consider is some basic adventure setups and modules, but that may be in a different release. We'll cross that bridge when we come to it.

Beyond that, it's all your imput from here on out. It's hard to believe I'm actually able to say this but as of now I cannot think of anything else this project really requires. If you have more ideas please let me know. I can't promise I'll implement all of them, but if you can think of something glaringly obvious that I'm missing, I'd be glad to hear it.

Rockbird
2007-12-01, 06:47 AM
Spoiler episode 140-150 or so (Can't remember exactly :smallsmile: )
That guy, whatshisface... The hollow-fighting guy in the forest. He uses a hollow mask to absorb Ceros. That may be something to add into the rules?

ZebulonCrispi
2007-12-01, 12:41 PM
Spoiler episode 140-150 or so (Can't remember exactly :smallsmile: )
That guy, whatshisface... The hollow-fighting guy in the forest. He uses a hollow mask to absorb Ceros. That may be something to add into the rules?

The hollow mask is really only being used as a shield... although, the fact that he can use a shield to block a Cero suggests that maybe a Reflex Save for Half isn't the ideal formula for it.
The way I see it, we have several options:
1: Some kind of Cero-blocking feat.
2: Change Cero to an attack roll instead of a reflex save.
3: Assume the shield was an abstraction of his Improved Evasion.
4: Wave our hands and talk at length about how it's just filler so it doesn't count.

I'll talk to Void.

Machaeus
2007-12-01, 01:03 PM
There's a scene in the most recent Shonen Jump where Ichigo is fighting one of the Arrancar (sp?) and cuts his foe's arm off with the Bankai, but when his Inner Hollow awakens, he is busy fighting it off and quickly gets his a** handed to him. Formalization might be a Will Save every round in combat that you can willingly forego - one that allows you to prevent your Hollow side from surfacing and making you go nuts. Success punishes you with cumulative -1 penalties to attack and damage rolls, and perhaps other things such as Reflex saves or Will saves unrelated to the fighting off of the Inner Hollow. And "Inner Hollow" might be a feat that a character has to take for the Vizard class, with the same prerequisites that the Vizard PrC had before.

That's just my idea.

zadcap
2007-12-01, 05:22 PM
It might be easier to wait untill after the Hueco Mundo arc to make the Spiritualy awakend humans. At the moment, we only have 2 to work with, but there seemed to be a hint of 3 more to come when Ichigo's friends followed him to Urahara's.

Yeril
2007-12-01, 07:34 PM
Tempo bankai ability seems too broken, Couple in Extra-full attacks, lots of reach, and that ability that lets you full attack anyone who you can reach.. just seems alittle easy to get cheesy.

Behold_the_Void
2007-12-01, 08:07 PM
Tempo bankai ability seems too broken, Couple in Extra-full attacks, lots of reach, and that ability that lets you full attack anyone who you can reach.. just seems alittle easy to get cheesy.

It's not as terrible as one might think. How long do most battles tend to last, honestly?

lumberofdabeast
2007-12-02, 06:52 PM
Two questions here, keeping in mind that I just saw this topic for the first time that I can remember (I have a terrible memory), and haven't read through it all yet. Both are relevant for the zanpakuto I intend to make when I try a game, Aokusadeshio.

1) What more does Water need for it to be finished?

2) Is there gonna be a Nature ability set at any point? Aokusadeshio is currently Water/Sonic, but taking the Multiple Type feat to make it Water/Sonic/Nature would be just perfect.

Behold_the_Void
2007-12-02, 07:37 PM
Two questions here, keeping in mind that I just saw this topic for the first time that I can remember (I have a terrible memory), and haven't read through it all yet. Both are relevant for the zanpakuto I intend to make when I try a game, Aokusadeshio.

1) What more does Water need for it to be finished?

2) Is there gonna be a Nature ability set at any point? Aokusadeshio is currently Water/Sonic, but taking the Multiple Type feat to make it Water/Sonic/Nature would be just perfect.

Water should be done unless someone suggests something else to do with it.

There is no nature zanpakutou type, but I can certainly make one based on some druid spells.

Lizard Lord
2007-12-02, 07:53 PM
The main page has shnigami, and I have seen a little bit about Bounto, Quincy, and spiritually aware humans. Now what about Ganzou, the guy with the fireworks? What class is he? He doesn't seem like he fits any of thouse.

Behold_the_Void
2007-12-02, 10:22 PM
Shiba Ganju and the entire Shiba clan can be noted to have high levels of reiatsu. Even if not inducted into the Gotei 13, Ganju is treated as a plus with high levels of Reiatsu. Plusses with high levels of Reiatsu are shinigami. Ganju I would say is a lower-level Spellcaster Shinigami. His blade can harm shinigami which means it must have the qualities of a zanpakutou, even if he has no release or the like. Unless I have any other reason to make an entirely new class, that will more than suffice.

lumberofdabeast
2007-12-03, 02:08 AM
Water should be done unless someone suggests something else to do with it.I asked because it still isn't listed as complete on the front page; now that I think about it though, perhaps something to disguise the user or his allies might be suitable?

Behold_the_Void
2007-12-03, 02:59 AM
I asked because it still isn't listed as complete on the front page; now that I think about it though, perhaps something to disguise the user or his allies might be suitable?

Mirage ability should be able to provide such a function. I may, if necessary, make a few more specific ones for such a thing.

F.H. Zebedee
2007-12-03, 08:34 AM
Actually, I statted Ganju to amuse myself, and yeah, Shibas are close to Shinigami. I put him as an Expert around level 6, and gave him permanent release and an arseload of Soften Stone abilities via feats. That made it so he could Seppa whenever and wherever, even without having enough Int/Cha to cast any other Kidou well.

I may type in my basic Quincy update at lunch.

ShadowyFigure
2007-12-03, 12:09 PM
Hehe i printed out the compilation. now all i need is the psionic book and things will fine for my campaign! ^^

Behold_the_Void
2007-12-03, 02:15 PM
Psionics are in the SRD (http://www.d20srd.org/index.htm), so you should be able to find all power descriptions and how they function there.

Dante & Vergil
2007-12-03, 09:00 PM
Shiba Ganju and the entire Shiba clan can be noted to have high levels of reiatsu. Even if not inducted into the Gotei 13, Ganju is treated as a plus with high levels of Reiatsu. Plusses with high levels of Reiatsu are shinigami. Ganju I would say is a lower-level Spellcaster Shinigami. His blade can harm shinigami which means it must have the qualities of a zanpakutou, even if he has no release or the like. Unless I have any other reason to make an entirely new class, that will more than suffice.

That's probably how is, ability wise, but remember that he and his sister both dislike soul reapers because their brother was a soul reaper, and was killed by Rukia. (She killed him because he was posessed by a hollow.) As such, that is why I don't think Ganju is a soul reaper. (After all, he can be a soul reaper, with the abilities, just change the name to something more flavorful.)

Behold_the_Void
2007-12-03, 09:06 PM
That's probably how is, ability wise, but remember that he and his sister both dislike soul reapers because their brother was a soul reaper, and was killed by Rukia. (She killed him because he was posessed by a hollow.) As such, that is why I don't think Ganju is a soul reaper. (After all, he can be a soul reaper, with the abilities, just change the name to something more flavorful.)

Certainly, but that's a fluff issue. No sense in making an entirely new class when the pre-existing mechanics will suffice.

Dante & Vergil
2007-12-03, 09:27 PM
Certainly, but that's a fluff issue. No sense in making an entirely new class when the pre-existing mechanics will suffice.

Understood.
On another note, for Arrancar, can the use Final Shikai/Bankai? (Mainly Shikai.) I ask this because Grimmjow uses the "Claw of the King", or a similar name, in his last fight with Ichigo and that to me looked liked a Final Shikai to me and it looked like it lasted more than one attack.

I've noticed that some of the characters' Shikai from the show are more like actions instead of durational releases. (Like Tosen's, Ichimaru's perhaps, Komamura's, and I think even Byakua's as well but I'm not sure.) I was wondering if you could give uses/day for each of the weapons' abilities instead of actual duration.
And some of the Final Shikais/Bankais look like they last more than one attack and I was wondering if you guys could possibly incorporate that into it but this is just a suggestion.
I looked here (http://www.bleachportal.net/bleach/information/zanpakuto_guide) for some of the info on the zanpakuto.

lumberofdabeast
2007-12-04, 12:24 AM
Mirage ability should be able to provide such a function. I may, if necessary, make a few more specific ones for such a thing.

Argh... I was stupid, and used the wrong word. Not disguise. Conceal.

zadcap
2007-12-04, 03:42 AM
Recently reading through some matrial on Bleach, A few idea's for Shunpo related feats came to mind.

Byakua is seen to often use a Shunpo-and-attack move to hit fast, and I thought of making a feat of it with the general idea of using shunpo to move behind the opponent and gain an attack and damage bonus, or even just a flanking bonus for moving faster than your opponent can keep up with, and effectivly flanking them by yourself.
Another Byakua move from the new Manga would be some way of dodgeing through shunpo, perhaps a #/day ability gained by a feat that stacks with itself, allowing you to ignore damage and move somewhere within your shunpo range, perhaps as a reflex save vs. damage dealt?
Moving away from Byakua (thou not by much), There have been people who seem capable of appearing in multiple places at once through use of Shunpo or similar abilities. The feat that came to mind from this one was the ability to give up a fair ammount of shunpo (100 ft?) to either make a clone of yourself for one round to attack a seperate opponent within range of your normal shunpo (taking that range onto the base distance lost), or have that clone appear next to you, coppying a blur spell by giving you a 20% concealment. Make this again a self staking feat to make more clones to either attack more opponents or add to your concealment.

I'm sure that there are more shunpo abilities that I am missing or that have yet to be seen (Shunko, for example), but I will try to think them up at another time. I hope you like the idea's, they are yours to accept, modify, or reject as you see fit.

draxredd
2007-12-04, 10:10 AM
Shunpo Decoy (shunpo)
prq: Shunpo spring attack, dex 16+

Once per day, the character can evoque a Mirror Image (ex) effect as a move action.




Shunpo Defense (shunpo)
prq: Shunpo decoy, dex 18+

The character has become so skilled at using shunpo that he is covered by a Displacement (ex) effect as long as he isn't prone or unconscious.

Yeril
2007-12-04, 10:36 AM
Shunpo Decoy (shunpo)
prq: Shunpo spring attack, dex 16+

Once per day, the character can evoque a Mirror Image (ex) effect as a move action.




Shunpo Defense (shunpo)
prq: Shunpo decoy, dex 18+

The character has become so skilled at using shunpo that he is covered by a Displacement (ex) effect as long as he isn't prone or unconscious.

I'd like to see some sort of Shunpo drain in these, since that Displacement feat seems kinda powerful, somthing like "at the expense of 50ft of Shunpo per round" seems like a good balancing factor.

ZebulonCrispi
2007-12-04, 02:06 PM
Me and Void were discussing something like this. Ours was a bit simpler, I'll ask him about it next time I see him.

Yeril
2007-12-04, 02:21 PM
It's not as terrible as one might think. How long do most battles tend to last, honestly?

True, But Honestly, One round to whip all their guards, thats what? +20 to hit and damage and you still get to full attack the BBEG, next round? do it again and BAM +40 to hit and damage, Not only do you need a natural 1 to miss, your doing insane amounts of damage. :smallbiggrin:

Still, it is bankai after all. :smalltongue:

ZebulonCrispi
2007-12-04, 06:21 PM
True, But Honestly, One round to whip all their guards, thats what? +20 to hit and damage and you still get to full attack the BBEG, next round? do it again and BAM +40 to hit and damage, Not only do you need a natural 1 to miss, your doing insane amounts of damage. :smallbiggrin:

Still, it is bankai after all. :smalltongue:

Actually, you kind of have a point. Stacking Tempos seems to have the potential to be broken, even for Bankai. One or two seems just fine, though.

draxredd
2007-12-05, 11:58 AM
or apply Tempo only to damage.

TheGreatJabu
2007-12-06, 11:52 PM
Hey guys and gals. I don't have two cents to put in or anything, but I just wanted to congratulate Void, Zebeedee, and any other contributors to this shindig. Ya'll have been at it for a long time and it's making great progress. Just wanted to say kudos to all the hard work by the creators and the reviewers who are keeping their quality high. :smallsmile: If I knew anything more about the show than what I've seen on Adult Swim I'd love to help, but I think I'll just let the experts keep the ball rolling.

SancRock
2007-12-07, 12:45 AM
The other day I started working on a Bleach d20 system, and it was mediocre at best, I got bored and thought I'd see if I was the only one to try it.

To my releif I found this, I've playtested a session with my regular group and I've not seen them more excited for the next session.

Thanks to all of you for your hard work and expertise.

I'll be working on getting a high quality character sheet put together for you.

It is still under construction but I'll upload what I've got done so far as a hint of what to come.

Saves and Skills are fully integrated at this point as is HP and most Armor calculation.

Requires Excel 2003 or above.

Much Love

Bleach Sheet Beta (http://www.mediafire.com/?dxy1nztljw2)

Dante & Vergil
2007-12-07, 07:17 PM
I just got a look at what the character sheet looks like and I liked most of it. The only problem with it is it's missing the quincy class and it's missing a lot of stuff you would find a regular character sheet. (I saw that it was missing the weapon area.)

merrja666
2007-12-08, 05:34 AM
Just a query, but is there a zipped file / site to get all the rules from? Without the forum banter?

Also - how will Arrancar + Viazard work? Won't PCs just want to be a Viazard straight off? I thinks that it should be a PRC, personally.

ShadowyFigure
2007-12-08, 05:42 AM
Have you read the book? Arancar and Vizard are both prc.

VanBuren
2007-12-10, 02:20 AM
Not quite clear on the rules about Vizard masks, but since

1. In the most Ichigo/Grimmjow fight, Ichigo is able to reform his mask when it first starts to break. Therefore I suggest that, if it isn't already, the Vizard mask should be once per day per level.

2. Everytime his mask breaks or starts to, Grimmjow has mentioned his heavy breathing. Therefore I suggest fatigue effects like those of the Barbarian's rage and the Frenzied Berserker's Frenzy.

SancRock
2007-12-10, 10:01 AM
I just got a look at what the character sheet looks like and I liked most of it. The only problem with it is it's missing the quincy class and it's missing a lot of stuff you would find a regular character sheet. (I saw that it was missing the weapon area.)

Yeah, I'm not adding Quincy until an official final version is released, and the sheet was/is still under construction. Hopefully I should have a finished version by the week's end

Also, had a question for Void,

in terms of non-template hollows you use outsider as the base with elite stats, but what about skill points? outsiders get 8 per level, that seems a little high to me given they get a good AB and near perfect Saves, I dropped it to 6 for the moment.

I just haven't seen many hollows shown to be all that skillful in fields outside combat

draxredd
2007-12-10, 02:01 PM
i'll be proposing a rather radical alteration, so please stay calm, people.
so, first things first : zanpakuto damage. I'd propose it as a modifier to basic weapon damage instead of overriding it. of course it then needs to be scaled down a bit.

Second : let's call it Reiatsu damage instead of tying it strictly to zanpakuto. Let's make only one progression table for it instead of one per class.

Third: alter the 3 basic classes as Zanjutsu warrior, Hakuda expert and Kido artist. They will respectively add their enhanced reiatsu damage to Zanpakuto, Hand to hand, or Spells.

Fourth: invent a host of feats related to altering and boosting reiatsu, etc...


okay, you can start throwing tomatoes.

Behold_the_Void
2007-12-10, 04:39 PM
I like the use per day/fatigue system. I'll implement that in the next update.

I was using Outsiders as a base, I'll likely move away from that and make hollows their own subtype. Basic characteristics will likely be:

D10 HD
Full BAB
2+int skills
Good fort and ref saves.

drax, I just don't see the point of that system. I can make feats for greater weapon damage (already, the weapon-type zanpakutou covers that a good deal), but I don't see the point in giving static bonuses, especially since standard D&D already has a precedence for scaling damage, the monk, and it's a mechanic that normal players will be familiar with and thus one less mechanic they need to learn.

Also, it does just fine representing the scaling power of a zanpakutou. They constantly stress in the series that zanpakutou size does not matter, it's the reiatsu behind it that counts. I don't want to give Gin a gimped damage rating just because his zanpakutou is a wakizashi when compared to Mooky Mcredshirt who just happens to have a greatsword zanpakutou.

VanBuren
2007-12-10, 06:54 PM
Also, it does just fine representing the scaling power of a zanpakutou. They constantly stress in the series that zanpakutou size does not matter, it's the reiatsu behind it that counts. I don't want to give Gin a gimped damage rating just because his zanpakutou is a wakizashi when compared to Mooky Mcredshirt who just happens to have a greatsword zanpakutou.

Case in point: Grand Fisher's fight with Isshin. Being made into an Arrancar, he thought his gigantic zanpakutō made him strong than Isshin. Isshin killed him in one hit and said:

"I'll teach you the basics. All captain class Shinigami are capable of controlling the size of their zanpakutō. Otherwise, they would all have to swing around a zanpakutō the size of skyscrapers, just like you. Remember this: You cannot gauge an opponent's strength by how large his zanpakutō is."

draxredd
2007-12-11, 12:24 PM
drax, I just don't see the point of that system. I can make feats for greater weapon damage (already, the weapon-type zanpakutou covers that a good deal), but I don't see the point in giving static bonuses, especially since standard D&D already has a precedence for scaling damage, the monk, and it's a mechanic that normal players will be familiar with and thus one less mechanic they need to learn.

Also, it does just fine representing the scaling power of a zanpakutou. They constantly stress in the series that zanpakutou size does not matter, it's the reiatsu behind it that counts. I don't want to give Gin a gimped damage rating just because his zanpakutou is a wakizashi when compared to Mooky McRedshirt who just happens to have a greatsword zanpakutou.

This is only revelent at low levels, and is statistically erased quite quickly as a warrior rises in level (1d6shortsword+2d8 isn't that gimped compared to 2d6 flat) and considering Reiatsu damage would bypasss DR/MR contrary to base weapon/spell damage; which would quite accurately depict the combat scenarios of Bleach.

the point was also to propose a clearer difference between the three basic classes.

Lord Xaedien
2007-12-11, 05:23 PM
I don't think the classes need distinguished any further. I mean, the biggest distinguisher isn't the classes themselves, but the way the character customizes themselves with alot more with picking up feats and selecting zanpakutou traits, and I think that makes a ton of sense in this world. I mean, all Shiningami are basically the same in terms of baseline training.

ZebulonCrispi
2007-12-11, 07:22 PM
In the Bleach universe itself, the "classes" aren't particularly well distinguished from one another. Aizen is technically a Spellcaster Shinigami, but he can still effortlessly tear Warrior Shinigami apart if need be.

The system works as it is, I see no need to change it so dramatically.

Krimm_Blackleaf
2007-12-11, 07:25 PM
I've found the perfect simulation of bleach d20 in play. Here it is (http://www.youtube.com/watch?v=gRyfmND3Q2o).

Machaeus
2007-12-11, 09:31 PM
...that is just too funny...

F.H. Zebedee
2007-12-12, 02:03 AM
I'll suggest two abilities if you haven't got them yet for Hollows (It's been a while since I checked them).

First, a ranged touch attack to force a will save or be Dominated. It seemed like a unique feature when Numb Chandelier used it, but now, we've got two confirmations. And that's enough and mechanically unique enough that I think we should have it in there.

And secondly, a healing ability of some sort WOULD be nice, though there's not much evidence of them being able. (Nel's spit.) Bonus points if you make an ability that makes Hollows heal other Hollows more by getting eaten.

Behold_the_Void
2007-12-12, 02:41 AM
I do have fast healing abilities and was planning a dominate one, I'll look into a healing one as well (although there is the spell-like ability option).

I'm sticking with the current zanpakutou progression. You're welcome to change it, but I think the mechanic works best in this case.

draxredd
2007-12-12, 03:37 PM
Buxom (General)
Prq: Female character, Cha 14+

You are endowed with an extremely generous physique, which offer you several advantages when confronting men.
Your distracting arguments bestow a -2 Ecchi modifier on male characters that have you in their line of sight.
Furthermore you gain a +2 Ecchi bonus on all bluff rolls, including feinting in combat.

Normal : you are flat-chested and look at buxom women with a mix of contempt and envy.

Dante & Vergil
2007-12-12, 07:45 PM
Buxom (General)
Prq: Female character, Cha 14+

You are endowed with an extremely generous physique, which offer you several advantages when confronting men.
Your distracting arguments bestow a -2 Ecchi modifier on male characters that have you in their line of sight.
Furthermore you gain a +2 Ecchi bonus on all bluff rolls, including feinting in combat.

Normal : you are flat-chested and look at buxom women with a mix of contempt and envy.

I'm confused with this.


On another note, for Arrancar, can the use Final Shikai/Bankai? (Mainly Shikai.) I ask this because Grimmjow uses the "Claw of the King", or a similar name, in his last fight with Ichigo and that to me looked liked a Final Shikai to me and it looked like it lasted more than one attack.

I've noticed that some of the characters' Shikai from the show are more like actions instead of durational releases. (Like Tosen's, Ichimaru's perhaps, Komamura's, and I think even Byakua's as well but I'm not sure.) I was wondering if you could give uses/day for each of the weapons' abilities instead of actual duration.
And some of the Final Shikais/Bankais look like they last more than one attack and I was wondering if you guys could possibly incorporate that into it but this is just a suggestion.
I looked here (http://www.bleachportal.net/bleach/information/zanpakuto_guide) for some of the info on the zanpakuto.

I put this up because I was hoping for a response from Void, Zeb, or someone else who's working on the system.

And remeber, you don't have to follow the rules 100%. If it doesn't work for you or your campaign, change it.

Krimm_Blackleaf
2007-12-12, 08:11 PM
I'm infinitely curious as to what Mayuri Kurotsuchi's stats are.

F.H. Zebedee
2007-12-12, 09:07 PM
I had him as a Level 12 Expert, seeing as how he has Bankai, but needs to use various tricks to stay on level with them, and his reliance on Shunpo and casting ability. Also, somewhere out there on these forums, there's a feat that gives you bonuses against a foe for observing them and making an Int check. That fits him perfectly. I'm pretty sure there's even a Psionic power that lets you do his chameleon thing.

Finally, his Zanpakutou is Poison, specialized, IIRC. It deals Dex damage, or STR damage, whichever the person doing his stats for this prefers. (It's odd... It looks in the fight like it deals Dex damage but gets fluffed as STR damage.) It then goes into Summon/Poison, and the additional abilities are a MASSIVE feat sink for him.

The only thing I couldn't figure out was his friggin' claw/scythe whip. That might need some looking into, possibly graft rules or Mutations in D20 modern.

Krimm_Blackleaf
2007-12-12, 10:17 PM
What about some kind of graft?

Behold_the_Void
2007-12-13, 12:15 AM
Totally missed the final shikai/bankai comment, sorry. I'd probably allow it, but I don't necessarily think Grimmjaw's attack was a final attack. Rules-wise, probably once your Arrancar level is equivalent to the level you'd pick it up as a Shinigami, you get the final ability. Same goes for Vizard and Adjucha abilities.

Actually, there are ways around having a constantly released effect for shikai worked into the system. For example, most projectile attacks are single actions. That covers Senbonzakura, Haineko, Suzumishi, and the like. Not sure with Komamura, I'd have to see more to define his thing.

Regarding uses per day, the idea behind most shikai is you can whip them out and use them as much as you want. Really, if you're just use-activating it, it's one round's worth of time against your standard shikai time frame.

Rules for Grafts and the like would probably be appropriate because Mayuri's creepy and he does stuff like that, but he's the only example we have of that so it's hard to figure. Especially since apparently he can replace all the organs in his body with dummy organs.

Mayuri's just... weird.

F.H. Zebedee
2007-12-13, 12:42 AM
Well, there's also some more benign/minor incidences, still mainly within the research division. Namely all the freaks that examine Rukia's Gigai in the manga. (Crank-eyeball? That's as natural as it gets, eh?), and some of the arrancar that talk about sacrificing their "humanity" in exchange for powers.

Guyr Adamantine
2007-12-13, 01:21 PM
Buxom (General)
Prq: Female character, Cha 14+

You are endowed with an extremely generous physique, which offer you several advantages when confronting men.
Your distracting arguments bestow a -2 Ecchi modifier on male characters that have you in their line of sight.
Furthermore you gain a +2 Ecchi bonus on all bluff rolls, including feinting in combat.

Normal : you are flat-chested and look at buxom women with a mix of contempt and envy.
Mmmmm... Quite my tipe. Well, you didn't wrote what the penalty affects.(My guess is WIS checks!)

While rewatching old episodes, I thought Quincy should get Craft(Sewing).

draxredd
2007-12-15, 06:36 AM
still following my precedent propostion, this time, as a feat set :


Hakudo adept (general)
prq: atq bonus 4+, improved hand-to-hand fighting

You've learned to direct the strengh of your spririt not only in your sword, but also in your body. Your unarmed strikes deal zanpakuto damage.



Kido artist (Kido)
prq: kidocraft 8+, spell penetration
You've learned to direct the strengh of your spririt not only in your sword, but also in your spells. Your damage dealing spells get a damage bonus equal to your zanpakuto damage.

ZebulonCrispi
2007-12-15, 01:24 PM
While rewatching old episodes, I thought Quincy should get Craft(Sewing).

Man, you can't blame Ishida's esotericness on his heritage. That's just straight-up racist!

Xuincherguixe
2007-12-15, 05:36 PM
Though Craft Sewing definitely should be on the skill list :P

Kenpachi
2007-12-16, 11:56 AM
Well, there's also some more benign/minor incidences, still mainly within the research division. Namely all the freaks that examine Rukia's Gigai in the manga. (Crank-eyeball? That's as natural as it gets, eh?), and some of the arrancar that talk about sacrificing their "humanity" in exchange for powers.

What Sonido said about him losing his humanity for more powers is that it probably is advantageous to have extra arms/tentacles/whatever the additional attacks acting like the hollows' extra limbs. And at some point I think it says that the entire of 12th division are used as research subjects, which is why the new members, such as the one who looks like Hanatarou look more human than the others.

Anarkhaios
2007-12-16, 01:11 PM
I think that any bleach role-playing game rules need something to represent the 'goofy' side of some characters and the serious side of some others. It's why I (try) to propose the "your not cool man !" feat.

To tell this the easy way :
- Byakuya Kuchiki or Kaname Tōsen have this feat at the highest level (let's say the third one). They are so much "not cool man !"
- Tōshirō Hitsugaya have this feat at the second level; he want to be serious, but can't when it does not matters (wanna play soccer ? :D).
- Rangiku Matsumoto have this feat at the first level, and Kenpachi Zaraki as well. They are high ranked, but in fact they are like children in a playground (wanna feel my breast on your head ? wanna figth with me again ? wanna run a lot because your lost ?)

And of course Renji or ichigo definitely don't have this feat.

My proposition:
Any one who want to do something ‘funny’ around you, or with you, have a -2/feat level to it’s WIL Save (I’m not sure that’s the right name, I mean the check you have to do to resist something happening to your mind, or to do something against your own will).
In the same time this feat give you a -2/feat level when you want to do something ' funny ' and need to fight against your own will to do so.



first post, first try, first mistake maybe ? :D

Edit : As asked, I'm trying to 'upgrade' my post with 'coherent English'. It may take some time, but it will be done. Please be gentle, it's my first time, etc etc ... (And feel free to correct me, but it may be better for everyone to do so in private, right ?)

ZebulonCrispi
2007-12-16, 08:10 PM
Because sometimes you have to do the right thing at the right time, you may need the "your not cool man !" feat.

To tell this the easy way :
- Byakuya Kuchiki or Kaname Tōsen have this feat at the highest level (let's say the third one). They are so much "not cool man"
- Tōshirō Hitsugaya have this feat at the second level; he want to be serious, but can't when it does not matters (wanna play soccer ? :D).
- Rangiku Matsumoto have this feat at the first level, and Kenpachi Zaraki as well. They are high ranked but in fact, they are like child in a playground (wanna feel my breast on your head ? wanna figth with me again ? wanna run a lot because your lost ?)

And of course Renji or ichigo definitly don't have this feat.

So let's talk about dice an' DD stuff :
Each level of this feat give a bonus to your enemies (and that include anyone who want to joke around you) when they try to do something not serious" with you (or near you). A bonus ot the test not to do the stuff they want to do of course. I'm not a D20 expert so i can't tweak the size of this bonus, but let's start with a +2/feat level.
In the same time this feat give you a -2/feat level when you want to do something 'cool man' and need to check against your own will to do so.


first post, first try, first mistake maybe ? :D

The first step is to go back and rewrite your post so that it is in something resembling coherent English.

In general, I'd like to remind the thread that this is Bleach d20, not Shinigami's Cup Golden d20.

Lord Xaedien
2007-12-18, 01:20 AM
I think that any bleach role-playing game rules need something to represent the 'goofy' side of some characters and the serious side of some others. It's why I (try) to propose the "your not cool man !" feat.

To tell this the easy way :
- Byakuya Kuchiki or Kaname Tōsen have this feat at the highest level (let's say the third one). They are so much "not cool man !"
- Tōshirō Hitsugaya have this feat at the second level; he want to be serious, but can't when it does not matters (wanna play soccer ? :D).
- Rangiku Matsumoto have this feat at the first level, and Kenpachi Zaraki as well. They are high ranked, but in fact they are like children in a playground (wanna feel my breast on your head ? wanna figth with me again ? wanna run a lot because your lost ?)

And of course Renji or ichigo definitely don't have this feat.

My proposition:
Any one who want to do something ‘funny’ around you, or with you, have a -2/feat level to it’s WIL Save (I’m not sure that’s the right name, I mean the check you have to do to resist something happening to your mind, or to do something against your own will).
In the same time this feat give you a -2/feat level when you want to do something ' funny ' and need to fight against your own will to do so.



first post, first try, first mistake maybe ? :D

Edit : As asked, I'm trying to 'upgrade' my post with 'coherent English'. It may take some time, but it will be done. Please be gentle, it's my first time, etc etc ... (And feel free to correct me, but it may be better for everyone to do so in private, right ?)

I think plenty of people would like to make bleach more comedic, I really don't feel that is something to work in the campaign system itself. I mean, thats a DM decision in my book. You can craft the sessions and the world to be more-lighthearted, or more likely to have light-hearted release moments in between battle. I dont like having feats that determine character personalities. Thats what roleplaying is about. A high charisma low wisdom female may indeed resemble Matsumoto. But that is up to the character.

draxredd
2007-12-18, 02:51 PM
The first step is to go back and rewrite your post so that it is in something resembling coherent English.
English isn't the whole planet's primary language, you know. Plus, the overall use of this system is to allow "serious" characters to impose "non-goofyness" upon more light-hearted players. Maybe think of it as a special reiatsu ability.

___________________________________________

Capturing the bleach flavor, indeed...

Sealed (Zanpakuto)
Prq : only selectable at 1st level
Your Zanpakuto is sealed, mute and inert. In your eyes it is nothing more than a tool of war. Your Zanpakuto damage is appropriate for a weapon of its category and doesn't progress in level. You can't access either Shikai or Bankai special abilities.
Relying on your own inner strenght in battle, your earn a 10% XP bonus on all violent encounters. You gain an attribute increase every two levels instead of every four.



Unleashed (Zanpakuto)
Prq: Sealed, 10th level +
You have finally come to terms with what was sealing your Zanpakuto's power. You immediatly gain the full use of zanpakuto damage, Shikai and eventually bankai abilities for a character of your level.
You no longer gain an XP bonus.

draxredd
2007-12-19, 09:03 AM
Overbearing Reiatsu (General ?)
Prq: Skill focus: Intimidate
You gain a +5 bonus on the Intimidate check for overbearing your opponent with your reiatsu. You can make this check as a free action and cannot be dazed by being pushed back.


Terrifying Reiatsu (General ?)
Prq: Overbearing Reiatsu
You summon an aura so powerful that you provoke abject fear in the soul of your opponents.
For each 5 points you beat your opponents roll, he succumbs to an increasing fear effect (from shaken to frightened to panicked or cowed) instead of the normal cumulative -2 modifier.

draxredd
2007-12-19, 09:40 AM
Shikai, General Type


Mimic:
Your zanpakutou has the curious ability to learn and mimic other shinigami's shikai. You must have suffered from the full effect of the release before being able to memorize it. When mimicking, all damage are reduced to 33% and DCs suffer a -10 modifier.


Greater Mimic:
Your Mimic ability has gotten more exact. All damage are reduced to 66% and DCs suffer a -5 modifier. You only have to have been targeted by a shikai to learn it.


Superior Mimic:
Your Mimic ability is now almost flawless. You can mimic shikai at 100% efficiency.


Bankai, General Type
Mimic :
You can learn and use Bankai as per the basic Mimic ability.
If you have levels in the Vizard PrC, You can also learn and use Hollow abilities as per the basic Mimic ability.


(notes : i'm considering adding a concentration check with a DC equal to damage taken or save DC somewhere for "learning" shikais. also, this might require quite some book-keeping. The moderating factor is that the character has to actually provoke another shinigami in using his shikai to learn anything, and a DM can easily control this)

draxredd
2007-12-19, 10:00 AM
Zanjutsu Master (Zanpakutou)
Prq: Weapon specialization : zanpakutou
Your skill with the soul cutter has become truly extraordinary. You add the basic damage appropriate for your weapon type to your zanpakutou damage.
For exemple a 10th level warrior using a wakisashi-like zanpakutou deals 1d6+d10+2 damage.


Hakudo adept (general)
prq: atq bonus 4+, improved hand-to-hand fighting
You've learned to direct the strengh of your spirit not only in your sword, but also in your body. Your unarmed strikes deal zanpakuto damage.



Kido artist (Kido)
prq: improved spell penetration
You've learned to direct the strengh of your spririt not only in your sword, but also in your spells. Your damage dealing spells get a damage bonus equal to your zanpakuto damage.


(sorry for the dupe, but i think it's easier to get the whole picture that way. also edited for a bit of tweakage)

draxredd
2007-12-19, 10:27 AM
Hollow Within (general ?)
Prq: 1st level only, or DM sanctionned in-game roleplaying event.

Your soul's awakening not only released your Zanpakutou but also a darker being that lurks behind your eyes. Whenever you are weakened enough, the creature, the Hollow Within, tries to take control of your actions to wreak havok to your surroundings.
Whenever you are disabled, be it by hp loss, poison or magical effect, you must make a will save against a DC equal to your level+CHA bonus. If you miss the check, you are healed to 33% HP (if you were lower thant this) and instantly flies into a Berserker Frenzy (See Frenzied berserker PrC for details).
Special : if you have level in the Vizard PrC, you no longer check for frenzy, but can choose to enter it or not.


Hollow Rage (general ?)
Prq: Hollow Within, Rage
You have come more in touch with the darker part of your soul, and can now command its destructive power. Your Rage ability can be turned in a Berserker Frenzy, with all the risks to your surroundings it implies.


(note : Hollow within should be a good prq for Vizard prc. On the same line of thought, Leadership should be mandatory for Captain Prc)

draxredd
2007-12-20, 10:47 AM
Blooded (general)
You are battle hardy. You gain +2 HP per level. This feat applies retroactively. This feat can be taken multiple times.


Seasoned (general)
You are a quick learner. You gain +2 SP per level. This feat applies retroactively. This feat can be taken multiple times.


Enlightened (general)
Your mind is tuned to Kido. You gain +2 PP per level. This feat applies retroactively. This feat can be taken multiple times.




(these three feats are proposed mainly because i'm considering having only one shinigami character class based mainly around the expert with a bit less skill points, but a few more feats)

Dante & Vergil
2007-12-20, 06:19 PM
draxredd, those feats and rules suggestions you did are, in my opinion, amazing! If Void doesn't implement these in some form or way, I'll eat my hat.

Excellence
2007-12-20, 07:56 PM
Just joined to jump in the awesomeness here. Actually found the rules before I found this thread, in a far less finished version, and have been searching for its point of origin.

edit: nevermind, I took another look and answered my own question.

I also have 2 simple suggestions.

The first is a dead horse, so I won't beat it too much:
D6 for HD and full positive Con Mod leaves Quincy as plenty squishy. The fact that they're ROLLING for HP instead of simply taking max leaves them 2-3 hp per level behind the squishiest of the shinigami.

The next one is a rules suggestion:

"Final Strike"
To represent those times when both combatants level their eyes at one another and state "let's finish this with one blow".

To initiate a final strike, a combatant must first extend the invitation. Final strike is a final, ending effort, and the invitation can not be extended by a character with 50% or more of his HP remaining.
Extending the invitation is a standard action and the opponent must be within charge range.

Once the invitation is extended the opponent can accept or decline. If he declines, then he may act normally. However the character extending the invitation gains a +4 Dodge bonus to AC if attacked. Upon the completion of the declining character's activation, the inviting character may immediately make a standard action as if he had prepared an unspecified ready action.

If the invitation is accepted, then neither characters take any action. On the inviting character's next initiative they both charge towards each other, exchanging a single blow. While possibly not fatal, this attack is sure to have a decisive impact on the outcome of the battle.

Both parties make a normal attack roll and then compare it.

The character with the lower result deals his normal damage to his opponent, regardless of whether the attack roll was sufficient to hit his AC or not. However he subtracts the difference between his and his opponent's attack rolls from the damage he deals.

The character with the higher result deals damage to his opponent as if he had just threatened and confirmed a critical hit, regardless of whether the attack roll was sufficient to hit his AC or not.
After all other calculations and additions, he then adds the difference between his and his opponent's attack rolls to the damage he deals.

If the two tie, then both deal damage to one another as if scoring (threatening and confirming) a critial hit, regardless of whether the attack roll was enough to hit the opponent's AC or not.

Participating in a Final Strike is a Full-Round action. In addition, no swift or free actions are allowed together with this. The only exception is talking, with no mechanical effect, which takes place in normal "Shônen time" alongside the Final Strike.



The final strike is in its first incarnation. But I really think something trying to emulate bleach needs the option of an "all or nothing" gamble where both sides step in, willing to let this be the decisive shot for better or worse.

Also, these are the HP rules I will probably be using for house-rules. They make dying very hard and are probably only relevant for heroic characters:

When your HP falls below 0 you are incapacitated as normal. You do not die until your HP reaches the negative value of your HP total (so if you have 87 HP then you would die when HP reaches -87, not before).

While incapacitated, you regain 1 HP each round until reaching 0 HP and becoming disabled instead of incapacitated.

A note on Diehard:
Using Diehard, or any other effect that lets you continue to act while incapacitated, you loose 1 HP each round instead of regaining it. You may choose, at any time, to become incapacitated as normal (in effect, loosing the benifit of whatever effect kept you active) and start regaining HP instead. However once you have "fallen" you cannot use a "Diehard-like" effect again until you have regained enough HP to reach 0 or higher.


This means that Renji, for example, can keep going for a looooong time after he should have fallen. However, each round he does so, he just crawls closer and closer to one good hit on him, taking him out permanently, so he has to choose wisely and go down SOME TIME.

Behold_the_Void
2007-12-20, 08:59 PM
I like both of those rules Excellence, I'll implement them both with one minor change. I'm doing 1/2 hp in negatives to death instead of the full amount. Still a hefty number, but not as huge.

I'll play with the feats and may use some, Drax, but as it stands a lot of them don't fit quite as well with how I have my mechanics set up. And definitely no to the mimic, from my experience mimic abilities get stupidly overpowered really fast.

Deathreaper2425
2007-12-20, 09:24 PM
Can anyone help me write up a combat style for the Godess of the Flash Step, please I need it ASAP. Many thanks for any help.

Excellence
2007-12-21, 04:37 AM
I see your point Void. I wasn't completely set on whether -hp or -½hp was the way to go.

The only misgiving about ½hp I have is low levels. Not everyone is Renji with 180 hp.

A starting Castergami with 14 con will die once he reaches -4, meaning it takes a hit of 12 damage to instakill him.

A Slashergami with 18 con will still die at -8, 2 before "standard". But a 24 point hit = instakill seems fair enough for a first-level character.

I would probably tweak it to "minus your HP total or 10, whichever is greater" to prevent too much squishiness at levels 1 and 2.


And I'm glad you like the final strike rules, I really think they needed to be in there (Ichigo vs Kenpachi, Ichigo vs Byakua, Kenpachi vs Ichinose.... probably a few others I missed, just from the anime alone)



Actually, looking at the statted NPCs, it might need to do even more damage.
Using Renji for an example, he averages 36 damage on a crit in Shikai. Out of his 90 ½HP. It gets slightly better in Bankai where the average is a whopping 64...! I guess if that happens at anything less than exactly ½ health, then that will be pretty decisive after all....

hmmm... will have to take a look at some of the other statted out ones and see how it evens out

Edit: nevermind, any more damage would be overkill for some of the better zanpakuto's. Daiguren Hyourinmaru averages 128 on a crit.
And high multiplier bankais are insanely scary. Now I don't think anyone would be fool enough to go into a Final Strike against Madarame Ikkaku in bankai. But if they were to do so, his weapon averages an insane 216 damage. It's max would be 324, or enough to take down a full-healt Zaraki Kenpachi with a single blow...

Then again, seeing how that thing LOOKS, I really don't think anyone would be fool enough to accept that invitation (except perhaps Kenpachi himself)

Behold_the_Void
2007-12-21, 04:49 AM
I'll probably go with the 1/2 hit points or 10, whichever is better.

Machaeus
2007-12-21, 10:57 AM
You know, I was looking at the Zanpakutou combinations, and it's possible to do, without criticals or taking a bunch of Tempos, in Bankai, at level 20, to deal (approximately) 115d8 damage...to everything in a 100-foot radius. Criticals jump to 460d8 damage...and I'm sure if I wasn't going for a specific flavor, I could do more and perhaps with greater distance. I don't even want to think about it, do you? :eek:

draxredd
2007-12-21, 12:46 PM
I'll be testing suppressing shunpo as a special ability and making it a special use of the Tumble skill. read below.

New feat:
Flash Step (Soul)
prq: Tumble 10 ranks

You gain the ability to perform the flash step move action in combat (also known as Shunpo or Sonido). This action allows you to move faster than the eye can see, but doesn't allow you to bypass physical obstacles. Your flash step distance is determined by a Tumble skill check against a DC on the following chart:

DC Move
10 10yards
15 15yards
20 20yards
Ect …

If you fail the test, you can still take a 6'' move on that turn. If you beat the DC by 10 or more, your move action is instead considered a free action.


Related feats :
Increased Flash step gives you a +5 bonus on the skill check.
Flash step Evasion prq Tumble 10+, you gain the Evasion special ability
Flash step Decoy now has additional prq Tumble 15+ (see previous posts)
Flash step defense now has additional prq Tumble 20+ (see previous posts)
Shunpo spring attack is no longer necessary as Flash step is a move action.


you may also have noticed the "Soul" feat type, which i've started using to descript all spirit-only affecting power or ability.

Behold_the_Void
2007-12-21, 03:01 PM
You know, I was looking at the Zanpakutou combinations, and it's possible to do, without criticals or taking a bunch of Tempos, in Bankai, at level 20, to deal (approximately) 115d8 damage...to everything in a 100-foot radius. Criticals jump to 460d8 damage...and I'm sure if I wasn't going for a specific flavor, I could do more and perhaps with greater distance. I don't even want to think about it, do you? :eek:

How are you getting these numbers, out of curiosity?

Drax, since you seem to be doing a lot of different things, maybe you should make your own thread for your take on the system. I have mine pretty set, and a lot of the feats you're putting up here don't mesh with my system at all and may confuse people.

draxredd
2007-12-22, 05:49 AM
i'll do just that, i think i'll propose a less canon-compliant, very simplified stand-alone take on the rules by january. stay tuned for "Bleach for Dummies".

btw, have you considered using the action dice alternative rule ? it meshes remarquably well with the bleach storytelling... and lends itself well to a few action dice related feats.

Excellence
2007-12-23, 09:24 AM
Hmm... looking at the potential damage for a Zanpakuto.

At level 20, the max number of times you can take a given ability is 7 (level/3 round up).
Assuming that the damage scaling of 2d10 is treated as two seperate d10's...

2d10
4d6
4d8
4d10
8d6
8d8
8d10
16d6

For a base SHIKAI damage. That's 7 Zanpakuto abilities out of 10 granted.
Let's assume a warrior Shinigami with dedicated warrior...
8 base feats
11 bonus feats.

3 of those gets us +6d6 of elemental damage.
After that it will cost 4 (because we need to pick up the extra types as well)

So we take fire, cold, sonic, electricity and acid.

19! So we're left with 3.

2 more pays for a x4 critical.

another 1 gives us 19-20 threat.

So we're looking at a normal damage of 16d6 + 6d6 fire + 6d6 cold + 6d6 electricity + 6d6 sonic + 6d6 acid.

46d6 with an effective Critical threat range of 19-20.

Now, mind, only the first 16d6 will get multiplied, so the critical would only be a paltry 64d6 damage + 30d6 various elemental damage. Add another 20 from the enhancement, and we're not even beginning to figure in strength.

In the event that we use out final shikai ability and crit with it (something that isn't likely to happen a lot, but still worth bearing in mind.) we'll be doing a potential total of 188d6 damage of various types.


Now, let's forego reconstructing the form and take a look at our bankai...

We get a free extra type from bankai. That means we'll have a feat leftover to take the "keen" enhancement, dropping our current threat rate to 17-20.

Now.... first off Bankai doubles our numerical values. Seeing as (the guy I put in spoiler tags in my last post) has a bankai that exceeds x4 I'll assume this is valid and that this zanpakuto gets a x7 or x8 multiplier. Not to mention an insane threat range.

So base damage is now 128d6, with a (more likely) crit possibility of (assuming I've taken crit multi 3 times, is increased to having taken it 6 times for a multiplier of x7) 284d6 damage.... but wait, there's more.

I get 4 bankai abilities. Let's just assume I'm boring. So I'll just take Increased Damage 4 times over for another 40d6 damage.

Now.... let's look at reconstruction... I'm paying 4 enhancements for +12d6 elemental damage in bankai.
The document doesn't say whether iterative bankai abilities are capped they way shikai abilities are, but for sake of argument, let us assume they are.

So I move 3 more feats from shikai to bankai... each costs me 2d6 elemental damage, which means I'm loosing 12d6 off my bankai for a net gain of 18d6 damage.

254d6 damage on a crit.... plus various plusses (strength, the +10 enhancement bonus of the weapon, yadda yadda) multiplied by 4.

Assuming a str 10 Warrior shinigami we get a base damage of 64d6 + 88d6 elemental damage + 10 (enhancement). Threat range of 15-20x7.

Max damage = 2758 (weapon max damage on crit) + 528 elemental damage, or a grand total of 3286. That's a pretty solid hit.

Now... we all know we won't be rolling max on that damage roll. But still... the damage average would be 1946 or thereabouts...

Assuming we don't crit, average damage is a much more modest 563. Or close to twize Kenpachi's max HP (doubled in Bankai that means that an average tap from this weapon has a good chance of flooring him in one shot).

Now, why all this? I'm just pointing out that while Machaeus' figures might be on the spot or not (as may mine, most of the calculations are done in my head, so I reserve the right to err slightly) a zanpakuto maxed for damage CAN get pretty damn scary. Sure, he wont have many tricks to pull off with that thing, but how much does that matter when you know that just one hit will leave you as nothing more than a small cloud of fine red mist?


EDIT: spotted a few addition errors. Bankai base damage should be around 16d6 lower I think. On my way out the door so don't have much time to touch up on it. Still, the point stands I think. Will take a better look tonight when I get home.

draxredd
2007-12-23, 12:52 PM
Ok. As per requested, here it goes:

http://www.giantitp.com/forums/showthread.php?t=67489

bye !

ZebulonCrispi
2007-12-23, 02:26 PM
Excellence, I'm almost positive that isn't how Zanpakuto damage scales. It does something more like this:

2d10
3d8
3d10
4d8
4d10
5d8
5d10
6d8

Also, I don't know if its specified in the rules, but you can't take the improved crit weapon abilities for both increased multipler AND increased range. You have to stick with one or the other.

The Bankai rules do need a bit of clarification. It doesn't increase crit multiplier, that I am aware of... I'll need Void to confirm all of this.

Maybe there should be a rule limiting a Zanpakuto to 3 types.


All that being said, I do agree that Zanpakuto power has a tendency to greaty overpower Shinigami HP. It's something I've brought up with Void before.

Behold_the_Void
2007-12-23, 04:27 PM
I've put a few more limitations on Bankai, you can only take the same bankai abilities equal to 1/5 your level, which should eliminate some of the stacking problems. Critical range/multiplier does not increase when Bankai is activated.

Zebulon is correct on the damage scaling, I'm going to make that into a table probably under the increased damage weapon ability.

I haven't had much time to run numbers with Bankai, it's one of the major things in need of playtesting. I have a few ideas for scaling down the power if need be.

FelixZ
2007-12-23, 10:12 PM
Wow, this stuff looks great. A slight problem though, is when I printed it up (yes, all 80 something pages), some of the pages were cut (the quincy, warrior, and spellcaster got cut)


Also, wouldn't the sneriee glove be more of a minor artifect and the chaos orb a major one?

Machaeus
2007-12-23, 10:19 PM
Well, if it scales like that, then my potential damage is way, WAY less...lemme recalculate and then I'll give you my calculations.

*Calculating...*

Okay, that damage becomes 8d10 + 16d8 + 14d10 + 14d8 + 12d10 = 34d10 + 30d8.

As for my formulae, only two Zanpakutou Ability Classes were required: Weapon and Summon.

Main Abilities: Summon (Weapon: tail strike), Extra Attack (x4) (Weapons: +8 tail strikes), Increased Size (x2) (Colossal), Empowered Summon (x2) (+8 Dex), Retain Blade, Advanced Combat Maneuver (Whirlwind Attack & Improved Sunder {both shared})

12: Enhanced Bankai Shape (Increased Critical {x4} {shared}, Increased Critical {18-20} {shared}), Enhanced Bankai Shape (Armor {Full Plate, no shield} {shared}, Increased Mobility)

14: Enhanced Bankai Shape (Improved Retain Blade, Increased Damage {shared})

15: Enhanced Bankai Shape (Increased Range {shared}, Increased Range {shared})

16: Enhanced Bankai Shape (Increased Range {shared}, Increased Damage {shared})

17: Enhanced Bankai Shape (Increased Range {shared}, Increased Damage {shared})

18: Enhanced Bankai Shape (Increased Range {shared}, Increased Damage {shared}), Enhanced Bankai Shape (Increased Range {shared}, Increased Damage {shared})

20: Enhanced Bankai Shape (Increased Range {shared}, Increased Damage {shared})

In the heart of this thing's essence, I was trying to recreate the Kyuubi from Naruto...don't ask. I do uber-geek-outs like that ALL. THE. TIME.

Anyways, at lvl 20, since everything is doubled, I've got 100-foot range from the 30-foot reach of the Summon (since it's Colossal) and 7 uses of the Increased Range thing, plus all 9 attacks (1 attack as a result of summoning it, and 4 uses of Extra Attack) are effectively the same (which means that the user can attack with them all if I remember the rules right). With Whirlwind Attack, you can make a single attack to all foes within range of a melee weapon - including one with reach, correct? Since it's a Colossal summon with 20% of my hp, I figured it'd drop too easy, and gave it the chance to survive longer with armor and +8 to Dex.

So, like I said, if I wasn't going for a specific flavor, I could probably do much more damage...but I was, so I didn't. What should be most worrisome is that this thing effectively has 100-foot reach, so someone trying to attack it would have to suffer at least one attack of opportunity. But everything has a weakness - this thing's weakness is getting hit. When it drops, you have to spend time resummoning it, which leaves you open.

ZebulonCrispi
2007-12-24, 12:21 AM
Also keep in mind that to make this character, you have to give up all of your feats.

FelixZ
2007-12-24, 12:35 AM
Seems pretty bland to me. Anyone interested in running a playtest game? If so, I call first dibs on joining! :smallbiggrin:

Vindicant
2007-12-24, 01:31 AM
Hiya, big fan of the system but had a few questions.

1. Dedicated Warrior, warrior shinigami prereq, seems to be exactly the same as the normal warrior feat progression. I may be wrong but let me know.

2. What are the PrC progressions in BAB, Saves, def bonus, etc? I'm used to reading Wotc and other tables so I might not be understanding your table right.

3. Is zanpakuto weapon enhancement progression every 5 character levels or is it based on class? Seems to be every 5 but does it continue if you use a PrC?

4. Do you just allow choosing the good and bad saves for each class? I couldn't find where it was set out which was which.

5. You put in Evasion, was there any plan to put in Mettle and if so what would you use as the prereqs?

If any have been answered before just point me to the correct forum page otherwise thanks.

Behold_the_Void
2007-12-24, 02:53 AM
Note on the Summon's reach, reach gained from Size isn't multiplied by Bankai. Only things directly gained from abilities (in this case reach granted by the appropriate ability) apply in Bankai.


Hiya, big fan of the system but had a few questions.

1. Dedicated Warrior, warrior shinigami prereq, seems to be exactly the same as the normal warrior feat progression. I may be wrong but let me know.

2. What are the PrC progressions in BAB, Saves, def bonus, etc? I'm used to reading Wotc and other tables so I might not be understanding your table right.

3. Is zanpakuto weapon enhancement progression every 5 character levels or is it based on class? Seems to be every 5 but does it continue if you use a PrC?

4. Do you just allow choosing the good and bad saves for each class? I couldn't find where it was set out which was which.

5. You put in Evasion, was there any plan to put in Mettle and if so what would you use as the prereqs?

If any have been answered before just point me to the correct forum page otherwise thanks.

1. It makes your feat progression into a Fighter's Feat Progression instead of a Psychic Warrior's.

2. Except where otherwise noted, Prestige Classes retain the normal progression of the class before it.

3. I assume you're talking about the damage, which is based on class, but the Prestige Class continues the damage as normal.

4. Yes, you pick one good save and two bad saves. I could have sworn I have an entry on that somewhere.

5. I could have sworn I had Mettle in. I'll make sure to put it up in the next update.

And speaking of updates, Merry Christmas! I finally got the appropriate inspiration for the Spiritually-Awakened Humans, the beginnings of the class have been posted. I don't have the abilities just yet, that's going to have to wait a few days, but for those in dire need you can ad hoc most of the shikai abilities and a few of the hollow abilities in if need be.

File can be found here for now: http://www.sendspace.com/file/p85yc2

I added a few rules suggestions as well, and have begun cleaning up some tables. The Bount will work much like the Spiritually-Awakened Humans, but will focus on summoning. In general, their doll is potentially stronger than a Shinigami's summon zanpakutou, but if the doll is destroyed they themselves are killed.

For the Spiritually-Awakaned, I need a few suggestions. As it stands, I can't think of any special abilities to give them. I want both the human classes to be able to keep up with a shinigami of equal level (because equal level implies equal skill and power, and as this is a cooperative game I'm trying mitigate a lot of the glaring imbalances the D&D 3.5 system has). Thus far, I'm doing OK with the Augmenter, when stacked against a Warrior Shinigami who took Dedicated Warrior, they're out Shunpo but have a bit better AC, actual weapon enhancements as well as the raw +x, and one extra feat (as they naturally get the normal feat progression). However, they have worse hit points, and are still a front-line class. If I give them suitably impressive abilities, they may be able to keep up, but another class feature wouldn't hurt and I'd prefer to give them a bit extra just to make them more unique and ensure a more balanced class. The Materializer I'm having a lot more problems with. I can't think of anything to give them, so right now when compared to the Expert shinigami they're out spells, Shunpo (and the best progression, no less), and hit points. They have quite a few more feats, which is nice, but a little something extra may be in order.

ZebulonCrispi
2007-12-24, 02:56 AM
New cast update is in the works. Will contain:

Yamada Hanataro
Uryuu Ishida
Inoue Orihime
Chad

Xuincherguixe
2007-12-24, 10:09 PM
Here's some thoughts for spiritually aware humans.

Maybe they could have some sort of running up walls ability. Maybe even when there's no surface for them. That ones pretty much coming from no where and I'd be surprised if you actually used it. But throwing it out there anyways.

For manifesters, maybe one path could be that they summon things, which are what have the powers. Granted Orihime's flower fairy's aren't exactly good at fighting, but it's a possible direction. Or, in another summoning direction. Maybe the things they call forth could be useful items as well. Like exploding bunnies (tug on their ears, and numbers start counting down on their eyes?), or a notebook that records the current situation (let's you know the current HP of things, if anyone is poisoned and so on. Maybe at higher levels it might tell you if they have stuff like regeneration, spells, and what their released weapons are like). Or maybe call out a bunch of little dragons which "breathe" different affects.

I think manifesters could stand to have utility powers. Which might be a pretty good role for them.

"Summoning" is probably trampling on the Bount's territory though. But I've got to admit, I really want to play a character now that calls out bunny grenades from an MP3 player. But that says more about me than anything else really.

If it's assumed that they all have Orihime like powers (which may not be such a great thing) here's something (spoiler for plot)

Since Orihime's power seems to be able to make affects against time itself, some sort of rerolling power?


Also, I'm making the assumption that Orihime was the basis for the Manifester class, you may have noticed that. I don't think I have to say most of this, but I think the direction to go in here is to assume that she's an example of the class, rather than the limiting factor. As much as I really want to like the character, she's kind of useless a lot of the time. And, it'd suck to be a useless character. Or take the sentence of "heal bot". This is kind of unrelated to how to balance spiritually awakened humans, but I think a character who's supposed to be a little crazy should draw power from that craziness. It helps makes an eccentric more than something to just derive amusement from.

So with that last though in mind, another direction for manifesters might be that their strength lies in creativity. And, possibly, stunning onlookers with bewilderment as they use their strange manifestations. Distractions can be useful. Though that only really is an option if you're a weird manifester.


Augmentors I think can have a few different directions they can go in. One possibility is to let them pick from assorted "monster" powers, (when their augments are used) Damage reduction, tremor sense, acid breath, flight, that sort of thing. It might be a fair amount of work, but considering that long list of Zanpakto (awesome by the way), it might be appropriate to come up with something similar for limbs. As they increase in level, they can call on more augmented limbs. Something similar might work with items. Maybe you can give your buddies zanpakto level draining tentacles, or give your pet hollow cute little ears to distract people from those nasty looking teeth. Or if living things can't be augmented, make masses of radioactive materials look like candy.

... Yeah, I really need to run a campaign of this one day just to show that Bleach could be even more messed up :P


Also, kidowise. I know that only Shinigami ever use it, but it might make for a nasty encounter if a hollow managed it somehow. Arrancar haven't used it either, but it makes a bit more sense. The reason I bring this up, is that as is, unless the group gets on the bad side of soul society they're unlikely to be on the other end of Kido. (But, lets face it the PCs almost certainly will. "... No you jerks, I'm not going to stand in the way of that Cero because you don't want to get your robe dirty... what do you mean I'm a traitor and will be hunted down?")

Machaeus
2007-12-24, 11:50 PM
Note on the Summon's reach, reach gained from Size isn't multiplied by Bankai. Only things directly gained from abilities (in this case reach granted by the appropriate ability) apply in Bankai.

I...don't believe I understand...isn't reach 30 ft. for Colossal beings? I was under that impression...is it the wrong impression?
If that's not the case, I thought things were doubled for Bankai, so 2x size increase doubled (under traditional rules, not D&D rules) is x4, meaning from Medium to Colossal, correct? Then 5 ft. x 7 x 2 (again, normal math rules, not D&D) = 70, right? So what did I miss...? :confused:

Behold_the_Void
2007-12-25, 06:38 AM
Ah I see, you were counting the size increase from Bankai as the doubled factor, I thought you were doubling the reach gained from Colossal. Bankai will increase the size if modified to up to double what you've done, but it won't double the reach that being colossal grants.

Hollows can use Kidou, they have an ability that gives them spell-like abilities off the kidou list.

Manifester is indeed based of Orihime. I'm contemplating a more utility use for their abilities, and will probably make several different forms beyond the initial I've already identified. I want to use them as an example and expand on what they can do. There's a lot less precedence for the spiritually-awakened, so I can afford to get more Creative.

Augmenters will have a splash of hollow and other monster abilities as well as more "shinigami" abilities, as well as some uniques.

I do intend to do something with the Time Regression ability Orihime possesses so that she can be appropriately statted

VanBuren
2007-12-27, 11:10 AM
Hollow Within (general ?)
Prq: 1st level only, or DM sanctionned in-game roleplaying event.

Your soul's awakening not only released your Zanpakutou but also a darker being that lurks behind your eyes. Whenever you are weakened enough, the creature, the Hollow Within, tries to take control of your actions to wreak havok to your surroundings.
Whenever you are disabled, be it by hp loss, poison or magical effect, you must make a will save against a DC equal to your level+CHA bonus. If you miss the check, you are healed to 33% HP (if you were lower thant this) and instantly flies into a Berserker Frenzy (See Frenzied berserker PrC for details).
Special : if you have level in the Vizard PrC, you no longer check for frenzy, but can choose to enter it or not.


Hollow Rage (general ?)
Prq: Hollow Within, Rage
You have come more in touch with the darker part of your soul, and can now command its destructive power. Your Rage ability can be turned in a Berserker Frenzy, with all the risks to your surroundings it implies.


(note : Hollow within should be a good prq for Vizard prc. On the same line of thought, Leadership should be mandatory for Captain Prc)

Thank you. This was what I had tried to describe but failed at earlier. The one caveat is that I don't think that Vizard Hollows can intervene when the host is near death, since they've been beaten into submission. I think however, and it seems to have been agreed to the best of my knowledge that the Vizard mask should be once per day per level, to reflect not only the controlled nature of it, but also to reflect the fact that (as evidenced by the second Ichigo VS Grimmjow rematch) experienced Vizard can reform their masks as the limit approaches.

Also, the Vizard should enter more of a rage than a frenzy, since the Vizard seems to remain entirely in control.

Dante & Vergil
2007-12-27, 05:30 PM
I was wondering if you guys were going to implement an Espada prestiege class? It would most likely be similar to the Shinigamis' Captain PrC, but I thought I would ask.

Behold_the_Void
2007-12-27, 05:55 PM
All Espada really are are high-level Arrancar. As no Espada has yet been shown to use a bankai-level release, there's nothing I need to give it that would warrant its own prestige class.

Oh, and Vizard mask has been changed to once per day per level in Vizard, as per the most recent update. The bankai/vizard mask thing is getting an overhaul, bankai itself may be powered down.

I've not yet decided how I want to handle the Inner Hollow feat, but it will likely be a bit different and somewhat more complex. It will probably force Will Saves in certain circumstances to not go Vizard, but not use Frenzy mechanics since the Hollow is a sentient (if not malicious) entity.

NightmareToilet
2007-12-28, 09:34 PM
Hi, I've been looking at the files and the forum.

Where is the latest version, please? I have the Dec 1st one from the first page here. Putting the latest in your sig would be helpful and on the first page link.

Also, looking at the sample characters like Hitsugaya, where and how do they fit in so many abilities and feats?! It would be very helpful to see a level progression for them. I must be missing something.

Also, what does this mean: “When taking an ability, you may not take the same function of an ability more than 1/3 your level, rounded up.”

Thanks.:smallredface:

FelixZ
2007-12-29, 02:52 AM
Wouldn't adding gravity effects be good too? I'm too tired right now to type anything myself...

Behold_the_Void
2007-12-29, 03:19 AM
Hi, I've been looking at the files and the forum.

Where is the latest version, please? I have the Dec 1st one from the first page here. Putting the latest in your sig would be helpful and on the first page link.

Also, looking at the sample characters like Hitsugaya, where and how do they fit in so many abilities and feats?! It would be very helpful to see a level progression for them. I must be missing something.

Also, what does this mean: “When taking an ability, you may not take the same function of an ability more than 1/3 your level, rounded up.”

Thanks.:smallredface:

This is the most up-to-date version: http://www.sendspace.com/file/p85yc2

Normally the 1st post will be up-to-date, but unfortunately my roomate who updates the file can't access the normal server until he gets back to the dormitory, so it will have to do for now.

All characters are mapped to their level, you may be missing the bonus feats the class itself gives. We can probably map out the progression.

Same function means something like "add 2d6 damage" or "increase the DC by +1". You can't take the same ability for the exact same effect more than 1/3 of your level, so a level 9 person can only have one shikai ability 3 times if it does the same thing.

FelixZ
2007-12-29, 02:19 PM
Do creatures with more than 12hd automaticly become menos?

Behold_the_Void
2007-12-29, 02:29 PM
Do creatures with more than 12hd automaticly become menos?

No. Becoming a menos requires the creature to be colossal. Hollows with 12 HD cannot progress further unless they consume enough other menos to become an Adjucha, all the rules regarding that progression are laid out.

NightmareToilet
2007-12-29, 02:40 PM
Ok, I think I get it. Does that include progressions like frost blade, so I have to wait to lev 9 to get superior?

But with bankai effects it might get crazy because you are already at a high level and can take some bankai power many times back to back.

How about including dimensional zanpakuto, like the dimensional ability of Nova and that old Bount.

About 2 weapon twin zanpakuto, since they come from within and come with proficiency, how about the ranger-type two-weapon fighting coming with the twin zanpakuto as a natural ability? I think that would make sense.

Thanks. I'll take a look at the newest file.

Behold_the_Void
2007-12-29, 03:02 PM
Ok, I think I get it. Does that include progressions like frost blade, so I have to wait to lev 9 to get superior?

But with bankai effects it might get crazy because you are already at a high level and can take some bankai power many times back to back.

How about including dimensional zanpakuto, like the dimensional ability of Nova and that old Bount.

About 2 weapon twin zanpakuto, since they come from within and come with proficiency, how about the ranger-type two-weapon fighting coming with the twin zanpakuto as a natural ability? I think that would make sense.

Thanks. I'll take a look at the newest file.

Abilities that have different names but limited progression like the Frost Blade line can be taken immediately.

Bankai is further limited, you can only take it 1/5 times your level rounded down (for a total of 4 at level 20).

Throwing the TWF chain on there might not be a bad idea, but what I'm probably going to end up doing is make some feats scale so they're more attractive, since people like Ikkaku still use forms of two-weapon (or multi-weapon at the bankai level) fighting.

NightmareToilet
2007-12-29, 03:36 PM
Ok thanks.

Yes apparently his zanpakuto includes the sheath. So he has an alternate form of sword and sheath and then connects them to get a spear thing and then can turn it into a 3-part staff and at bankai it becomes a crazy triple ax. Now, in additon to those feats, he was able to use his alternate form to gain a surprise or AoO on an unexpecting Ichigo, if you would want to fit something like that in for weapon changes that do something unexpected?

Also, have you considered using talent trees? I mean from modern, just the trees, like you pick which of the 6 talent tree type your spirit is and then get to pick abilities from them at appropriate levels. That would allow for some more flavor and effects, and a feat could be used to open access to a different talent type. In modern I think you get a feat every other level and a talent every in-between, which here you have to have dedicated warrior to match.

EDIT: What first got me thinking this is the use of evasion et al as feats, which puts them in competition with dodge, mobility etc. (Actually I have thought it would be better if offensive and defensive choices did not compete, also, but that is a bigger change, I know).

I like dedicated warrior concept because it allows more feats, which there are so many of, but spells are a pretty useful thing to give up. Considering how the show plays dedicated warriors, how about adding to them maybe +1DR per 4 levels and free zanpakuto weapon focus/specialization (a relatively minor bonus compared to zanpakuto feats) like at level 6? The D&D fighter uses many weapons, but these guys have one weapon and they are dedicated to it exclusively. I think they would pick up these 2 in due course, but most people probably would not buy those feats over some cool weapon change or other power.

Edit: Thinking more on the DW, it seems more a choice of focus than something that would need a feat for a special ability, so I would even go and give a pay-back feat say at 3rd level so long as it is warrior-flavored, which is also useful for people wanting to take constant release for looks, since it isn't as beneficial as other feats.

woah this forum logs me out while typing. ugh.

+++

EDIT: additional thought

Well I am adding a lot of thoughts I know but maybe it will help make a good system.

Here is a problem I have with summon.
I envision X who has an ice zanpakuto and summons a swarm of faeries.

Of course they are tiny as they are in a swarm and faeries are tiny.
Of course there are many of them as part of a swarm.
Of course they fly since it would be ludacrous for them to run; they are faeries, and faeries fly.

(Is Matsumoto a summon or projectile, because I think she is listed projectile up with the table of types but her quote is there by summons)?

So, I think I should be able to summon a Swarm as the creature type, and since they are a flying type they get flight instead of running on the ground like a joke.

So I would buy Summon and then I would buy Share Abilities (thus 2 feats/abilities) so I can call them ice faeries that attack with superior frost blade.

But If I had a summon of a lion and wanted it to fly or be able to be an abnormal size for that creature, then yeah, it needs to spend a shikai or feat to be able to do that.

What do you think about letting a creature that flies come with flight?

Full_Time_Slack
2007-12-29, 10:51 PM
Another idea for a Spiritually-Awakened Human class would be an Enhancer. Someone who focuses their reiatsu through held objects and direct physical combat such as Ururu and Jinta and (to some extent) Karin (although those may be poor examples. I'm not caught up on all the Manga yet, but I suspect Ururu and Jinta may be modsouls, and Karin is in her own special place as the mortal daughter of a Shinigami, so who knows if she'll turn out like Ichigo or get her own power).

Also, though we haven't seen an example, there's no reason we can't have a human (or spirit) Kido Wild Talent.

FelixZ
2007-12-29, 11:21 PM
No. Becoming a menos requires the creature to be colossal. Hollows with 12 HD cannot progress further unless they consume enough other menos to become an Adjucha, all the rules regarding that progression are laid out.

But what about creatures such as any dragon above young, most giants, outsiders, etc?

Xuincherguixe
2007-12-31, 12:31 AM
But what about creatures such as any dragon above young, most giants, outsiders, etc?

Those don't really exist in Bleach. Though I suppose one could use it as a basis for a hollow. Taking the D&D monster, and give it a Hollow Template.

In THAT case, they can't exist as normal hollows, they'd have to be Adjucha. Or Vasto Lorde when they show up and some rules can get made up.

astrallite
2007-12-31, 12:42 AM
Seems like to me Kuchiki Byakuya should be a level 16th Spellcaster Shinigami since he is capable of not only casting 8th level spells, he can cast them as quickened spells (skips the incantation). You can give him to Shunpo Decoy feat and that should sum up his abilities quite well.

Only problem I can see is that Shunpo Decoy is described as Mirror Image (extraordinary feat). I don't think it should work as mirror image since an opponent can also hit the real target when mirror imaged. I think the feat really just should be epic dodge with a different description (you may even argue that additionally the opponent is flat-footed for the rest of the round). If you look at the rule set for available Shinigami feats, epic dodge is possible at level 20 for Byakuya (with skill focus: tumble); (okay, maybe level 21 since it's an epic feat). Or we can just cheat and give it to him at level 16 since he's so awesome.

Also, I don't see any feats in the rules about using spiritual force (reaitsu) to cause fear or as an aura. Any chance that will be added at some point?

Behold_the_Void
2007-12-31, 01:25 AM
All right, going down the list.

NightmareToilet:

Regarding Ikkaku, I represent his split as a more awesome way to represent the feat "Short Haft". There's no real need to represent that with the rules mechanics.

Talent trees crossed my mind, they'll likely go to the Spiritually Awakened Humans to give them more options and to try to keep them up with Shinigami.

Feats in this system are POWERFUL. As it stands, I don't see any further need, although I may revamp the Weapon Focus and Weapon Specialization feats all the way up to Weapon Supremacy to be scaling and give them to the dedicated warrior alone.

Swarm and creature form summons with inherent creature abilities are a good idea, I'll implement that in my next update.

Full_Time_Slack:

That's what the Augment is meant to do, all the abilities that an Enhancer might have an Augment already will have.

FelixZ: I'm going to be moving the system away from modding pre-existing creatures into hollows, but I will retain the rules to do so. If you're using a creature with more than 12 HD, make it an Adjucha and give it the appropriate abilities to make it happen.

So yeah, pretty much what Xuincherguixe said.

astrallite

Byakuya's too good of a warrior to be a spellcaster. The numbering system for kidou in the show vs. kidou as they appear here is somewhat loose, some things just can't be made to fit perfectly and sacrifices must be made for the sake of a system and game balance. To use another example, there's a Vizard girl who can hold her mask for 5 hours. It's just not mechanically feasible to do try to capture every character's various quirks and super special abilities.

Regarding the Shunpo Dodge, I'm still thinking on how I want to represent that, but it'll likely be burn an amount of shunpo equal to or greater than the attack roll (rounded up, in increments of 5) as an immediate action to avoid an attack.

I can probably make a few reiatsu feats to make the reiatsu surge more impressive and overwhelming. I'll put those up in the next update.

zadcap
2007-12-31, 02:00 PM
I think the shunpo dodge should be attack roll times 5, not rounded up to five, since all characters end up with hundreds or thousands of feet to move, it would be broken to say about tops 30ft lets you dodge any attack, and as a swift action instead of imidiate. A round is only six seconds, and while some people move fast, can their brain regester that much movment that fast? It seems broken.
Sorry if I'm telling you things you knew, or just rewording, it just looked wrong to me.
And while the subject is up, the shunpo feat should probably be broken down into multiple, with the pre-requirement being improved shunpo, much like the dodge line. It would be geared twords experts, and perhaps give them a fighting chance against a Dedicated Warrior type.
Improved shunpo: Increase your shunpo one step
Shunpo blur: 20%, uses 10 ft/round
Shunpo double: Mirror Immage, stacks for more clones, 20ft/round per clone
Shunpo dodge: As a swift action, spend 5 times opponents attack(or damage) roll plus 10 to negate that attack and move to a square adjactent to your attacker.
Shunpo counter(Requires Shunpo Dodge): Gain an attck of oportunity after preforming a shunpo dodge, opponent is counted as flat footed for this attack. Normal attack of oportunity rules apply.
Shunpo feint: While making a full attack, spend 20ft of shunpo, move to a square adjacent to your opponent, who is considerd flat footed for the rest of your attack.
Shunpo critical: As a full round action, spend 30 plus any distance travled to make a single attack on a target. You roll an attack at your highest bonus and compare it against your opponents spot check(or a more apropriate roll). If you win, you do an automatic critical hit and target is stuned untill your next attack.
Shunpo spring attack: already exists.

NightmareToilet
2007-12-31, 09:45 PM
Ok, here are some things I had thought of, too, so I'll just paste it here as I have them and maybe it will give you some more ideas:

1. Dedicated Warrior as a class, not a feat. DW Shinigami get Zanpakuto Weapon Focus (+1 to attack roll) and Zanpakuto Weapon Specialization (+2 dam) feats for free when generic warriors start getting spells, which is usually lev 6. DW’s also get +1DR per 4 levels. They may switch to another class and eventually get spells but will of course be behind and will also no longer get as many feats or more DR.

[Feats can be more powerful if used for Z powers, yes, but also, spells have a lot of effects including range, different elements, lots of things that using feats and zanpakuto abilities to mimic would be crazy to attempt, but I do think DW as a class is best, with weapon specialization, talents, etc.)

2. [Yeah, I wrote this already but maybe this is more what I had in mind. Maybe give humans an extra talent and the ability to pick from any of the 6 whenever, would be nice?]. Incorporation of Talent Trees (and epic progressions of them): Declare which of the 6 Modern class types you will get talents from. This is part of your spirit type regardless of other choices, such as class choice or strong save choice. You may use a feat to add access to another of the 6 categories of talent trees. Each time, it allows talents from an additional modern class from then on. (Nothing else from these modern classes is added.)

3. [Z = Zanpakuto; yeah, makes me think Zoro, ha. This was thinking of how Ichigo got Shinigami-ized and what if that was done on purpose using more than one shinigami/Z. Also, some ideas for having twin Z's].
New starting feat: Multi-Z Source Shinigami. This human becomes conceived as a Shinigami from multiple Z’s instead of just one. Max is equal to the Con bonuses used for reiatsu, which is detected at the time. So if the stat is con 16, then the max Z’s that can be involved is 4 Z’s (one, plus one for each bonus). Each Z involved in the conception causes an additional twin Z to be available to the new shinigami. These are Z seeds planted inside the person and develop to reveal themselves at shikai. They can reveal as any combo of conjoined twins and separate twins (or triplets, etc), but they stay that way unless a feat is taken to change them, give an alternate weapon form (meaning they are either conjoined or separate, not switchable unless feated to be so).

This number of Z’s is increasable by a permanent raise in Con bonus, plus a feat, plus having at least 3 levels per Z beyond the first Z. For example: For a Con bonus raise from +1 to +2, plus the feat, it would be 1 additional Z at level 6 or higher, and for an increase from +3 to +4, plus the feat, it would be 1 additional Z at level 12 or higher.

Perhaps Multi-Z Source should be backstory and not an actual “feat”, since it happened at shinigami birth. Or it can be a feat and everyone else could get adjusted +1 starting feat. Also, it could be +1 Z per con bonus and no one can be a shinigami if they don’t even have a +1 bonus Con. I think that may be better, as it drops the number of Z’s by one and conveys the extra reiatsu power shinigami have. In that case, the 3 levs per Z would not exclude the first.

[Thinking of this, Kenpachi's eyepatch doesn't just down his str, it affects his Con, his reiatsu. Some Reiatsu point and potency system seems called for based on how it affects combat so much and even the ability to do damage or not based on determination of will. Some mix of Con plus Will save maybe? Roll a will save each round you fight a higher level opponent? Something?]


[So, I was thinking of this character who got made from multiple Z's and she has 2 twin-bladed kodachi, each blade a zanpakuto and how that would work out. Also, making characters on themes first. Like, each bleach character has a certain theme and sub themes that their powers then fulfill. So, building a role-playing character should be the same here, a backstory and theme which powers will then bring out, which makes sense since the Z swords (ha) come from within and are similar to the wielders. Even ice is a sort of theme for a character.

Like see this 1st level concept that my thinking on this character would produce:

1st lev:
Class: Dedicated Warrior, Con 16
“You do not gain any spell points or spell progression. Instead, you gain a feat at the first and second level, as well as every two levels thereafter (as per the Fighter class). This overrides the existing bonus feat progression for your class.”
Additional: +1DR per 4 levs; ZWF/S when would get spells (~ lev 6).

Theme: Multi-Z Source: (yada...)

Feat: Alternate Sealed Form: Conjoined Twin (CT) Form: 2 parallel kodachi

Feat: Alternate Sealed Form: Triplet Form (1 CT Z and a single Z)

Bonus Feat: Alternate Sealed Form: Quad Form (2 CT Z)

Talent Tree Type: Fast
Talent: Evasion


Oh here see this feat. I was thinking how Ichigo was scolded for relying too much on Zangetsu and how he manifested a personal weakness (maybe in character developement people could pick what kind of weakness you ar manifesting?) Well, the barrier options all seem like that type of reliance so I came up with one that I like better as it has the character and weapon working together:

7. New Z Feat: Enhanced Combat Expertise: req: Combat Expertise. Your Zanpakuto takes hold with you and enhances your expertise, making it twice as effective. Whatever many bonuses you switch from offense to defense are doubled on the defense, so 1 becomes 2, 2 becomes 4, etc, 5 becomes +10. Also, if the wielder has a Zanpakuto in each hand with this ability, this Shikai also functions as 2 Weapon Defense while active, and both weapons manifest the enhanced expertise, each hand functioning as the primary. Bonuses are switched per hand, so, for example, from the right hand you could switch a bonus of 2 to defense and gain +4 AC, while with the left hand you switch over 4 and gain +8 AC, totaling +12. Conjoined blades [a sword with two parallel blades, twin Z's that are conjoined like this] can’t stack this way since they use the same attack roll, unless they have some special ability to bend and angle differently from one another.

astrallite
2008-01-01, 04:01 AM
Are there any rules for multi-classing? A character can be a warrior/spellcaster (which is how I would build Byakuya or Aizen), in order for the character to both have high levels of combat skills (BAB) and also high level casting (highest spell level) at the cost of:

1) some bankai/shikai feats (shikai/bankai progression of highest level class)
2) lower defense bonus (highest defense bonus only, no stacking)
3) lower zanpaktoh base damage
4) lower saves (highest level class bonus saves).

Behold_the_Void
2008-01-01, 04:48 AM
I may look into Dedicated Warrior giving some extra bonuses. At the moment, I'm revamping the Weapon Supremacy chain, which only a Dedicated Warrior will be able to take and may get for free.

Talents are currently in the works for spiritually-awakened humans. Depending on how it turns out, it may end up migrating to shinigami as well.

Regarding the birth from multiple zanpakutou, it seems kind of unlikely and way too specific to have a feat governing it, especially when the mechanics in place allow you to make a zanpakutou based around that fluff.

And on multi-classing, it's not intended to be used outside of Prestige Classes. The generic class system lets you build either a warrior, a spellcaster, or a hybrid, that's what the expert shinigami is for. If you were warrior/caster multiclassing, it'd probably end up looking like one of them, or just end up looking more or less like the expert.

Byakuya is definitely an Expert Shinigami, he has been stated as such. I bill Aizen as a Spellcaster, honestly, he doesn't do a lot of fighter-like things. Sure, he nearly bisects Ichigo and backstabs Hitsugaya, but his level is WAY higher than theirs so he's just better than they are.

FelixZ
2008-01-01, 07:29 AM
I would make Aizen epic level (somewhere around level 30). He's just that good.
I was looking at the Quincy, and they seem to get hit hard in several areas, specifically health. d4 hit die, has to roll EVERY level, that just asking for trouble. Ok, sure, the bow range lets you stay out of the heavy combat, but they don't have much in the way of range (60ft at 5th level?), defence, or attack (average attack bonus will make it hard to hit what you aim at)

I wouldn't be suprised if every quincy didn't get a sanrei glove just for the boosts. And even then, you could have two of them at 10th level, each with a bag fulll of gloves, going to 'final form' falling, and back again.



^-- the result of getting no sleep :smallsigh:

Behold_the_Void
2008-01-01, 01:54 PM
From my making the rules for Augmenters and Manifesters, I'm very likely going to change Quincy to d8 HD, full con and max hp at level 1, which is wha the Manifester gets.

NightmareToilet
2008-01-01, 07:15 PM
I've wondered what would happen if a Quincy or Augmenter or Manifester or Bount got shinigami-ized. They would already have hight reiatsu and some developed powers, so maybe their powers would get put into a zanpakuto but it would be a skyscraper untill they got shikai or took a feat maybe to decrease it? I hate feats for stuff like that though, but maybe pay some xp instead.

How would you handle these kinds of situations? There is no set example in Bleach but it seems obvious that it could happen.

For that matter, an arrancar like Nell could get shinigami-ized, maybe it would make her a vizard. Or a Vizarrancar.

Or how about a vizard trying to augment like chad does with manifesting part of the vizard's hollow?

If Chad went shinigami and then vizard, he could have a mask and full hollow form, too.

What if an arrancar appeared as a human or used some trickery to get a shinigami to pass powers over and take it a further step towards shinigami? Maybe the result would have an Arrancar Zanpakuto and also get a shinigami Zanpakuto and a vizard mask.

Or what if Ichigo took the sword from his hollow and drew it and thus got an arrancar sword copy of Zangetsu that could release his full hollow powers? Yeah, his hollow takes his sword sometimes and if he took the hollow's sword and drew it from inside himself along with his mask, maybe he could be a Vizarrancar with both powers.

Dante & Vergil
2008-01-01, 11:17 PM
I've wondered what would happen if a Quincy or Augmenter or Manifester or Bount got shinigami-ized. They would already have hight reiatsu and some developed powers, so maybe their powers would get put into a zanpakuto but it would be a skyscraper untill they got shikai or took a feat maybe to decrease it? I hate feats for stuff like that though, but maybe pay some xp instead.

How would you handle these kinds of situations? There is no set example in Bleach but it seems obvious that it could happen.

For that matter, an arrancar like Nell could get shinigami-ized, maybe it would make her a vizard. Or a Vizarrancar.

Or how about a vizard trying to augment like chad does with manifesting part of the vizard's hollow?

If Chad went shinigami and then vizard, he could have a mask and full hollow form, too.

What if an arrancar appeared as a human or used some trickery to get a shinigami to pass powers over and take it a further step towards shinigami? Maybe the result would have an Arrancar Zanpakuto and also get a shinigami Zanpakuto and a vizard mask.

Or what if Ichigo took the sword from his hollow and drew it and thus got an arrancar sword copy of Zangetsu that could release his full hollow powers? Yeah, his hollow takes his sword sometimes and if he took the hollow's sword and drew it from inside himself along with his mask, maybe he could be a Vizarrancar with both powers.

This right here is what Aizen is trying to achieve in the show, the perfect hybrid of a hollow and a soul reaper. I myself have thought of what this would be like, and to me would seem to me (for right now because we don't know what a perfect hybrid is like at all) that it would just be gestalt Soul Reaper/Hollow (or Arrancar because of the Human physique).

On another note I notived that you haven't put a Black Coffin kido on the list yet. I think it would be pretty similar to the "Tomb" mysteries in the Tome of Magic.

Behold_the_Void
2008-01-02, 01:19 AM
Arrancar are hollows that have gained shinigami power, first off. With the transference of power, as I understand its not a common practice and until they explain exactly how those mechanics work, I'm not touching it. No need to make needlessly complicated mechanics for something that we don't have well-defined. Not to mention if an Arrancar somehow DID get that, what you'd probably end up with is a stronger Arrancar. Until then, Arrancar and Vizard will more than suffice. I may make a separate Shinigami prestige class for Augments and Manifesters, but beyond that I'm not seeing any real need.

Original Kidou like Black Coffin will come much later, they're pretty low on my priority list.

NightmareToilet
2008-01-02, 12:54 PM
Ok, here's one:becoming one with your Zanpakuto like that one guy did. He went a little psycho but that was his personality, his weapon's personality.
We know Zangetsu has a tremendous ability to selfduplicate or manifest blades and Ichigo hasn't thought to try and access that. We saw Zangetsu make dozens of copies of himself as a humanoid and fight Ichigo with hundreds of swords manifested out of spirit particles. Ichigo should be able to do anything his blade can, at least if he joins with it like that crazy shinigami did (whose name I don't feel like looking up now).

Mayuri should do this; he is the mad scientist after all. I bet he could join and still remain in control of himself... er, as much as he is now, at least.

edit:
Kidou guns and cannons. we need those, too! hmm, aha, shinigami exoskeleton mechs with kidou cannons and their own zanpakuto would be cool. Or they could be mod souls in mechs. :smallcool:

ZebulonCrispi
2008-01-02, 04:25 PM
Ok, here's one:becoming one with your Zanpakuto like that one guy did. He went a little psycho but that was his personality, his weapon's personality.
We know Zangetsu has a tremendous ability to selfduplicate or manifest blades and Ichigo hasn't thought to try and access that. We saw Zangetsu make dozens of copies of himself as a humanoid and fight Ichigo with hundreds of swords manifested out of spirit particles. Ichigo should be able to do anything his blade can, at least if he joins with it like that crazy shinigami did (whose name I don't feel like looking up now).

Mayuri should do this; he is the mad scientist after all. I bet he could join and still remain in control of himself... er, as much as he is now, at least.

edit:
Kidou guns and cannons. we need those, too! hmm, aha, shinigami exoskeleton mechs with kidou cannons and their own zanpakuto would be cool. Or they could be mod souls in mechs. :smallcool:

Baishin would likely use a lot of Weapon, Barrier, and Generic type abilities. No reason to add new rules for it.

The thing about Ichigo being able to make copies of himself because Zangetsu could is pretty much speculation.

Lastly, not to be a nitpicker, but I don't think that Bleach Mecha is strictly canon.

Dante & Vergil
2008-01-02, 06:18 PM
Zangetsu was only able to mutliply himself because he was training ichigo to use Bankai because that is the only time we see him do this.

On an off topic note: A thing on zanpakuto spirits is that they are an unconsious manifestation of their own souls. If some one would have another kind of spirit (i.e. a hollow) merge with the body, the zanpakuto spirit and the other spirit become essentially the same being, albiet having different personalities. I felt this had to be said, relevent or not.

NightmareToilet
2008-01-02, 06:19 PM
But I think it could be a template maybe due to adding a few specific abilities without taking a bunch of levels to simulate it. He became much more powerful when that happened and gained expressed bodily abilities at will.

Zangetsu says that he is Ichigo's power, Ichigo just hasn't learned how to draw on all of it, same with the hollow, like how it has fast regeneration and devour and cero. It seems that from the mythology if the power is in him it is part of him and should eventually be accessable. Maybe they are not all at 100% power, though, the duplicates.

Not canon for the mechs, but the ability to put a mod soul into things opens up a lot of possibilities, and they do have the guns and cannons. With a little alteration, kido guns could fire specific spells. Then you could have a nice battle beast with metal claws and fangs and with the abiilty to fire various spells from cannons, or lots of things could be done.

NightmareToilet
2008-01-02, 06:21 PM
Ha, schizophrenic possessed characters, love it.

oops, well, bankai training was done by a device allowing him to fully manifest and act on his own with his abilities.

Behold_the_Void
2008-01-02, 06:42 PM
I'm really not going to worry about making rules for things like mecha and guns when they have never appeared in the series. If you want to use them, pick up a copy of the Eberron sourcebooks and adapt as necessary, there's no real reason for me to do stuff like that when it's not part of Bleach, which is what I'm trying to make the system for.

And regarding the untapped potential of Zangetsu and the Hollow, what this translates into, mechanically, is that Ichigo isn't high enough level to use all of the abilities that Zangetsu knows he has. Something to remember with all this is a LOT of what is in Bleach is a purely fluff choice that needs no mechanic to represent it. The system is meant to be generic enough to be fitted properly to the Bleach system, with the rules serving as a base to make such a game possible in the first place.

NightmareToilet
2008-01-02, 09:03 PM
Yeah that's a useful way of doing it. Well there were at least 2 cases. What was her name, Ranmaru? She had a kidou gun. And there was a cannon in the movie. Of course, it could be said that both of those were not canon, but I'd take the Bount stuff and movies as canon enough. But yeah, it could be easy enough to make or fluff.

Well more fluff, but the puppets in Naruto like Sasori had, those are things like mod souls could be put into to give them a lot of abilities. So it would be a mod soul with tracking abilities and some special ability and then the container would have abilities like poison, etc, kidou guns, traps, etc.

ZebulonCrispi
2008-01-02, 10:53 PM
Last I checked, this was Bleach d20, not Naruto d20.

StickMan
2008-01-02, 11:11 PM
If you want to use them, pick up a copy of the Eberron sourcebooks and adapt as necessary, there's no real reason for me to do stuff like that when it's not part of Bleach, which is what I'm trying to make the system for.


OK well I'm normally just a lurker but I have to ask was this just a random Eberron slam cause there are no guns or mechs in the setting. Or am I missing something.

Also love the work so far wish I could play it.

Behold_the_Void
2008-01-02, 11:40 PM
Oh no, I'm quite fond of the concept of Eberron. Actually, I should have said Iron Kingdoms, that was what I was thinking but Eberron was the one that came to mind (consequently I'm interested in Iron Kingdoms too, I just haven't had a chance to play either. The point is that the themes aren't exactly applicable here).

The Kidou Cannon in the movie is really a plot device, it has a range and damage of yes considering it can obliterate a pocket dimension.

Ran'Tao's kidou gun is a good point, but that will get statted later with the various R&D stuff that Mayuri has. And by later, I mean a LOT later. It's not nearly as important as a bunch of the other core mechanics that I'm working on right now.

Xuincherguixe
2008-01-03, 06:31 AM
Ha, schizophrenic possessed characters, love it.


I think you mean multiple personalities. Schizophrenia is hearing things that aren't there. Since these things are there, it's not Schizophrenia. Though if only you can see your Zanpakto's spirit people might think you are.

NightmareToilet
2008-01-03, 10:25 PM
Quite right.

Yup.

New excuse for pretty much anything:
"My hollow made me do it."

And when they say you can't take a machete to school, you say, "No, no, this is my Zanpakuto, see! His name is Bob! ... Bob! Do Homework!"

ZebulonCrispi
2008-01-04, 03:35 AM
Ahem. Back on topic.

Next cast document update has been postponed, on account of the rules are undergoing some fairly heavy revisions, and I'm creating level-by-level breakdowns for every character (and discovering numerous mistakes in the process!).

Also, I need to wait for the Awakened Humans rules to solidify a bit, because I really want to put Chad and Orihime in this one.

Also I need to go back and give Kidou lists to everyone who doesn't have Dedicated Warrior.

NightmareToilet
2008-01-04, 11:50 AM
Sounds good!

The specialized Zanpakuto with only one type I think should just be a declaration with its consequence, not a feat. But as a feat, it takes one slot and gives 2, meaning it gives just one extra, and I don't think it is feat-worthy. How about just declare and then you get 2 extra abilities, maybe at level 3 or one at 3, one at 4, and then you can't get a second type till bankai.

astrallite
2008-01-04, 03:16 PM
What about giving a frightful presence feat to characters in addition to the reaitsu surge. I was thinking that if you were close enough to a character such as within reach of the character; 5 feet say, (like Rukia was to Aizen at the end of the SS arc), that you would feel weakened even without the character having to spam reiatsu.

The requirements could be on the high end (like Cha 20+)

astrallite
2008-01-04, 05:38 PM
Lol, I just realized a Spellcaster Shinigami at about level 16-20 with a weapon-type bankai that has tempo stacked with a bunch of Time Stands Stills, could potentially take out a Great Wyrm Force Dragon in about 3 rounds.

Just cast prismatic wall on yourself and start wailing with melee attacks. At the third round you'll easily get your AB up to the dragon's AC and thanks to tempo you'd do somewhere around 5-6k damage on that one round alone after you unload those ~30+ attacks. Even if you only had around 20 attacks you'd still do around 2.3K during the third round which is enough to kill said dragon.

Of course chances are said dragon will do enough melee damage back to you in 3 rounds to kill you (probably around 200dmg) so it's a 50/50 crapshoot. But pretty impressive considering the dragon is a CR59 challenge!

Behold_the_Void
2008-01-04, 05:46 PM
Frightful Presence is in the works.

According to recent rule revisions (which may not be up yet), Tempo applies to damage only and Time Stands Still can be taken only once. And Wizard spells don't exist, kidou is based off the Psion/Psychic Warrior spell list. Not that a caster would even be hitting the force dragon until about 40 attacks in, at which point it's been thoroughly mauled.

astrallite
2008-01-04, 05:57 PM
Aw....I was starting to think you could pull off a Claymore build (the anime with those girls that swing swords ridiculously fast and spam shunpo/shunpo decoy repeatedly) with the bankai rules.

Darn it :smallbiggrin:

Dante & Vergil
2008-01-04, 06:22 PM
Plus, Force Dragons aren't the ones to beat and although Prismatics, in my opinion, are stronger, Time dragons are the hardest thing to beat in D&D. (Its in the last Dragon magizine published.)
Sorry to get off topic, but seeing as I have nothing else to say, good job and good luck with Bleach d20.

NightmareToilet
2008-01-04, 07:11 PM
I had something up there, in case ya missed, just pointing to it.

Now, the thing about playing an arrancar, you'd have to start at a pretty high effective level compared to others? I mean you'd already have been a hollow and gotten lots of powers, right, even if you can only use them briefly. And you'd be super strong. I'd like to see how that works out, not like you can start as a hollow and then go arrancar like a shinigami can go vizard. Well, I guess you could but you'd be evil as a hollow, just going and eating people until becoming an arrancar and possibly being Nell-like.

Hmm, I want stats for the thing that guards the gates of hell. :smallbiggrin:

Time Dragon, eh? Bout Time...:smallbiggrin:

Now, a Nightmare Toilet Dragon, even Aizen would be paralyzed by the Fearful Presence if he faced that monstrocity! :smallbiggrin:

----
edit: Anyway, under races, some beastman thing apparently can be included due to that one captain. They just stuck him in there and its like, huh, why is he the only guy like that? But lots of Anime have the beast people races. Do you know of a good place to look to include stats for them? For him to become a captain means they have the ability to get really strong too. Ha, Bleach furry, here we come. :smallsmile:

edit:
Looking at bankai ability to +10 a stat, that gets crazy if taken multiple times, I think. Maybe once per stat. Now, Ichigo could stand to apply Zangetsu's wisdom. Wait, idea, how about the Z has its stats which are each what the character has, and the bankai ability lets you choose one to access stacked with your own, and each time you get the feat you can access another. I think I like this better, and it is better to have variety than get into stacking +10, +10, +10.... This makes it easier to choose, also.

But I'm thinking, because it seems from some fights that Ichigo is equally matched with the spirits in him, but it seems they have more insight, so ?

Well, some thing to think along.