Post by Takano Hirai on Apr 26, 2019 2:39:03 GMT
Reiryoku
Reiryoku, in layman terms, is how powerful a person’s spirit is. Every creature from humans to hollows have a certain amount of Reiryoku. This helps to determine how powerful you are, along with providing the power to achieve your transformations. Reiryoku is directly related to your MP Spent. For every 5 Spent MP, you gain 1 Reiryoku.
Skills
Unlike normal RPG systems, Skills in this are solely combat based (Sorry bards!). They are mainly used to determine your Stats below. Skills can be at a minimum 0 and a Maximum of 50. Skills can only be increased by increments of 5. You start out with 60 points to spread as you see fit, keeping in mind the min and max. Skills are as follows:
Zanjutsu: Though the term “Zanjutsu” usually refers to combat with a Zanpakuto, this Skill determines your effectiveness with your more Physical Weaponry, such as a Quincy bow, Bount doll, a Fullbringer, or even Hakuda. This skill will determine your base weapon accuracy modifier and Zanjutsu Damage Tier.
Kido: Kido is easiest to describe as “Soul Magic”, where a practitioner uses their Reiryoku to cast either a damaging attack (Bakudo) or to heal/support allies (Hado). This skill will determine your base Kido accuracy modifier and Kido Damage Tier.
Hoho: Hoho is a mastery of Speed, Agility, and footwork. Many times, it is wiser to dodge attacks if given the chance, thus making this a wonderful skill for those who don’t feel like being bashed with a sword! This skill determines your base Defense.
Reiryoku Control: This is very simply your strength of body. How many strikes you can take before finally succumbing to death. This skill will determine your Health Points.
Stats
Accuracy: Roll 1d100 and add your proper Accuracy Bonus (Kido or Zanjutsu)
Hit Points: Your base Hit Points are 50 + your Reiryoku Control. At 0 you are out of the battle, but not automatically dead.
Defense: Your base defense is 50+ your Hoho Skill.
Reshi: Your Reiryoku and Reshi are two seperate stats. Reshi acts sort of like a mana meter for your special abilities (Both Zanjutsu and Kido use Reshi-Pool). You start out at 100 points, at 0 you are Exhausted.
Damage Die: When you hit with an attack, you will roll a specific damage dice tier determined by your Kido or Zanjutsu. The damage tiers are separated via skill (IE: Your Kido skill may have a Damage Tier of 1, whilst your Zanjutsu has a Damage Tier of 4) The Tiers are listed below.
Will Power: Will power act as a secondary HP. Once depleted in a battle, they cannot be restored. More can be added by various techniques and items, however. There is no limit to the amount of Willpower one can obtain in a battle. You do not have any Willpower starting out in a battle.
Damage Tiers:
D3 (0 Kido/Zanjutsu)
D4 (10 Kido/Zanjutsu)
D6 (15 Kido/Zanjutsu)
D8 (20 Kido/Zanjutsu)
D10 (25 Kido/Zanjutsu)
D12 (30 Kido/Zanjutsu)
D12 + 1 (40 Kido/Zanjutsu)
D12 + 2 (50 Kido/Zanjutsu)
D12 + 3 (Only obtainable via Traits, items, and Techs)
D12 + 4 (Only obtainable via Traits, items, and Techs)
Mastery Points
All threads have the potential of granting you Mastery Points. These are used to further empower your character, by spending them on:
The Three Masteries of Potential, Ability, and Technique
Ranking up Techniques
Purchasing perks for your forms.
Purchasing AP (5 MP for 1 AP)
Training allies (Must be on a team, every 2 MP Spent on an Ally grants the ally 1 MP)
Exchanging for Kan (5 MP for 5000 Kan)
Begin a special story event which is run by a storyteller. These can be used to begin major changing points in game lore, or character development (IE, Challenging a Captain to become a captain). Do note, it is not an automatic freepass to do whatever you want, if you challenge a Captain for his seat, be prepared to fight a Captain. (10 MP)
Potential
+5 to any Skill of your choice
Level 1 costs 1 MP
Level 2 costs 2 MP
Level 3 costs 3 MP
Level 4 costs 4 MP
Level 5 costs 5 MP
Level 6 costs 6 MP
Level 7 costs 7 MP
Level 8 costs 8 MP
Level 9 costs 9 MP
Level 10 costs 10 MP
The total cost 55 MP
Ability
Each level grants you a Trait of your choice
Level 1 costs 4 MP
Level 2 costs 6 MP
Level 3 costs 8 MP
Level 4 costs 10 MP
Level 5 costs 12 MP
The total cost is 40 MP
Technique
Every Level grants you an extra Tech Slot
Level 1 costs 4 MP
Level 2 costs 6 MP
Level 3 costs 8 MP
Level 4 costs 10 MP
Level 5 costs 12 MP
The total cost is 40 MP
Weapon traits
This determines a special trait for your weapon. This can also help to flesh out Zanpakutos personalities. These traits will give you a bonus, along with a special ability or trait.
Techniques
These are specialized moves for attacking, defending, and granting bonuses. They are split into three main types: Defense, Utility, and Attack. Each takes up a certain amount of Reishi.
Slots
In order to gain a Technique, you must have a slot available. Each type of Technique takes up one slot, and Mastery (Technique) can be used to gain extra slots. You begin with three slots. Upon fully leveling your Mastery (Technique), you gain a Legendary Technique Slot.
Ranks
Techniques can be ranked up via MP. Each technique will list what it’s ranking benefits are. Normal Techniques only cost 2 MP, while Legendary rank ups cost 4. You can rank your Techniques to a max of level 3.
Items
Items are use to grant various bonuses, heal, or damage opponents. There are no limits to the amount of items you can buy, but you are limited by the amount of items you may bring into a battle. You can change your items once a week, and cannot change them whilst in a battle.
Equipment Slots
Outfit
Accessory
Gear
Gear
Kan
While there are vast and varied types of income in the Bleach universe, it is assumed at this time that Kan (Currency of the Soul Society) is a very prominent and widely used currency for anything combat related, given that Soul Society makes a substantial amount of fighting technology. Thus, making the Kan the default currency for anything Item related. You start out with 30,000 Kan to spend however you wish.
Reiryoku, in layman terms, is how powerful a person’s spirit is. Every creature from humans to hollows have a certain amount of Reiryoku. This helps to determine how powerful you are, along with providing the power to achieve your transformations. Reiryoku is directly related to your MP Spent. For every 5 Spent MP, you gain 1 Reiryoku.
Skills
Unlike normal RPG systems, Skills in this are solely combat based (Sorry bards!). They are mainly used to determine your Stats below. Skills can be at a minimum 0 and a Maximum of 50. Skills can only be increased by increments of 5. You start out with 60 points to spread as you see fit, keeping in mind the min and max. Skills are as follows:
Zanjutsu: Though the term “Zanjutsu” usually refers to combat with a Zanpakuto, this Skill determines your effectiveness with your more Physical Weaponry, such as a Quincy bow, Bount doll, a Fullbringer, or even Hakuda. This skill will determine your base weapon accuracy modifier and Zanjutsu Damage Tier.
Kido: Kido is easiest to describe as “Soul Magic”, where a practitioner uses their Reiryoku to cast either a damaging attack (Bakudo) or to heal/support allies (Hado). This skill will determine your base Kido accuracy modifier and Kido Damage Tier.
Hoho: Hoho is a mastery of Speed, Agility, and footwork. Many times, it is wiser to dodge attacks if given the chance, thus making this a wonderful skill for those who don’t feel like being bashed with a sword! This skill determines your base Defense.
Reiryoku Control: This is very simply your strength of body. How many strikes you can take before finally succumbing to death. This skill will determine your Health Points.
Stats
Accuracy: Roll 1d100 and add your proper Accuracy Bonus (Kido or Zanjutsu)
Hit Points: Your base Hit Points are 50 + your Reiryoku Control. At 0 you are out of the battle, but not automatically dead.
Defense: Your base defense is 50+ your Hoho Skill.
Reshi: Your Reiryoku and Reshi are two seperate stats. Reshi acts sort of like a mana meter for your special abilities (Both Zanjutsu and Kido use Reshi-Pool). You start out at 100 points, at 0 you are Exhausted.
Damage Die: When you hit with an attack, you will roll a specific damage dice tier determined by your Kido or Zanjutsu. The damage tiers are separated via skill (IE: Your Kido skill may have a Damage Tier of 1, whilst your Zanjutsu has a Damage Tier of 4) The Tiers are listed below.
Will Power: Will power act as a secondary HP. Once depleted in a battle, they cannot be restored. More can be added by various techniques and items, however. There is no limit to the amount of Willpower one can obtain in a battle. You do not have any Willpower starting out in a battle.
Damage Tiers:
D3 (0 Kido/Zanjutsu)
D4 (10 Kido/Zanjutsu)
D6 (15 Kido/Zanjutsu)
D8 (20 Kido/Zanjutsu)
D10 (25 Kido/Zanjutsu)
D12 (30 Kido/Zanjutsu)
D12 + 1 (40 Kido/Zanjutsu)
D12 + 2 (50 Kido/Zanjutsu)
D12 + 3 (Only obtainable via Traits, items, and Techs)
D12 + 4 (Only obtainable via Traits, items, and Techs)
Mastery Points
All threads have the potential of granting you Mastery Points. These are used to further empower your character, by spending them on:
The Three Masteries of Potential, Ability, and Technique
Ranking up Techniques
Purchasing perks for your forms.
Purchasing AP (5 MP for 1 AP)
Training allies (Must be on a team, every 2 MP Spent on an Ally grants the ally 1 MP)
Exchanging for Kan (5 MP for 5000 Kan)
Begin a special story event which is run by a storyteller. These can be used to begin major changing points in game lore, or character development (IE, Challenging a Captain to become a captain). Do note, it is not an automatic freepass to do whatever you want, if you challenge a Captain for his seat, be prepared to fight a Captain. (10 MP)
Potential
+5 to any Skill of your choice
Level 1 costs 1 MP
Level 2 costs 2 MP
Level 3 costs 3 MP
Level 4 costs 4 MP
Level 5 costs 5 MP
Level 6 costs 6 MP
Level 7 costs 7 MP
Level 8 costs 8 MP
Level 9 costs 9 MP
Level 10 costs 10 MP
The total cost 55 MP
Ability
Each level grants you a Trait of your choice
Level 1 costs 4 MP
Level 2 costs 6 MP
Level 3 costs 8 MP
Level 4 costs 10 MP
Level 5 costs 12 MP
The total cost is 40 MP
Technique
Every Level grants you an extra Tech Slot
Level 1 costs 4 MP
Level 2 costs 6 MP
Level 3 costs 8 MP
Level 4 costs 10 MP
Level 5 costs 12 MP
The total cost is 40 MP
Weapon traits
This determines a special trait for your weapon. This can also help to flesh out Zanpakutos personalities. These traits will give you a bonus, along with a special ability or trait.
Techniques
These are specialized moves for attacking, defending, and granting bonuses. They are split into three main types: Defense, Utility, and Attack. Each takes up a certain amount of Reishi.
Slots
In order to gain a Technique, you must have a slot available. Each type of Technique takes up one slot, and Mastery (Technique) can be used to gain extra slots. You begin with three slots. Upon fully leveling your Mastery (Technique), you gain a Legendary Technique Slot.
Ranks
Techniques can be ranked up via MP. Each technique will list what it’s ranking benefits are. Normal Techniques only cost 2 MP, while Legendary rank ups cost 4. You can rank your Techniques to a max of level 3.
Items
Items are use to grant various bonuses, heal, or damage opponents. There are no limits to the amount of items you can buy, but you are limited by the amount of items you may bring into a battle. You can change your items once a week, and cannot change them whilst in a battle.
Equipment Slots
Outfit
Accessory
Gear
Gear
Kan
While there are vast and varied types of income in the Bleach universe, it is assumed at this time that Kan (Currency of the Soul Society) is a very prominent and widely used currency for anything combat related, given that Soul Society makes a substantial amount of fighting technology. Thus, making the Kan the default currency for anything Item related. You start out with 30,000 Kan to spend however you wish.