Bleach: An RPG - F-Quincy

From Create Your Own Story

Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are Strength, Dexterity, Intelligence, Charisma, Toughness, Health andMP. Apart from Health, MP and Toughness, when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your "check". In the case of Strength and Dexterity in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.

Strength will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your Strength check minus their TOU check.

Dexterity will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.

Intelligence will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.

Charisma determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check.

Toughness is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a Toughness check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!

Health, or HP, is how much damage you can take. Your HP can be restored via healing, at different speeds depending on the method. If your HP drops to 0, you are immobilised. Once you are immobilised, you will lose one HP per subsequent page you are immobilised. If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.

MP is the vastness of your spirit energy, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.

Roll seven dice. Write down the categories and assign each result to each category, in the order you choose. When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.

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